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Minecraft: Java Edition
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Changelog
ORIGINS PATCH NOTES
This patch brings with it a MAJOR overhaul of the origins. Instead of having a single layer of Species, we now have two layers, Species and Archetypes. This allows you to mix and match for a vast increase in unique origin power sets! This is a COMPLETE rewrite of the mod, removing just about every legacy origin and all secrets previously included.
Please note, in this version, elytra flying is disabled for all origins due to the apocalypse. This will be changed in 4.0.0 proper.
Without further ado: Human Unchanged
Elf Removed night vision. Replaced Dislike of Underground with an inability to use shields. The debuff was inconsistent and weird. An inability to use shields seems still thematic while being more simple and consistent. The night vision removal is due to archetypes being the ones to give night vision.
Dwarf Removed night vision
Halfling Unchanged
Tabaxi Unchanged
Viera Swapped reduced max health for increased damage taken. I know I keep waffling on this, but I am of the mind that this is the better route now
Scarecrow Unchanged
Changeling Removed temporarily while some complexities regarding archetypes are worked out Size changing is complex
Villager Moved to Archetype It was pointed out to me that pillager is more of a profession, and if pillager is a profession, so is villager
Aasimar Removed The last vestige of the angel falls. For something similar, try a Lightbringer Aaracokra!
Demon Removed
Aaracokra Added increased damage taken Aaracokra was still a little too good.
Noctua Removed The aaracokra variants are being removed and much of their power is being turned into archetypes. This essentially makes aaracokra variants more numerous, not less.
Corvid Removed
Hominapium Removed bad meat digestion Added damage in rain Added worse swimming The hominapium, for being largely unchosen, had almost no downsides. Also, the poor meat digestion reminded me why food restrictions are a terrible idea. Therefore, the debuffs now fit more with a common bee plight: water
Inevitable Made Judge Jury Executioner actually work Added Bane of Everything Added Close the Distance Added reduced fire damage Added a greater monster detection range Added villager hatred Added Immutable The inevitable was already very good, but it felt like it needed a bit more in the tank. Well, it got it now. Three different damage buffs that all stack and the ability to pursue much more. The extra debuffs may not even be enough to keep this monstrously powerful origin balanced.
Myconid Removed. A spiritual successor is an archetype.
Anura Now recovers hydration when in rain! Increased lung capacity may be bugged, will continue observation. ... how would you not get wet in rain???
Satyr Unchanged
Piglin Removed Bastion Regular Added Necrophobia There was a bit of an oversaturation of origins that hated swimming. This replaces it with a slightly more thematic downside. Also, Bastion Regular was way too strong and got cut.
Pillager Moved to Archetype Fixed One of the Raiders Removed crossbow bonus Removed the extra golem, player, and villager damage Added the ability to hold a banner in the offhand for a damage boost Read Villager
Dragonblood Moved to Archetype No longer an evolving origin Can now use shields Gained the evolved version's dragon fireball Gained the evolved version's dragon egg duplication Gained the evolved version's dragon egg defensiveness Evolving origins are, almost by definition, stronger than the base. This results in either an OP evolution or a painful pre-evolution. As a result, the evolution is removed.
Star Reworked. Again. Thrust removed Wings now work in all dimensions Can now self-levitate Removed Sweeping Melody Removed Shabriri Grape Removed Fear of Silence Removed Off-Putting Now takes increased fire damage and cannot stop burning without water. Fifth time is the charm...
Modron Removed at least temporarily. I hope I can make the Modron work with archetypes, but I can't be sure.
Blaze Guardian Unchanged
Revenant Moved to Archetype
Stray Removed. Many powers reused in archetypes.
Wraith Moved to Archetype
Ogre Simplified and streamlines many powers, while updating description.
Vampyre Moved to archetype. Rewor... wait, vampyre wasn't reworked for once??? HALLALUJAH!
Lupin Added Species Powers are increased damage when bare-handed, short-range wallhacks, the Angel's regenerating pulse, and the inability to breed animals. Sees the world in black and white.
Creepling Added Species Powers are self-explosion, increased move speed and quiet footsteps, cheaper TNT crafting, explosion on death, cat fear, villager hatred, and reduced mining speed.
Jellyfish Added Species Powers are night vision, small size, slow fall in water, jump in water, poison on hit, filter feeding, aqua affinity, breathe underwater but not on land, reduced melee damage, and increased damage taken.
Atlas Moth Added Species Powers are built in elytra, small size, night vision, paper and book eating, blindness in bright light, inability to fly in water or rain, and increased damage taken.
Lightbringer Added Archetype Powers are photosynthesis, resistance in the sun, and fear of pitch black
Howler Added Archetype Powers are a pounce, a howl, buffs under the night sky (currently bugged), weakness to silver and gold, and color blindness
Heart of Avarice Added Archetype Powers are a bottomless stomach, increased hearts in binding armor, and an empty inventory debuff
Cobblebone Added Archetype Powers are night vision, increased mining speed, and fear of open spaces
Colony Added Archetype Powers are exclusively tied to being around others of the colony, with the downside being increased fire damage and the need for water to put it out.
Eurythmic Added Archetype A mobility based archetype. Powers include midair jumps, a dash, fall immunity, increased move speed, ender pearl, passive endermen, reduced melee damage, blindness when wearing a helmet, and inability to swim.
Husk Added Archetype Powers include rotten flesh for food, hunger on hit, undead peace, being undead, increased fire damage and the need for water to put it out, and inability to breed animals
Nightsworn Added Archetype Powers are night vision, invisibility in shadows, speed in darkness, and blindness in sunlight.
Voidtouched Added Archetype Main power is a phasing ability that includes creative flight but severely reduces what you can see. Als includes inability to breed animals and damage in water.
Soldsoul Added archetype Powers are fire immunity, ignite on hit, and villager hatred
Banshee Added Archetype Powers are a dash, throwing away all nearby entities, undead immunity, night vision, being undead, sun damage, and inability to breed animals
Steelskin Added archetype Powers include varied potion immunities, bad night vision, and rusting.
Coldheart Added archetype Ice-based!!! Powers include giving self snowballs, freeze on hit, immunity to freeze except by your own hand, built-in frost walker, the ability to freeze everything including yourself to regen, enderman immunity, fire vulnerability, sun damage, and water damage.
Skeleton Added archetype Powers are bow buff, increased move speed, night vision, undead immunity, being undead, increased damage taken, sun damage, and inability to breed animals.
Dependencies
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Metadata
Release channel
BetaVersion number
4.0.0.ZLoaders
Game versions
1.20.1Downloads
6Publication date
July 14, 2024 at 6:00 PMPublisher
RetroactiveAndroid
Member