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Mindthemood's Bits, Bobs, & Buildings (Amazing Archeology)

 This mod began as a quest to add Archeology to the game in a way that made sense. One thing led to another, and it's become quite a bit more than that; more of a menagerie of interconnected ideas, in the same spirit as Quark. I still claim that everything added is loosely based around the premise of an Archeology system, but you'll have to judge for yourself. The idea of the mod, (a WORK IN PROGRESS structure/archeology overhaul, which may one day be the centerpiece of my marvelous modpack), is as follows:

  • An Archeology System through which players can obtain vanilla loot throughout the world; as well as some new and mildly interesting stuff.
  • An Artificery System, in which players can combine machine parts they've found in Archeology to make cool new gadgets and gizmos. 
  • Overhauled Vanilla Structures, adding modded elements to existing structures, while trying to keep the Vanilla feel. Eventually, every Vanilla structure will be replaced with a more detailed, procedurally generated version. At the moment, I'm maybe about 65% there, give or take.
  • And a bunch of other stuff loosely related to the first three premise; including decorative pottery; new golems, new weapons  with unique functions, new traps for the updated structures; new redstone components based on the machinery items; and plenty more to boot!

 

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  • Starting with Version 7; GECKOLIB IS REQUIRED for custom entity animations. Download the latest version if you don't already have it for other mods.
  • Custom Structures DO NOT replace Vanilla structures, but can safely generate alongside them. If you only want custom structures, you can disable Naturally Generated structures when making a new world. (Dungeons are a notable exception- these generate regardless of whether you turn off naturally generated structures. If they really annoy you though, I made a datapack to get rid of them.) 
  • As structures are still a work in progress and subject to change, they are currently disabled by default. You can enable their generation using the DoCustomStructures gamerule.
  • This mod should generally work smoothly. That being said, lower end computers may have some performance drop loading in new chunks, as some bigger structures, (such as the mansion), are a bit tricky to generate quickly. Expect larger structures to take a couple seconds to load in; this is a deliberate step to avoid serious performance drops.
  • Also check out 'Mindthemood's Circuitry' on PlanetMC or Curseforge if you want redstone machinery, iron golems, and guardians to have similar textures to new gadgets and gizmos.

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So far, Dungeons, Witch Huts, Mineshafts, Igloos, Ocean Ruins, Trail Ruins, Shipwrecks, Ruined Portals, Woodland Mansions, and All Villages have been completly overhauled. More are planned.

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STRUCTURE CHANGELOG

Improved Woodland Mansions, which are now even spookier, and legally classified as skyscrapers in some parts of the U.S.

  • Mansions are quite rare, several stories tall, and filled with a wide variety of secrets, enemies, and oddities- not to mention some wonderful loot. Their internal rooms are completly randomized, as are the positions of previously mentioned traps. It's also by far the best place to find Vessel Pieces with which to craft new totems.
  • Tougher enemies are found on higher floors; culminating in totem-armed evokers and vindicators at the mansion's treasure room, located at the very top. 
  • Various Grimstones are hidden throughout the mansion, which spawn additional pillagers in unoccupied areas when randomly ticked. There's four in the center, two in the basement, and two in the treasure room, as well as a couple additional ones hidden in the side wings and towers. Disable them to stop reinforcements, and get a nifty trophy in the process.
  • The Mansion is designed to be challenging against a variety of strategies, without being totally impossible. (According to the brief playtesting of a less-than-experienced fighter.) That being said, I recommend enchanted diamond gear, an ender chest, and a healthy supply of healing items if you intend to fully clear the thing.

Improved Dungeons, which now have deepslate/normal variants, feature slightly better loot, and generally look nicer.

  • Dungeons can be small or large, though all include a single spider, zombie, or skeleton spawner.
  • Small dungeons generate two side chambers, and large ones generate four. Side chambers can consist of crafting stations, dorms, collapsed entrances, and loot chests.
  • Dungeons generate with more specific conditions, to prevent them from generating near mineshafts, strongholds, and water sources.
  • Vanilla dungeons still generate; however, if you really hate them as much as I do, check out 'Mindthemood's Dungeon Removal Committee' to deal with that particular problem.

Improved Witch Huts, which now have multiple layouts and more robust generation processes.

  • Witch huts can be small, large, or oblong; and have further randomization for entrances, pillars, and roofing. Plants, (including moss, vines, and foliage for the planters), are randomly generated.
  • Witch huts always spawn a witch, usually spawn a cat, and have a small chance of spawning pillagers, vindicators, and, (very rarely), evokers. Witches no longer respawn around the hut.
  • Witch huts generate occasional stakes in a large radius around the hut, indicating their presence. They're about as rare as before, and you'll generally find one or two in a decently sized swamp.
  • Witch Hut loot has been overhauled, (which is to say, I added loot to witch huts.) You can now find lingering potions, golden apples, disc fragments, and other rare items inside- a welcome source of early-game valuables.

Improved Igloos, which now have multiple different size variations and randomized interiors. 

  • About 60% of igloos generate a Secret Lab hidden beneath the igloo. A tunnel of random length generates down to the lab, protected with some rudimentary traps. The Lab itself comes in multiple different shapes, featuring randomized cages, and decent loot for any would-be alchemists.
  • Igloos are still relatively uncommon, and are unique to tundras and snowy slopes.

Improved Ruined Portals, which now have multiple different variants based on the biomes in which they're found.

  • Ruined portals can be small, medium, or large; and have unique variants for savannas/badlands, taigas/oldgrowth taigas, plains, deserts, snowy biomes, nether wastes, and soul sand valleys. 
  • In the overworld, nether-corruption around the portal is block based. (Sand is converted to soul sand/soil, dirt is converted to netherrack/suspicious netherrack, stone materials are converted to blackstone/magma rock, etc.)
  • Portals have random levels of degradation; more degraded portals scatter rubble and the occasional block of obsidian around them.
  • In addition, portals randomly generate some ruined braziers and small supply piles in the near vicinity.

Improved Shipwrecks, which have four different wood variants; different contents based on their variant; and three different sizes.

  • Shipwrecks can come in Acacia, Spruce, Jungle, and Oak variants. Each variant has its own unique loot set, and is most common in a specific biome. (Tropical, Cold, Warm, and Normal Oceans respectively.)
  • In addition to their wood-type specific loot, Shipwrecks always have a fair supply of prismarine, and are one of the best places to find oxidized copper spears and daggers.
  • Shipwrecks have different types of wreckage depending on the biome they generate in. (In Warm Oceans, shipwrecks are overgrown with coral; in Frozen Oceans they're covered in ice, etc.)
  • Larger shipwrecks have the most loot; but also spawn more drowned, and have treasure chests rigged with explosives. A Large Ship, while rare, is always guranteed to have a Drowned Spawner inside.
  • Shipwrecks have a decent chance of spawning trident drowned; especially for larger variants.

Improved Pillager Outposts, which now have four different biome variants, (For Savannas, Taigas, Plains/Forests, and Dark Forests), and randomized height/floor layouts.

  • Outpost loot has been improved greatly.
  • Outposts are significantly more dangerous, and can now feature vindicators. Reinforcements still respawn around the outpost, (thanks to the Grimstone at the Tower's summit), but do so less frequently.
  • Each tower has at least two floors, though in rare cases they can have up to six. (This isn't very common though.) Each floor has a randomly selected layout and furniture.
  • Most towers feature cages containing Allays, Iron Golems, or Broken Golems. However, the Woodland Mansion is still the best place to find Allays.

Finished Villageswhich, ironically, are probably the most complicated structure/s in the game. The Desert Village is noticeably absent; but will be incorporated later into the Desert Pyramid structure.

  • Each of the four biome variants has a unique architectural style, and all buildings have different variants and various levels of degradation to prevent things from getting repetitive. For some reason, the ruined buildings have been repaired with dark oak. Subtly designed environmental lore, anyone?
  • Villages always generate at least 3 homes, almost always generate a fair bit of farms, and will usually generate 2-5 occupation buildings. 
  • Exposed Copper Golems naturally generate in villages, defending them from monsters. Unlike Iron Golems, they are only aggravated if directly attacked. (Which is good, given just how efficient these little guys can be.)
  • If terrain is unfit for a building, villages can generate gravesites instead. If you don't have too many moral qualms about grave robbery, you can get some pretty good loot from these. Regular archeological materials also generate around villages.
  • Villages have a 1/5 chance of generating as a Ruined Village; a more heavily degraded variant whose golems have become overgrown and corrupted. Rarer archeological loot can be found here, if you can fend off the remains of the village's guardians.

 

Improved Ocean Ruins, which come in three different variants for cold, warm, and regular oceans.

  • Ocean ruins generally feature several buildings, a drowned spawner, and some suspicious sand. They're also a good early-game source of prismarine blocks.
  • Ocean ruins can occasionally generate partly on shorelines, but are primarily found in deeper water. 

 

Improved Trail Ruins, which come in four different variants for cold, arid, lush, and plain biomes.

  • Trail ruins are mostly buried underground, with a large amount of suspicious blocks for excavating. They always feature a buried spawner in the center, with smaller structures scattered nearby.
  • Trail ruins have different loot depending on the location, hinting at a distant past. Dig deeper to find burial chambers with special loot.
  • They also generally feature a fair amount of pottery for the taking, if you can excavate carefully.

 

Improved Mineshafts, which now come in three different variants for Copper, Iron, and Gold.

  • Mineshafts have a limited spread range, but can be quite large depending on where they generate. They can cut through caves and aquifers, but generally avoid water and lava.
  • Mineshafts feature far more rails than vanilla versions, with complex intersections, stations, and minecarts scattered throughout to encourage potentially deadly joyrides. Be on the lookout for chest minecarts, but don't let them roll away!
  • All mineshafts have a guaranteed cave-spider spawner in the center, and more spawners hidden throughout. Treasure chests can usually be found nearby, with supply chest-minecarts found throughout.

 

 


ARCHEOLOGY CHANGELOG

Suspicious Materials are the key to archeology- while these resemble dirt, stone, netherrack, and deepslate respectively; they have slight differences that hint at their contents. Craft a Copper Brush using a copper ingot and string- these can be used on suspicious materials. Each block has 16 layers, and each brushstroke removes 1-4 of them. The further you go, the better loot you’ll get, and the less damage the brush will sustain. Go too far though, and both your brush and the block will break, dropping nothing.

    • Different materials excavate at different speeds, and with different levels of randomness. (Dirt and Netherrack are fairly easy, with stone being a bit trickier, and deepslate/endstone being the hardest to excavate properly.)
    • Fine oxidized brushes through archeology and exploration, which are better at more accurately and more slowly excavating different materials.
    • The loot is determined partly based on where the block is found, (suspicious materials near a ruined town, for example, will have different drops than suspicious materials in a graveyard), and have rarity based on how close you get the block to having only one layer left. (It's a minigame of sorts.)
    • Brushes can be Enchanted with Fortune, (Each level gives a 50% chance of an additional, lower-level drop); Unbreaking, (Any level prevents the brush breaking if you go too far); Mending, Silk Touch, and Efficiency, though the last is completely useless.
    • All suspicious blocks can be mined and moved around with Silk Touch.
    • All suspicious materials can be found naturally in small deposits; but will be easiest to obtain around various structures.

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       Daggers are a new variety of weapon. A copper dagger can be produced simply enough using a stick and a copper Ingot; with more oxidized variants only found through Archeology. Lighting Daggers, Amethyst Daggers, and Prismarine daggers can also be crafted from their respective shards.

  • The Dagger is essentially a weaker, slightly faster version of a sword with very low durability.
  • When a jump attack is used, the dagger breaks immediately, dealing five times its regular damage to the target.
  • Lightning Daggers can summon lightning in a storm; Amethyst daggers drop their shard when broken; and Prismarine Daggers deal more damage when the wielder is in rain or water.

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Copper Spears can now be produced using, (you guessed it), two sticks and a copper ingot. These weapons are, for the most part, an early-game version of a trident with a limited range. However, they have some unique properties that make them worthwhile even later in the game.

    • A single ingot and two sticks makes three spears; up to sixteen can be held in one slot. Unlike the trident, they can be thrown very quickly.
    • Upon hitting an enemy, copper spears have a small chance of ‘ageing’ into a more oxidized variant; Copper Spears can become Exposed, Weathered, and eventually Oxidized. More often though, they’ll just break.
    • More oxidized variants deal more damage, have better range, and are less likely to immediately break after being used. A set of fully oxidized spears is actually a pretty effective weapon, as they can deal as much damage as a trident, and can be thrown much faster; albeit at a shorter range.
    • Better yet, spears disable shields for a little over three seconds if you chuck one at a player who thinks they’re clever.
    • Finally, you can use Amethyst shards in place of copper to create single Amethyst Spears, which are about the same as a regular copper spear, but far less likely to break. (And drop their shards if they do.) Lightning Shards can be used to create Lightning Spears, which strike lightning during rain or storms on impact with an entity.

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Vessel Pieces are a new item that can be found rarely through archeology, and more prominently as treasure in Woodland Mansions and Pillager Outposts. Combine four Vessel Pieces around dragon's breath, alongside four unique ingredients, to create a unique Totem.

  • There is a different totem variety for each type of potion ingredient. In general, they provide an ambient effect similar to that of their potion, with a couple exceptions. (Such as the Totem of Vanishing rendering the wielder invisible after taking damage, the Totem of Infliction acting like a more powerful variety of thorns, the Totem of Levitation allowing for brief hovering, or the Totem of Venom inflicting poison on nearby mobs.)
  • Totems can be dual wielded, with phenomenally entertaining results. (If you don't believe me, take the totem of Hurtling and the Totem of Leagues for a spin.)

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Fulgurite, (Fossilized Lightning), is a new, rare material, exclusively obtained when lightning strikes the earth- specifically, dirt, sand, or other sediment-type materials. Small deposits of Fulgurite can form naturally when lightning strikes.

      • Fulgurite can be mined with Silk Touch, or broken to produce Lightning Shards. These in turn can be used around a Fire Charge to create a Lightning Charge, which can be used to summon a lightning bolt during rainy or stormy weather. They also act as an ingredient for certain gadgets.
      • Lightning Charges can be fired from dispensers, with reasonably spectacular results. (Purely because I cannot help but adore the idea of a lightning cannon.) They can be used with artificery to make electrifying gadgets.
    • All fulgurite materials glow in rainy or stormy weather. (When they can be used.) Fulgurite blocks emit electrical sparks when it is raining or storming.
  • Frost Charges aren’t made of fulgurite, or really related to them, but they’re another elemental item you can make by surrounding a fire charge with prismarine crystals. They freeze water when used/dispensed, and are another ingredient in certain gadgets.

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Ceramic Shards are obtained by hunting down broken pottery in various structures, in addition to archeology. You can craft the basic shard by smelting bricks, but others have to be found through trade or exploration.

    • Shards come in 16 different colors, and can be used to craft 16 different colors of Ceramic Pots, each of which has three different shapes. (Small, Tall, and Large), and each of which has unique illustrations, which may or may not contain subtle lore drops. There are thus, in total, 51 different types of pot. 
    • Pots can be used to store stuff, in addition to providing cool decorations. A small pot can store 96 of a single item type, while large and tall pots can store 128 of a single item type. You can right click a pot to stow a stack of items inside, left click it to dispense single items, and shift-left click it to empty it out entirely. (Or just break it.)
    • Mine pots with Silk Touch if you want to pick them up; otherwise you’ll just get the respective shards.

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Porcelain Tiles can be produced by blasting bones in a blast furnace. You can use them to craft sixteen different patterns of Porcelain Tile blocks, which make extremely pleasant noises, and shatter if something falls on them.

    • The Shatter behavior has also been extended to glass and ice blocks, (with the exception of tinted glass.) Porcelain, Normal Ice, and Glass break without dropping anything if an entity falls on them far enough to take damage. (I have tested this, and can say for certain that it is extremely entertaining.) Feather Falling and Slow Falling both prevent breakage, (as does being in creative mode), and slow falling entities (such as chickens) do not break porcelain or glass.
    • Porcelain Tiles can be used to make Porcelain Vases, which are similar to Ceramic Pots, but feature simple colored patterns instead of complex and puzzling illustrations. Also, they are way more fragile, and break if hit or shot.
    • Like Pots, Porcelain vases come in three shapes, and sixteen different colors. You’ll need Silk Touch if you want to move them around without immediately breaking them.
    • Porcelain items break when used to hit something, or if you’re holding them in your main or off-hand when attacked.
  • Finally, Porcelain can be used to make Flower Vases, which are a slightly taller variant of flower pots, more suited to a modern build palette. They have the same function, and anything that can be planted in a flower pot can be planted in a vase.

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Music Discs now require Disc Fragments, which are found in loot chests and archeology from specific structures across the world. Nine fragments are required to craft a complete disc of the corresponding type.

    • Disc Fragments can be plugged into the jukebox, but they’ll simply play a short, distorted snippet of their respective track before being ejected.
    • A couple new discs have been added; all using unused tracks from Volume Alpha and Beta. The new discs are as follows:
      • ‘Disc #2,’ (The original title is ‘Death,’ by C418. A lore disc.)
      • ‘Kyoto,’ (A dark, but pretty string and flute piece, reminiscent of the titular city.)
      • ‘Moog City’ (The unused first part of one of the title tracks- an epic, rising synth track.)
      • ‘Intro,’ (A fantastic and fitting conclusion to the final album, this disc will be exceptionally hard to obtain.)
      • ‘Droopy’ (A combination of ‘Droopy Likes your Face,’ and ‘Droopy Likes Ricochet,’ both halves of the song can be found separately, and combined to make the complete disc.)
      • ‘11?’ (Supposedly, you might be able to repair that creepy, broken old disc… if you could only find the right material.)
    • Creepers no longer drop music discs when killed by skeletons; instead, they can drop fragments of the ‘Ward,’ ‘11,’ and ‘Cat’ music discs when killed in this exact manner. (Still not sure why this is a thing, or why the vast majority of the discs are obtained this way, but I couldn’t bring myself to remove it entirely.)
    • Cats have a small chance of bringing you a fragment of the ‘Cat’ music disc as a morning gift.

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Geodes are a new mineral-type item that can be found through archeology, and serve a fairly simple use. A geode can be combined with any mineral in a Smithing Table, (Iron ore, Copper Ore, Gold Ore, Emerald, Lapis, Amethyst, Redstone, Quartz, or Diamond); and can then be smelted to multiply whatever mineral it was provided with. They will exclusively be obtained through archeology.

    • There are two sizes of geode, (small and large), with large geodes being rarer and more powerful.
    • The amount of minerals produced is based on their rarity. Geodes produce minerals as follows:
      • Redstone Geode ~ 11/20 Redstone Dust
      • Copper Geode ~ 8/12 Raw Copper
      • Amethyst Geode ~ 6/12 Raw Amethyst
      • Quartz Geode ~ 8/12 Nether Quartz
      • Iron Geode ~ 5/10 Raw Iron
      • Emerald Geode ~ 6/12 Emeralds
      • Lapis Geode ~ 6/12 Lapis Lazuli
      • Gold Geode ~ 5/9 Raw Gold
      • Diamond Geode ~ 2/5 Diamonds

 

 

ARTIFICERY CHANGELOG

The Artificery Table is your key to the wonderful world of tinkering with broken machinery to create weapons of mass destruction. (Or helpful tools, I guess.) The table is crafted using two broken machinery and two smooth stone. 

 

  • Input three ingredients on the left side of the table. (Specifically, three valid machine-type ingredients. This includes broken machinery, power cells, diamonds, metal ingots, fire/frost/lightning charges, redstone dust, etc.) Different ingredients are more or less powerful based on their rarity.) At least one of the ingredients neds to be machinery, and no more than one of the ingredients can be elemental. 
  • Once you input valid ingredients, an icon will appear indicating how many experience levels the machine will require. (And whether or not you have enough.) The table requires one, two, four, or eight levels of EXP depending on the value of the ingredients.
  • If you have enough EXP, you can consume the ingredients to offer up three randomly selected options of gadget, each selected at random based on the input ingredients. You can only pick one, so choose wisely! 

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  • Power Cores are a somewhat rare and important new block that can be both used as an ingredient, and obtained via. artificery. They have several useful functions: They replace pumpkin heads as the means of summoning golems, (Summon an Iron Golem using three iron or old machinery blocks and a power core in the center, or a copper golem using a broken machinery block adjacent to the core), they can charge other gadgets that require power, and they can also charge Power Cells, a more common ingredient/product that can be used to store energy with which to recharge gadgets on the go. In addition, activating a power core with redstone launches you backwards with considerable force. While this can make for a phenomenally entertaining parkour mechanic, or a cool elevator, it's a bit of a nuisance if you need to quickly recharge items in a tough situation.
  • Copper blocks placed adjacent to an activated power core become Electrified, and deal rapid magic-damage to anything that touches them. The charge travels up to six blocks, instantly deoxidizes copper, and will certainly make for some effective traps/tricky parkour...
  • Copper Pipes are a cheaper alternative to the Hopper. They can only move items in one direction, and have a limited flowrate; but can make it much more cost-effective to transport items over long distances.
  • Conveyor Belts are a new mechanical block that moves entities and blocks on top of it in the direction it's facing. The belt is powered by default; and a wrench can be used to modify its speed. Hoppers below conveyor belts will take items from them immediately. 
  • Machinery is a new resource. There are five types; Broken, Old, Gilded, Strange, and Ancient Machinery, in order of rarity. These items are used to produce various gadgets and equipment; they can also be crafted into block variants, which randomly emit signals at different types of random intervals. The Ancient Machinery Block acts as a proximity detector similar to the Sculk Sensor, emitting a varying signal strength the closer the nearest living entity is to the block; and the Strange Machinery block behaves similarly, instead emitting signal strength based on the number of entities in its detection radius.

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In addition to Power Cells and Cores, the following new items can be made using the Artificery system:

 

      • The Wrench, which does exactly what you think it does- a simple tool that rotates blocks such as redstone components, hoppers, stairs, patterned blocks, etc. This process can also be automated by putting a wrench in a dispenser. (Just off the top of my head, this could allow for rotating dispensers/pistons, floors with rotating patterns, item sorting systems, etc. They can also be used to heal Iron Golems, or remove power cells from Copper Golems.
  • Detectors; (One for each mineral), are tools which emit a pulsing noise based on the player’s proximity to ore blocks. Detectors for rarer minerals, such as Diamond and Netherite, are substantially harder to obtain. The noise varies based on how close you are to the desired material, and triggering it highlights blocks of a matching type with an x-ray effect.
  • Blasters, basic projectile weapon that use power cells for ammunition, and fire much more powerfully than a bow. Three different elemental types can be made in addition to the basic Energy Blaster, with varying effects, such as igniting fire, inflicting slowness, or dealing high amounts of knockback. Each has three levels of increasing power and decreasing cooldowns.
  • Rails/Throwers, powerful projectile weapons that consume large amounts of ammunition to create a powerful, high-damage blast. There are four varieties; each with two levels; all Rails have three or four powerful shots, and can be charged by crouching and right-clicking to perform a single, extra-powerful blast if they’re at full ammo; expending all their remaining power to do so. Each rail has a different, highly destructive special ability...
  • Booster Packs & Greaves are special armor items that allow the player to boost themselves upwards in midair, (using the chestplate), or Boost themselves to one side, (using the boots.) Each level increases the force/number of boosts; though using these will obviously decrease your armor level.
  • Bombs/Big Bombs are throwable explosive devices with varying effects; Energy Catalysts damage and knockback everything in an area without destroying blocks; Flame Catalysts destroy blocks and start fires; Frost Catalysts freeze things in ice, and Bolt Catalysts shock things in a large radius, disarming enemies, and doing increasing damage based on armor conductivity. All of these have a larger variant with a wider blast radius and deadlier effect.
  • Chargers are a sort of super battery that can release a powerful backwards pulse on all nearby entities when used. When kept in the inventory, it consumes its charge to automatically recharge other devices you're using.
  • Transponders allow players to send signals to each other. They can be paired with Transceivers, (a new redstone circuit), that allows redstone signals to be wirelessly transmitted over a short distance. Transceivers can be programmed with various items to only activate matching transceivers; and a transceiver can also signal transponders with a matching name. (And vice versa.)
  • Phasers Helms/Packs/Greaves are made exclusively with Strange Machinery from the End; each piece of armor allows the player to teleport in a unique fashion. The Chestplate teleports the player upwards (or downwards when shifting), the Boots teleport the player in the direction they're facing, and the Helmet teleports the player randomly whenever they take damage. Phasers have a bit of a saftey net built in, but are still perfectly capable of teleporting you into a solid wall if you're not careful.
  • Drills and Saws are more powerful versions of pickaxes and axes respectively, which can consume power cells to more efficiently do the same task- in the case of Saws, rapidly cutting down entire trees, and in the case of drills, rapidly tunneling through larger areas of stone.

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The Artificery Table is also the best way to obtain Enderporters & Warp Chips, two new machines that allow the player to teleport instantaneously between locations... with a considerable cost.

  • Enderporters and Warp Chips are easiest to make using the Artificery table; though you'll need Strange Machinery from the End to do so. They can also be crafted, but Warp Chips require ancient debris to make, and are damaged on use. 
  • Enderporters and Warp Chips can be dyed any of sixteen colors. When a player right clicks an enderporter, it saves their warp location for that color: using a Warp Chip of the same color will teleport you to the corresponding location. (You thus can't have more than 16 locations, and need to be carrying around a matching item in order to travel to your desired destination.
  • In addition to damaging the warp chip, teleporting costs Experience, based on the distance teleported. (By default, you'll be charged one level of experience per 152 meters traveled; but this can be configured using gamerules.) Your warp location also has to be in the same dimension.

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Lastly, Copper Golems are a new, adorable variety of Golem that can be found naturally in villages; and can be created by the player using a power core and a block of copper. (Villager variants are distinguished by their more oxidized state, and dangling vines.)

    • Copper Golems fly around randomly, and target enemies with a laser-projectile attack similar to that of an energy beam. They try to avoid ranged enemies, and are about 52% accurate, give or take.
    • Copper Golems needs to be recharged using either power cells from the player, or a nearby Power Core. (Golems remain powered for about fifteen to twenty minutes.) Unpowered golems are slower and defenseless- you can lead them around using power cells.
    • Village Copper Golems come in a weathered variant, and can become hostile towards players when attacked. They do not become unpowered, but also don’t follow players around if they’re holding a power cell. (Unlike regular copper golems.) While they're great at dealing with simple enemies like creepers and zombies, they're hard pressed to handle other ranged mobs, such as skeletons and pillagers. (Which they can leave those up to their iron golem companions.) 
    • Finally, Oxidized Copper Golems can, (or will), be found in various ruined structures, and are hostile exclusively to players and zombies. They’re tougher (and slower) than regular copper golems, and a bit of a nuisance to deal with. Try to take them out from a distance using a ranged weapon with more reach than their energy beam.

 

A great big pile of Feature Creep

OTHER CHANGES

Poison Ivy can now be found in occasional patches in forests, dark forests, and jungles; as well as around ruined villages. (And, eventually, the Jungle Temple.) It has a chance of inflicting a small dose of poison on players that walk through it without leather boots.

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Brambles can be found in Wooded Mesas, Taigas, and Mangrove Swamps. They deal thorn damage to things that move through them without armor, and damage armor if you're wearing it. They'll eventually be incorporated into the Jungle Temple. 

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Elytra can now be crafted using Elytron Shards, and a Netherite Ingot. (I'm really developing a thing for shards.) You'll be able to find Elytron Shards in End Cities, End Ships, and through Archeology; instead of simply finding your wings in a ship.

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Wall Mushrooms are now a thing! You can place any mushroom or fungus on walls, and have up to four of them on one block. Brown Wall Mushrooms are found naturally in Old Growth birch forests; Brown and Red Wall Mushrooms are found naturally in Dark Forests, Jungles, and Mushroom Fields; and all four types can be found in patches in the Nether. This, admittedly, isn't even remotely related to Archeology, Artificery, or Structures; but it seemed like a good idea at the time. Maybe I'll put them in the Nether Fortress or something.

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Lichen is the greener, more boring version of Glow Lichen. It can be found naturally in Lush Caves and Old-Growth Taigas; as well as Shipwrecks, Zombie Dungeons, and the Soon-to-be Jungle Temple. A wonderfully mossy addition to your walls.

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Jack o' Lanterns now require candles instead of torches to craft. You can also use different knives to obtain different faces for Jack O' Lanterns and Carved Pumpkins. Rumor has it if you wear a mob head while you're carving, you might get some special patterns...

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Melon Lanterns are now a thing! Don't ask me why, I'm not sure myself. If you're using Mindthemood's circuitry, they'll use StayTrue's melon texture instead of the vanilla one.

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Spikestone is a trap block that will eventually be found in Jungle Temples, and can be crafted with dripstone and old machinery. It resembles Chiseled Stone, but when triggered by redstone or a nearby entity, will stab out dripstone spikes after a short delay, dealing serious damage and launching the target. They can further be hidden under moss, carpet, and other non-solid blocks. Fairly easy to avoid, if you're paying attention- but quite hazardous when triggered.

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Smashstone is a creatively named block that falls downwards only when triggered by redstone or a nearby entity, dealing serious damage to anything beneath it. It will eventually be found in Desert Temples, but can also be crafted with machinery and lapis lazuli. Crucially, they detect entities above and below them, meaning traps can also be made by placing smashstones beneath other falling blocks such as sand.

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Beamstone is essentially a laser beam, which can be crafted using Machinery and Prismarine. It will eventually be found in Ocean Monuments, and, as a result, functions both in air and underwater. When activated by redstone or by a player in front of it, Beamstones fire a powerful laser beam that deals Magic damage to anything in its path.

  • Laser beams cannot be broken; however, they can be blocked, or stopped by destroying their source. 
  • Lasers have a limited range of 16 blocks in any direction, and deal the greatest amount of damage at close range. 
  • Directing a laser beam through a glass block increases its range. Directing a laser beam through a tinted glass block refracts the beam in all available directions. This allows for the creation of complex laser grids that may or may not be employed to protect the treasures of the Ocean Monument at some point in the future...

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Runestone is a fairly straightforward block currently found in Pillager Outposts, resembling Deepslate Tiles. When a player or villager entity walks on it, it lights up, producing Soul Fire, and inflicting a brief but powerful slowness effect on the victim. They will eventually be featured in Woodland Mansions and Ancient Cities as well.

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Grimstone is a dark, soul-powered version of the Lodestone. A Grimstone always generates on top of Pillager Outposts, and occasionally spawns parties of pillagers in the nearby area. Breaking the block disables it, though the disabled version still makes for a nice, (albeit rare) decoration. Thus, players must reach the top of the tower if they want to disable the Grimstone. (Or leave it there in order to make some sort of farm.)

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Black dye now exclusively requires wither roses to craft, making it by far the hardest to obtain dye in the game, and making black items more valuable. (This isn’t nearly as annoying if you have ‘Mindthemood’s Pile of Rocks,’ which, in addition to enhancing every single biome in the game, adds wither roses to Soul Sand Valleys.)

    • Squid Ink now produces Dark Gray dye.
    • Glow Ink can now be used to produce Cyan dye, finally giving it something useful to do. 

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 Porcelain, Glass, & Ice based materials can all be broken by falling or flying into them at high speeds; at an increasing rate based on velocity. (This feature was originally unique to porcelain, but has been extended to other breakable materials.)

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Broken Iron Golems are a new, weaker, hostile variety of iron golem that can be found in ruined villages. They set things on fire upon death, but are otherwise slower and weaker than regular iron golems.

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End Iron; (The End equivalent of Nether Gold), can now be found in the End. Not sure how this is related to Archeology, but I bet I can come up with something.

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Endorite is a new mineral unique to the End. In addition to crafting Ender Pearls, Enderporters, Warp Chips, and Transceivers; it can be made to make some unique blocks. Endorite Blocks vanish when powered by redstone; Endorite Mesh becomes non-solid when powered by redstone, and solid when unpowered; and the Endorite Core detects when players are looking directly at it. It'll eventually be incorporated into End Cities and Ships.

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Lightning Bolts deal additional damage based on the armor the victim is wearing- gold and netherite are moderately conductive, whereas iron and chainmail armor can greatly multiply the force of a lightning bolt’s attack. (In short, DO NOT try to fire a Bolt Thrower M2 while wearing a full set of iron armor, unless you want to be killed of electrocution.) Iron Golems die instantly from lightning.

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