from-pixel-to-titan-1.0.52.jar
Curse Maven Snippet
What's new
From Pixel to Titan — Update Changelog
Minecraft 1.21.11 — Fabric
v1.0.52 — Boss Gear + Mineral Drops Together
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Titan bosses now drop their generated armor and weapons in addition to mineral/resource rewards.
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Boss equipment is no longer removed from the final reward.
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Generated armor and weapons are repaired to 100% durability before being dropped.
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Generated boss equipment has a guaranteed drop chance.
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Equipment is excluded from the Titan loot multiplier:
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A 44× boss will not drop 44 copies of its armor.
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Each generated armor piece or weapon drops only once.
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Mineral/resource rewards continue to drop independently.
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Harmless boss bonus mineral rewards remain unchanged.
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Netherite resource rewards still become available starting at 28×.
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The v1.0.51 boss-unlock system remains unchanged.
v1.0.51 — Any Iron or Diamond Gear Unlocks Bosses
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Titan bosses no longer require a complete iron armor set to begin spawning.
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Boss spawning is permanently unlocked after obtaining any single piece of iron or diamond armor:
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Helmet
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Chestplate
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Leggings
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Boots
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Boss spawning can also be unlocked by obtaining any normal iron or diamond tool/weapon:
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Sword
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Pickaxe
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Axe
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Shovel
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Hoe
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Only one qualifying item is required.
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Items such as buckets, shears and horse armor do not count.
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The unlock is permanent once achieved.
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Obtaining one diamond item does not automatically upgrade boss equipment to diamond.
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Boss equipment progression remains:
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Initial unlocked stage → Iron
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Complete diamond armor → Diamond
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Complete netherite armor → Netherite
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Mineral rewards, harmless-boss retaliation, cave restrictions, boss bars and the 44× size cap remain unchanged.
v1.0.50 — Mineral Boss Rewards + Harmless Boss Retaliation
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Added a dedicated mineral/resource reward system for Titan bosses.
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Bosses can reward:
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Iron
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Copper
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Gold
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Redstone
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Lapis Lazuli
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Emerald
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Diamond
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Netherite Ingots become available only at 28× and 44×.
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Each selected resource gives a random amount between 10 and 64.
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Higher Titan categories can reward more types of resources.
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Normally harmless/passive bosses receive larger resource variety rewards.
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Example:
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An 8× harmless boss drops exactly 2 different resource types.
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Each resource gives 10–64 items.
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Netherite cannot appear at this category.
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Resource types are selected without repeating the same resource in the same reward selection.
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Mineral rewards are separate from the normal Titan loot multiplier to prevent extreme duplicate stacks.
Harmless Boss Retaliation
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Normally passive mobs can now become Titan bosses.
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Harmless Titan bosses remain passive until attacked by a player.
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After being attacked, they:
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Target the attacking player.
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Chase the player.
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Fight back.
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Retaliation can remain active for up to 30 seconds after the latest player attack.
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Passive mobs without a normal attack-damage attribute receive a balanced fallback attack.
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Their damage is limited so they are dangerous without becoming absurdly overpowered.
Historical Spawn Requirement
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In this version, boss spawning was changed from the Diamonds advancement to a complete iron armor set.
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This requirement was later replaced by the easier v1.0.51 system.
v1.0.49 — Player-Based Boss Equipment Progression
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Boss equipment no longer depends on the physical size/category of the Titan.
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Equipment progression is now based on player progression.
Stage 1 — Iron
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Newly unlocked bosses begin with:
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Iron armor
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Iron-tier melee weapons
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Stage 2 — Diamond
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After a player obtains a complete diamond armor set, future bosses upgrade to:
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Diamond armor
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Diamond-tier melee weapons
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Stage 3 — Netherite
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After a player obtains a complete netherite armor set, future bosses upgrade to:
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Netherite armor
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Netherite-tier melee weapons
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Equipment progression is stored permanently.
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Losing, storing or breaking the armor does not downgrade the player's progression.
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Existing bosses keep the equipment they originally spawned with.
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Only newly generated bosses use newly unlocked equipment stages.
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In multiplayer, nearby player progression is considered when selecting boss equipment.
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Special natural weapons such as bows, crossbows, tridents and maces can be preserved when required by the mob's normal combat behavior.
v1.0.48 — Giant Mobs Become Titan Bosses
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Built directly from the v1.0.47 44× base.
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Giant mobs are now treated as proper Titan bosses.
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Every giant mob from 2× and above receives its own boss health bar.
Cave Spawn Restriction
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Natural Titan bosses can no longer normally appear inside caves.
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In dimensions with normal skylight, a Titan spawn requires access to the sky.
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This prevents giant mobs from unexpectedly spawning underground.
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Dimensions without normal skylight keep their own spawning behavior.
Boss Movement Rebalance
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Giant mobs previously became excessively fast as their size increased.
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Movement speed was replaced with a much more controlled progression.
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Titan movement now ranges approximately from:
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2× → 1.05× normal speed
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44× → 1.20× normal speed
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Large bosses remain mobile without becoming impossibly fast.
Boss Damage Rebalance
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Giant mob damage no longer scales directly with body size.
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The old extreme size-based damage scaling was replaced by a controlled curve.
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Titan base damage now scales approximately from:
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2× → 1.10×
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44× → 1.85×
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Bosses remain dangerous without instantly killing players because of their physical size alone.
Boss Health
Titan health scales by category:
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2× → 1.8× health
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4× → 2.6× health
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6× → 3.2× health
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8× → 4.0× health
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16× → 5.5× health
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28× → 7.0× health
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44× → 9.0× health
Original Equipment System
At the time of v1.0.48, boss equipment originally depended on Titan size:
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2× / 4× → Iron
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6× / 8× / 16× → Diamond
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28× / 44× → Netherite
This size-based equipment progression was replaced by the player-progression system in v1.0.49.
v1.0.47 — Landing Chain Fix + 44× Maximum Size
Landing Blast Chain Fix
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Fixed a bug where landing explosions could repeatedly trigger after the player fell into the crater created by their own previous landing.
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A landing blast now counts as a single impact for that fall.
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Falling deeper into the newly created crater no longer causes another automatic explosion.
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The landing system only rearms after the player remains on stable ground for two consecutive non-landing ticks.
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A later independent jump or fall can trigger the system normally again.
Maximum Size Reduced to 44×
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The global maximum player/Titan scale was reduced from 100× to 44×.
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Current Titan categories became:
1× → 2× → 4× → 6× → 8× → 16× → 28× → 44×
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Old saved scale values above 44× are clamped to the new maximum.
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Natural giant mobs also stop at 44×.
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Loot scaling stops at 44×.
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Fuel scaling stops at 44×.
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Fishing scaling stops at 44×.
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Armor scaling stops at 44×.
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XP scaling stops at 44×.
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Enchantment scaling stops at 44×.
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Item-damage scaling stops at 44×.
44× Maximum Balance
At maximum size:
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Giant tool area → 32×32×8
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Maximum scanned tool positions → 8,192
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Sword explosion radius → 10
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Landing blast radius → 13
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Giant arrow explosion power → 16
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Giant mob loot scaling → 44×
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Giant item melee multiplier → 2.30×
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Giant mob XP multiplier → 3.00×
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Full giant-armor bonus → 25%
v1.0.46 — Stackable Block and Resource Fix
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Fixed blocks and other stackable items refusing to stack after the player mined while growing.
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Previously, every tiny player-size change could be stored directly on the dropped ItemStack.
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This caused otherwise identical blocks to have slightly different scale data.
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Minecraft therefore considered them different items and refused to combine their stacks.
New Category-Based Stack Scaling
Stackable items now store their Titan category instead of every tiny fractional size change.
Categories used:
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1×
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2×
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4×
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6×
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8×
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16×
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28×
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44×
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Items obtained within the same category can stack normally.
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Crossing into another real category can still create a different stack because its gameplay scaling is different.
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Non-stackable equipment still keeps its precise physical scale:
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Tools
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Weapons
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Armor
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Old items from previous versions are automatically normalized when:
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Carried in the inventory
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Picked up
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Dropped again
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Existing split stacks can automatically merge again when all their remaining data matches.
v1.0.45 — Landing Blast Now Starts at 8×
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Titan landing explosions no longer begin at 4×.
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The minimum category for the special landing blast/crater is now 8×.
The following sizes cannot trigger a Titan landing explosion:
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1×
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2×
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4×
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6×
Even an extremely large fall at those sizes will not activate the special Titan landing blast.
Landing progression begins at:
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8× → Radius 5
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16× → Radius 7
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28× → Radius 9
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44× → Radius 13
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Sword explosions are unaffected.
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Giant arrow explosions are unaffected.
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Only the landing-impact threshold was changed.
v1.0.44 — Giant Armor Protection Scaling
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Giant armor now provides additional damage protection according to the size category stored on the armor piece.
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Armor protection therefore becomes stronger as the armor's Titan category increases.
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The bonus is applied after vanilla armor/toughness calculations so it remains useful even when normal Minecraft armor values are already near their limits.
Full Armor Set Bonus
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1× → 0%
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2× → 2.5%
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4× → 5%
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6× → 7.5%
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8× → 10%
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16× → 15%
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28× → 20%
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44× → 25%
Mixed Armor Sets
Different armor categories can be mixed.
Each slot contributes part of the total bonus:
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Helmet → 15%
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Chestplate → 40%
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Leggings → 30%
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Boots → 15%
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Vanilla armor material still matters.
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Armor toughness still works normally.
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Durability still works normally.
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Armor enchantments continue to function.
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Damage types that normally bypass armor continue to bypass this Titan armor bonus.
v1.0.43 — Fully Charged Sword Explosion
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Titan sword shockwaves/explosions now require the vanilla attack cooldown to be 100% fully charged.
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Rapid clicking no longer creates repeated explosions.
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Partially charged attacks still perform their normal melee hit.
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However, partially charged attacks create:
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No Titan explosion
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No crater
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No Titan shockwave knockback
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Once the attack is fully charged again, the Titan sword explosion becomes available.
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Existing explosion radius, damage and size-category scaling remain unchanged.
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This update greatly reduces Titan sword explosion spam.
Current State — v1.0.52
The current From Pixel to Titan progression includes:
Maximum size: 44×
Titan categories:
1× → 2× → 4× → 6× → 8× → 16× → 28× → 44×
Boss spawning unlock:
Obtain any qualifying iron or diamond armor piece, weapon or tool.
Boss equipment progression:
Iron → Diamond → Netherite
Boss rewards:
Generated armor/weapons plus category-based mineral/resource rewards.
Netherite mineral rewards:
Available starting at 28×.
Harmless Titan bosses:
Remain peaceful until attacked, then retaliate against the player.
Landing blast:
Starts at 8×.
Maximum player/Titan scale:
44×.
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