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Моды/MITE:Equilibrium
MITE:Equilibrium

MITE:Equilibrium

This mod offers a linear progression experience with the goal of liberating the End . Without overly flashy details, the main task is to carefully consider your environment and make the right choices.

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Все версииMITE:Equilibrium Beta v1.0.8_8

MITE:Equilibrium Beta v1.0.8_8

Beta1 мес. назад

Список изменений

MITE:Equilibrium 1.0.8.820260228_Beta:

1、模组初步适配,实现了Architectury API的初步兼容,使用的版本号为“[Fabric 1.21] v13.0.5”、实现了自定义局域网联机的兼容,使用的模组版本号为“1.13.2”
2、新生物:加入了土元素,并派生出一系列不同种类
(1)所有土元素拥有较高的护甲(4点),拥有极高的击退抵抗(根据方块硬度处在60%到80%之间),极高的伤害(12点),但移动速度很慢
(2)目前的所有种类有石元素、黑曜石元素、下界岩元素、末地石元素,所有土元素死亡时掉落对应材质的一个方块
(3)所有土元素只会生成在对应方块的上方,比如下界岩元素只能生成在下界岩上
(4)石元素、黑曜石只会生成在主世界中,下界岩元素只会生成在下界中,末地石元素只会生成在末地
(5)土元素只会受来自玩家的镐、锤伤害,以及由环境引起的跌落、爆炸(包括玩家创造的)和闪电伤害,除此之外免疫一切伤害
(6)如果镐、锤的硬度不足,也无法对土元素造成伤害,在目前四种土元素中,对于黑曜石元素需要用铁镐、铁锤才能造成伤害,其余三种元素使用诸如铜锤银镐等即可
3、额外添加了一些成就,帮助玩家更好地设定目标和推进进度,同时修改了易造成误解的成就描述
4、解决了一个历史遗留问题:对要塞生成条件进行更改,文本描述更清晰,只需要满足x或z坐标任意一个绝对值大于12000,就能生成带有传送门房间的要塞
(1)代码示例:boolean canGenerate = Math.abs(x) >= 12000 || Math.abs(z) >= 12000;
(2)变动对比:
此前:x和z坐标的绝对值均需要大于12000,符合生成条件的要塞被十字划分成四个区域
现在:x和z坐标任意一个的绝对值大于12000即可,符合生成条件的要塞分布在以(0,0)为中心点,半径为12000的正方形区域之外
(3)对于玩家:
此前:玩家需要盯着坐标,让x和z的绝对值全部大于12000
现在:玩家只需要确保一个坐标的绝对值大于12000即可,一般在13000的位置就可以成功投掷出末影之眼
(4)历史遗留问题修复
至此,要塞的生成与最初的移植的设定保持一致,即生成在正方形之外,而非此前被错误地生成在十字划分的四个区域
5、村庄、掠夺者前哨站的生成同样正确应用“4”提到的正方形区域,确保x和z任意一个坐标的绝对值大于1000,外加天数符合条件时就会生成
6、数据标准化工作:现在参照MITE数据降低了一系列工具的挖掘速度,不再故意缺省数据引用原版1.21的数据进行自动填充,并定义了一系列标准参照值
(1)斧类工具举例:
定义标准倍率1X为:对于硬度等于原木的方块(就用原木举例子),在玩家在0级时,使用燧石斧挖掘一个原木(原木适用此工具进行挖掘)的时间(约为9.5秒),则
燧石斧的倍率:1X
燧石手斧的倍率:0.5X(即挖掘时间翻倍,耗时为9.5秒 * 2)
铜、银斧的倍率:2X(即挖掘时间降低为原来的1/2,耗时为9.5秒 * 0.5)
金斧的倍率:4X(挖掘时间降低为原来的1/4,耗时为9.5秒 * 0.25)
铁斧的倍率:3X
秘银斧倍率:4X
艾德曼斧倍率:8X
(2)铲类工具:
标准倍率1X为燧石铲挖掘一个草方块的时间,铜银倍率2X,金倍率4X,铁倍率3X,秘银倍率4X,艾德曼倍率8X
(3)镐类和锤类工具:
标准倍率1X为铜镐挖掘一个石头方块的时间,银倍率1X,金倍率2X,铁倍率1.5X,秘银倍率2X,艾德曼倍率4X 锤类工具的挖掘速度是对应镐类的一半
(4)剑、燧石小刀和短剑、锄
同上,比例保持一致,挖掘一个适合该工具的方块时,按以上倍率比例来提升采集速度
剑的1X标准倍率为铜剑挖掘一个树叶或一个蜘蛛网的时间
短剑的1X标准倍率为铜剑挖掘一个树叶或一个蜘蛛网的时间
锄的1X标准倍率为铜锄挖掘一个干草块的时间
(5)此次数值标准将长期固定,视为标准速度,但未来可能会为玩家提供难度值选项,来进一步加速或减速采集方块的时间
7、更新了创造模式的物品栏,进行了物品分类
8、玩家大于等于50级时就无法通过右键硬币获得经验值,通过右键远古金属锭获得经验则不受玩家等级限制
9、正确应用了模组所有金属锭的堆叠数量 :64->16
10、实验性玩法:铁砧拥有固定的耐久值,细节如下
(1)初始拥有64点耐久值,每使用一次(命名也计入在内)就降低一点
(2)耐久值分为三个大型阶段,43<=i<=64时为完好无缺的状态,22<=i<=42为开裂状态,1<i<=21时为损坏状态,i=0时会被破坏掉
(3)每次放置,或耐久值变化时,铁砧所在坐标会进行一次方块更新,以匹配耐久值对应的状态
(4)铁砧只对耐久度负责,而不是外观优先,所以如果从创造模式中拿取或采集因坠落而开裂损坏的铁砧,由于使用次数为0,放置时会立刻更新外观至完好无缺的状态
(5)未放置过的铁砧,堆叠个数为16,尚未进行耐久值初始化,一旦放置过一次,就会为其创建一个耐久值条,此时铁砧被视作一种特殊的工具,其最大堆叠个数限制为1
(6)铁砧被视作工具时,正常参与因破坏方块引起的耐久值损失
(7)玩家可以手持铁块修复铁砧,每一个铁块提升24点铁砧耐久值,因此如果铁砧已处于开裂或损坏阶段,修复时一定会引起铁砧状态变化
(8)铁砧未有外观损坏时(即耐久值未低于42时),无法通过手持铁块右键铁砧进行修复,若有需求,可以选择用两个铁砧进行合成以合并耐久值
11、指令/deathTime回归,记录了玩家的总死亡次数(如果是多人游戏环境,则是记录所有玩家的总死亡次数)
12、构成了水桶相关的一段代码,使得适配Architectury API的同时,解决了空桶右键水源无法返回水桶的bug

MITE: Equilibrium 1.0.8.820260228_Beta:

1.Preliminary mod adaptation: Achieved preliminary compatibility with Architectury API, using version number "[Fabric 1.21] v13.0.5". Achieved compatibility with custom LAN hosting, using mod version number "1.13.2".

2.New mobs: Added Earth Elementals, which have a series of different variants.
(1) All Earth Elementals possess high armor (4 armor points), extremely high knockback resistance (between 60% and 80% depending on block hardness), and extremely high damage (12 points), but have a very slow movement speed.
(2) Current variants include Stone Elementals, Obsidian Elementals, Netherrack Elementals, and End Stone Elementals. All Earth Elementals drop one block of their corresponding material upon death.
(3) All Earth Elementals only spawn on top of their corresponding blocks; for example, Netherrack Elementals can only spawn on Netherrack.
(4) Stone and Obsidian Elementals only spawn in the Overworld, Netherrack Elementals only spawn in the Nether, and End Stone Elementals only spawn in The End.
(5) Earth Elementals only take damage from Pickaxes and Hammers used by players, as well as environmental damage from falling, explosions (including player-made ones), and lightning. They are immune to all other forms of damage. (6) If the Pickaxe or Hammer used does not have sufficient hardness, it cannot damage Earth Elementals. Among the four current types, Obsidian Elementals require an Iron Pickaxe or Iron Hammer to be damaged, while the other three can be damaged with tools like Copper Hammers or Silver Pickaxes.

3.Added several new advancements to help players set goals and track progress better, while also modifying advancement descriptions that could be easily misunderstood.

4.Fixed a long-standing issue: Modified the stronghold generation conditions and made the description clearer. Strongholds with portal rooms can now generate simply by requiring that the absolute value of either the x-coordinate or the z-coordinate is greater than 12,000.
(1) Code example: boolean canGenerate = Math.abs(x) >= 12000 || Math.abs(z) >= 12000;
(2) Comparison of changes:
Previously: The absolute values of both x and z coordinates needed to be greater than 12,000. Strongholds meeting the generation conditions were distributed across four quadrants (shaped like a cross).
Now: It is sufficient if the absolute value of either x or z coordinate is greater than 12,000. Strongholds meeting the generation conditions are distributed in the area outside a square with a radius of 12,000 centered on (0,0).
(3) For players:
Previously: Players had to watch their coordinates carefully, ensuring both x and z absolute values exceeded 12,000.
Now: Players only need to ensure one coordinate's absolute value exceeds 12,000. Generally, at a position around 13,000, an Eye of Ender can be thrown successfully.
(4) Legacy issue resolved: The generation of strongholds now aligns with the original ported setting, i.e., generating outside a square area, rather than the previously incorrect generation in the four quadrants of a cross.

5.Village and Pillager Outpost generation now correctly applies the square area logic mentioned in point "4". They generate as long as the absolute value of either the x-coordinate or z-coordinate is greater than 1,000, and the day count meets the requirements.

6.Data standardization work: Now referencing MITE data, the mining speeds for a series of tools have been reduced. Data is no longer deliberately left blank, allowing automatic population using vanilla 1.21 data as a reference. A series of standard reference values have been defined.
(1) Example for Axe-type tools:
Defines the standard rate of 1X as: For a block with hardness equal to a log (using a log as an example), the time it takes for a player at level 0 to mine one log with a Flint Axe (which is a suitable tool for mining logs) is approximately 9.5 seconds. Thus:
Flint Axe rate: 1X
Flint Hatchet rate: 0.5X (i.e., mining time doubles, taking 9.5 seconds * 2)
Copper/Silver Axe rate: 2X (i.e., mining time reduces to 1/2, taking 9.5 seconds * 0.5)
Gold Axe rate: 4X (i.e., mining time reduces to 1/4, taking 9.5 seconds * 0.25)
Iron Axe rate: 3X
Mythril Axe rate: 4X
Adamantium Axe rate: 8X
(2) Shovel-type tools:
The standard rate of 1X is the time it takes a Flint Shovel to mine a Grass Block. Copper/Silver rate is 2X, Gold rate is 4X, Iron rate is 3X, Mythril rate is 4X, Adamantium rate is 8X.
(3) Pickaxe and Hammer-type tools:
The standard rate of 1X is the time it takes a Copper Pickaxe to mine a Stone block. Silver rate is 1X, Gold rate is 2X, Iron rate is 1.5X, Mythril rate is 2X, Adamantium rate is 4X.
The mining speed of Hammer-type tools is half that of their corresponding Pickaxes.
(4) Swords, Flint Knives/Daggers, and Hoes:
The same logic applies, with the ratios kept consistent. When mining a block suitable for that tool, the mining speed is increased according to the rate ratio above.
The 1X standard rate for Swords is the time a Copper Sword takes to mine a Leaf or Cobweb block.
The 1X standard rate for Knives/Daggers is the same as for Swords.
The 1X standard rate for Hoes is the time a Copper Hoe takes to mine a Hay Bale.
(5) These numerical values will be fixed long-term and considered the standard speed. However, there might be options added in the future that provide players with difficulty value choices to further speed up or slow down block mining times.

7.Updated the Creative Mode inventory with item categorization.

8.Players level 50 or higher can no longer gain experience by right-clicking with Coins. Gaining experience by right-clicking with Ancient Metal Ingots is not restricted by player level.

9.Correctly applied the stack size for all mod metal ingots: 64 -> 16.

10.Experimental feature: Anvils now have a fixed durability value. Details are as follows:
(1) Starts with 64 durability points. Each use (including renaming) decreases durability by 1 point.
(2) Durability is divided into three main stages: 43 <= i <= 64 is the "Intact" state, 22 <= i <= 42 is the "Cracked" state, and 1 < i <= 21 is the "Damaged" state. When i = 0, the anvil is destroyed.
(3) Each time it is placed, or its durability changes, a block update occurs at the anvil's position to reflect the correct appearance corresponding to its durability state.
(4) The anvil's durability is the primary factor, not its appearance. So, if you pick up or take from Creative mode an anvil that was cracked or damaged due to falling, its placement will immediately update its appearance to the "Intact" state because its usage count (durability) is reset to its default/initial value.
(5) Anvils that have never been placed have a stack size of 16 and have not yet initialized a durability value. Once placed, a durability bar is created for it. At this point, the anvil is treated as a special type of tool, and its maximum stack size is limited to 1.
(6) When treated as a tool, the anvil participates in normal durability loss caused by breaking blocks.
(7) Players can repair anvils by holding Iron Blocks and right-clicking on them. Each Iron Block restores 24 durability points to the anvil. Therefore, if the anvil is already in the Cracked or Damaged stage, repairing it will certainly cause a change in its state.
(8) When the anvil shows no visual damage (i.e., its durability is not below 42), it cannot be repaired by right-clicking it with an Iron Block. If repair is needed in this state, players can combine two anvils in a crafting grid to merge their durability.

11.The command /deathTime has returned. It records the total number of player deaths (in a multiplayer environment, it records the total deaths across all players).

12.Completed a segment of code related to buckets. While adapting to the Architectury API, this also fixed the bug where right-clicking a water source block with an empty bucket did not return a Water Bucket.

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Метаданные

Канал релиза

Beta

Номер версии

v1.0.8.820260228

Загрузчики

Fabric

Версии игры

1.21

Загрузок

6.3K

Дата публикации

1 мес. назад

Загрузил

ID версии

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