vprog-1.0.0.jar
Curse Maven Snippet
What's new
# Vanilla Progression 1.0.0 - Minecraft 26.2
**1.0.0.** The roadmap is finished, four rounds of playtesting are behind it, and the whole mod has
had a clean-up pass that changes nothing you can see. And one more thing to hunt for: **seven new
mob drops, and every one of them is for something.** Drowned, guardians, spiders,
witches, blazes, endermen and the Ender Dragon now drop materials of their own, and each one is an
ingredient of a recipe your town **earns** by raising a building's tier - a Heart of the Sea at the
Harbor, cobwebs at the Hunting Lodge, bottles o' enchanting at the Alchemist, and a **Dragon Egg of
your own for every dragon you kill**. Two bugs you might have met are fixed along the way.
- Minecraft **26.2** - Fabric Loader **0.19.5** - Fabric API **0.161.0+26.2 or newer** - Java **25**
- Optional: **Easy Mob Farm 10.13.0** (unchanged)
- Drop-in replacement for 0.9.5 on the server and every client. Saves carry over.
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## Seven new drops
| Drop | From | Your town earns | Makes |
|---|---|---|---|
| **Tidal Pearl** | Drowned, 5% | Harbor III | 8 pearls + a nautilus shell → Heart of the Sea |
| **Abyssal Scale** | Guardian 10%; Elder Guardian 2-3, always (your kill) | Harbor V | 4 scales + wool → Wet Sponge |
| **Silk Gland** | Spider and cave spider, 8% | Hunting Lodge I / II | 4 String; and **Cobweb**, which vanilla never crafts |
| **Hex Residue** | Witch, 15% | Alchemist II | residue + 4 glass bottles → 4 Bottles o' Enchanting |
| **Ember Heart** | Blaze 10%, magma cube 4% | Nether Gate IV | heart + 8 obsidian → 8 Crying Obsidian |
| **Void Shard** | Enderman, 6% | End Spire IV | 4 shards + a glass bottle → Dragon's Breath |
| **Dragon Scale** | Ender Dragon, exactly 4 (your kill) | End Spire VII | 4 scales around an eye of ender → **Dragon Egg** |
- **One Dragon Egg per dragon fight.** Vanilla gives one egg per world, to whoever kills the
dragon first; now every fight - and every town - gets one for its plinth. The scales land **at
the feet of the player who killed the dragon**, not under it, so they cannot fall into the exit
portal.
- Every chance and every recipe amount lives in the datapack (`vprog_drops/table.json`,
`vprog_recipes/table.json`) and retunes with `/reload`. They are first drafts.
- The Guide's **Drops** chapter has a new "What they are for" section, read live from the loaded
recipes, so it names every use at the tier that earns it.
- The three drops that were already there (grave dust, brimstone ash, raider's insignia) are
unchanged.
## Fixed
- **A disbanded town's raid and population records stayed in the save forever.** They are
forgotten with the town now, like its members, history and events already were. Records left
behind by older versions are harmless and are not cleaned up retroactively.
- **The Machines Guide chapter listed modules in a different order on every server start.** It
follows the data file's order now.
- **An older Fabric API crashed at boot** with a missing-class error. The mod now declares Fabric
API **0.161.0 or newer**, so the loader says what to update instead.
## For datapack authors and server owners
- **Every table's default is the copy in the mod's own jar.** If a shipped table is missing or
broken inside the jar, the server now refuses to start and says which one - it used to fall back
silently to a copy compiled into the code. A broken table in YOUR datapack is still refused on
`/reload` with the previous one kept, exactly as before.
- **An empty `vprog_machines/growth_yields.json` is refused** instead of silently zeroing every
Forester's and Harvester's harvests while you are away.
- New drop-table key **`drop_at_killer`** (needs `requires_player_kill`): the drop lands at the
player who made the kill rather than at the body.
- The startup "online" lines of a few systems no longer print table counts; each table's own load
line does.
- `/help vprog` lists `event`, `perks`, `title` in that order.
## Under the hood
A clean-up pass aimed at making the next feature faster to build. Nothing here changes gameplay,
balance or save format:
- The 22 datapack loaders share one base; the settlement screen's tabs are one class each; the
Deep Drill and the machines share one block-entity base; per-town systems plug into one list.
- A packet round-trip test now fills every field with a distinct value, so a swapped field
cannot pass; both machines' save formats are pinned by tests.
- 97 plain JUnit tests (no world, seconds) alongside 418 in-world game tests.
**Please look at in game:** every settlement-screen tab and the Tree tab were refactored to look
exactly the same - no automated test can draw the screen - and the seven new drop icons.
This mod has no additional files

