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.