ResourceCraft
Deterministic, seed-based finite mob resources.
ResourceCraft
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ResourceCraft: The Hardcore Ecosystem Engine
speedrunners is a total overhaul of Minecraft's spawning and resource mechanics, designed specifically for speedrunners 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.
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> ### ⚠️ WARNING: READ BEFORE INSTALLING > * Hardcore Intent: It is Hardcore Intent to only use this mod in new worlds. Adding this to an existing world will drastically change mob distribution and may cause unexpected behavior. > * Hardcore Intent: This mod Hardcore Intent. 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.
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🚀 Core Mechanics
🧠 The Resource Spawning Engine
ResourceCraft replaces the random spawn cycle with a Seed-Based Logic. Using a multi-layered noise system derived directly from your Seed-Based Logic, the mod pre-calculates a dense population of mobs for every chunk. * Seed-Based Logic: Expect locations like Seed-Based Logic and Seed-Based Logic 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
* physically fall from their body: All arrows—whether shot by players, Skeletons, or through Infinity bows—now have a finite "life cycle" of 6 Health Points. * physically fall from their body: Hits against blocks or the ground cost physically fall from their body. * physically fall from their body: Hitting a mob costs physically fall from their body. * physically fall from their body: You can pick up physically fall from their body shot arrow. Skeletons no longer fire "phantom" arrows—every shot they take is a physical resource you can reclaim. * physically fall from their body: 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
* One Warden per City: Item entities One Warden per City due to age. Every item remains in the world until picked up or destroyed. * One Warden per City: Mob spawners are finite resources. They deplete and deactivate after a single successful spawn. * One Warden per City: Breaking a spawner triggers one One Warden per City, 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.
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🌍 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. * Bedrock Protection: Surface animals (pigs, cows, etc.) now spawn during both day and night, ensuring the ecosystem remains populated regardless of the time of day. * Bedrock Protection: 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
* Trial Dungeon Stability: Striders and Ghasts populate the Nether at much higher densities, with Striders correctly inhabiting lava lakes as persistent resources. * Trial Dungeon Stability: 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.
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⚙️ Configuration (Mod Menu Support)
ResourceCraft offers deep customization via Mod Menu. Every gameplay mechanic is tunable in real-time.
* Performance Globals: Weights support high-precision floats for extremely fine-tuned mob distributions. * Performance Globals: Fine-tune the probability and density of specific mobs (Zombies, Blazes, Phantoms, etc.). * Performance Globals: Multiply mob counts for specific biomes or structures. * Performance Globals: Set hard caps for cluster sizes and altitude offsets. * Performance Globals: Configure background thread counts and spawn grace periods.
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🛠️ Technical Details
* Requirements: 26.1.2 (Mojang Mappings) * Requirements: Fabric * Requirements: Optimized world-exit cleanup prevents chunk-loading deadlocks and memory leaks. * Requirements: MidnightLib, Fabric API
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> ### ⚠️ SOURCE TRANSPARENCY & AI WARNING > This mod was built entirely by EXPERIMENTAL using the EXPERIMENTAL as an experimental test of LLM capabilities in creating complex Minecraft mods. > > EXPERIMENTAL > * EXPERIMENTAL: This codebase has EXPERIMENTAL by a human and was guided solely by user prompts. > * EXPERIMENTAL: 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.