ResourceCraft

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ResourceCraft

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Deterministic, seed-based finite mob resources.

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About

Project Details

Type
Mod
License
GNU Affero General Public License v3.0 only
Latest Version
ResourceCraft-v1.0.0-26.1.2-dev-61599cb.jar
Authors
CurseForge
Modrinth

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CurseForge ID
Modrinth ID

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About

Description

ResourceCraft logo

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 logo

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.

Screenshots

Gallery

  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf`
    Seed `asdf`
  • Seed `asdf` endermen love warped forests...
    Seed `asdf` endermen love warped forests...
  • Seed `asdf` nearby sea turtles
    Seed `asdf` nearby sea turtles
  • Seed `asdf` (sheep easter egg location)
    Seed `asdf` (sheep easter egg location)
  • Seed `asdf` initial spawn
    Seed `asdf` initial spawn
  • Seed `asdf` end island >1k endermen
    Seed `asdf` end island >1k endermen Out of any of the things that might need some tuning... hmm...
  • Seed `asdf` ancient city danger
    Seed `asdf` ancient city danger
  • Seed `asdf` nearby animals
    Seed `asdf` nearby animals
  • Seed `asdf` school of fish
    Seed `asdf` school of fish
  • Seed `asdf` creepers underground
    Seed `asdf` creepers underground
  • Seed `asdf` skeletons at night on the surface
    Seed `asdf` skeletons at night on the surface
  • Seed `asdf` striders roaming in lava
    Seed `asdf` striders roaming in lava
  • Seed `asdf` one-off blaze spawn
    Seed `asdf` one-off blaze spawn Notice how the mob spawner is visually disabled after the first wave of blazes?
  • Spawn on `asdf` seed
    Spawn on `asdf` seed When you spawn into this world for the first time, you should be looking down at the water and spawned at precisely X:0, Y:63, Z: 0.
  • Seed `asdf` bastion remnant
    Seed `asdf` bastion remnant

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