melodic-1.1.0-forge-1.20.1.jar
Curse Maven Snippet
What's new
Melodic August 2026 1.1.0 Update
Additions:
- moar Decomposer chat responses
- moar recipes/advancements
- moar items/consumables
- moar vanilla mob spawns in the Melodic
- moar terrain gen/features for the False Overworld
- moar tips for the Tips mod
- three new ambience tracks (thanks to Anthony Hampton!)
- four new discs (neemiring being made by Anthony Hampton)
- unique loot while fishing in the False Overworld
- some items can now be used as furnace fuel
- "loading screen" for entering the Melodic
- Disbandee Villager profession, which can only be accessed in the Melodic
- Jukesand that generates when Jukedirt/Jukegrass come in contact with water
- the Yarn, a thread cat that can pounce and pierce armor/steal one XP level
- the Claepur, a golem that is shy, but when close enough, will apply its potion effect to the player
- the Störderman, a golem that will teleport away from or rush the player who acknowledges it
- the Karl, a cultist who can cast magic projectiles to disenchant your gear
- the Staff, which utilizes enchantments for projectile types, and XP levels as ammunition
- Disenchantment enchantment/effect, which has a chance to permanently lower the levels of random armor or gear in your main/off-hands by one level; has a cooldown period
- Enchantment... enchantment/effect, which applies +1 level to the enchantments Discenchantment can effect for a brief period of time
- Fumble enchantment/effect, which drops items in the main/off-hand
- Slump enchantment/effect, which decays armor durability
- Bad Luck enchantment, which applies Bad Luck to the target
- Zombified Mold Minion enchantment/effect, which summons a zombie golem that will fight for you and protect you, and live as long as it can fight (sneak and hold-right click to summon the minion instead of firing the projectile, which will cost 1 XP level; note that spawning more will drain your XP faster!)
- Mana Might enchantment that adds damage to the Staff projectiles
- Experienced enchantment that grants XP per hit on a mob
- Curse of Depression enchantment that lowers the damage of the Staff projectiles (kind of useful for PvP to help allies)
- Bees/Frogs will behave differently when spawning in the Melodic
Removals:
- a few recipes
- the config file
- Phantom Fangs
Buffs/Nerfs:
- buffed Juken; they will more consistently rush towards their attack target if they are close enough or are being looked at
- buffed Choirboys and Tunists; they can now also regen health from eating Rabbits
- buffed Snatchers; they deal one more damage (originally 1)
- buffed Bednull; by default now, it will ignore lights in the Overworld, meaning it won't be stopped by them
- nerfed Blunderbass by adding cooldown on a misfire (aka letting go of right-click before the gun fires)
- nerfed Juken; they deal two less damage (originally 6), have one less armor value (originally 4), and have decreased attack knockback by -1 (originally 3); additionally, each time they hit something, they stop moving
- nerfed Tecklings; HP is now 6 (originally 12), have one less armor value (originally 3), they'll notice you at a range of 17 blocks (originally 25)
- nerfed Jukebrine; they deal four less damage (originally 6)
- nerfed Composed; they deal one less damage (originally 3)
- nerfed Threads; they deal six less damage (originally 14)
- nerfed Choirboys; instead of applying Slowness III for each attack, they apply Slowness I
- nerfed Tunists; they deal two less damage (originally 8), and have decreased attack knockback by -1 (originally 4); they are no longer immune to projectiles, and any attack will allow them to advance towards their attack target
- nerfed Snatchers; they can only potentially kidnap you to the Melodic if their attack target's health is below 3/10's of their max HP (configurable via commands)
- nerfed Bednull; HP is now 60, meaning it can die to one TNT blast up close (originally 120)
- nerfed Scratch; the main body deals one less damage (originally 2)
- nerfed surface cultists so now they will only spawn...
- in spooky biomes
- at night outside of villages and raids when spawning in forests
- when not under the sky and light level is 0 when spawning underground/in caves
- when there are no illagers present in the area to prevent illager structures from being stormed by cultists spawning inside them, especially woodland mansions - nerfed Nubilum armlets (because their stats didn't make a whole lot of sense?) so now the durability is 288 instead of roughly 414, and toughness is now 0 instead of 1.5
- nerfed armor/tool/weapon enchantability values...
- Nubilum armor (from 45 to 40)
- Nubilum sword/pickaxe (from 45 to 31)
- Blunderbass (from 19 to 1 for consistency for all ranged vanilla weapons; this excludes the Staff, as it will have an enchantability of 10 for being part-nubilum, and partly not being mundane)
Fixes/Optimizations/Tweaks:
- Decomposer chat mechanics
- Wanted effect mechanics
- Snatcher scoring inconsistencies
- Snatcher spawning issues
- Snatchers will no longer store xyz coords for where you were kidnapped, you'll simply be taken to your world spawn regardless of circumstance upon leaving the Melodic
- Samling trades have been reworked/revalued for this update's features
- Melodic Lobby, Tunnels, Catwalks, and Workshop generation has been modified so it is constant and no longer depends on render distance
- mob melee ranges have generally gone down, namely going from 2 to 1.5
- audio file glitches/spam
- gave certain mobs various sounds that were missing them
- block data typos/inconsistencies
- entity/block/item textures have been touched up (some thanks to ICantChooseNames)
- every entity, block, and item has vanilla tag attributes; experiment!
- there are now gamerules that apply across the server
- commands have been polished and now fall under _/melodic_
- Creative inventory tabs have been updated accordingly
- certain blocks in the Melodic now utilize random block ticks
- fall damage mechanics have been reworked for the Melodic
- mobs will no longer try to spawn per player
- loot table changes/injections for vanilla structures
- XP gained upon killing mobs has been changed
- mob spawn chances (most mobs use a unique non-vanilla spawning method)
- Karls now fall under the minecraft:skeletons tag instead of Parvers
- Blunderbass model and item texture functionality have been updated
- enchantment/potion effect registry names have been changed for easier command application
- increased likelihood for sculk tree holes to appear in the Tunnels
- Fonote death timer has been shortened
- Bednull no longer despawns mobs in a 64 block radius
- Bednull can definitively be harmed by explosions and potions
- Threads can definitively be harmed by explosions, firework rockets, dragon fireballs, spectral arrows, staff projectiles, Zombified Mold Minions, Clump ramming, Fouleaves, Lumplings, and stings
- Snatcher score multiplier is now x1, but can easily be changed per player via commands
- rarities of enchantments have been modified
- Blocks of Jukemold can be broken faster with a shovel instead of a pickaxe
- Jukegrass and Jukedirt are now mineable with a shovel
- Use a beautiful thread to turn Jukedirt to Jukegrass
- Right-click Jukegrass with a shovel to turn it to Jukedirt
- Jukebark is now mineable with an axe
- Jukeshrub, Jukeweed, and Juketrimmings will react correctly when pushed
- Jukeshrub, Jukeweed, and Juketrimmings are now open instead of walkable for AI pathfinding
- Chiseled Bookshelves will drop regardless of Silk Touch in the Melodic
- Juken orbs are no longer consumable (apparently they had 0.1 saturation)
- more light in the Tunnels, and in turn, no more Wanted gain while in the Tunnels
- lighting feels more varied in the False Overworld
- mob targetting has been updated for... more or less in-fighting
- Spider eyes now apply Night Vision in the Melodic
- Poisonous Potatoes now apply Resistance II instead of Night Vision in the Melodic
- Pufferfish now apply Strength II and additional saturation instead of simply applying Resistance II
- Noteblocks in the Melodic have been completely reworked into blocks you can break for loot and XP
- mod compatability for ETF, Enchantment Descriptions, and some biome mods
This mod has no additional files

