Fixed problem with 2x2 grid not saving item Doubled amount ingots repair items Moon checks are now skylight > 10 rather than direct Doubled zombie villager spawn rate Added French/hebrew translation Renamed protection to 'impact protection'
Sprint jumping is now still effective with swiftness/jump boost. Fixed bugs with: -blocking with a shield not granting achievement -kinda critical bug around enchanting -russian language not loading properly
did an oopsie with 1.0.2 with horses Also buffed wandering trader spawns
Fixed crash with mules at full inventory Added gamerule to stamina drain speed Added quartz as a beacon base block
Fixed Bug around enchanting Horse Armour
Enchanting:
Base:
- Items have an “enchant capacity” based on what item it is (roughly 43% of how many enchants they item has in total i.e. boots>chest plate) capped at 50 levels
- Enchants have an “xp cost” which increases exponentially based on its level, that enchants max level and if it is treasure. Max level of enchants 8-12 (10 average) xp levels
- Loot has a chance to have an enchant that is over the normal limit (super enchants, has green glint)
Enchanting table:
- Can not enchant books
- Starts by giving 1 low level enchant
- Adding bookshelves makes enchant chance to be higher level
- For every bookshelf, it will check a random position with the table range, if chiseled bookshelf, checks random slot, if enchanted book, gets all the “valid” enchants on it (can apply to type of item, not already applied/current level is lower than book, not silk-fort incompatible) and chooses one at random.
- Required xp levels is the total cost of all the enchants on the item (mininum 1 level)
- Lapis/Xp cost is required levels divided by 10 rounded up i.e. 42 is 5
- Icon of output show if item will be under half/over half or over capacity (The 3 buttons rather than being low medium high are 3 random selections
Anvil:
- Can not combine enchants from different tools
- Xp cost is sum total of all enchants on final output regardless of input items (1 if <= 0)
- Display how of the capacity is used up on output item via a bar, notches every 5 levels
- Cant deal with items over the xp capacity or contain a super enchant (bar shows red)
Netherite anvil:
- Crafted with anvil, netherite block and upgrade template in smithing table
- The more expensive the item used, higher chance of anvil damaging (5% + levels over capactiy + 10% if super. 0% if under capacity)
- Does not care about the capacity of the item or if it has a super enchant
- Output can not have mending
Other:
- Most mutual restrictions gone (apart from some like silk-fortune)
- Gold items half the XP cost, and when enchanted via table, where possible, each enchant gains a level (even becoming super enchants), additionally have unlimited capacity. (Tools have stone durability, and can break the same as iron tools)
- Curses have negative XP cost
- Netherite gear only requires scrap to repair, tridents can be repaired with prismarine shards
- Ingame GUI to show what book you are looking at in a chiseled bookshelf
- Bottle O’ Enchanting can be crafted via sculk blocks
- XP dropped on death equates to half the levels you had on you
- Taking enchants off an item via grindstone costs one materials worth (to limit endless enchanting attempts)
- Alternative protections don’t adhere to the 80% cap, but normal protection no longer gives points to them
- Bane of Arthropods has also been renamed to Bane of Invertebrates as it now also affects creepers, slimes, magma cubes, guardians, shulkers, ghasts, vexes, blazes (and breezes in 1.21)
- Thorns does less damage and less durability but stacks with other pieces of armour
- Riptide is buffed and can be activated by standing in a lingering water cloud
Transportation:
Stamina:
- Saturation value refitted into a stamina mechanic, displayed over your hunger
- Performing actions such as sprinting and jumping will drain your stamina, the better the armour, the quicker it drains
- Standing still/walking turns hunger into stamina, sneaking increases speed but costs more hunger or heals if standing still
- Running out of stamina stops you from sprinting, full stamina heals you
- Foors give both hunger and stamina, the more hunger it gives, the longer it takes to eat. Golden foods take the longest
- Bowl foods stack to 16, Glistering Melons are now edible and heal a heart upon consumption and Glow Berries give you a temporary glowing effect
- The new Echo Fruit teleports you back to your last death location
Horses:
- Saddles are now craftable
- Horses can now move through leaves (at slower speed) and get into a boat
- Horses trot by default and trying to sprint gets them to gallop
- Using an ender pearl on a horse teleports the horse too
- Horse Armour now enchantable with boot enchants (minus unbreaking/mending)
- The better the armour the less chance the horse has of buckling which reaches 0 with netherite horse armour
- When breeding a horse, the parents will take the potion effect they have with the longest duration of regen, swiftness or leaping in order to give a slight buff to the babies health, speed or jump height
- Mules have less chest space than a donkey, but can now wear horse armour
- Zombie horses have a chance to spawn in zombie sieges, riding one will make mobs less likely to see the player
Minecarts:
- Added copper rails which allow minecarts to have a higher max speed based on the oxidisation, but they require an external energy source
- Buffed Furnace Minecarts to reach new max speeds
- Cancelled further Development due to issues with high speeds and news of minecart experimental features
Elytra:
- The elytra now takes 3 quarters of a second of air time or riptide to activate, but you can just hold space and it will automatically deploy when it can
- Taking damage disabled the elytra for 2 seconds or touching the ground
- Does not work when the playing is touching water, rain or lava
- Normal fireworks no longer boost the elytra but must be converted into dragon fireworks using dragon’s breath or add a star into them causing an explosion when used
Mapbook:
- Combine your maps together into one cohesive map book
- Shows closest map to location when held, stiches all maps together in gui when clicked
- Can add more maps by having paper in inventory when in uncharted areas, or with a filled map in offhand or crafting table
- Can be cloned with another book in crafting table
- Can add banners like normal maps by clicking them, also adds treasure map icons
- Players with same mapbook id in their inventory can show their location from anywhere
- Shows x and z coords of mouse (middle click teleports to them if player has permissions)
- Allows Curse of Vanishing to prevent other players stealing it
Boats:
- Packed and blue ice melt in the nether (Gamerule default true)
- Mobs will now leave boats when attacked
Inventory:
- The bundle can hold up 64 normal items, 32 throwables or 4 unstackables
- 2x2 crafting grid stores items like the rest of the inventory
- Items dropped on death on normal last 10 minutes and don’t despawn on easy
- Llamas now spawn in all Savannah biomes, and their strength value has a better formula to determine how much bred llamas can hold, and they teleport back to the caravan if they get lost
Combat:
Snapshots:
- Loyalty Tridents return from the void, imapling works on all mobs touching water
- Getting hit while eating resets the animation
- Potions stack to 16
- Different weapons have different attack ranges and you can hit mobs through grass
- Shields have no delay, but use up stamina when held up
Totems:
- Totems now turn into a broken form upon use requiring a nether star to be fixed
- New echo totem teleports you to your respawn point upon use
- Require holding up a totem for it to work (Gamerule default false)
- 2 thirds of the evokers in raids are replaced with illusioners who now cast a 15 second nausea spell when entering combat and shoot 4 second blindness arrows, and drop these new blindness arrows upon death
Other stuff
- Can throw bricks, and can be shot out of dispensers (also tridents)
- Goat horn directs pet wolves to attack
- Hostile mobs spawned under the night sky will drop more XP on death, and those that spawn underground have a chance to spawn with a potion effect
- The armour and weapons on mobs have become more randomised, including coming pre-trimmed, and their health and speed have a chance to be increased based on the difficulty
- Zombie villagers will only spawn on the surface, endermen more common in deserts, cave spiders under mountains
Phantoms:
- Phantoms have a smoother swoop and don’t turn towards the player when travelling at high speeds
- Phantoms deal no knockback
- Don't spawn when player is near a cat
- Dive into the ground and despawn in the morning
- Spawn if player has insomnia effect which is given to the player if they haven't slept for 3 nights
- Killing phantoms increases level which spawns more phantoms
- Sleeping with insomnia turns its level into a health boost (5 min and 2 hears per level)
- Can eat membrane to force give insomnia as well as a short blindness debuff
Wither:
- The wither now moves slower towards the player and circles around them when close enough
- At half health they will cause an explosion and spawn 3 wither skeletons as the wither now will speed up and now phase through blocks as it comes down to the players level
- The wither can not be heal back into its first phase
Dragon
- Upon entering the end, you will see 4 end crystals around the exit portal which begin to summon the dragon when approached
- Real Boss music
- The Ender Dragon will shoot fireballs more commonly that have explosion damage and don't hit the dragon herself
- Will now occasionally charge at the player causing high knockback
- Sometimes will drop an endermite out of the sky, if not killed quickly, nearby enderman will attack it then turn and aggro onto the player
- When perched, the dragon will face towards the player and so not let the player under her anymore, and if the player is too far away, the dragon will shoot a fireball.
- Will activally chase players flying with an elytra
- Can hit the dragon with spectral arrows
- There will be a world border around the island until the dragon has been defeated for the first time,
- Respawned dragons can’t break blocks unless you
- summon the dragon while having bad omen which will make the fight harder as the dragon will more faster, deal more damage and have other modifications such as setting you on fire when breathed upon, but you collect double the dragons breath, get 3 times the xp on kill and an additional elytra and dragons egg as a reward for winning
Other
Villagers:
- Villagers will now increase their prices if they have not gossiped with at least 2 other villagers or slept recently
- Do not sleep if they see more than one other villager
- Enchanted books are only on the 2nd (low level biome), 4th (random) and 5th (mid-high level biome) sections (no more lecturn rerolling, also only sells 3 books per restock)
- Can now wear leather armour based on their level, changeable within their GUI
- Buying or selling a lot of the same trade will cause its price to increase for a limited time
- All diamond tool and weapon trades cost at least a diamond
- Trading with a villager while riding a camel will have the villager take on the passenger seat until you trade with them again
- Villagers always zombify but now turn into a nitwit based on the difficulty
- The wandering trader now only spawns on natural blocks like grass
- They buy and sell a larger variety of items, including a rare item of a mob head, music disc, trim, sherd or a map to a unique biome
Redstone:
- Copper bulbs have a 1 game tick delay
- Powering an amethyst blocks generates an artificial vibration based on the redstone signal strength
- many of the redstone components have gotten a texture tweak to better show what it is doing (also brewing stand gui)
- Redstone is better shown in the jungle temple and ancient city portal room (now also with the wither painting)
- If you have the 1.21 experimental features enabled, the trial chambers will have a redstone door
- The comparator output of an inverted daylight detector now reads the phase of the moon as the local difficulty increases with the less moon that is shown
- Ores broken by an explosion have a chance to drop double
World Generation:
- The ocean is twice as deep, bringing down ocean monuments, but now they have 8 diamond blocks rather than gold blocks, and the elders have a chance to drop an enchanted golden apple
- Amplified terrain can now sometimes generate in the world normally
- Certain biomes have more of a particular ore, shown by having other unique identifiers
- Villages, ruined portal and ocean structures generate less often but strongholds can now generate infinitely
- Eyes of ender can be used to find end cities
- How to build a beacon is now shown in one of the woodland mansion rooms, conduits in underwater ruins, an iron golem at the pillager outposts and enchanting in the stronghold libraries
- Igloo will always generate its basement, indicated via a red carpet
Mobs:
- Parrots are less likely to fall off and can be grabbed mid air
- Husks drop sand while converting into a zombie
- Allays drop an echo shard and turn into a vex when killed by a wardens sonic boom
- The iron golem spawning cooldown has been reduced to 20 seconds, however now each iron golem requires a new hostile mob and the villagers to consume a piece of food for the spawn to be successful
- Music discs are now renewable to a certain capacity (creeper killed by piglin/shulker, creeper kills warden/sniffer)
- Armour stands can be given arms via sticks and removed with shears
Other Other:
- Fishing now has a bait power (no bait/spider eye/fermented spider eye) to determine the quality of the loot, including a medium loot table for items like ingots. The treasure loot table has been buffed with items like tridents and potions, including the luck potion which also now affects chest and mob loot.
- The beacon effect provided is now based on what block the pyramid is made out of, which now includes lapis, copper, coal and ancient debris. Only need 3 layers now to unlock the second level, continuing to increase the size of the pyramid increases its range and it also applies to pets and mounts
- If it is a full moon and you are on the surface, you have increased luck when fishing, farming gets a buff in the first quarter, looting when it is a new moon and fortune in the third quarter
- The fletching table can be used more efficiently to craft arrows, including tipped arrows without the need for dragons breath Render distance fog has been thickened while the lava fog distance has been increased and can now be increased futher with fire protection
- All the advancements have been brought onto the same page, some added/removed, buffed the xp reward of all advancements
- Includes a built in resource pack for a dark UI and other tweaks that I personally like
Cubfans List:
- Cube fireworks (craft with feather as it replaces burst fireworks)
- Bees spread flowers upon pollination
- Lingering potions can be thrown further
- Awkward potion has a different colour