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MISC3LLAN3OUS

A miscellaneous mod that adds miscellaneous things.

Автор: n3r3sh7624обновлён 25 сент. 2026 г.
ЕдаМобыТранспорт

Описание

First things first, I would appreciate any feedback here. Please comment about any bugs you have encountered or suggestions for what could be changed.

Similarly to Quark or Supplementaries, this Forge 1.20.1 / NeoForge 1.21.1 mod adds miscellaneous things to the game, including new mobs, blocks, items and game mechanics. I will try to sum up the major additions here.

New Villager profession - The Arcanist: They sell some of the mod's interesting items, while buying amethyst and Crying Obsidian.

  • Their profession block is Crying Obsidian.

Chorus Veggies: Craftable consumable items that teleport you in a circle around coordinates 0,0. They manipulate your X and Z values by either swapping them or multiplying one or both by -1. These provide an easy way to travel great distances, but without the immense convenience of methods like Waystones.

  • Xarrot multiplies you X by -1
  • Zeet multiplies your Z by -1
  • Xegetable Zoup multiplies both by -1
  • Zoonxine swaps your X and Z.
  • But be careful not to eat too many in quick succession, as they will build up your Chorus Fatigue, which causes increased fall damage when teleporting using Chorus Veggies, along with making the teleportation less precise. Chorus Veggies also have different behavior in other dimensions. In the End, they teleport you to the nearest Enderman, while in the Nether, they teleport you back to the portal you entered through. This is configurable. You can also smack mobs with these to teleport the mobs instead. But beware - you really don't want to smack a mob that has more health than you do. You won't like the result. They can also be bought from Arcanists.

New mysterious mob - The Boarlin: Relatives of Piglins, they are neutral pig-like humanoids that strangely seem to access all dimensions. They spawn in with randomized health, resulting from whatever fight they were in before they last dimension-hopped. They usually have equipment and often use Boarlin Swords. They also sometimes drop a Heart of the Void on death, which can be used to craft a Boarlin Sword. They hate the undead and will attack them, but are afraid of zombified versions of their own kind. They will reward you if you bring proof of having put down a Zombified Boarlin.

New type of sword - The Boarlin Swords: They are sturdier but slower swords inspired by real life's 'bastard swords'. Each material has its own special ability. Their special abilities manifest depending on the weilder's health and the sword's durability. At peak condition, you get the best abilities. But these abilities are only accessible if the sword is held two-handed (nothing in your off-hand). They can be crafted with Hearts of the Void or bought from Arcanists for some emeralds and a normal sword of the same material. They can also be gained as gifts from Boarlins for giving them a Corrupted Heart of the Void. The abilities include: All swords: Passive Strength and Resistance. Copper (if a mod is present that adds copper nuggets): Has a chance to lit nearby undead mobs on fire. Golden: Has a chance to drop XP from mobs being hit. Iron: Extra armor. Steel (if added through other mods): Extra armor and armor toughness. Ancient Bronze: Dolphin's Grace and more Strength when held under water. Netherite: Almost 100% chance at peak condition to get a tick of Fire Resistance each tick. Improved performance when on fire. Many other swords: These can be obtained from Boarlins by giving them a Corrupted Heart of the Void, if the appropriate gamerule is enabled. Otherwise, they can be crafted with appropriate mods installed (such as, and most notably, Cosmere).

New organism: Superkelp: It grows in coral reefs as blocks that grow kelp from the top. They also  turn nearby tropical fish into Kelpfish of two types: Algobos and Khalus.

  • Algobos protect the superkelp ecoystem by attacking any who attack it by attacking the kelpfish or mining growing Superkelp Paste Blocks. They can also collect some seafood to use as consumables when fighting (configurable by gamerule). Algobos use Sea Pickles to heal. Sea Pickles also tame Algobos, but Bonemeal reproduces them.
  • Khalus tend to Superkelp Paste Blocks by removing useless blocks from the tops of them (such as coral fans) and planting Sea Pickles on them (configurable by gamerule). They can be tamed and reproduced with Bonemeal. Tamed Khalus give their owner Dolphin's Grace.
  • Superkelp Paste Blocks grow kelp on top if unobstructed. They also bonemeal anything placed on them. This is used by the Kelpfish to grow sea pickles (configurable by gamerule). Superkelp Paste can be eaten for high saturation, though it gives you nausea. It can also be cooked into Superkelp Pellets, which are a more powerful coal alternative. They can also be crafted with two raw copper and one iron ingot into Raw Ancient Bronze.

Ancient Bronze is a new metal, which performs better when under water. Armor will repair itself on use when at least in rain, tools will do so when used under water. Armor also has some specific perks when taking damage in wet conditions. Tools give Haste and Strength when held under water.

The Ancient Bronze Trident is a new weapon crafted from tridents that works like a sword and gets special abilities based on enchantments put on it. It has increased performance when used in wet conditions.

  • It can also be bought from an Arcanist for a trident and a conduit.
  • Enchantment abilities include:
    • Unbreaking: Passively gives Slight Speed to weilder based on how damaged it is. More damage means more speed increase. Unlocked even by just having a water bucket in your inventory.
    • Mending: Sacrifices its own durability to repair critically damaged elytra when flying. basically, it makes Elytras last longer.
    • Sharpness: Shoots a bullet projectile when right clicked.
    • Bane of Arthropods: Shoots an insecticide projectile when right clicked.
    • Smite: Shoots a Healing Aura projectile when right clicked.
    • Fire Aspect: Shoots fireballs when right clicked while sneaking. If done mid-air, this pushes the wielder back strongly. Can be used to launch oneself high into the air.
    • Knockback: Places a temporary mine when right clicked on a block.
    • Sweeping Edge: Triggers a double jump/dash ability when swung mid-air. All abilities except Mending of course scale with enchanment level.

New Enchantments: A few damage enchantments and a few for bows that give passive buffs while the bow is being aimed with. I highly encourage using Enchantment Descriptions and JEI to see exactly what they do. Three of the enchantments for bows give you effects that last as long as an arrow is nocked.

More Projectile Deflection (CURRENTLY 1.20.1 ONLY): You can now deflect some more projectiles, especially if you have the new Curio: The Wind Glove. The strenght of the deflection also scales with a new attribute: Wind Mastery.

Immersive Nether Ores: Especially if you want to do a Nether-only playthrough, you will like the addition of new ores to the nether.

  • Nether Iron Ore: Generates in Netherrack near the Lava Ocean and yields Iron Nuggets and XP.
  • Nether Diamond Ore: Generates only in Blackstone and yields XP and only shards of Diamonds, not whole Diamonds.
  • Nether Lapis Ore: Generates in Netherrack in Warped Forests and yields XP and Lapis Lazuli.
  • Nether Kervite Ore: Generates in Netherrack in Crimson Forests and yields XP and Kervite. Kervite is a remnant of Blood Magic that accumulates in the Nether (lore) and it can be turned into redstone by cooking it on campfires, or it can be burned into ash and XP in normal furnaces (if you have Supplementaries installed). You can also craft Kervite into Kervite Blocks, which are a vibrant red decorative kind of block.

If you have The Undergarden installed, this mod also overhauls how you get Utherium from mobs there. You will need to go through a boss battle to actually obtain it. Without The Undergarden installed, the boss is still accessible in creative, but will be much weaker as it will not spawn with equipment and nor will its minions.

A new Ghast variant - The Ghust: It lives in the End and shoots Gust Charges at you (or Wind Charges if you are on 1.21.1 and have the gamerule enabled). Gust charges are something like Wind Charges. Gust Charges can be obtained through crafting them from Ghust Tentacles or buying them from Arcanists.

Three new totems:

  • The Totem of Knowledge: Dropped by witches, it slowly leeches away your XP and releases it quickly when you crouch.
  • Totem of Calm Waters: Dropped very rarely by Drowned, holding this totem while on a boat results in temporarily stopping the AI of all nearby mobs that are in water, except a handful of immune mobs. Admittedly, this one is mostly useful in my modpack, where it prevents me from angering whales (from Alex's Mobs) when I accidentally ram them with a ship (from Small Ships). It will also help against Guardians and Drowned though. As a price, it makes you a little hungrier as you row your boat.
  • Totem of Totems: Can be bought from Arcanist villagers. After use, it turns into a random other totem.

There is more, but this list is already kinda too long :')

If you wanna contact me or see more details about my projects, here is my Discord server: https://discord.gg/AScKNEcjDX

DISCLOSURES:

MCreator:

Yes, this is an MCreator mod. I know that many people are averse to those, mostly for good reasons. The main issue with MCreator is that it is so easy to use, people can easily spew out low quality mods. And if people make bigger mods with it, they may be very poorly optimized, owing mostly to irresponsible uses of procedures that run every tick. With absolute honesty, I can tell you that I have learned much about MCreator and do my very best to avoid the problematic parts of MCreator mod making. This mod is well optimized enough to be used in a large modpack and as of writing this, I believe I have weeded out any major bugs. I can honestly say that I think you can treat this mod as simply 'a mod', rather than 'an MCreator mod'.

As of writing this, I have learned from a fellow MCreator user and creator of the amazing Luminous mod series, Jason Ripley, that MCreator mods made with versions of MCreator that we both use, if they add biomes, will cause an issue that turns a world unplayable after its 512th launch, but only if Terrablender is also present in the modpack. Jason avoids this issue by using custom code and the Blueprint API, which also results in more natural, good-looking biome distribution. This mods does not have this issue, because it simply does not add any biomes. So you do not need to fear for your long term worlds with this mod.

Also as a side note, I do actually do some things for this mod outside of MCreator due to MCreator limitations, mostly when it comes to tags (MCreator does not support non-required entries, which is a huge deal for me and my version also does not support entries from other mods), loot tables (they are generally very limited in MCreator) and recipes (the MCreator recipe editor is also very bare bones). For all three of these, I mostly use Misode or hand-craft the .json files with help from looking at how other mods do them.

AI content:

I would say that this mod is about 99.99% free of AI. All assets are hand-made, or hand-altered assets from vanilla (though some of the Boarlin Sword sprites are based on sword sprites from two other mods - Cosmere Tools and Luminous: Halloween). This mod page, the changelogs, pretty much anything you can think of is AI-free. With one tiny exception.

For the vast, VAST majority of code, I rely on MCreator and community-made plugins for the version I use (2024.3). Occasionally, where the base program and the plugins lack what my procedures need, I ask the MCreator community for help with very small bits of custom code. I also have two specific people I have asked for coding help. Very rarely, when I don't feel like bothering these people, whether it be because of my aversion to being possibly bothersome or because the advice I need does not relate to specific areas of code that I know them to be well-versed in, I will ask ChatGPT to give me a code snippet to achieve a specific thing in a procedure (such as fetching the duration of an effect from an effect iterator, for example).

I estimate that I have done this somewhere between 5 and 10 times over the span of time I have worked on this mod. Any AI-provided code is always only a very short snippet (10 lines at most, probably) and is only used to achieve a small and specific thing that I need for a procedure to work. I do not generate entire procedures with AI, not by a long shot. And I definitely don't build entire game mechanics on AI. And where AI has helped me, I thoroughly check that is actually works as intended (though admittedly I do this for basically anything I add, I rarely include something broken in a release). So while yes, this is an MCreator mod and some people may be apprehensive to that, I don't think you need to be apprehensive about it having AI content. It really is extremely minimal, hence why I didn't mark it as containing "a substatial amount of AI-generated content" according to to Modrinth's Content Rules.

SPECIAL THANKS AND CREDITS:

The MCreator community in general, for some help on MCreator issues.

All the MCreator plugin creators for making absolutely amazing plugins that vastly expand what I can do in the program. Some of the most notable ones are:

NerdyPuzzle

RedWirePlatinum

MinoBanana

SnailsAttack

and sumeshi0216.

RedWirePlatinum again for help with custom code and with help on utilizing his plugin.

Kapitencraft for help with custom code and for the amazingly useful KapLib, which I may utilize in future updates.

DoubleJester for the item textures for Xarrots, Zeets and Zoonxine.

Modiano for continued feedback and enthusiasm :)

Jason Ripley for cooperation on our projects and being a source of more insight on the workings of MCreator.

Галерея

The ArcanistHigh level Arcanist tradesChorus VeggiesA group of Boarlins

Последние версии

Все версии →
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MISC3LLAN3OUS 0.5.5

0.5.5
25 сент. 2026 г.52Minecraft: 1.21.1neoforge
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Small patch this time, I decided to release it asap to fix an annoying mistake I made. It is pretty clear what that is once you read the changelog :') Once again, things marked with **BACKPORT** can be expected to make it to the 1.20.1 branch of the mod eventually. 0.5.5 changes: - Debuffed the duration of burning applied by Redemption. **BACKPORT** - Changed ABChestplate gamerule description to match the new functionality of the item. - Fixed gamerule name and description for Ghust spawn chance. **BACKPORT?** - Added missing period at the end of the Chorus Veggies and Painful Chorus Teleportation gamerules. **BACKPORT** - **Removed the annoying debug message that a Netherite Boarlin Sword gives you every tick.** Sorry for leaving that in... - Added a config file for automatically setting gamerules whenever a world is loaded.
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MISC3LLAN3OUS 0.5.4

0.5.4
17 сент. 2026 г.14Minecraft: 1.21.1neoforge
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Anything marked with **BACKPORT** can be expected to make it to the 1.20.1 brach of the mod eventually. Also, let me start things off with the most important change: - Finally fixed the Healing Aura effect, so it should not cause crashes. But here is everything for 0.5.4: - The Ancient Bronze armor pieces and the Ancient Bronze Trident now get crafted with some enchantments already on them. - Added Dynamic Lights support to the Solidified Essences, the Ancient Bronze Trident and the Heart of the Void. - Reworked the cooldown mechanic for the Ancient Bronze Trident's Knockback ability. - The abilities of the Ancient Bronze Trident now detect enchantment tags rather than relying on the config. - Removed the unused test enchantment. - Denial, Herbicide, Redemption and Rupture can now only be put on **sharp** weapons. - Fixed the expiration of Healing Aura Effect causing a game-crashing loop. **BACKPORT** - Denial, Herbicide, Redemption and Rupture are no longer mutually exclusive. They are incompatible with Sharpness only. - Removed default knockback from Diamond Bolts and made it much lower for Diamond Bolts shot from an ABT. - Added Dynamic Lights support to the Healing Aura Clump Projectile. - Reworked the Ancient Bronze Chestplate perk to simply deal Thorns damage to any entity that damages you while you are wet. - There is a new damage type tag *(#misc3llan3ous:does_not_usually_trigger_abc)* that does not trigger this perk, unless the source entity of the damage is tagged as *#misc3llan3ous:blacklisted_damage_triggers_abc* (which includes Guardians and Elder Guardians), in which case it works and also gives you the Ping Pong advancement. - There is a new gamerule (*misc3ABCDamageReflection*), which is the percentage of damage returned when an entity wearing an Ancient Bronze Chestplate is attacked while in water. The entity's armor value gets subtracted from this number 1.5 times. - So if you take for example 10 damage (from raw damage source, not factoring in armor and other forms of protection), the gamerule is set to 80, and you have 10 armor points, you will return 6.5 damage because the calculation is `10*0.01*(80-10*1.5)`. - Removed advancements `Wait, That Easy?` and `>:( *undrowns your drowned*`. - Any non-chiseled Bookshelf (using the *#c:bookshelves* tag) can be crafted into 3 books. No need to place and destroy them anymore. - Ancient Bronze Armor perks now read armor items' tags instead of looking for specifically the main Ancient Bronze armor set. - Ancient Bronze Boots now add and remove a modifier to your Swim Speed attribute when you drown instead of setting its base value. - Fixed typo in debug messages for killing Boarlins and Zombified Boarlins. - Fixed the looting bonus for Greedy mobs changing if you have less than 10 armor (rather than if you have more than 10 armor, as intended). **BACKPORT** - Looting bonus for Greedy mobs now reads a "bragging" armor tag instead of specific armor pieces. - The procedure that initiates the functionality of Mobility, Lightness and Reassurance now only runs server-side. **BACKPORT** - Flyrend, Magerend and Xenorend now work by applying number NBTs to arrows shot by the player, which then get read whenever an arrow hits a mob. Arrows shot by non-player mobs or arrows that have only existed for a single tick will still use the old system though. - Benefits of this: The enchants are no longer reliant on you continuing to hold the bow after shooting all the way until the arrow hits. You also cannot shoot an unenchanted bow and then switch to an enchanted one to proc the enchants, which definitely seems more fair. - Debuffed Denial and Rupture so that it always only adds Weakness 1 and the increase in level has diminishing returns for the duration of Weakness. - Fixed the Totem of Totems recipe using the wrong tag for the totem input. **BACKPORT** - Rebalanced the Slight Speed gained from Mobility, making it generally a bit better and much less dampened by Power. - Rebalanced Slight Speed so it start off weaker, but potency grows exponentially with level. - Rather than reading the registry name of held items, the ArrowNocked procedure now looks for items tagged as *#c:tools/bow*. - All the mod's effects that add modifiers to attributes now make the modifiers update when reapplying the effect at a higher level. - All potion effects applied by Boarlin Swords no longer override higher level instances of themselves on the entity. - As another result of this change, all these effects will now show up in the HUD. - The *My Condolences* advancement is now rooted in the main root advancement of the mod. - Zinc Boarlin Swords now give Regeneration 1 at decent enough condition (over 0.5 power) while wet. - Rebalanced the chance for a Netherite Boarlin Sword to give an entity Fire Resistance (made it more likely for the most part). - Netherite Boarlin Swords now have a chance to sustain the flames for a second longer if the wielder is about to stop burning. - Special Looting now rounds the drop amount for drops added to the killer if they are using a telekinesis enchantment. **BACKPORT?** - IronEyes procedure now reads if an item in the main-hand is damageable rather than if it exists at all when deciding how to attribute kill credit. - Removed unused effect descriptions and updated Czech localization. - Removed Rotborn from *#c:bosses* and *#forge:bosses*, oops. - Removed the Rotborn drop tags. - Removed rotdust and rotglass bricks from c and forge tags.
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MISC3LLAN3OUS 0.5.3

0.5.3
26 авг. 2026 г.30Minecraft: 1.21.1neoforge
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Note: **BACKPORT** signifies features you can expect to see in the 1.20.1 branch of the mod as well, whenever I get around to adding them. 0.5.3 changes: - Removed unused Less Laggy Baa Steel Armor gamerule. - Fixed mistake in HotS JEI info. **BACKPORT** - Effects granted by the Netherite Boarlin Sword now appear in your HUD. - The Resistance and Keen edge granted by the Diamond Boarlin Sword gets one extra level if you are falling. - The safeguard against infinite Healing Aura wasn't working, so I made it so when expiring, the effect also removes itself, since the glitched effect seemed to be expiring every tick without removing itself. **BACKPORT** - Added Ancient Bronze armor and the legacy versions to #neoorigins:heavy_armor.
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MISC3LLAN3OUS 0.5.2

0.5.2
15 авг. 2026 г.22Minecraft: 1.21.1neoforge
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0.5.2 changes: (Note: Where it says **BACKPORT**, expect this feature to be added to the 1.20.1 branch as well eventually) - Fixed typo in Czech name of the Temporary Ancient Mine. **BACKPORT** - Overhauled all potion effect icons (improved many, reassigned some, deleted unused ones and made them all 18x18). - Removed the Helionaut advancement. - Removed BS Armor Equipped effect. - Removed the Extra Thorns damage type. - Added advancement Uncomfortable Ceasefire, which is granted to a player when they kill a Ghust while being in the Overworld. How do you practically actually achieve that? Idk... - Removed the ghust_hurt1 sound effect, as it was accidentally way too loud. - Changed how much Slight Speed a Netherite Boarlin Sword can give you (increased range). - Netherite Boarlin Swords now also give you a new effect: Flammability - Whenever you take any fire damage, if you have this effect and you are not on fire (or have less than 4 seconds of fire left and are holding the Netherite BS), you get set on fire for a random number of seconds between `Flammability lvl` and `Flammability lvl * 2` - Boarlins are now scared if they simply have under 6 HP. **BACKPORT** - Updated the fall damage from Chorus Veggies to corelate to Chorus Fatigue level, not amplifier. **BACKPORT** - Optimized CVProcedure by making it only calculate the fall damage when the amplifier is 0 or 10. **BACKPORT** - Reassigned the individual Chorus Veggies effects to their proper effect icon files. **BACKPORT** - Eating Chorus Fruit now gives you a new effect - Delayed Chorus Drawbacks - This effect makes you take fall damage after a tick if you have Chorus Fatigue and then gives you / increases your Chorus Fatigue the same way eating Chorus Veggies does. The damage taken from this is 5 less than from Chorus Veggies teleportation (so zero if you don't have Chorus Fatigue to begin with). - This can be entirely disabled with a gamerule. - Replaced the Ghusts Spawn gamerule with Ghust Spawn Chance (Percentage), which can be used to adjust the chance for a Ghust to spawn once it is successfully rolled in the spawn pool. - Removed unused "ToKHandTick" procedure. - Instead of ToKIdentity, Totems of Kowledge now track how many Totems of Knowledge exist in the world (or specifically how many have been in someone's inventory) and their own order. - ToKOrder is used instead of ToKIdentity. - In their display condition (special information/tooltip), they tell you what number they are and out of how many. You could say the Totem of Totems now ***knows things***. - In Special Looting, Telekinesis and Looting are now detected through enchantment tags - *#c:teleport_loot_to_user* and *#c:increase_entity_drops* respectively. - Made coral harvesting compatible with Telekinesis enchantments. - Reversed all Ghust sounds and made the Ghust use the proper "warn" sound. - Made Ghust Tentacles edible and added Cooked Ghust Tentacles. Both give you a bit of high level Antigravity, the cooked ones also give you a bit of Balanced Boost. - Added top level trade to Arcanists - 5 Emeralds and 1 Solidified Void Essence can now get you an Empty Location Heart.
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MISC3LLAN3OUS 0.5.1

0.5.1
6 авг. 2026 г.30Minecraft: 1.21.1neoforge
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Join my Discord to see the changelog, it is kinda long :) [https://discord.gg/AScKNEcjDX](https://discord.gg/AScKNEcjDX)
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MISC3LLAN3OUS 0.4.1

0.4.1
22 июн. 2026 г.72Minecraft: 1.20.1forge
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0.4.1 changes: **Backports from the 0.5.0 version:** - Fixed typo in dependencies. - Removed unused procedure: CheesyGhustSpawning. - The DropLoot procedure now rounds the amount it is given to drop. This makes it closer to dropping the intended number of items. - Fixed the numer of Ghust Tentacles to drop being calculated twice and potentially exceeding the cap of 9. - Fixed the debug info saying that Ghust Tear drops are capped at 9 (they are not capped). - Changed Potion of Nimbleness durations to match Potion of Swiftness. - Added Strong and Long variants of potions of Nimbleness and Burden. - Made all the potions craftable. - Fixed the tag that Looting Bonus for Squishy looks at. - Gust Charges and Wind Charges instantly kill Ghusts if they are shot by a Ghust. This is checked through an NBT that is applied to projectiles shot by Ghusts. - Added the Ghusts Shoot Pro Projectiles backrule, which does what the name says, plus the Pro projectiles get shot a bit faster. - Matched changes to the Forge tags from the 1.21.1 version. - Made the data/c folder match the forge folder with appropriate changes. - Made Antigravity a NEUTRAL effect. - Removed unused Antigravity procedures. - Coral Harvesting will not cause durability damage when done by a player in Creative. - Temporary Ancient Mine now has an NBT-based countdown. - Using the NBT "ToKIdentity", Totems of Knowledge roll for a random identity value which is used for properly detecting if they are in either hand of a player. Technically this system can break if two totems roll the same value, but this is astronomically unlikely to ever happen. - The Eating procedure now appropriately drops Bowls and Glass Bottles. This is made by comparing item registry names, not using tags like in the 0.5.0 version. **Backports from the upcoming 0.5.1 version:** - Reimplemented the "LastHurtBy" mechanic. No idea when and why it got removed... - Removed the Gust Blast Radius gamerule, as it was unused. - Made Ghusts rarer by changing their spawn weight to 1 AND adding a 1 in 2 chance to their spawning condition. **Other changes:** - Boarlin Swords (except the Netherite one) can be smelted into a Heart of the Void. - Boarlins now get the bonuses of Iron, Gold and Steel Boarlin Swords each tick. - Gust Blasts now cushion the fall damage of the one who caused them. - In the commands, this is determined by the "entity" parameter and there is a number parameter to set how many ticks it should cushion the fall for. - In the normal Gust Blast procedure, it cushions the fall for the entity that owns the projectile, if that entity is within 5 blocks of the blast. The cushioning lasts 37 ticks. - Made Projectile Deflection a bit easier.
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MISC3LLAN3OUS 0.5.0

0.5.0
20 июн. 2026 г.22Minecraft: 1.21.1neoforge
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This version is the first version for 1.21.1 NeoForge. It mainly consists of porting matters and expanding/polishing of existing features. Where it says "**BACKPORT**", you can expect the changes to be backported to the upcoming 1.20.1 Forge version. 0.5.0 changes: - Removed the Wind Glove and the Test Glove, as the Curios API plugin is not supported in MCreator 2024.3 for 1.21.1 - Test Glove functionality was moved to detecting if the player is named Dev. - Due to this, Pro Gust Charge Projectiles cannot be thrown by players. This will be fixed in a later version. - As part of the porting process, the Villager's Potential effect was changed: - It gets applied (when Villager spawns or the command is used) through a command with infinite duration and a random amplifier between 0 and 100. - The effect ticks and based on entity tick count, it gives the Healer effect to eligible Villagers. - Healer is always granted at level 2 (amplifier 1) - The active tick is roughly 1 minute (1250 +- 50 ticks based on the amplifier of Villager's Potential) - The higher the Villager's Potential, the quicker it ticks) - Mobility now grants Slight Speed, as the direct attribute modifier granting did not seem to work in 1.21.1 - Increased the Iron Skin and Steel Skin granted by Netherite Boarlin Sword while on fire and the Antigravity granted when not falling. - Healing Aura Clumps grant Healing Aura at duration at least 2 ticks. This is to fix a glitch that caused it to sometimes be applied infinitely along with Instant Health, which functionally caused immortality. - Added new damage type: Misc3 Enchant Damage. - It deals no knockback. - New damage type tag: #misc3llan3ous:does_not_trigger_attack_enchants - Used in the AttackEnchants procedure to disqualify damage sources from triggering the attack enchants. - Contains Plant Poison, Insecticide, Thorns, Extra Thorns and Misc3 Enchant Damage - All attack enchants except Herbicide cause Misc3 Enchant Damage sourced from the attacker and the Plant Poison from Herbicide is also sourced from the attacker (this didn't seem to work in 1.20.1). - Thanks to this, Herbicide no longer needs to apply Kill Assist to the affected mobs, as they drop XP anyway, so that feature was removed. - Removed unused procedure: CheesyGhustSpawning. - The DropLoot procedure now rounds the amount it is given to drop. This makes it closer to dropping the intended number of items. **BACKPORT** - Fixed the numer of Ghust Tentacles to drop being calculated twice and potentially exceeding the cap of 9. **BACKPORT** - Fixed the debug info saying that Ghust Tear drops are capped at 9 (they are not capped). **BACKPORT** - Made the max drop rates of Ghust Tentacles more generous and the max drop rates of Ghust Tears closer to the max drop rates of Ghast Tears. - Changed Potion of Nimbleness durations to match Potion of Swiftness. **BACKPORT** - Added Strong and Long variants of potions of Nimbleness and Burden. **BACKPORT** - Made all the potions craftable. **BACKPORT** - Added regular (not Pro) Gust Charges to #minecraft:redirectable_projectile. - Added gamerules Ghusts Shoot Pro Projectiles and Ghusts Use Wind Charges - Through the combination of these, there are four options for what Ghusts will shoot: - Breeze Wind Charge with a damage value of 4, - Wind Charge with a damage value of 1, - Gust Charge Pro Projectile with a damage value of 4, - Gust Charge Projectile with a damage value of 1. - Fixed the tag that Looting Bonus for Plants looks at. **BACKPORT** - Changed the Looting Bonus for Plants if the killing damage is from Plant Poison. - Reimplemented Looting Bonuses for certain Curios, but differently because they all got removed during a plugin swap. - Gust Charges and Wind Charges instantly kill Ghusts if they are shot by a Ghust. This is checked through an NBT that is applied to projectiles shot by Ghusts. **TRY TO BACKPORT THIS!** - A handful of changes to the Forge tags. **BACKPORT** - Made the data/c folder match the forge folder with appropriate changes. **BACKPORT** - Made Antigravity a NEUTRAL effect. **BACKPORT** - Removed unused Antigravity procedures. **BACKPORT** - Nerfed the Heartbeat of the Bendalloy Boarlin Sword so that even on Blue Ice you eventually stop. **BACKPORT** - Same thing for the Boarlin Helmet (still experimental though). - Coral Harvesting will not cause durability damage when done by a player in Creative. **BACKPORT** - Nerfed the Step Height given by an Ancient Bronze Trident. - Gave a higher base level of Step Height and Slight Speed given by the ABT. - Nerfed how much Wind Mastery adds to the pushes provided by the ABT's Sweeping Edge and Fire Aspect abilities. - During testing, I encountered a glitched Algobo with infinite Instant Health, so now Algobos remove Instant Health if they have it on their sluggish tick. - Same thing with Healing Aura. - Buffed the range of the Insecticide Clump. - Temporary Ancient Mine now has an NBT-based countdown. **BACKPORT** - Khalus now harvest Sea Pickles from Superkelp, if the Sea Pickles are multiple - they leave one behind. - Using the NBT "ToKIdentity", Totems of Knowledge roll for a random identity value which is used for properly detecting if they are in either hand of a player. Technically this system can break if two totems roll the same value, but this is astronomically unlikely to ever happen. **BACKPORT** - The Eating procedure now appropriately drops Bowls and Glass Bottles. - If the eating procedure is used with a Honey Bottle, it can cure Posion and other effects based on a new config option. - Tamed Boarlins can now be given swords or axes, but each boarlin will only accept one of those (the same type of weapon that they spawned with - you cannot give an axe to a Boarlin that prefers swords and vice versa) - This works by right clicking on them. - The Bendalloy-specific buffs from the Bendalloy Boarlin Sword now also get applied if the wielder has no hunger but is not a player. - Boarlins now get the bonuses from wielding any Boarlin Sword, except those bonuses that inherently only work for the player. - Boarlin Sword are categorized into new tags. - PORT TO 1.21.1 COMPLETE!
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MISC3LLAN3OUS 0.4.0

0.4.0
9 июн. 2026 г.18Minecraft: 1.20.1forge
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**THE FAREWELL UPDATE!** This is the last feature update for this mod for Forge 1.20.1, as it will be moving on to 1.21.1 from this point forward. As a farewell gift to 1.20.1, this version is PACKED with new features. The changelog is quite long, so to see it fully, visit my [Discord server](https://discord.gg/AScKNEcjDX). **A highlight of the major features of this update:** - Improved Gust Charges: They have been majorly simplified, so they should no longer cause the server to freeze. They are now a viable Wind Charge alternative! - 15 new Boarlin Swords: Most of them are made of metals that other mods may add. Specifically, they are all the naturally generating metals that Cosmere adds, though they work with the Forge tags, so metals from other mods will work too if they are tagged correctly. One sword is for LUMINOUS:HALLOWEEN. - Data-driven Special Looting: Drops that this mod adds can now be fully handled with datapacks. - Many new potion effects! - Boarlin bartering: You can now shift when giving a Boarlin a Corrupted Heart of the Void, which will cause it to give you a gift instead of getting tamed by you.
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MISC3LLAN3OUS 0.3.6

0.3.6
13 мар. 2026 г.28Minecraft: 1.20.1forge
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0.3.6 changes: - Made the Rotborn tick procedure run only on server side and only if it is alive. - Made the Rotborn constantly set its oxygen to 100 (to prevent pointless bubble particles when it is """drowning""" - it is immune to drowning damage anyway). - Made the following procedures run only on server side for the purpose of optimization: - Ghust tick - Healing Aura Clump tick - Ancient Bronze Tool in hand tick - Ancient Bronze Armor Leggings equipped tick - Ancient Bronze Armor equipped tick - Baa Steel Armor equipped tick - Rotborn Vex Summon effect tick - Totem of Calm Waters in inventory tick - Totem of Totems use - Superkelp Paste right clicked on block - Gust Charge hits block - Gust Charge hits entity - Gust Charge (normal and pro) flying tick - Ancient Bronze Trident in hand - Ancient Bronze Trident right clicked (parts) - Ancient Bronze Trident swung (parts) - Gust Charge right clicked - All Boarlin Sword procedures - Rotborn on spawn - Attack Enchants - Changed the timing and positioning of the sound effect and particles of Totem of Totems use. - Also changed it to create a totem where the particles meet instead of giving it directly to the player. - Changed the Superkelp Paste right clicked on block procedure to actually use the global trigger, so it will not cause hand swinging when clicked on a non-eligible block. The procedure uses a new tag (misc3llan3ous:super_fertilizers) which allows datapacks to give Superkelp's bonemealing behavior to other items. - The Healing Aura Clump now also gives Wither instead of Healing Aura to mobs that are tagged as forgotten_undead and are not undead. - Removed the "Invulnerability List" feature from Gust Blasts, as it was not working correctly. - Baa Steel armor only gives antigravity if the wearer is not creative flying.
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MISC3LLAN3OUS 0.3.5

0.3.5
12 мар. 2026 г.29Minecraft: 1.20.1forge
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0.3.5 changes: - Added blue_skies:spider_webbing to mineable/hoe. - Added a new tag (#misc3llan3ous:pale_garden) which contains all the backport Pale Gardens. Added this to the boarlinless biome tag. - Also added #minecraft:is_ocean to boarlinless. - Removed #c: and #forge:golems (to add it to d3t instead). - Replaced the AlgoboPrey global variable with the tag #misc3llan3ous:algobo_prey, which doesn't include the undead entries, as all undead entries get targetted when in water, regardless of whether they are on the list. - Added "ancient_debris_in_overworld:ancient_debris_in_overworld" to #needs_diamond_tool and added a loot table for the block. This is to fix the issue that in this mod, you can only mine the block with vanilla diamond and netherite pickaxes, it does not normally take into account pickaxe tier. - I also tried to change the feature of ancient_debris_in_overworld to actually use vanilla ancient debris instead, but for some reason it caused the game to crash when creating a new world :( - Added Rotborn to #d3t:constructs and d3t:organic. - Added stony_shore and herios_floral_expansion:giant_flower_plains to #reduced_boarlins. - Rupture now also works on any entity with over 8 armor points. - Added Zombified Boarlins to #minecraft:zombies. - Added all currently existing damage types to #minecraft:avoids_guardian_thorns and #minecraft:panic_causes. - Added Plant Poison to minecraft:bypasses_effects. - Added Plant Poison and Insecticide to minecraft:bypasses_armor and minecraft:bypasses_enchantments. - Compacted some JSONs. - Added d3t:rocklife and constructs to immune_to_tocw. - Removed d3t:spirits from immune_to_bioweapons and added d3t:spectral instead. - Added the Wind Gem item, which is used to craft the Wind Glove. The Wind Glove recipe uses a tag, which lets you use a Guster Eye (alexsmobs) instead. - Removed an unused tag (misc3llan3ous:fast_food). - Made the tick event procedure of Boarlins run on server side only. - Renamed Caught By Ancient Mine (effect) to Player Kill Assist. - Reordered the us_en language file as a result of moving effect and enchantment descriptions into my MCreator workspace. - Added a gamerule (misc3WideNetEnchantments) which makes the attack enchantments apply to a wider variety of mobs as defined by d3t, but at a lower magnitude if the targets are tagged as somewhat/x (x being the relevant tag). - Added Stony Peaks to #misc3llan3ous:reduced_boarlins and made proper spawn whitelist and blacklist biome tags for Khalus and Algobos (#misc3llan3ous:spawns_algobos/khalus, #misc3llan3ous:doesnt_spawn_algobos/khalus) and a spawn whitelist biome tag for Ghusts (#misc3llan3ous:spawns_ghusts).