World and Ecology Rules
AGR-01 - Crops and Wild Produce
Configuration: Enable blueberry bushes; Enable MITE sapling rules; Oak sapling minimum temperature; Birch sapling minimum temperature
MITE adds onions and renewable blueberry bushes while changing how saplings and wild produce respond to biome temperature. These resources support the early food and farming loop.
AGR-02 - Climate-Aware Crop Growth
Configuration: Enable MITE crop growth rules; Minimum crop sky light; Global crop growth multiplier; Minimum optimal crop temperature; Maximum optimal crop temperature; Crop temperature tolerance; Fertilized crop growth multiplier; Isolated crop growth multiplier; Crop-row end growth multiplier; Cross-row crop growth multiplier
Crops require configured sky light and grow at a slower global rate. Biome temperature, wet or fertilized farmland, isolation, row layout, and neighboring crops then modify each growth attempt.
AGR-03 - Crop Disease and Watering
Configuration: Enable crop disease; Crop drought-death chance; Natural crop blight chance; Enable bowl crop watering; Enable blood-moon crop disease; Enable blood-moon crop disease on dedicated servers; Blood-moon crop-disease chance
Crops can become blighted or die from drought. Watering and treatment protect fields, while blood moons can spread disease under separate single-player and dedicated-server rules.
AGR-04 - Fertility and Harvesting
Configuration: Enable manure crop fertilization; Fertility chance per level; Mature crop bonus-drop chance; Harvesting extra-drop multiplier
Fertilized farmland and the Fertility and Harvesting enchantments improve crop output. Mature crops receive controlled bonus drops instead of unrestricted vanilla multiplication.
AGR-05 - MITE Crop Harvests
Configuration: Mature crop bonus-drop chance; Harvesting extra-drop multiplier
Wheat, carrots, potatoes, and onions use maturity-aware MITE drops. Wheat converts back into two seeds, immature or blighted potatoes may become poisonous, and cocoa keeps the vanilla jungle-log placement restriction.
AGR-06 - Fertilized Mycelium Conversion
Configuration: Enable manure crop fertilization
A brown mushroom growing indoors at low light can convert wet fertilized farmland into mycelium. This creates a renewable mushroom route tied to irrigation and manure rather than an unconditional block recipe.
AGR-07 - Leaf Fruit and Sapling Produce
Configuration: Enable leaf fruit drops; Leaf fruit-drop chance; Leaf swamp no-drop chance; Enable MITE sapling rules
Tree leaves provide biome-appropriate sticks, saplings, apples, bananas, and oranges. Temperature, precipitation, tree type, and swamp exclusions keep each resource tied to its intended environment.
AGR-08 - Livestock Wellness and Production
Configuration: Enable livestock wellness; Enable livestock manure; Livestock update interval (ticks); Livestock production chance per update; Cow milk produced per update; Chicken feather production chance; Chicken egg production chance; Cow manure period (ticks); Chicken manure period (ticks); Livestock safe trampling count; Trampling chance increase per step; Trampling maximum chance
Livestock track food, water, freedom, crowding, and panic. Healthy animals produce milk, eggs, feathers, and manure; poor conditions reduce production and can spread panic through a herd.
WLD-01 - Ore Generation
Configuration: Enable MITE ore generation; Generate copper ore; Generate silver ore; Generate mithril ore; Generate adamantium ore in the Underworld; Ore Fortune extra-drop chance per level
Copper, silver, mithril, and adamantium deposits have independent generation switches, attempt counts, vein sizes, and height ranges. Fortune uses a separately controlled extra-drop chance.
WLD-02 - The Underworld
Configuration: Enable the Underworld; Enable Underworld dungeon attempts; Enable Underworld fog cycle; Enable MITE Underworld bedrock strata; Enable exact MITE Underworld terrain noise; Enable MITE Underworld cave cobwebs
The Underworld is a deep deepslate dimension between the Overworld and Nether. Its caves, bedrock and mantle terrain, dungeons, cobwebs, and fog cycle form the central mid-game exploration layer.
WLD-03 - Portals and Rune Gates
Configuration: Enable Underworld portal routing; Enable Rune Gates; Rune Gate teleport delay (ticks); Mithril Rune Gate domain radius; Adamantium Rune Gate domain radius; Show Rune Gate transition effects
Ordinary portals route through the Underworld before reaching the Nether. Rune stones can convert a portal into a same-dimension rune gate whose pattern, material, and orientation determine its destination and range.
WLD-04 - Village Progression
Configuration: Gate new villages behind progression; Earliest village generation day
Village generation is delayed until the world reaches the configured age and progression conditions. Village farms use dead crops and weaponsmith loot can appear in protected iron strongboxes.
WLD-05 - Village Farms and Strongboxes
Configuration: Gate new villages behind progression; Enable strongboxes
Village farms begin with matching dead crop blocks. Weaponsmith chests are migrated to iron strongboxes while retaining their loot table, and their higher harvest tier prevents early theft.
WLD-06 - Dimension Registration and Safe Travel
Configuration: Enable the Underworld; Enable Underworld portal routing; Enable Rune Gates
The Underworld is registered as a persistent server dimension. Portal travel handles destination lookup, chunk loading, safe landing, return routes, and server restarts without trusting a client teleport request.
SKY-01 - Weather and Hunger
Configuration: Passive hunger exhaustion per tick; Enable livestock wellness; Enable MITE fishing
Rain, thunderstorms, immersion, and cold biomes increase passive food consumption. The same weather state affects fishing, livestock shelter and water, while hot biomes prevent an inappropriate wetness bonus.
SKY-02 - Blood Moons
Configuration: Enable moon events; Blood-moon period (days); Harvest-moon and moon-dog offset (days); Prevent sleeping during blood moons; Enable blood-moon crop disease; Blood-moon crop-disease chance; Empower hostile mobs during blood moons; Blood-moon hostile-mob effect duration; Blood-moon hostile-mob speed amplifier; Blood-moon hostile-mob strength amplifier
Blood moons prevent sleep, threaten crops, empower monsters, and raise surface pressure. Period, offset, effect duration, and mob amplifiers are all server controlled.
SKY-03 - Other Moon Phases and Spawning
Configuration: Blue-moon period (days); Enable MITE moon-based surface spawning; Blue-moon surface spawn chance; Blood-moon surface spawn chance; Full-moon surface spawn chance; New-moon surface spawn chance; Ordinary-moon surface spawn chance; Daytime undead surface spawn chance; Render special moon colors and halos
Blue, full, new, and ordinary moons alter surface spawning probabilities, while special moon rendering gives players immediate visual feedback. Daytime undead spawning has its own probability.
SKY-04 - Harvest Moon
Configuration: Enable moon events; Harvest-moon and moon-dog offset (days); Render special moon colors and halos
The harvest moon is a scheduled moon state with its own sky and moon appearance and a role in weather-event scheduling. MITE does not grant it a separate crop, loot, or combat bonus.
SKY-05 - Day-Based Hostile Equipment
Configuration: Enable day-based hostile equipment progression; Advanced hostile weapon unlock day; Elite hostile weapon unlock day; Zombie equipment chance; Zombie villager equipment chance
World age unlocks stronger hostile weapon pools. Zombies and zombie villagers can carry day-appropriate equipment, while revenants and Bone Lords progress into their advanced and elite weapon sets.