Tags
Creators
Details
4.0-snapshot-1
Compatibility
Required content
Changes
[4.0 Snapshot 1] - 5/2/26
It's snapshot time! We've got some nice magical tweaks and technical upgrades for you!
New Features
Enchanting
- Added Occult Protection enchantment
- A protection enchantment that protects the wearer from magical forms of harm
- Added Animal Armor enchantments
- Horse armor may now be enchanted
- Wolf armor may now be enchanted
- Nautilus armor may now be enchanted
- Enchanting tables now accept carpets, potted plants, candles, chains, cauldrons, brewing stands, and chiseled bookshelves within the enchanting area
- Tweaked Anvil Enchanting
- The "Too Expensive!" message has been replaced with "Unrepairable!"
- The idea of the "Too Expensive!" repair limit is to mimic how in real life, you can't keep repairing an object over and over, forever. While we are not removing this feature, we have decided to rename it, to help make this more clear.
- The limit for adding enchantments is now tied to enchantibility
- The message for an item with too many enchantments is "Magic Capacity Met!"
- Repairing an item enchanted with mending will have an enchantment level cost of 1.
- Enchanting and repairing an item enchanted with mending will have a decreased enchantment cost
- This cost is reduced by 4 levels, to a minimum of 1 level.
- Repairing and Enchanting in an anvil have been split into two numbers.
- Repair Cost (also known as the Prior Work Penalty): Functions the same as it did before, but now, enchanting does not increase the Repair Cost
- Magic Level: Is a separate number that increases each time an item is enchanted. An item can be enchanted until you reach the magic limit, as mentioned above.
- The "Too Expensive!" message has been replaced with "Unrepairable!"
Enchantiblity
- The enchantibility difference of two items in an anvil will scale the enchantment cost cap.
- Enchantibility difference is calculated as
|enchantibility of item 1 - enchantibility of item 2| - The enchantment level cap is now calculated by this formula:
(enchantibility difference * 2.4) + 40- Example: A diamond helmet (Enchantibility level 10) in an anvil with an enchanted book (Enchantability level 0) will have a maximum enchantment cost of 55
- If the cost gets any higher than this, the anvil will say "Unrepairable!"
- The enchantment cap is always rounded up
- The maximum enchantment level cap is now 100 (which can be achieved by combining two pieces of golden armor)
- Example: A diamond helmet (Enchantibility level 10) in an anvil with an enchanted book (Enchantability level 0) will have a maximum enchantment cost of 55
- Enchantibility difference is calculated as
- High enchantibility (level 15 or higher) armors will turn invisible with the wearer
- Elytras now have an enchantibility level of 9
Curses
- Added Curse of Abrading
- Affected equipment loses durability twice as fast
The Nether
- Huge Warped Fungus
- Added Warped Overhang block
- Generates beneath Warped Wart blocks
- Obtainable with silk touch tools or shears
- There is a 10% chance for Warped Roots to grow on top of the fungus cap
- This design is inspired by Minecraft Dungeons!
- Added Warped Overhang block
Blast Fungus
- Blast Fungi can be crafted shapelessly with a Crimson Fungus and Warped Fungus
- Once thrown, a blast fungus explodes on impact, doing no damage to surrounding blocks
Potion Tweaks
- All drinks (potions, milk buckets, stews, etc.) are now consumed faster!
- The time has been reduced to 20 ticks, to match the Combat Tests
- Consumable potions are now stackable up to 16 items
- This is to match the combat tests
- Potions are now named depending on their enhancement
- Example: A Potion of Swiftness that lasts for 8 minutes is now called a "Long Potion of Swiftness"
- Example: A Potion of Swiftness that provides Speed II is now called a "Strong Potion of Swiftness"
- This is based on their internal code names
New Potions
- Added Potion of Decay to match Bedrock Edition
Potion Effects
- Players with the Fire Resistance effect will no longer be visually set on fire
The Wither
-
Wither skulls fired at the player are now on fire!
- This was originally intended by Mojang, but caused crashes
-
The Wither's health now scales with difficulty to match Bedrock Edition
- Easy 300 HP -> 300 HP
- Normal 300 HP -> 450 HP
- Hard 300 HP -> 600 HP
-
The Wither now dive bombs and summons Wither Skeletons when it has reached 50% health
- This is also to match Bedrock Edition
-
All entities with the
wither_friendsentity type tag will no longer target the WitherNote: The Bedrock Edition's Wither "Dash" behavior was purposefully ignored.
Beacons
- Beacon effect range has been quadrupled
- Level 1 Beacon Range:
- 20 meters -> 80 meters
- Level 2 Beacon Range:
- 30 meters -> 120 meters
- Level 3 Beacon Range:
- 40 meters -> 160 meters
- Level 4 Beacon Range:
- 50 meters -> 200 meters
- Level 1 Beacon Range:
Blocks
- Overworld mushrooms may now be placed on logs regardless of light level
- Harvesting fully grown crops now provides 0-3 experience orbs.
Splash Text
- Added "Music by Rostislav Trifonov!"
- Added "Music by Eugnosis!"
Technical Changes
Camera Shake Events
Camera Shake events are now data driven, similar to sound events. Camera shake event files are to be put in a data/[datapack namespace]/subtlyd/camera_shake_event/ folder.
- Added
sound_eventfield: a Sound Event ID, specifies what sound event should trigger the Camera Shake Event - Added
rangefield: a float, specifies the maximum distance that the camera shake can be experienced from - Added
durationfield: an integer, specifies the amount of ticks that the camera shake will last - Added
intensityfield: an optional float, specifies the intensity modifier value- Default:
4
- Default:
Data Tags
- Added
liquid_consumablesitem tag- This is a list of consumables that can be considered liquids (e.g. stews, potions, etc.)
- Added
is_occultdamage type tag- This tag controls what types of damage Occult Protection can protect against
- This includes magic, indirect magic, sonic booms, withering, and thorns
- This tag controls what types of damage Occult Protection can protect against
- Added
non_humanoid_armoritem tag- This tag is a list of armor items not for humanoids (e.g. diamond horse armor, wolf armor, etc.)
- Any item with this tag will become enchantable with armor enchantments.
Sounds
- Added new sound event for the Wither:
entity.wither_skeleton.summon
- Added new sound event for Evoker Fangs:
entity.evoker_fangs.appear
- Added 7 New Songs
- Guldrum by Peter Hont
- Plays in Nether Wastes
- Warped Forest by Eugnosis
- Plays in Warped Forests
- Soulsand Valley by Rostislav Trifonov
- Plays in Soul Sand Valleys
- Ashes by Peter Hont
- Plays in Basalt Deltas
- Basalt Deltas by Peter Hont
- Plays in Basalt Deltas
- Crimson Forest by Eugnosis
- Plays in Crimson Forests
- Excuse by C418
- Plays in Warped Forests and Nether Wastes
- Guldrum by Peter Hont
- Music volume has been refactored
- The unused Warped Forest mood sounds are now used
- The Hardcore activate sound has been slightly altered
Textures
- Added Hardcore HUD hearts for the Poison effect
- Added Hardcore HUD hearts for the Wither effect
Bug Fixes
- MC-84595 - Fixed bug where deaths by dragon's breath were referred to as "magic"
- It now properly states that "[Player] was roasted in dragon's breath"
- Fixed some memory leaks
- Fixed flaming arrows not setting fire to objects when shot east or west
- Optimized music tracks loading
- Optimized music track size
- Fixed Netherite items with custom names not inheriting a new rarity value
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:c65QHwL5:NfYfPaKb"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:c65QHwL5:NfYfPaKb"
}

