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The Melodic

A Minecraft dimension full of eerie hallways and a fake Overworld created by a Host long forgotten: the Decomposer. Adds weapons, items, armors, and many mobs to encounter.

Автор: PadreSnowmizzle1708обновлён 5 окт. 2026 г.
Механики игрыМобыГенерация мира

Описание

In order to experience this world, you will need to install Geckolib. As of Halloween 2025, now supports the Tips mod with over 90 new loading screen tips!

The Foundation

In short, the Melodic introduces a new dimension that offers challenging, yet configurable, gameplay with a twist of eeriness. Unique elements include multi-layer infinite mazes, a Wanted system that partially uses Minecraft's lighting system, enemies with dynamic spotlights, new ore gear with a focus on enchanting for passive XP, two minibosses and bosses, a unique raid boss, a proper multi-pelleted ranged shotgun weapon with new enchantments, fully customizable terraforming mount, and lore that addresses things like Disc 11 and the Minecraft: Legends Hosts!

Down below, there's sections that go more in-depth about the methods to enter the dimension, enemies, and items. May create a proper wiki in the future as needed! Enjoy; there's plenty of inspirations strewn about.

Weclome Home, Player

The player (that's you!) has started dreaming something new. It has managed to realize they are in a dream, so they are taking it upon themselves to modify the world around them. It is introducing new stories, elements, and events beyond the limits of their dream. Some are pleasant dreams, some aren't.

Regardless of the dream they shape for themselves, the universe loves them all the same... for some dreamers, that is sadly not true, from their perspective.

Our purpose is to observe what it does, for we cannot intervene if something unprecedented were to happen to their world. Unfortunately, not all of us see to it that we simply follow suit; instead, there are those of us who interject and stray from the course. There is always much to learn, but experience comes with a cost. Enlightenment is not free, and once you know the answer to everything, there is nothing... except an empty heart yearning to be whole again.

Destination: Dimension

The player wishes to venture into the unknown... they've always heard us, they know there is more. They have achieved a high level to read our words. If it wishes to learn about the dream, they will need to discover the methods to do so. They are of the correct level, so they can understand our guidance.

The player has to exercise extreme caution, as we are not able to assist in the recovery of their dropped items... if you die, you lose it all.

Method 1:

Melodic Snatchers use a strange wand to warp into the Surface, where they begin to stalk the player. The longer the player remains in bed, caves, darkness, or without the company of friends, the more the Snatcher will inch closer. Eventually, it will commit to attempting a kidnapping; if it cannot strike while the player is sleeping, it will wait a while before growing impatient and revealing themselves at random. While they are weak, they apply Weakness II to an unprepared player, and every successful attack has the chance to warp them to the dreaded Melodic dimension.

Method 2:

Melodic metronomes are an item that is crafted from jukemold, a clock, and a founding baton; alternatively, Master Clerics may have a spare relic for the player if they are willing to traverse the Nether. Upon right-clicking with the metronome in the main hand, the player is given speed and strength at the cost of some hunger and health; sneaking while right-clicking will offer a chance to enter or escape from the Melodic dimension. Take care: while it serves as a useful tool and mediocre weapon, it is extremely fragile. The player can sharpen the metronome at a stonecutter.

The Ensemble

Once the player is whisked away to the Melodic, there are many mobs waiting to hunt them; very few are neutral or friendly. Listen close, player!

-The Decomposer goes by many names, but he is often aligned with sorrow. He will appear more often depending on the player's level of the Wanted effect. There is still guilt in his heart, so if you know he is approaching you, look at him. Ensure he cannot see you, and from there, he will momentarily retreat elsewhere. Allowing him to catch you is out of the question, as it will be immediate death, or worse. A Totem of Undying will be one of the only things able to save you. Above all else, do not chat with him... you'll regret it.

-The Samling is considered a traitor to The Decomposer, and an outcast from the cultists that roam the false Overworld. Using a twisted form of experience orbs as currency, known as juken orbs, the player is able to trade for items exclusive to the Melodic. If the player is unable to hold any juken orbs, given their tendency to escape the inventory, the Samling can hold onto them. While his methods are questionable, we cannot deny that there is still good in his heart despite the horrible living conditions.

-The Juken are golems that have been crafted by The Decomposer. Even though they contain the experience of many tortured souls, they have grown complacent to their master's will. Their purpose is to seek out Snatcher sacrifices or to punish any cultists who are snooping. The player can aggravate a Juken by eye contact, angering the creature and causing it to break into a full sprint. Be wary; stepping into their spotlight or engaging in combat will accumulate the Wanted effect. Juken drop a juken orb, and more, upon death.

-Tecklings are another one of The Decomposer's haunted golems. They hover in place high above the floor to serve as observation points. If a Teckling spots someone they don't like, they'll blink and apply the Wither effect for a brief period of time. Be wary; stepping into their spotlight or engaging in combat will accumulate the Wanted effect. If the player tackles a Teckling, ranged weapons are the wise choice in dealing with them. Tecklings drop a juken orb, and more, upon death; be careful of their explosion!

-Composed have no purpose or have yet to find one. They've been tossed aside in favor of the next craft, and their intelligence reflects this elegantly. Composed emit light and will force the player to accumulate the Wanted effect when in combat; they'll drop clay, slime, jukemold, and a few juken orbs. Meanwhile, the Composed Lumps are smaller, more infantile versions of Composed; they don't matter to The Decomposer, and they generally have less drops. Composed can be given Glowing if the player eats a spider eye!

-Fonotes are anomalies that come to The Decomposer's aid when he deems it necessary, or in the player's case, when they have the Wanted effect. Given The Decomposer's seven-block stature, he cannot fit into every nook and cranny the player may go, so that's when he summons the Fonotes. When they spot the player, both it and the player gain speed, leading to an intense chase if multiple are homing in on the player's location. They seemingly get sidetracked from roaming cultists, often choosing to fight them instead.

-Accordinations are anomalies that manifest from the darkness of the Melodic's false night. If the player steps too close, or they are directly under an ambushing Accordination, it will scream to mark the beginning of its hunt. Anything that collides with the creature will take damage, and it has tremendous speed to close the distance. The player can either choose to hide in the Lobby's many side rooms, lure it through a lit area to slow it down (perhaps a grue?), or fight it for the potential of a lot of juken orbs to drop.

-Threads of Life are the tragic remains of a newly formed juken orb. The Decomposer wanted to give them a purpose, as they still held onto what little life they may have once had. The Threads were turned into the very grass and trees the player sees in their walk in the false Overworld, but they started to spread beyond The Decomposer's preset boundaries, entering the Tunnel. Upon spotting a player, they'll inch closer and closer, cloaking themselves and slowly draining the player of their XP. It seems that only potions can harm them.

-It is unknown what this is. The Decomposer may have created this... golem, but we are not so sure. It may not even know what it is. The only drive it has is death. We refer to it as Bednull, or Nothing. It is haunted much like the other golems, but it isn't as limited. Bednull can change its physical form to fit into two/one-block spaces, open doors, and stalk the player. Upon being observed, it may inflict Blindness and rush towards the player, dealing a lot of damage. It even breaches the player's dream... was this what he wanted?

-Jukebrines are failed survivors, crafters... players, that were caught by The Decomposer and were forced to live the rest of their mortal days in a dream that wasn't made for them. Instead of letting the players go, the ones that were on the verge of collapse were turned into clay golems. Every player that was brought to the false Overworld, the clay players could observe from a distance in order to learn and adapt. They also inform The Decomposer of the player's whereabouts, slowly accumulating Wanted the more they are observed.

-Fouleaves waddle around the false Overworld mimicking the daily activities of the player's Overworld equivalents of animals. Well, at they very least they can waddle; they aren't the brightest bunch of golems. The Decomposer ensured they could be improvements of the herbivores we see today: upon being attacked, any nearby Fouleaf will come to deal with the attacker, tearing them apart. The player could, instead, shear the nurture leaves off of them; cleverer still, they can be bonemealed to grow their leaves back faster.

-Lumplings trudge about the false Overworld, trying to replicate the life the soul inside the golem may have once had. Much like the Fouleaves, they don't actually need to eat or sleep despite being modelled after living things. It's an 'omnivore', so it won't be afraid of defending itself during an attack. Lumplings lunge-and-chomp at the player, and spew Composed Lumps from their clay hides. If the player is willing to highly enchant a shovel and right-click a Lumpling, they could drop a lot of clay... but doing so will anger it!

-Choirboys march along the walls of the Lobby, and watch from the Catwalks above the false Overworld, in search of loot, sacrifices, or even a meal. These poor Villagers were brainwashed into creating a cult to give praise to The Decomposer and will do anything to prevent violent outbursts. The player should be well off in regard to armor, but their withering daggers and fast dashes are nothing to scoff at. They are easily distracted by dropped loot and can regenerate HP from killed animals. Attacking one will summon the others.

-Melodic Scouts scurry behind the coattails of Choirboys, and these troublemakers are mean. They're often found in swarms and will have no problem surrounding the player to beat them with their batons. Scouts can occasionally apply Weakness II, making a weak annoyance much more dangerous if left alive. They can fit into small spaces and sprint when near the player they want to bully. While being rather pesky, they carry founding batons which are an essential ingredient for the metronome and for the player's escape.

-Tunists will stand watch and keep an eye out for anyone who crosses them. If they spot a target, they'll simply stare at them and hold their ground. Don't be fooled, player: the Tunist is calling all nearby cultists to come and kill you, so stay alert. They have an immunity to projectiles, so direct combat is a requirement against a Tunist. They'll only advance forward if the player is close enough, or if they are on fire or poisoned. Tunists will shove the player back with a load of damage if they get within range of their tuning fork lunges.

-Parvers tote a unique weapon with them during their patrols. We can give the Villagers this: they played the hand they were dealt and thus created the Blunderbass. Their firearm shreds through shields with each blast, but thankfully they can be heard from far away so the player can approach the situation with preparation. Each pellet has the ability to remove invincibility frames, so it is very easy to be left at low HP. They've learned from the Pillagers; they'll maintain enough distance to attack effectively, but they also tend to panic.

-Basbooms are the result of one of The Decomposer's outbursts. For some Villagers who refuse to accept The Decomposer as their Host, they are forced into servitude via inhumane crafts. The golem that is made from the Villager, who we are certain is barely alive, lumbers around the Catwalks acting as examples. When fighting the player, they'll leap into the air and slam down, causing a massive explosion, and approaching them is just as dangerous with their spike-ball arms. Killing them will give you a soulless disc, and more.

-Alterboys often are The Decomposer's worse, but far more efficient, examples of why the cultists should worship his work. Found in the Workshop, they guard the endless void from intruders. This boss is slow and methodical, choosing to watch what their opponent does and responding accordingly. Attacking the Alterboy while they are blocking grants them much speed and strength, but once they are below half of their health, their shield will break; be careful, this makes them nimble! Killing them grants loot and a Detuning Fork.

-Scratches glide around the Workshop, escorting stray souls into noteblocks via sharp claws. This boss wastes no time and alerts The Decomposer about the player, giving them Wanted X. The player can either attack the Scratch or fend off the endless waves of claws. The more the Scratch is hurt, the more Darkness and Blindness that is applied, which The Decomposer and Bednull can use to inch closer to an unaware player. Being within proximity of the Scratch will apply Hunger and Poison. Kill it for loot and a Cold Crank!

The Instruments

Never fear, player, for there's always a way to dream of weapons, tools, armor, and items to help you in this nightmare.

-The Blunderbass, the very weapon that the Parvers carry, can be crafted- no, don't bother asking them for the recipe. Use a couple tuning rods, a couple founding batons, a beautiful thread, and a jukemold to connect it all together. The gun acts like a shotgun, firing individual pellets. It even comes with its own collection of enchantments: Frostbitten, Heatridden, Obnoxious, Wilting, Creeping, Brisky, and much more! It uses gunpowder as ammo, and to repair it, have it in your offhand with jukemold in your main hand and right-click.

-The Jukeback is a chestplate-armor that really doesn't look like armor at all. Thanks to the Cold Crank, Detuning Fork, and various redstone components all being crafted, you get a redstone-powered ore-detector. Ensure there's redstone in your inventory, hold the ore you want to find in your offhand, and start breaking blocks. Only when you are within range of the requested ore and break a block will the redstone be consumed. You'll even hear a nice chime from the ore block(s) that raises in pitch depending on proximity.

-The Jukejar is a mobile piggy-bank for the juken orbs that occasionally escape the player's inventory. It can hold a stack of 64 inside and can be crafted from a bottle and a juken orb. The best part is that any orbs placed inside will be unable to escape, which in retrospective, might be immoral. Doesn't make you much better than The Decomposer... we will allow this for now, but don't put those inside of any golems.

-The Nubilum Sword is made of a founding baton and two nubilum gems. It deals 5 damage, has an attack speed of 2.3, a durability of 204, an efficiency of 18, and best of all... an enchantability of 31. Its drop tier is iron respectively and will not burn in fire. When enchanted, every attack dealt to a hostile mob by the sword will grant +1XP to the player. Additionally, it will drain -1XP if the attack was dealt to another player.

-The Nubilum Pickaxe is made of two founding batons and three nubilum gems. It deals 3 damage, has an attack speed of 2.3, a durability of 107, an efficiency of 18, and best of all... an enchantability of 31. Its drop tier is iron respectively and will not burn in fire. When enchanted, every gold, iron, or diamond ore mined will grant additional XP depending on the ore in question. Try to save this pickaxe for mining ores instead of breaking rocks.

-The Nubilum Armlets is another chestplate-armor that isn't so much an armor as it is more of a gimmick. The moment the player sneaks and remains sneaking, they'll poof and become invisible, and after a few seconds have passed, nearby unaware hostile mobs will be marked with Glowing and the player will gain significant speed and strength. Remain sneaking and rush to any of those marked mobs to deal a lot of damage to them, assassinating them in the process; the armlets will need to cooldown after use or uncrouching!

-The Nubilum Armor (finally) is crafted using the newly craftable chainmail armor (which you'll need iron and chains) alongside some additional jukemold and nubilum gems. Similarly to the sword and pickaxe, these pieces are highly enchantable, and upon being enchanted, give a passive effect: when the player takes damage, a portion of it will be given back as XP depending on which armor piece took the damage. The chestplate gives half, the leggings give a third, and the helmet/boots give a quarter.

-The Nubilum Whip is a supportive weapon. Attack a mob, and it will gain Speed and Jump Boost for some time; the whip deals damage, so be careful. Mainly, the whip is used with the Clump, a buildable and tamable golem pet. While sneaking, right-click the tamed Clump to set it to trample mode for a while. While trampling, it will break any block an Enderman pick up, and while riding the Clump, the player will be immune to suffocation in walls. Very useful for flattening land or clearing tunnels; don't abuse the Clump!

-The Nubilum Crop is a supportive weapon. Attack a mob, and it will gain Speed and Haste for some time; the whip deals damage, so be careful. Mainly, the whip is used with the Clump. While sneaking, right-click the tamed Clump to set it to excavate mode for a while. While excavating, it will break common stone blocks, and while riding the Clump, the player will be immune to suffocation in walls. Very useful for mining; don't abuse the Clump! Note: The Whip and Crop also allow the Clump to run over mobs that get in the way.

There's a lot more to this bad dream, but we'll have to leave the rest for you to uncover.

Remember, player, the universe loves you. This was never a lie, no matter who may tell you otherwise.

Our thanks go out to every player who braves this adventure, and this thanks extends to Nicole Marie T and Anthony Hampton for the biome music, Anthony Hampton for a disc, and ICantChooseNames for some texture touch-ups, as well as everyone who contributed to the 30+ paintings included in this mod, and for everyone who watched this twisted world take shape.

Again, the universe believes in you. No matter the process, you can become a higher level and make fantastic modifications to your dreams...

Wake up.

Галерея

The Melodic ModLore in the Lobby LayerNubilum in the Tunnel LayerThe Fabricated Overworld

Последние версии

Все версии →
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Melodic October 2026 Patch 1.2.0

1.2.0
5 окт. 2026 г.75Minecraft: 1.20.1forge
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**Melodic October 2026 Patch 1.2.0** Fixes/Optimizations/Tweaks: - fixed not getting advancement for using the disc key in the Catwalks - fixed an issue with most Noteblock breaking advancements using the same global variable - fixed dropped items not despawning when far enough away in Tunnels - fixed Jukestone/Jukerock blocks still emitting light - fixed a pumpkin-on-head check during Wanted procedures - tweaked kill Scratch advancement so killing a Scratch via damaging the pincers count
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Melodic October 2026 Patch 1.1.9

1.1.9
2 окт. 2026 г.20Minecraft: 1.20.1forge
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**Melodic October 2026 Patch 1.1.9** Additions: - added scrapped mob called Twinge, a corrupted Thread of Life who is willing to rob you of life... as long as you don't have any water nearby Buffs/Nerfs: - nerfed Stordermen; they can now be hurt by Staff projectiles, explosions, firework rockets, anvils, dragon breath, and spectral arrows Fixes/Optimizations/Tweaks: - fixed another potential incident of a loading screen crash that occurs when rejoining/reconnecting to a world - fixed ambient Wanted music not playing when enabled via commands - fixed Bednull following players that are not in Survival or Adventure - fixed Bednull sometimes advancing towards players when he's close enough - fixed a pumpkin-on-head check during Wanted procedures - tweaked location of Sturdy Shears and Jukebrine spawn egg in Creative Tabs - tweaked Jukerock stairs and slabs so they no longer emit light
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Melodic September 2026 Patch 1.1.8

1.1.8
30 сент. 2026 г.13Minecraft: 1.20.1forge
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**Melodic September 2026 Patch 1.1.8** Additions: - added Sturdy Shears, which can be crafted using four iron, a jukemold, and a pair of shears; they can right-click most vanilla plants in Lush Caves for leaves, even potted versions of azalea; dead bushes, dripleaves, and spore blossoms also work for drops; Fouleaves yield more leaves when right-clicked - added sounds for purifying orbs in a cauldron - added sounds for shearing/bonemealing Fouleaves - added messages to indicate that blocks cannot be broken or placed in specific instances - added ability to right-click noteblocks while in Adventure Mode, with an axe, to break them and drop their loot as if you were playing in Survival Mode - added loot table injection for cat morning gifts, meaning there's a small chance they can give you nurture leaves, founding batons, or even jukemold - added command to set speed of day/night cycle due to some mod conflicts Removals: - removed nurture leaf recipes Buffs/Nerfs: - nerfed Purified Herbs... -Instant Health VI to Instant Health I -Health Boost II to Health Boost I -Saturation I for 186 ticks to 4 ticks -Fall Negation for 6600 ticks to 1100 ticks - nerfed Orbital Herbs... -Health Boost II to Health Boost I, from 6600 ticks to 2200 ticks -Saturation I for 186 ticks to 2 ticks -Fall Negation for 6600 ticks to 2200 ticks - nerfed all herbs to where they can only be eaten when you're hungry - nerfed Bednull; Overworld spawns are much, MUCH more rare as probabilities have been adjusted (from a 3/7 chance to 1/200) - nerfed Storderman; wearing a pumpkin within a close range to it will now roll for a 3 in 400 chance for the Storderman to charge/vanish, making killing it a tad easier - nerfed Choirboys; they will no longer be able to deal 40dmg mobs who are not engaged in combat with them in the Overworld... -if the mob is tamed, it is immune to this "backstab" gimmick -otherwise, the first hit on a mob that isn't targeting the Choirboy will deal 6dmg -all of this is configurable via commands, respectively -any hostile mob or golem that's been backstabbed, if they aren't dead, will then target the Choirboy Fixes/Optimizations/Tweaks: - fixed loading screen crash that occurs when rejoining/reconnecting to a world in an instance - fixed animation inconsistencies with all mobs, especially Bednull - fixed minecarts being stuck in walls - fixed world tick update global procedure for day cycle changing (hopefully) based on coexisting mods (Wonderland.jar, for example) - fixed rails/items being left on the ground during generation while item despawning is disabled - fixed bloots and bleets floating in air above grass, they should turn to air with random ticks like grass; same fix vice versa applies to the grass; there's some additional visuals for these live corrections to better indicate the dimension itself is adjusting, with particles and some sounds; increased radius around said blocks to look for players so that they may be, "corrected," sooner, going from 24 to 64 - tweaked block breaking for Jukestone and Jukerock that allows for them to be broken/placed in the Tunnels, except the floor level - tweaked Tunnel mineshafts to spawn Cave Spiders from spawners instead of Spiders due to Spiders getting stuck - tweaked Bednull behavior slightly, mostly in animations/movement - tweaked Fonote spawnrates to be more common while players are Wanted - tweaked falling into the void so it will no longer apply Levitation and Slow Falling; instead, you are teleported back to the origin as if you entered the Melodic via kidnapping or the metronome - tweaked cultists so they should ignore all water mobs, namely tameable and animal ones NOTE: _Thank you ICantChooseNames for recreating a very core procedure for the mod that handles looking at mobs and having certain things happen; the procedure corrupted and this patch wouldn't have been possible!_
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Melodic September 2026 Patch 1.1.7

1.1.7
14 сент. 2026 г.41Minecraft: 1.20.1forge
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**Tweaks/Fixes:** - Jukestone slabs and stairs can no longer be placed in the Tunnels/Workshop - Jukestone slabs and stairs can now be broken in Adventure Mode - Jukerock slabs now drop Jukerubble instead of the Samling spawn check block
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Melodic September 2026 Patch 1.1.6

1.1.6
11 сент. 2026 г.3Minecraft: 1.20.1forge
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**Tweaks/Fixes:** - tweaked Jukestone and Jukerock blocks to allow them to be broken to prevent generation softlocks in the Melodic; these blocks still cannot be broken in the Tunnels nor the Workshop; upon breaking them, like with a lot of other blocks, will add Wanted; can now be crafted as blocks, stairs, and slabs using Jukerubble, Blocks of Jukemold, and Jukeorbs; can be smelted into jukemold; in Adventure mode, these blocks will immediately break at the cost of durability of your main-hand pickaxe if you right-click (these blocks can only then be broken if the pickaxe is in your main-hand) - tweaked Nubilum ores, making them take a shorter amount of time to break - tweaked teleportion from the Melodic into the Overworld by always spawning the player above their world spawn - fixed shader reset integer not changing upon returning from the Melodic, so now the shader should toggle off - fixed crash relating to various radius checks for the Scratch boss' abilities - added Jukevent blocks to the Creative Tab lists - added a couple of tips relating to Jukestone and Jukerock blocks
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Melodic August 2026 1.1.5 Patch

1.1.5
27 авг. 2026 г.4Minecraft: 1.20.1forge
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Okay; same changelog for 1.1.4 but fixed the damage issue, where the damaged would be labeled as %1$s and the damagee would be %2$s, with Karls by creating a new damage type, same thing I did for Yarns.
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Melodic August 2026 Patch 1.1.4

1.1.4
25 авг. 2026 г.3Minecraft: 1.20.1forge
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**Tweaks/Fixes:** - fixed Karls; okay now I actually fixed the AoE damage so now they also deal damage to enemies alongside players - fixed Slime Clump texture misalignment (thanks ICantChooseNames lol)
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Melodic August 2026 1.1.3 Patch

1.1.3
18 авг. 2026 г.1Minecraft: 1.20.1forge
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**Buffs/Nerfs:** - buffed/fixed Karls; their AoE deals one and a half hearts of damage to everyone it considers an enemy when it slams the staff down (this was intended but I forgot to fix it like a goof)
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August 2026 1.1.2 Patch

1.1.2
10 авг. 2026 г.1Minecraft: 1.20.1forge
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**Buffs/Nerfs:** - nerfed Stordermen; as long as you are not too close, wearing a Pumpkin will allow you to safely look at and engage with Stordermen to make killing them a bit easier - buffed Parvers... - they'll only shoot at their target when they are roughly 14 blocks away (tried making this configurable and MCreator wasn't having it, so beefing them up without making them sniper-tier again should suffice... I hope, lol) - their attack interval has gone from 92 ticks to 62 ticks (sometimes they would just, not shoot, so this should make this event less common) **Fixes/Optimizations/Tweaks:** - Stordermen, by default, can now rarely spawn in place of/generally spawn using the same spawn functionality as Bednull; Stordermen have a chance to spawn in caves/dark places at a max y=43; this is toggleable via a new gamerule - Bednull and Stordermen that spawn in the Overworld will now have low chances to apply Blindness or play their respective sound cues upon spawning - Claepurs can now spawn in a similar method to the Surface cultists in the Overworld, now utilizing its own gamerule; 1-5 can spawn, and this gamerule is off by default **Extra Note from the 1.1.0 Version:** - Completely forgot to mention that I added a new Blunderbass enchantment that increases damage of the pellets without changing the pellet type: Force. This cannot be applied while the other pellet-type enchantments are applied to a Blunderbass.
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August 2026 1.1.1 Patch

1.1.1
9 авг. 2026 г.1Minecraft: 1.20.1forge
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**Buffs/Nerfs:** - buffed Accordinations; changed up how it functions a bit while hanging from the ceiling so now it should be more likely to drop consistently - nerfed Accordinations; their passive AoE damage is only active while they are in motion, and the range has gone from 3.5 blocks to 2.5 blocks - nerfed Parvers... - they'll only shoot at their target when they are roughly 7 blocks away - their attack interval has gone from 37 ticks to 92 ticks - you'll hear them reload their gun about a second before they can fire again **Fixes/Optimizations/Tweaks:** - Adjacent blocks, namely beds, will not be broken when returning from the Melodic to your world spawn point - Increased the range that players need to be in for a majority of mobs to function as intended - Parver rotation while targetting should be less janky - Hero of the Village is no longer obtainable in the Melodic - Added cooldown period for getting XP while wearing enchanted Nubilum armor to match the 10-tick invulnerability period... Accordination XP spam was never real dawg, trust **Extra Note from the 1.1.0 Version:** - Completely forgot to mention that I added a new Blunderbass enchantment that increases damage of the pellets without changing the pellet type: Force. This cannot be applied while the other pellet-type enchantments are applied to a Blunderbass.