Description
Epoch is a Fabric survival overhaul for Minecraft 1.20.1. Nights hit harder, the world reads your location and time, and equipment is built to be found, identified, socketed, and repaired. Progress from a flint shard and plant string through copper, steel, scarlet, and stellar tiers while the map, mobs, and loot all scale with where you stand.
Overview
| Loader | Fabric |
| Minecraft | 1.20.1 |
| Status | 0.1.0-alpha |
| Recommended | Patchouli (in-game Epoch Survival Guide on first join) |
In one playthrough you will:
- Start with primitive tools and faster hunger, not a full iron rush on day one.
- Watch mob level and danger rise in harsh biomes and deep underground.
- Craft along a milestone-gated weapon line (copper → … → stellar).
- Sleep through the night in a bed or sleeping bag, with real penalties if you stay exposed.
- Pick up loot tagged with quality, roll rarity, then identify, reforge, socket gems, repair, and complete armor sets.
Everything important is tunable in config/epoch.json. Operators can inspect live state with /epoch debug.
Early survival
Harvest rework
- Flint shard — 16-durability early tool. Strip logs and harvest plant string from grass without using the wrong vanilla tools.
- Knapping — Flint on stone crafts your first shard.
- Plant string — Dropped from grass; used in recipes (including the sleeping bag) and primitive repair. (WIP)
Hunger and the first nights
- Hunger drains faster than vanilla (configurable multiplier).
- Raw food applies a penalty when eaten.
- Animals flee farther from players, so hunting early game is less trivial.
Shelter and sleep
Between 13000–24000 tick time, Epoch scans your position:
| State | What it means |
|---|---|
| EXPOSED | Open sky / weak cover — slowness, mining fatigue, extra exhaustion; prolonged exposure adds weakness |
| PARTIAL | Some cover — lighter penalties |
| INDOORS | Roof + walls — safe from exposure debuffs |
- Sleeping bag — Crafted from wool and string; 5 uses, skips night toward 23500 with wake debuffs (portable, not a full bed replacement).
- Beds — Still work normally; sleeping clears exposure; a full night in a bed grants brief Regeneration.
Time, nights, and scaling
Epoch days
World time drives an epoch day counter (world time / 24000). As days pass:
- Hostile mobs gain HP and damage.
- Players can gain max health and damage scaling with progression.
- Zombie door breaking is gated before day 4.
- Ender Dragon and Wither use dedicated boss scaling tiers.
Mob visual scale can increase with difficulty (configurable).
Weapon progression
Custom tiers
Full tool and armor sets for:
| Tier | Material | Notes |
|---|---|---|
| Copper | Copper ingots | First Epoch weapons; gates iron crafts |
| Steel | epoch:steel_ingot |
Mid-game upgrade |
| Scarlet | epoch:scarlet_crystal from scarlet ore |
High-tier overworld/endgame bridge |
| Stellar | epoch:stellar_fragment from Ender Dragon (3–5 drops) |
Top tier; exotic craft sources |
Also: bone knife, vanilla iron/diamond/netherite with milestone gates, and gold sword/axe are buffed.
Crafting milestones
ProgressionSystem blocks recipes until you prove the previous tier (e.g. iron tools need copper crafted first; netherite needs steel; stellar needs end-game milestones). Wooden and stone sword/axe recipes are removed so progression follows Epoch’s line.
(WIP)
World danger
Biome danger (1–100)
Every biome has a danger level and dispersion (variance per spawn). Datapacks in data/epoch/biome_danger/ override vanilla defaults; unknown modded biomes fall back to safe defaults.
- Underground bonus — Low sky light and block light add danger by depth (Y).
- Mob level — Stored once on spawn as
epoch:mob_level; combines with epoch day scaling. - Entry feedback — Crossing into harsh biomes shows a title/subtitle with danger bucket and color.
Per-world danger map
On first load, each world rolls a fixed danger map from the world seed (epoch:world_danger_map). The same seed gives the same regional threat profile.
Safe spawn
First join searches outward for a biome with generated danger < 15, teleports you there, sets spawn, and flags epoch:has_spawned.
Mob behavior tiers
From mob level, hostiles land in behavior tiers — Baseline → Aware → Aggressive → Lethal → Apex — with tier-specific mixins (skeleton bow/melee, creeper fuse/charged, spider poison, witch potions, enderman stare, zombie reinforcements, and more). Apex mobs show faint angry-villager particles.
Biome bosses
Rare spawns in biomes ≥ 50 danger at night or underground: 5× HP, 2.5× damage, gold [BOSS] name, boss bar, apex behaviors, weighted loot on death.
Visuals
- Nameplates —
Lvl. N - <name>on hostiles (and passive farm animals at Lvl. 0); players and armor stands excluded. - Health display — Colored
current / maxunder the name within render range (toggle in config). (WIP)
With Patchouli installed, new players receive the Epoch Survival Guide once (epoch:has_received_guide). Pages mirror the mod wiki: harvest, hunger, shelter, biomes, loot, rarity, repair, gems, sets.
config/epoch.json groups tuning for shelter, weapons, biome danger, spawn safety, visuals, loot, rarity, gems, repair, sets, bosses, and debug commands.
Debug (OP 2+): /epoch debug help — shelter scan, mob/loot inspection, biome/world dumps, time presets, give sleeping bag, full phase reports.
Dependencies
| Required | Optional |
|---|---|
| Fabric Loader 0.15.11+ | Patchouli (guide book) |
| Fabric API | |
| Java 17+ |
Alpha notice
0.1.0-alpha — balance and visuals are still in flux. Report issues with steps to reproduce and your epoch.json if you changed defaults. Worlds from older namespaces (vanillarealm:* items) may need manual item replacement; new content uses the epoch: namespace.
MIT License · Forge/NeoForge ports not included in this release.





