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1.12.3+mod
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Changelog & Devlog
UX First
This is not a content-filled, crazy update. This update is focused on UX, progression, and polishing up the death system. We had to do a lot of work to make this pack easy for other devs to change, and easy on ourselves to manage. As a result, a lot of the items in your world will appear to break (Most of the "breaking" is just item models not being updated). But we (Floofshade) managed to make a system that can update items and update the broken enchantments with it. I know this is a bit annoying, but something like this shouldn't happen again. We put a lot of work into making this datapack as easy to update in the future as a datapack can get (while retaining performance). Datapacks aren't built like mods, we can't add new items or blocks, there are a lot of resitrinction on how things work, and so, it can be really cumbersome to even change the copper pickaxe' default mining speed +/- 1. Thank you for bearing with us, and thank you so much to the people who playtested the first alpha, and especially the contributors on Github.
EVERYTHING IS BROKEN
This will only happen when updating from pre-existing worlds
Its very upsetting, but here's what you can do to fix it
- hold the broken item
- type /trigger update_item
This won't work on everything, if you have a sentimental item, or you just want to change it:
- Throw the item on the ground next to you
- Type: /data merge entity @n[type=item] {Item:{components:{"item_model":"matcha:XXX"}}}
- Replace the XXX with the item name, for example, if you caught an oarfish, and the oarfish model won't update with the update command, throw it on the ground and type:
- Type: /data merge entity @n[type=item] {Item:{components:{"item_model":"matcha:oarfish"}}} Here are more examples of names
- Clay Fetish (Lament) == mournful_clay_statue
- Copper Compass == copper_compass
- Crook == crook
- If you try a name and it just won't work, go the english Lang file, the model name should be the same as the name ID
If none of this still works, make sure the RP and DP are updated. They have been split, they are no longer in the same folder, so keep that in mind.
Villagers have to be reset (Amnestic) beucase of this too
This sucks
Yes, I agree. I had to move all the changes to my forever world, a lot of stuff broke. It was frustrating, and I just wanted to work on trees. I don't want to have to do something like this ever again, at least not to this amount. A lot of these changes were made so we would never have to do something like this again.
If its too much, thats okay, put the old RP below the new one, and everything will look like its okay. The DP changes won't take place unless you /trigger update them, but it might stop you from going crazy.
Major Additions and Changes
I'll try and keep this brief, if you want an in-depth look at this stuff, check the alpha changelogs
- Advancements have been reworked
- Obtaining certain advancements will reward you with obols or heart
- Others will decrease the minimum amount of hearts you have
- Crystal hearts are now "used" instead of "forced"
- The Wither Effect is really nasty, make sure you've prepped the right food before going to a fortress or fight the wither
- The Wither can now only be spawned on the surface of the overworld
- Wither Skeleton Feet stabbies won't be as easy anymore
- Mobs no longer drop obols
- Mobs spawned from spawners no longer drop any loot (This may be reverted, I'm on the fence)
- Husks are now more visually distinct fromm zombies, and have been tweaked to have less health, but move a little faster
- Husks will have more changes in the future, to make the hunger effect mean something, and decrease their damage significantly
- Smithing has changed to be more simple and easy-to-understand
- Adamant has been overhauled
- Electrum has been polished
- Electurm and Adamant both cannot be burned, and both, are piglin-safe
- Fortune III can now only be obtained from Electrum (A post-end enchanting system will be added for craftable fortune III)
- Equipment reparing made easier to understand
- Smithing a peice of gear with enchants to upgrade it retains its original enchants (HapppySpud, found a loophole around vanilla smithing to do this!)
- World Generation
- Silver can be found in every biome, rarley
- Silver can be found doubly often in Mountain Biomes and deep darks, the deeper you are the more likley you'll find these desposits
- High-elevation silver is still there, just less common than it once was
- Quartz now generates at much higher levels, and in much higher amounts
- Hellspore (Netherwart) now spawns in Nether wastes and soul sand valleys, so Fortresses are only really needed for Wither Skeletons and Loot
- Beaches now spawn blue orchids and cornflowers
- Dappled forest's canopy moved up, and changed to be closed (Inspired by Conure's video of the same concept)
- Swamps made swampier, new tree type, and shelf mushrooms can now be found here. Plus Bushies
- Food Additions
- More foods have been added, one with a new effect
Many many many bugs have been fixed, I won't bother listing them all here, go check the other changelogs, but thank you all for playing. The new death system was tested and came back with very positive feedback, which is why its being implemented. Late-game is still OP (not for me, I've only even had max health once) but I'm working on a way to remove all those hearts end-game players have. Looking forward to it.
Technical Changes
- Everything has been moved to the matcha namespace, with some notable exceptions
- I probably forgot to move some stuff that I'm unaware of
- The data and resource pack have been split
- Though the way I was doing it seemed to be standard for DRPs I was told splitting them would make it easier to people to install in modrinth
Structures
- The Abbey and Papal Outposts have not been moved over yet. This will happen during the structure update I'm planning to do. I wish I could tell you more, but unfortunately, thats spoilers
- Spawner drops have been disabled. Originally this was done because people were farming obol from spawners. But, since changing the undead to no longer provide obol, this may be reverted. I didn't make this change so I wasn't familar enough with it to undo all the work that was done there. But during the structure update, I want to change this back.
- I don't think mobs not dropping loot in spawners is bad for gameplay, the oposite, but I do think it goes against the whole ethos of this pack. My goal wasn't--was never--to take away mob farms, my goal was to make it viable for people who didn't want to make mob farms, to still make mega builds. You should have the OPTION of raising seagulls, automating moss reproduction, OR YES, even grinding skeletons.
- Isn't that the point of this pack? To show you the alternative, right? Not to force you into my playstyle.
- Except for the wither, no, you can't grind him, thats lame and boring
Overwritten assets (ie. Spawn Eggs)
- I want to eventually take all non-vanilla items and put them in the matcha namespace, using item models to overwrite vanilla items. I've done this a bit with the spawn eggs but haven't with the alloys and things. I eventually want to move all the alloys to being spawn eggs (to clear up more room for foods)
Translation
- We have tried to turn every tooltip into being translatable, that way, updates can be made easier
- I probably forgot many things in this process, there are a lot of items, and due to datapack limitations each item has to be duped across many different places (Ie. Crystal Hearts are in Loottables, Multiple Villager trades, AND Crafting)
Loottables
- The Loottables for chests, spawners, etc are very underdone right now. I plan to revamp those when the structure update happens
- Village Loottables are empty, I will add these back during the structure update, but everything was broken in 26.3, it was easier to nuke it all
- I will be nerfing village LTs significantly when I do, Villages were never meant to be a part of this pack, and they can seriously upset progression
A real break
I can rest easy, now that this update is out. The biggest problems with the pack are behind us, theres still so much more to do, but I can call this playable. And, if I had been a little more patient, let people on github help me out earlier, maybe this is what the real 1.0 release would have looked like. Im exhausted and ready to move on to other things. I want a break, and the chance to work on my videos again. So expect updates to slow down. Im not leaving you, I promise, I just want some time to draw, and build, and make stuff for myself...and maybe a break from minecraft all together c: Thank you for playing, testing, writing, coding, and making videos about matcha! You are all so wonderful. And hey, don't be afraid to help out with the project! Check out the github, make small structure datapacks you think would fit well, tell us about them. Im picky, but thats my fault not yours. Most of all have fun, and make stuff for YOU, and no one else. ❤️
Credits
- Hashiru: Optimisations
- NamlessJU: Various coding things, translations
- Nat: Translation project lead, and other stuff
- Imtlx: New Angler's Almanac, Fishing Sounds, Translation, and Github help
- Vee Vaicekauskas: Background musics (Check out their bandcamp!: https://par4.bandcamp.com/)
- DeBlezyBestie: Music Discs
- Bingbongbooper: Food Ideas (Their YT!: https://www.youtube.com/@bingbongbooper)
- HapppySpud: Nether World Gen Gravel Remover, Post-Smithing Enchants, Random Asylum Seekers, and much more
- Linkershim: Optimisations, Multiplayer Support and MANY other coding things
- Pepurion: Optimisations, Rose Models
- Fayranchia: Bug fixes
- ReinIsNOTaDev: Optimisations, and Github Workflow nonsese
- Fpekal: Bug fixes, optimisations, and a TON on the 26.3 port
- FloofShade: Item update trigger
- EastMonster: Bug fixes
- Voxybuns: Custom emojis and their implimentation
- milo256: Dyanmic Multiplayer Sleep
- All of the translation volunteers
- Thank you so much everyone!
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:QI0EmgZ1:vmT8e2IT"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:QI0EmgZ1:vmT8e2IT"
}

