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Materials, Production, and Food Rules

MAT-01 - Material Progression

Configuration: Enable production overhaul; Enable metal tiers

Mining, crafting, smelting, repair, weapons, armor, and resistance use one material ladder. Tool and workstation tiers prevent a low-stage material from processing a later-stage resource.

MAT-02 - Metals and Material Blocks

Configuration: Enable metal tiers; Enable material chainmail; Enable metal doors; Enable metal bars; Enable ore-storage blocks

Silver, ancient metal, mithril, and adamantium extend vanilla copper, gold, and iron. Their ingots, nuggets, armor, chains, doors, bars, storage blocks, and related equipment share the same material identity; copper continues to use vanilla ingots, ore, and blocks.

MAT-03 - Material Combat Properties

Configuration: Silver-arrow damage multiplier against undead; Enable exact MITE arrow and skeleton rules; Skeleton arrow friendly-fire damage multiplier; Skeleton arrow damage-taken multiplier; Skeleton projectile material-damage multiplier; Skeleton projectile base damage bonus; Longdead arrow damage bonus; Longdead Guardian arrow damage bonus; Burning-arrow gelatinous damage bonus

Projectile material and target family affect damage. Silver excels against undead, burning arrows harm gelatinous creatures, and skeleton variants receive material-aware arrow behavior.

MAT-04 - Weapons and Equipment Families

Configuration: Enable additional MITE melee weapons

MITE adds knives, daggers, cudgels, clubs, hatchets, battle axes, war hammers, mattocks, and scythes. Each implemented family has distinct reach, damage, harvesting roles, and material availability.

MAT-05 - Vanilla Equipment Restrictions

Configuration: Disable vanilla equipment recipes; Enable metal tiers

Vanilla iron, gold, diamond, and netherite equipment remains under its original identity where appropriate, but its components and recipes follow MITE progression. Late-game armor cannot bypass workstation and recipe gates.

MAT-06 - Obsidian Tools

Configuration: Enable obsidian tools

Obsidian tools form a non-metal tier above flint. They provide an early route to stronger cutting and digging without replacing the later metal workstation ladder.

MAT-07 - Hardness-Based Tool Wear

Configuration: Scale tool wear with block hardness; Tool durability cost multiplier

Breaking a block consumes durability according to its hardness and the tool family. Hard stone is substantially more expensive than soft soil, and swords, shovels, and mining tools use different wear rates.

MAT-08 - Armor Durability and Minimum Damage

Configuration: Damaged armor loses protection; Enable minimum damage floor; Minimum nonzero damage; Fire bypasses ordinary armor

Armor keeps full protection through the first half of its durability, then loses effectiveness as it approaches breaking. Successful attacks retain a configurable minimum amount of damage, and fire can bypass ordinary armor reduction.

MAT-09 - Lava and Acid Corrosion

Configuration: Lava damages equipped items; Lava equipment-damage multiplier; Lava metal-equipment damage multiplier; Acidic gelatinous creatures corrode inventory; Acid corrosion chance per creature size; Acid corrosion damage multiplier

Lava damages worn and held equipment, while acidic gelatinous creatures can corrode damageable inventory items. Adamantium and items added to the acid-resistant tag are immune.

MAT-10 - Field Repair for Leather Armor

Configuration: Allow leather armor field repair; Leather armor field-repair multiplier

Damaged leather armor can be repaired in the personal crafting grid with string or sinew. The recipe preserves the original armor stack and restores a controlled amount of durability.

MAT-11 - Anvils and Equipment Repair

Configuration: Enable material anvils; Enable MITE equipment repair; Equipment repair effectiveness multiplier; Repair experience cost per material

Material anvils gate repairs by tier. Repair materials, effectiveness, and experience costs depend on the equipment being restored and the workstation used.

MAT-12 - Metal Buckets

Configuration: Enable metal buckets; Allow non-adamant bucket melting in lava; Copper bucket lava-melting chance; Silver bucket lava-melting chance; Gold bucket lava-melting chance; Iron bucket lava-melting chance; Ancient metal bucket lava-melting chance; Mithril bucket lava-melting chance; Adamantium bucket lava-melting chance; Experience cost for source placement

Buckets exist across several metal tiers. Lava can damage weaker buckets, while placing valuable fluid sources costs experience under server-controlled rules.

SMELT-01 - Furnace Family

Configuration: Enable furnace family

Clay, sandstone, hardened clay, obsidian, and netherrack furnaces form a progression of production stations. Furnace material determines which heat levels and recipes the station can support.

SMELT-02 - Furnace Heat and Fuel

Configuration: Enable furnace heat; Wood and charcoal heat level; Coal heat level; Lava heat level; Blaze-rod heat level; Log furnace burn time; Plank furnace burn time; Lava-bucket furnace burn time; Manure furnace burn time

Fuel provides heat as well as burn time. Ordinary metals, mithril, and adamantium require increasingly hotter fuels and furnace materials, preventing high-tier smelting in starter equipment.

SMELT-03 - Ore and Furnace Tier Requirements

Configuration: Metal-ore required heat level; Mithril-ore required heat level; Adamantium-ore required heat level; Coal heat level; Lava heat level; Blaze-rod heat level

Ordinary metal ore requires coal heat and a cobblestone furnace or better. Mithril requires lava heat and an obsidian furnace, while adamantium requires blaze-rod heat and a netherrack furnace.

SMELT-04 - Furnace Smothering and Flooding

Configuration: Enable furnace smothering and flooding

Water or a solid face blocking the furnace front immediately extinguishes it. Burn time, cooking progress, heat, and the lit block state are reset, and the player receives a specific obstruction message.

SMELT-05 - Furnace Experience

Configuration: Use MITE furnace experience; Furnace experience multiplier

Supported metal and cooked-food outputs grant fixed MITE experience values. Manual removal grants the reward to the player, while hopper extraction creates experience orbs at the furnace front.

FOD-01 - Food Nutrition Values

Configuration: Enable MITE food values; Enable nutrient physiology; Nutrition per food point; Nutrient reserve per food point

Every supported food supplies its own combination of overall nutrition, protein, essential fats, phytonutrients, and sugar response. Data packs define item and tag relationships, allowing modpacks to extend the food table.

FOD-02 - Survival Food Chain

Configuration: Enable MITE food values; Enable nutrient physiology; Enable MITE fishing; Enable blueberry bushes

Hunting, gathering, fishing, crops, dairy, soups, salads, and desserts form one food chain. Simple foods keep a player alive early, while processed and varied meals maintain the nutrient reserves needed for long-term recovery.

FOD-04 - Fishing and Bait

Configuration: Enable MITE fishing; Deep-ocean salmon chance; Grass worm base chance; Grass worm Fortune bonus per level; Grass worm rain bonus; Grass worm maximum chance

Weather, time, water type, and insect bait affect fishing. Grass can provide worms, and deep oceans can produce salmon according to configurable probabilities.

FOD-05 - Fishing-Hook Combat

Configuration: Fishing-hook impact damage; Enable MITE fishing

A cast fishing hook can deal a small amount of server-authoritative impact damage. Material rods keep their own durability and bait behavior without turning the hook into a full ranged weapon.