ResourceCraft
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Deterministic, seed-based finite mob resources.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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ResourceCraft: The Hardcore Ecosystem Engine
ResourceCraft is a total overhaul of Minecraft's spawning and resource mechanics, designed specifically for hardcore players and speedrunners who demand a deterministic, consistent, and high-performance world.
By replacing the chaotic and infinite random loops of vanilla Minecraft with a seed-based finite resource system, ResourceCraft transforms every mob and item into a permanent part of your world's strategy.
⚠️ WARNING: READ BEFORE INSTALLING
- New Worlds Only: It is strongly recommended to only use this mod in new worlds. Adding this to an existing world will drastically change mob distribution and may cause unexpected behavior.
- Mob Farm Compatibility: This mod purposely renders traditional mob farms useless. Because spawns are deterministic and persistent based on chunk state and seed noise, "spawn-cycle" farms (relying on infinite random loops) will no longer function.
- Hardcore Intent: This mod is balanced for high-stakes gameplay where every encounter and every resource counts.
🚀 Core Mechanics
🧠 The Resource Spawning Engine
ResourceCraft replaces the random spawn cycle with a High-Density Deterministic Engine. Using a multi-layered noise system derived directly from your World Seed, the mod pre-calculates a dense population of mobs for every chunk.
- Swarmed Environments: Expect locations like Ancient Cities and Warped Forests to be swarmed with inhabitants. The engine favors intense, populated clusters that stay persistent.
- Seed-Based Logic: Every encounter is deterministic. If a zombie spawns in a specific cave on Seed
12345, it will always be there.
🏹 Universal Projectile Durability
- Shared Durability: All arrows—whether shot by players, Skeletons, or through Infinity bows—now have a finite "life cycle" of 6 Health Points.
- Surface Impact: Hits against blocks or the ground cost 1 HP.
- Successful Damage: Hitting a mob costs 2 HP.
- Infinite Reclamation: You can pick up any shot arrow. Skeletons no longer fire "phantom" arrows—every shot they take is a physical resource you can reclaim.
- Dynamic Death Drops: Arrows stuck in a mob will physically fall from their body upon death, allowing you to reclaim your ammo directly from the battlefield.
📦 Eternal Items & Finite Spawners
- Eternal Items: Item entities never despawn due to age. Every item remains in the world until picked up or destroyed.
- Single-Use Spawners: Mob spawners are finite resources. They deplete and deactivate after a single successful spawn.
- Spawner Revenge: Breaking a spawner triggers one final extra spawn, giving you a last chance at resources before the spawner is permanently gone.
- One Warden per City: Each Ancient City is limited to a single Warden. Once defeated, the city is permanently cleared.
🌍 World Balancing
📍 Habitat-Aware Placement
ResourceCraft intelligently scans the environment to ensure logical mob placement across Surface Land, Deep Caves, Aquifers, and the Nether/End.
- Night-Time Persistence: Surface animals (pigs, cows, etc.) now spawn during both day and night, ensuring the ecosystem remains populated regardless of the time of day.
- Abandoned Encounters: Discover rare "abandoned" spawns generated by the seed noise engine, such as lonely boats in swamps, armor stands in forests, or stray minecarts in deep caves.
- Bedrock Protection: Prevents "Nether Roof" spawns by strictly enforcing bedrock ceiling checks.
🏛️ Structural Intensity
- Nether Swarms: Striders and Ghasts populate the Nether at much higher densities, with Striders correctly inhabiting lava lakes as persistent resources.
- Warped Forests: A strict, swarmed ecosystem of Endermen—Magma Cubes have been evicted.
- Trial Dungeon Stability: Improved vertical collision logic ensures that mobs in structures never spawn inside blocks or suffocate.
⚙️ Configuration (Mod Menu Support)
ResourceCraft offers deep customization via Mod Menu. Every gameplay mechanic is tunable in real-time.
- Fractional Scaling: Weights support high-precision floats for extremely fine-tuned mob distributions.
- Spawn Weights: Fine-tune the probability and density of specific mobs (Zombies, Blazes, Phantoms, etc.).
- Environmental Gains: Multiply mob counts for specific biomes or structures.
- Cluster Limits: Set hard caps for cluster sizes and altitude offsets.
- Performance Globals: Configure background thread counts and spawn grace periods.
🛠️ Technical Details
- Minecraft: 26.1.2 (Mojang Mappings)
- Loader: Fabric
- Stability: Optimized world-exit cleanup prevents chunk-loading deadlocks and memory leaks.
- Requirements: MidnightLib, Fabric API
⚠️ SOURCE TRANSPARENCY & AI WARNING
This mod was built entirely by Gemini 3.0 Flash using the Antigravity IDE as an experimental test of LLM capabilities in creating complex Minecraft mods.
PLEASE NOTE:
- AI SLOP: This codebase has NOT been code-reviewed by a human and was guided solely by user prompts.
- OPEN SOURCE: Because the code is essentially "AI slop," it is provided as open source specifically for community security audits and performance fixes.
- EXPERIMENTAL: Use at your own risk. While it has been tested for basic stability, the underlying logic is entirely machine-generated.
![]()
ResourceCraft: The Hardcore Ecosystem Engine
ResourceCraft is a total overhaul of Minecraft's spawning and resource mechanics, designed specifically for hardcore players and speedrunners who demand a deterministic, consistent, and high-performance world.
By replacing the chaotic and infinite random loops of vanilla Minecraft with a seed-based finite resource system, ResourceCraft transforms every mob and item into a permanent part of your world's strategy.
⚠️ WARNING: READ BEFORE INSTALLING
- New Worlds Only: It is strongly recommended to only use this mod in new worlds. Adding this to an existing world will drastically change mob distribution and may cause unexpected behavior.
- Mob Farm Compatibility: This mod purposely renders traditional mob farms useless. Because spawns are deterministic and persistent based on chunk state and seed noise, "spawn-cycle" farms (relying on infinite random loops) will no longer function.
- Hardcore Intent: This mod is balanced for high-stakes gameplay where every encounter and every resource counts.
🚀 Core Mechanics
🧠 The Resource Spawning Engine
ResourceCraft replaces the random spawn cycle with a High-Density Deterministic Engine. Using a multi-layered noise system derived directly from your World Seed, the mod pre-calculates a dense population of mobs for every chunk.
- Swarmed Environments: Expect locations like Ancient Cities and Warped Forests to be swarmed with inhabitants. The engine favors intense, populated clusters that stay persistent.
- Seed-Based Logic: Every encounter is deterministic. If a zombie spawns in a specific cave on Seed
12345, it will always be there.
🏹 Universal Projectile Durability
- Shared Durability: All arrows—whether shot by players, Skeletons, or through Infinity bows—now have a finite "life cycle" of 6 Health Points.
- Surface Impact: Hits against blocks or the ground cost 1 HP.
- Successful Damage: Hitting a mob costs 2 HP.
- Infinite Reclamation: You can pick up any shot arrow. Skeletons no longer fire "phantom" arrows—every shot they take is a physical resource you can reclaim.
- Dynamic Death Drops: Arrows stuck in a mob will physically fall from their body upon death, allowing you to reclaim your ammo directly from the battlefield.
📦 Eternal Items & Finite Spawners
- Eternal Items: Item entities never despawn due to age. Every item remains in the world until picked up or destroyed.
- Single-Use Spawners: Mob spawners are finite resources. They deplete and deactivate after a single successful spawn.
- Spawner Revenge: Breaking a spawner triggers one final extra spawn, giving you a last chance at resources before the spawner is permanently gone.
- One Warden per City: Each Ancient City is limited to a single Warden. Once defeated, the city is permanently cleared.
🌍 World Balancing
📍 Habitat-Aware Placement
ResourceCraft intelligently scans the environment to ensure logical mob placement across Surface Land, Deep Caves, Aquifers, and the Nether/End.
- Night-Time Persistence: Surface animals (pigs, cows, etc.) now spawn during both day and night, ensuring the ecosystem remains populated regardless of the time of day.
- Abandoned Encounters: Discover rare "abandoned" spawns generated by the seed noise engine, such as lonely boats in swamps, armor stands in forests, or stray minecarts in deep caves.
- Bedrock Protection: Prevents "Nether Roof" spawns by strictly enforcing bedrock ceiling checks.
🏛️ Structural Intensity
- Nether Swarms: Striders and Ghasts populate the Nether at much higher densities, with Striders correctly inhabiting lava lakes as persistent resources.
- Warped Forests: A strict, swarmed ecosystem of Endermen—Magma Cubes have been evicted.
- Trial Dungeon Stability: Improved vertical collision logic ensures that mobs in structures never spawn inside blocks or suffocate.
⚙️ Configuration (Mod Menu Support)
ResourceCraft offers deep customization via Mod Menu. Every gameplay mechanic is tunable in real-time.
- Fractional Scaling: Weights support high-precision floats for extremely fine-tuned mob distributions.
- Spawn Weights: Fine-tune the probability and density of specific mobs (Zombies, Blazes, Phantoms, etc.).
- Environmental Gains: Multiply mob counts for specific biomes or structures.
- Cluster Limits: Set hard caps for cluster sizes and altitude offsets.
- Performance Globals: Configure background thread counts and spawn grace periods.
🛠️ Technical Details
- Minecraft: 26.1.2 (Mojang Mappings)
- Loader: Fabric
- Stability: Optimized world-exit cleanup prevents chunk-loading deadlocks and memory leaks.
- Requirements: MidnightLib, Fabric API
⚠️ SOURCE TRANSPARENCY & AI WARNING
This mod was built entirely by Gemini 3.0 Flash using the Antigravity IDE as an experimental test of LLM capabilities in creating complex Minecraft mods.
PLEASE NOTE:
- AI SLOP: This codebase has NOT been code-reviewed by a human and was guided solely by user prompts.
- OPEN SOURCE: Because the code is essentially "AI slop," it is provided as open source specifically for community security audits and performance fixes.
- EXPERIMENTAL: Use at your own risk. While it has been tested for basic stability, the underlying logic is entirely machine-generated.
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