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IRE
DatapacksJava

IRE

by Icerios · on Modrinth

A datapack that overhauls and expands the survival experience for slower, more rewarding progression with a renewed focus on mining. Dig through numerous…

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Every version of the game needs its own build. Pick yours, then download — the wrong build installs fine and then does nothing in the game. This mod is built for Data pack only.

⬇ Download for 26.1–26.1.1⬇ Download for 1.21.11⬇ Download for 1.21.10⬇ Download for 1.21.9⬇ Download for 1.21.8
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.
IRE — screenshot 1IRE — screenshot 2IRE — screenshot 3IRE — screenshot 4

Description

IRE (Icerios's Ridiculous Edit) changes the game at a fundamental level for slower, more rewarding progression and tougher survival. The world is divided into numerous stone layers, requiring the player to upgrade their pickaxe as they dig their way to the Nether itself.
This datapack includes the Bookshelf Library block module by Gunivers (Mozilla Public License, v. 2.0; https://mcbookshelf.dev/), as well as files from TagLib by HeDeAnTheonlyone (Attribution 4.0 International; https://github.com/HeDeAnTheonlyone/Taglib).
The included resource pack (found under additional files in the individual versions' pages) is required.

Environment

Daylight Cycle & Lighting

The full daylight cycle is 60 minutes long. Players now have the option to use a bed to skip the day as well as night. Nighttime skylight is dependent on moon phase. A foggy weather cycle impacts both surface and deep biomes. Various biomes across all dimensions feature unique lighting and fog attributes. The End even boasts its own alien daylight cycle.

Cave-ins

Block breaking has a chance of causing a collapse. This affects the majority of natural blocks. Silk touch and golden tools prevent cave-ins. Logs, planks, fences, and walls provide support to prevent collapse. Unstable blocks can fall out from under the player if they fall from a great enough height.

Dig Deep

The world is divided into numerous rock layers, ranging from terracotta to netherrack, with the Nether beginning roughly 1500m below sea level. The deeper you go, the tougher the stone and the better the pickaxe you'll need. All lava is trapped within the Nether, so players must dig their way down before they can construct portals for quick travel.

Cave Air

The air becomes dense with toxins in the lifeless stone layers, requiring the use of respirators, as well as free breathing potions and suspicious stews. Deadly gas clouds appear when air quality becomes too poor. Furnaces, campfires, and torches do not work in these conditions. Smelt oxygen candles in furnaces to carve out temporary safe spaces where you can breathe and operate furnaces.

Misellaneous

Mechanics

Soft Adventure & Ultra Hardcore

Blocks take a long time to break without the proper tool. Natural health regeneration is disabled. This is augmented with multiple new sources of healing. Players can heal from collecting experience, fueling campfires with logs, sleeping, braving the night, eating golden foods, using bandage and poultice items, and using Dungeons-inspired totems of regeneration. Different classes - chosen at spawn - have different health stats. Every 10 experience levels collected increases the player's maximum health by 1HP, for maximum of 40HP. Death without a bed or anchor will send the player up to 5,000m away from spawn.

Increased Storage

All stackable items stack up to 99. Most previously unstackable items without durability stack to 99, with a few exceptions like filled buckets and totems. Powerful consumables like potions, stews, and milk have cooldowns for balance. Bundles can be equipped in the leg slot, effectively adding another slot to your inventory.

Tinkering

Wood tools come in all wood variants (plus mushroom), and they are fully dyeable. Stone tools come in virtually all variants. There are also new tool+armor sets like redstone, emerald, and amethyst. All of these post-wood tools (including spears!) can be further customized. They can use a variety of dyeable handles - wood, bone, iron, gold, blaze, breeze - all with their own pros and cons. These tools can also be trimmed with any existing armor trim or trim material. Handles, dyes, and trims carry over when you upgrade your diamond tool to netherite (which is now indestructible, by the way).
All horse armor can have their fabric bits dyed, which can pare well with a dyed saddle. Bows, crossbows, fishing rods, things attached to fishing rods, and brushes can also be dyed. You can even dye those nice Stray robes you found while exploring.

Campfires

Campfires no longer require coal, but rather kindling such as leaf litter or grass; they also drop themselves when broken. These campfires must be ignited, which is easy to do early-game using a bow drill crafted from vines and sticks. Campfires ward off phantoms and provide regeneration when fueled with logs, so long as they are exposed to skylight. Soul campfires allow players to heal while underground. All campfires must be regularly refueled, or they'll burn out.

Resources

Enchantments

Enchantments can be applied to a wider range of items, with tools accepting weapons enchantments and horse armor accepting most armor enchantments. Enchanted books can be duplicated with a craftable template on a smithing table. Books found in loot pull from pools unique to their structure. Enchanting tables, which act as a sort of "discovery table" with the introduction of book duplication, have the chance to imbue curses. There are new enchantments, and tweaks to existing ones:

Miscellaneous

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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