vprog-0.9.0.jar
Curse Maven Snippet
What's new
Vanilla Progression 0.9.0 - Minecraft 26.2
The rewards release. Every tier costs more and, for a hundred and thirty of them, now gives something back: ten perks that stack because each does a different thing, eight settlement events your buildings genuinely counter, player titles, and two dimensions you have to earn.
- Minecraft 26.2 - Fabric Loader 0.19.5 - Fabric API 0.161.0+26.2 - Java 25
- Saves from 0.8.x carry over. Read the first two sections before you load an old world: build costs moved a long way up, and lighting a Nether portal is now something you unlock.
Delivery costs: a lot higher, and deliberately
Every building tier now asks for roughly:
| Tier | Delivered items | Double chests | Kinds of material |
|---|---|---|---|
| I | ~20,000 | ~5 | 12 |
| II | ~60,000 | ~17 | 16 |
| III | ~180,000 | ~52 | 20 |
| IV | ~350,000 | ~101 | 24 |
| V | ~650,000 | ~188 | 27 |
| VI | ~1,300,000 | ~376 | 29 |
| VII | ~2,500,000 | ~723 | 31 |
Level I is about five double chests spread over a dozen common Overworld materials. From the middle tiers up the design assumes you build farms and automate - every marker takes hopper and dropper input, and the Warehouse's new perk multiplies what a delivery counts for by up to three. A tier also asks for more kinds as it climbs, so a late tier is a supply chain rather than a bigger pile of one thing.
Every one of these numbers lives in a datapack file and retunes with /reload. If a cost is a
wall on your server, it is a five-second fix and not a rebuild.
Three rules protect the ladder from the new numbers: nothing a tier asks for is behind an unlock that tier stands in front of, ten items are reserved as gear and can never be a build cost, and a level can never ask for less of something than the level below it.
New: perks - ten rewards that actually add up
A hundred and forty-six of the two hundred and twenty-four building tiers used to pay out nothing but a block of border. The obvious fix - hand out more status effects - does not work, because nine buildings granting Haste is one reward and not nine.
So each of these does something no other one does, and a town holding two of them really has two rewards. Each is granted at tier II, IV and VI of its own building.
| Building | What it gives |
|---|---|
| Warehouse | deliveries into any marker count x1.5 / x2 / x3 |
| Guard Post | hostiles entering your border are turned away, 10% / 25% / 40% |
| Walls | raiders arrive with Slowness I / Slowness II / and land on the border itself |
| Magic Academy | enchanting costs 10% / 20% / 30% fewer levels - and the enchantment is not weakened |
| Mine | an ore you break drops one extra, 5% / 10% / 15% of the time |
| Quarry | quarried stone doubles, 10% / 20% / 30% of the time |
| Hunting Lodge | animal drops x1.25 / x1.5 / x2 |
| University | experience gained x1.1 / x1.2 / x1.3 |
| Farm | crops in your border grow x1.25 / x1.5 / x2 |
| Blacksmith | tools and armour lose durability 10% / 20% / 30% more slowly |
/vprog perks lists what your town has, at what level, from which building, and what the next
level needs. Unlike everything else in this mod, a perk can be lost: it is a capability of
a building that is standing, so demolishing the Warehouse costs you its intake straight away -
the same way it already costs you its status effects.
Perk numbers are datapack files. Ore and stone lists are block tags, so adding one is an edit.
New: settlement events - and your buildings really do counter them
From Settlement II, something happens to your town every forty minutes to two hours. Four are hardships and four are gifts, and every hardship is softened by named buildings and stopped outright by a named tier:
| Event | Softened by | Stops happening at |
|---|---|---|
| Blight - food production falls | Farm, Alchemist | Alchemist V |
| Harsh Winter - the town eats more | Warehouse, Farm | Warehouse VI |
| Bandit Scouts - a small band probes the border | Guard Post, Watchtower, Walls, Barracks | Walls V |
| Sickness - growth stalls and demand rises | Church, Alchemist | Church V |
And the gifts, which your buildings make bigger: a Merchant Caravan delivering materials straight into a marker (Market, Trading Hall, Harbor), a Wandering Scholar raising your enchanting ceiling toward vanilla's 30 (University, Magic Academy), a Good Harvest (Farm, Hunting Lodge), and a Prospector's Report paying a second ore on what you mine (Mine, Quarry).
Every announcement names the buildings that helped, by how much, and the tier that ends it - a counter nobody can see is a counter nobody builds for. Bandit Scouts is deliberately not a raid: no boss bar, no win-loss record, and it can never cost you a settlement level.
Nothing happens to a town with nobody in it, nothing happens below Settlement II, and
/vprog event off stops it - including whatever is running.
New: titles
Ten of them, earned by what your settlement has achieved and worn in front of your name in
chat. /vprog title shows what you have and how close the rest are; /vprog title wear picks
one. A title gates nothing and decides nothing - it is the one purely cosmetic thing in the
mod - and once earned it is yours even if the town falls or you leave it.
New: the Nether and the End are doors you open
A Nether portal will not light until your settlement has Nether Passage - Settlement III and a Nether Gate. An eye of ender will not seat in a portal frame until it has End Passage - Settlement V and an End Spire. Both refusals name the unlock and list exactly what you are still missing.
This is the door and never the journey. A portal that is already lit stays lit, a frame that is already complete stays complete, thrown eyes still find the stronghold, and the way back to the Overworld is never touched. Two of the most expensive buildings in the pack finally do something.
Servers that want vanilla dimension access turn it off in one datapack file, together or one at a time.
Enchanting was re-laddered
The University's ceiling is seven rungs now - 5 / 10 / 15 / 20 / 25 / 30 / 30 - instead of three, so enchanting climbs with the town for the whole game instead of finishing at University
- The Magic Academy grants control and not reach: a full preview of every slot, treasure enchantments at the table, and choosing the set - and it sits at the table's lowest number, so it can never shortcut the University.
The anvil's "Too Expensive" limit moved up with it: 40 by default, 60 at Blacksmith III, 80 at Armory IV, and no limit at all at Armory VI.
The ceiling still stops at vanilla. There are no above-vanilla enchantment levels and there will not be.
The unlock ladder reaches Settlement VII
It used to stop at V, so two of the seven rungs unlocked nothing at all. Seventeen groups now span the whole ladder: Basic Industry and Ironworking at I, Field Craft and Cartography at II, Diamondworking, Alchemy and Nether Passage at III, Armoury, Storage and Siegecraft at IV, End Passage, Alchemy II and Deep Enchanting at V, Netherforging and Deep Works at VI, and Expeditionary Gear and Ascendant at VII.
Netherite moved from IV to VI. With Town Hall VI meaning every building at IV, it is an endgame material again.
Three new tabs on the K screen
Everything above is visible without typing a command.
- Perks lists every perk in the pack, earned or not. An earned one names the building and tier granting it; an unearned one names the tier that would start it. A list of what you already have answers nothing.
- Events is the one that matters. It draws the whole catalogue, not just what is happening, because that is the only way to see the counters: each event shows which buildings soften it, by how much at their current tier, and the tier that stops it for good. An event you are not currently suffering is exactly when you can do something about it.
- Titles shows what you have earned, what you are wearing, and how close the rest are. It is the one page in the screen that differs between two people standing in the same town, and the only one that works before you have founded anything - because "what would I get for founding a town" is a fair question.
Smaller things
- Marker blocks are 32x32 with a different texture per face - 124 new textures across the thirty-one markers. The old ones are kept in the pack as a backup.
- The returning-player summary is read out of the town's chronicle rather than from a numeric diff, so it can no longer disagree with the Chronicle tab about the same evening. A raid won and a raid lost no longer cancel out to "nothing happened".
- The Guide's Buildings chapter says what a tier actually costs, in numbers, instead of leaving you to find out.
- Two new commands beside the existing ones:
/vprog perksand/vprog event, plus/vprog title.
For server owners and pack makers
Everything above is datapack JSON and reloads with /reload: perk numbers
(vprog_perks/*.json), the event catalogue and its counter table (vprog_events/table.json),
titles (vprog_titles/*.json), the dimension gates (vprog_dimension/table.json), the
enchanting and anvil ladders, and every build cost.
Every table refuses a bad file, keeps the one it already had, and logs loudly saying which file and why. Nothing in this mod fails quietly.
This mod has no additional files

