v1.1.0.920261101-Fabric
Compatibility
Required content
Changes
MITE:Equilibrium-Fabric-1.1.0.920261101_Beta
1、清空了游戏规则栏,现在难度词条只会在游戏进入时提供一次修改,原先创建世界的游戏规则栏现已置空
(1)新增了难度词条菜单,该菜单屏幕只会开放给创建世界时第一位进入的玩家
(2)类似于模组Depression所呈现的效果,难度词条菜单只会在游戏生命周期中创建一次,之后便无法修改,请确保仔细核对词条选择
(3)如果世界创建时选择了允许作弊/世界的玩家列表中存在任意一个创造模式或旁观模式玩家,那么就无法选择任何进阶难度词条(否则会触发非法世界选项的检测机制,最终把所有人踢出服务器)
2、新增了有关夜视的基础词条disableAlwaysNightVision,为玩家选择性地提供夜视效果
(1)基础词条:禁用永久夜视disableAlwaysNightVision,默认为true,若手动关闭,即决定开启永久夜视,则在此基础上的通关不做记录
(2)新增了一个config配置字段receiveNightVision,为布尔值,默认为true,含义为玩家是否决定接收来自词条的永久夜视效果
(3)玩家将receiveNightVision字段置于false时,就不会接受来自词条的任何夜视效果,该功能旨在让玩家可以暂时关闭永久夜视(等到之后一段时间再继续开启),且支持在多人游戏环境下让玩家配置的夜视效果可以各自独立
(4)游戏版本更新:若想修改新增的配置字段receiveNightVision,需要删除原有的config的json文件使其重新生成该字段,或手动填加
(5)默认情况下,全基础词条挑战以及全词条挑战不需要额外为此做出任何变动
3、如果角度和力度合适,箭矢可以直接穿过树叶方块(直接贴近树叶方块时穿透概率较大),坠落的物品实体会穿过多层树叶方块,就像树叶没有任何碰撞箱一样
4、世界创建时默认开启所有基础词条,关闭所有进阶词条
(1)灭绝进阶难度词条不再为玩家提供初始的16张皮革,现在,世界创建时会无条件地将16张皮革置入奖励箱
(2)精简代码,删除了世界创建时读取到灭绝词条而为玩家提供皮革的代码段
MITE:Equilibrium-Fabric-1.1.0.920261101_Beta
1.The game rules tab has been cleared. Difficulty entries can now only be edited once, at the moment the world is created; the game rules tab in the world creation screen is now empty.
(1) Added a difficulty entries menu. This menu screen is only accessible to the first player who joins when the world is created.
(2) Similar to the behavior of the Depression mod, the difficulty entries menu is created only once during the world's lifetime and cannot be changed afterwards. Please double-check your entries selection.
(3) If "Allow Cheats" is enabled when the world is created, or if any player in the world's player list is in Creative or Spectator mode, no advanced difficulty entries can be selected (otherwise the invalid world options check will be triggered, eventually kicking everyone from the server).
2.Added a new basic difficulty entry, disableAlwaysNightVision, which provides night vision to players selectively.
(1) The basic entry: Disable Permanent Night Vision disableAlwaysNightVision, default true. If manually turned off — that is, if you choose to enable permanent night vision — then completions made under that setting will not be recorded.
(2) Added a new config field receiveNightVision, a boolean defaulting to true, indicating whether the player chooses to receive the permanent night vision effect granted by the modifier.
(3) When the player sets receiveNightVision to false, no night vision effect from the modifier will be applied. This feature is intended to let players temporarily disable permanent night vision (and re-enable it later), and it also allows each player's configured night vision setting to be independent of others in multiplayer.
(4) Game version update: to modify the newly added receiveNightVision config field, you need to delete the existing config JSON file so that the field is regenerated, or add it manually.
(5) By default, neither the All Basic Entries challenge nor the All Extra Entries challenge requires any additional changes for this.
3.With the right angle and force, arrows can pass straight through leaf blocks (the penetration chance is higher when firing from directly adjacent to the leaf block). Dropped item entities will pass through multiple layers of leaf blocks, as if leaves had no collision box at all.
4.All basic entries are enabled and all advanced modifiers are disabled by default when creating a world.
(1) The Extinction advanced difficulty entry no longer grants the player 16 pieces of leather at the start. Instead, 16 pieces of leather are now unconditionally placed into the bonus chest when the world is created.
(2) Code cleanup: removed the code block that read the Extinction modifier during world creation in order to grant the player leather.




Optional dependencies
Supplementary resources
| File | Type | Size | |
|---|---|---|---|
| Programmer Art Resource for MITE Equilibrium 1.1.0_9.zip | Unknown | 3.21 MiB |
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:ss0GuuSA:IWlx9Gg3"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ss0GuuSA:IWlx9Gg3"
}

