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Middle-earth Spawn Balance

Lore-true spawning for the Middle-earth mod - orc lands crawl, elven woods stay quiet, torchlight guards your home, uruk-hai march at noon. Fixes the mob flood, adds an in-game settings screen with presets

Middle-earth Spawn Balance v1.1.0 Minecraft 1.21.8 Requires Fabric API Built for Middle-earth 1.0.1

Every land of Middle-earth feels like itself: Mordor crawls with orc bands, the Shire naps in the sun, and a lit house keeps the dark things out.

A Fabric mod for the Middle-earth mod


Description

The Middle-earth mod gives you a whole world, but its spawning treats every land the same: the same crowd everywhere, whole armies piling up around you, villages of one or two souls, and bandits strolling about at noon. This mod rebuilds all of it around one idea - the lore decides the numbers.

Orcs and goblins win by weight of numbers, so their lands are the busiest on the map and their warbands arrive spread out like a real band, not stacked on one block. Elves are few and leaving, so Lothlórien feels inhabited without feeling like a city. Bandit country is quiet at noon and genuinely unsafe after dark. Uruk-hai were bred to endure the sun, so at midday Gorgoroth is walked by captains and veterans while the rank and file wait for night. And light from any source - a torch, a candle, an elven lantern - keeps the riff-raff away, so a lit camp is a safe camp.

It also fixes the mob flood at its roots: NPCs no longer slip past the mob cap, the runaway second spawner is tamed, and settlements get real population sizes - an orc camp is crowded, a hobbit village is cosy, and no village stands empty for its first hour anymore.

Everything is a setting. Out of the box you get the tuned lore numbers - but every figure on this page can be changed in-game, on a settings screen, without a restart.


What you get

Every people gets its own crowd: Mordor and Gundabad the thickest, the roads of Gondor and Rohan patrolled, the Shire safe and homely, the elven woods quiet. Wanderers arrive in lore-sized bands - orcs by the handful, elves alone.
Sun-shy races thin out by day and crowd the dark; uruk-hai march at noon; bandits hide from being seen. Nights can be made truly dangerous with one button.
Block light keeps evil away at any hour - torches, candles, braziers, elven lanterns, all of them. Light your home and nothing wicked appears inside. Decent folk walk lit roads freely.
Settlements hold lore-sized populations with natural variety - no two villages alike. They populate the moment you first arrive, their composition follows the data's own weights, and each culture builds across all the lands the lore gives it: Gondor in Ithilien and Osgiliath, Dale by the Long Lake, the dwarves in the Iron Hills.
The causes of the endless mob pile-up are fixed at the source, and nobody appears in front of your eyes anymore - arrivals come from a wide ring beyond your view.
Middle-earth 1.0.1 writes its own spawn conditions into its biome tables. All seven are separate switches here, so you choose how much of the base mod's judgement to keep - and its per-type crowding caps no longer hold this mod's lore density back.
An in-game settings screen (/mespawn gui) with named presets, live changes and hover explanations for every knob. Fully translated: English and Русский.

The settings screen

Open it with /mespawn gui (operator only). Every number in the mod lives there, applied and saved the moment you change it - no restart, no file editing.

Presets Harder nights - raiders three times as common after dark, the dark lands quiet by day. Even nights - every hour alike. Reset to defaults - a fresh config in one click. And your own: save the current settings under any name, switch between them, delete what you outgrow.
Crowd levers Per-family frequency (twice the brigands, half the goblins), per-biome density (one line covers a whole country), night multipliers, group size and spread.
Base mod rules Seven switches for Middle-earth's own conditions: crowding caps, settlement clearance, light bounds, height, sky and underground, night-only entries, room to stand. Four on, three off - each tooltip says what the measurement showed.
Sun & light Which races fear daylight, which were bred past it, which peoples hide from being seen, how bright is too bright, and how much the day thins the dark folk - per land, if you like.
Settlements Population multiplier, per-region settlement spacing (denser Rohan is one number), repopulation delay, instant first populate.

Prefer chat? Everything is also /mespawn set <setting> <value>, with tab-completion, and /mespawn preset save|load|delete|list <name>.


Commands

Command What it does
/mespawn gui The settings screen
/mespawn analyze Who lives around you, building by building
/mespawn scan What's spawned nearby, by type and group
/mespawn stats What the spawner has been doing and why
/mespawn wanderers Force spawn cycles right now
/mespawn locate <biome> Find a biome across the map
/mespawn cull One-off cleanup of an existing pile-up

Requirements

Minecraft 1.21.8, on the Fabric loader
Fabric API Required
Middle-earth by Jukoz Version 1.0.1 required. That release rebuilt its NPC system, so this mod and the base mod must be updated together

More for your Middle-earth run

Middle-earth Kinship

Talk, trade and haggle with the free folk of Middle-earth, change your coin, and hire their warriors to march at your side.

Middle-earth Satchels

Tiered leather satchels forged from the metals of Middle-earth, so you can carry more on your journey.

Support the mods

I make these in my spare time and give them away free. If you would like to help them keep growing, a tip is always warmly welcomed.

USDT (TRC20) TPi1z2WDRH36yPLfpaH72A6EoxNBNXE44o

Your coin helps me fix things faster, add what is planned next, and keep the mods up to date. Thank you for playing! 🌿


License

All Rights Reserved. Please don't reupload or redistribute the mod elsewhere. For modpacks, follow the project's distribution setting on CurseForge.

The Middle-earth Spawn Balance Team

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