Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Links
Tags
Creators
Details
Mod Introduction
This mod uses Minecraft Fabric 1.21.1 as its framework, recreating most of the classic MITE-R196 settings while adding other details to improve the gameplay experience.
The mod offers a linear progression gameplay experience, with the goal of accessing the End. There are no excessive, frivolous details; there is more than one path to reach the objective. What you must do is carefully consider your current situation and make the right choices.
Standard playthrough length: 72 to 128 in-game days.
Standard Difficulty Rules Introduced Based on Minecraft 1.21.1
All basic rules have default configurations, serving as the standard difficulty reference. Players can also disable some rules in "More -> Game Rules" during world creation. The main content of these rules is as follows:
The player's crafting operation requires additional time (items are no longer retrieved instantly). Crafting advanced items (those containing materials like iron ingots and diamonds in the recipe) increases the time consumed.
A series of crafting benches are introduced. All crafting benches have a level tag, introducing a crafting level system.
The player's mining speed is greatly reduced.
A Bloodmoon Blight mechanic is introduced. The Bloodmoon is a special moon phase. Throughout the entire day of a Bloodmoon, Wheat, Carrots, Beetroots, Potatoes, and Onions (a new crop added by the mod) have a high chance of turning pale and diseased, eventually withering until they are destroyed.
Advanced Animal AI is introduced. The AI for cows, sheep, chickens, and pigs has been rewritten, adding numerous mechanics. These animals have faster movement speeds, receive panic alerts from others of their kind, and their escape pathfinding is more intelligent.
A player Malnutrition mechanic is introduced. When players lack vegetable and fruit intake for a long time, they enter a state of malnutrition, which reduces health regeneration speed while also causing significant and continuous hunger drain.
The teleport command can be used between players. Each teleport costs 500 experience points. This rule is disabled by default.
Villages will generate at more distant locations. After 10 in-game days, if the player has crafted any metal tool (typically a copper pickaxe), a village can attempt to generate in a suitable new chunk.
The daytime during a Bloodmoon is always a thunderstorm. A linked rule is introduced here, causing lightning to strike more frequently near the player.
Defeating the Ender Dragon once, without modifying any rules by default, unlocks certain buttons (such as entering a seed, enabling Creative mode, etc.).
Fixed Mechanics Affecting Player Attributes
Players start with only 6 health and 6 hunger points. The maximum increases to 20 points with experience levels.
Health regeneration from food is removed. The player naturally regenerates 1 health point every 960 ticks.
The player's block breaking and attack reach is significantly reduced, but some items or weapons can extend this distance. Sneaking can also extend it.
Most portable and functional blocks crafted by the player can be collected by hand.
Fixed Furnace Mechanics
Clay, Obsidian, and Netherrack furnaces are added. The higher the furnace tier, the faster its base burning speed.
The Clay Furnace cannot smelt ores; it can only be lit by flammable blocks, charcoal, etc.
The Cobblestone Furnace can smelt most ores but can only be lit by coal.
The Obsidian Furnace can produce higher temperatures, allowing it to smelt Mithril ore, but it can only be lit by a Lava Bucket.
The Netherrack Furnace can smelt Adamantium ore but can only be lit by Blaze Rods, which have the highest heat value.
Fixed Anvil Mechanics
Anvils have fixed durability values. The details are as follows (content from the update log):
An anvil starts with 64 durability points. Each use (including renaming) reduces it by one point.
Anvil durability is divided into three major stages: 43 <= i <= 64 is the fully intact state, 22 <= i <= 42 is the chipped state, 1 < i <= 21 is the damaged state. When i=0, the anvil is destroyed.
Every time an anvil is placed, or its durability value changes, a block update occurs at the anvil's coordinates to match the state corresponding to the durability value.
Anvils are responsible for durability, not appearance priority. Therefore, if a chipped or damaged anvil (from falling) is taken from Creative mode or collected, it will immediately update its appearance to the fully intact state upon placement, as its usage count is 0.
Unplaced anvils stack to 16 and have not had their durability initialized. 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.
When treated as a tool, the anvil normally incurs durability loss from breaking blocks.
Players can repair an anvil by holding Iron Blocks. Each Iron Block restores 24 anvil durability points. Therefore, if the anvil is already in the chipped or damaged stage, repairing it will inevitably cause its state to change.
If an anvil has no visible damage (i.e., its durability has not dropped below 42), it cannot be repaired by right-clicking it while holding an Iron Block. If repair is needed, the option is to combine two anvils in a crafting grid to merge their durability.
Fixed Save and Load (SL) Penalty and Respawn Mechanics
Every time a player enters the world, they are forced to lose 1 health point, and suffer short Slowness, Weakness, and Blindness effects.
Upon dying for the first time, the player retains all experience points and health, respawning at the world spawn point.
When the player is above level 5 and less than or equal to level 35, they lose all experience points above level 1 on death, but keep their items and respawn at the world spawn point.
When the player is above level 35, they lose 5 levels' worth of experience on death, keep their items, and respawn at the world spawn point.
Each time the player dies, the Ender Dragon's base armor increases by one point.
Fixed Overworld Moon Phase Mechanics
The first day of the game is a Blue Moon, during which no monsters will spawn.
During a Full Moon and Bloodmoon, the player cannot sleep.
During a New Moon, all monster strength is suppressed.
Every 32 in-game days, a Bloodmoon occurs. Its daytime is always a thunderstorm, and being exposed outside makes one extremely vulnerable to lightning strikes. The weather clears at night as the Bloodmoon rises.
During a Bloodmoon, all monsters are buffed with the Strength effect, deal extremely high damage, have a massively increased tracking range, and monsters will forcefully spawn near the player.
The Full Moon before a Bloodmoon is a Yellow Moon. Random tick speed increases, meaning crop growth speed increases.
Every 128 in-game days, a Blue Moon appears. Aside from the first day's Blue Moon, random tick speed increases during it, and animals will also spawn nearby.
New Metal Ores, New Crops, and Their Mechanics
Copper, Silver, Mithril, and Adamantium metals are added to the game. Some metals have unique properties; for example, landing the final blow on an undead mob with a Silver Dagger or Silver Sword grants the Regeneration effect.
Vanilla tools are restricted. Wooden, Stone, and Diamond tools are removed (the Wooden Shovel is kept). All tool durability is significantly reduced. Building artificial mine tunnels is impossible in the early game; players can only venture to cave entrances to collect exposed ores.
Compass Change: Players can right-click a compass to get their own coordinates.
The Onion crop has been added as a vegetable. It can only be found in chests.
The growth speed of all crops is significantly reduced.
Restrictions are placed on the growth of crops (Wheat, Carrots, Onions, Potatoes, etc.). These crops require full, unobstructed sky light to grow. They will become diseased during a Bloodmoon, turning pale in texture, and will be destroyed after a certain time. Bone Meal can be used to cure the disease.
Entirely New Lifestyle and Natural Structure Changes
In the early game, players mainly feed themselves by hunting animals and gathering plants. Crop growth speed has become extremely slow, making large-scale farming impractical.
Players need to constantly collect Gravel to obtain Flint / Flint Shards / Metal Nuggets. Flint can be used to craft your first Crafting Bench. Collected Copper Nuggets and Silver Nuggets can be used to create higher-tier metal crafting benches. Players only gain the ability to mine ores/stone after crafting at least their first Copper Pickaxe.
Villages will only generate after a Copper Pickaxe has been crafted and enough time has passed. Villages no longer naturally generate Villagers, but crops remain. Players can collect these crops and then choose a suitable settlement location to begin developing.
The vast majority of natural structures, including Villages, Mineshafts, Ruined Portals, and Shipwrecks, only generate at a sufficient distance. Strongholds are an exception, but the Stronghold containing the End Portal can only be found beyond an absolute distance of 12,000 blocks on the X or Z axis. Only the Stronghold containing the End Portal can be located by Eyes of Ender. If no such structure is nearby, the Eye of Ender cannot be thrown.
Portal Changes, Addition of a New Dimension, Adjusted Nether Entry Conditions
Constructing a portal at any location in the Overworld will teleport the player to the world spawn point (or near the location where the player last slept).
Constructing a portal in the Overworld, above bedrock and at Y=-60, will teleport the player to the Underworld. This is a brand-new cave world dimension, extremely dark and very dangerous, with immense exploration difficulty. It requires immediately building blocks to seal off the portal.
Diamond, Mithril, and Adamantium ore veins can only be found in the Underworld. Only by obtaining the preceding tier of metal can players craft higher-tier tools to mine harder ores.
In the Underworld, large bodies of water may generate at Y=144 height. Digging further down leads to a bedrock layer. Players need to constantly dig mine tunnels nearby to try to find gaps in the bedrock layer to continue downwards.
Players cannot use mechanics to destroy bedrock in non-Creative modes. If an illegal bedrock destruction event is detected, all nearby players will be forcibly killed, and the site will be restored.
The lowest bedrock layer in the Underworld is sparsely dotted with large lava pools. Only a portal built above lava and exactly at Y=-60 height, when lit, can teleport the player to the Nether. This means not all lava pools have suitable space above them for portal construction.
New Mobs Added and Mob Abilities Enhanced
Mobs such as Ghouls, Longdead, Invisible Stalkers, Revenants, Fire Elementals, and Black Slimes have been added.
Wither Skeletons, Blazes, Black Slimes, Invisible Stalkers, and Fire Elementals are immune to damage from non-enchanted weapons.
Ghoul hits apply the Slowness effect to the player and simultaneously reduce mouse sensitivity to the minimum, making turning extremely difficult.
Longdead only generate in the Underworld. They spawn with armor initially and have high armor values. Longdead have two variants: Melee Longdead deal extremely high damage, and Ranged Longdead have an increased arrow shooting frequency.
Invisible Stalkers only generate in the Underworld and in completely dark locations below Y=0 in the Overworld. They are fully invisible and nearly silent. Hitting a player applies the Blindness effect. The F3+B hitbox display is ineffective against them.
Invisible Stalkers and Black Ghouls will attempt to destroy nearby Torch blocks.
Revenants are a rare variant of Zombies that spawn below Y=0 in the Overworld. They initially have a full set of iron armor and weapons, utilize the weapon's attack range, and deal high damage.
Fire Elementals spawn in the Overworld below Y=0 and in all lava pools in the Nether. They are immune to non-enchanted weapons but take high damage from Snowballs. They disappear upon contact with water. Hitting a player applies a very long burn duration. They move faster in lava pools and continuously regenerate health, but continuously lose health when out of lava.
Zombies can see the player through blocks like dirt and can break blocks to approach and attack you. Zombies holding tools will have a stronger block-breaking capability.
Zombies will actively attack animals and pick up items like meat, consuming half the amount of meat they pick up.
The AI of common animals has been significantly improved, and their base speed increased (greatly increasing the difficulty of early-game hunting).
Animals will become sick when their living conditions are poor. Sick animals drop no items.
Endermen check the player's inventory and will actively attack players holding an Ender Pearl.
When the recorded death count is too high (>30 times), Endermen cease to be neutral.
New Advancements, Option Settings
The mod adds some Advancements, providing a series of key milestones to guide the player step-by-step towards defeating the Ender Dragon.
Some world creation options are locked and cannot be changed, unless the game has been completed at least once on standard difficulty.
New Enchantments Added
Reach: Obtained from enchanting at a Bookshelf. Can be enchanted on a Bucket. Provides greatly increased block interaction distance when the bucket is selected. The enchantment is not lost when holding water.
Speed: Obtained from enchanting at a Bookshelf. Can only be enchanted on Leather Boots. Provides a speed bonus.
Extend: Obtained from enchanting at a Bookshelf. Can only be enchanted on Longswords. Provides increased entity attack range.
Advanced Difficulty Rules
A new series of Advanced Difficulty rules have been added, drastically increasing the game's difficulty. Players can choose to enable these.
Think Twice Before Action: Increases the cost of Save & Load. Each time re-entering the game, the player loses half of their health points, capped so health doesn't drop below 3 points.
Rainy Season: Starts the game a few days before the rainy season, then greatly increases the proportion of time it rains in the world.
Extinction: The player starts with 16 Leather. Cows, Sheep, Pigs, and Chickens will no longer spawn.
Blight: Crops no longer grow naturally; they can only be forced to grow using bone meal or similar, except for stem-based crops (Pumpkins, Melons).
Desolation: Removes the Village, associated farmland, and Pillager Outpost structures.
Universal Aggro: The player will unconditionally provoke the hostility of some Zombified Piglins and Endermen.
If any Advanced Difficulty rule is enabled, it requires that the player is not in Creative or Spectator mode, and command permissions are disabled for the world. Otherwise, the server will forcibly kick all players.
If any Advanced Difficulty rule is enabled, the game difficulty is simultaneously locked to Hard mode.
More Content
For details on more mechanics, refer to the update log (the original file can be downloaded from the provided cloud storage link, or consult the Modrinth update log).
Mod-related recipes can be looked up by downloading the JEI mod (To avoid potential compatibility issues, it's recommended to create a new testing world to query recipes).


