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The Melodic

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melodic-1.1.0-forge-1.20.1.jar

File namemelodic-1.1.0-forge-1.20.1.jar
Uploaded
Aug 4, 2026
Downloads
42
Size
47.6 MB
Mod Loaders
Forge
File ID
8577253
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:the-melodic-1366529:8577253")

Learn more about Curse Maven

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

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