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.
| 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:
Everything important is tunable in config/epoch.json. Operators can inspect live state with /epoch debug.
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 |
World time drives an epoch day counter (world time / 24000). As days pass:
Mob visual scale can increase with difficulty (configurable).
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.
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)
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.
epoch:mob_level; combines with epoch day scaling.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.
First join searches outward for a biome with generated danger < 15, teleports you there, sets spawn, and flags epoch:has_spawned.
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.
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.
Lvl. N - <name> on hostiles (and passive farm animals at Lvl. 0); players and armor stands excluded.current / max under 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.
| Required | Optional |
|---|---|
| Fabric Loader 0.15.11+ | Patchouli (guide book) |
| Fabric API | |
| Java 17+ |
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.