1.1.8
Compatibility
Required content
Changes
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!
Optional dependencies
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:eaGnVV5h:IeDe5MnE"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:eaGnVV5h:IeDe5MnE"
}

