All versions
1.1.0
Release
August 2026 Update 1.1.03 months ago 8
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Any compatible version
Changes
Melodic August 2026 1.1.0 Update
Additions:
- moar Decomposer chat responses
- moar recipes/advancements
- moar items/consumables
- moar vanilla mob spawns in the Melodic
- moar terrain gen/features for the False Overworld
- moar tips for the Tips mod
- three new ambience tracks (thanks to Anthony Hampton!)
- four new discs (neemiring being made by Anthony Hampton)
- unique loot while fishing in the False Overworld
- some items can now be used as furnace fuel
- "loading screen" for entering the Melodic
- Disbandee Villager profession, which can only be accessed in the Melodic
- Jukesand that generates when Jukedirt/Jukegrass come in contact with water
- the Yarn, a thread cat that can pounce and pierce armor/steal one XP level
- the Claepur, a golem that is shy, but when close enough, will apply its potion effect to the player
- the Störderman, a golem that will teleport away from or rush the player who acknowledges it
- the Karl, a cultist who can cast magic projectiles to disenchant your gear
- the Staff, which utilizes enchantments for projectile types, and XP levels as ammunition
- Disenchantment enchantment/effect, which has a chance to permanently lower the levels of random armor or gear in your main/off-hands by one level; has a cooldown period
- Enchantment... enchantment/effect, which applies +1 level to the enchantments Discenchantment can effect for a brief period of time
- Fumble enchantment/effect, which drops items in the main/off-hand
- Slump enchantment/effect, which decays armor durability
- Bad Luck enchantment, which applies Bad Luck to the target
- Zombified Mold Minion enchantment/effect, which summons a zombie golem that will fight for you and protect you, and live as long as it can fight (sneak and hold-right click to summon the minion instead of firing the projectile, which will cost 1 XP level; note that spawning more will drain your XP faster!)
- Mana Might enchantment that adds damage to the Staff projectiles
- Experienced enchantment that grants XP per hit on a mob
- Curse of Depression enchantment that lowers the damage of the Staff projectiles (kind of useful for PvP to help allies)
- Bees/Frogs will behave differently when spawning in the Melodic
Removals:
- a few recipes
- the config file
- Phantom Fangs
Buffs/Nerfs:
- buffed Juken; they will more consistently rush towards their attack target if they are close enough or are being looked at
- buffed Choirboys and Tunists; they can now also regen health from eating Rabbits
- buffed Snatchers; they deal one more damage (originally 1)
- buffed Bednull; by default now, it will ignore lights in the Overworld, meaning it won't be stopped by them
- nerfed Blunderbass by adding cooldown on a misfire (aka letting go of right-click before the gun fires)
- nerfed Juken; they deal two less damage (originally 6), have one less armor value (originally 4), and have decreased attack knockback by -1 (originally 3); additionally, each time they hit something, they stop moving
- nerfed Tecklings; HP is now 6 (originally 12), have one less armor value (originally 3), they'll notice you at a range of 17 blocks (originally 25)
- nerfed Jukebrine; they deal four less damage (originally 6)
- nerfed Composed; they deal one less damage (originally 3)
- nerfed Threads; they deal six less damage (originally 14)
- nerfed Choirboys; instead of applying Slowness III for each attack, they apply Slowness I
- nerfed Tunists; they deal two less damage (originally 8), and have decreased attack knockback by -1 (originally 4); they are no longer immune to projectiles, and any attack will allow them to advance towards their attack target
- nerfed Snatchers; they can only potentially kidnap you to the Melodic if their attack target's health is below 3/10's of their max HP (configurable via commands)
- nerfed Bednull; HP is now 60, meaning it can die to one TNT blast up close (originally 120)
- nerfed Scratch; the main body deals one less damage (originally 2)
- nerfed surface cultists so now they will only spawn...
- in spooky biomes
- at night outside of villages and raids when spawning in forests
- when not under the sky and light level is 0 when spawning underground/in caves
- when there are no illagers present in the area to prevent illager structures from being stormed by cultists spawning inside them, especially woodland mansions
- nerfed Nubilum armlets (because their stats didn't make a whole lot of sense?) so now the durability is 288 instead of roughly 414, and toughness is now 0 instead of 1.5
- nerfed armor/tool/weapon enchantability values...
- Nubilum armor (from 45 to 40)
- Nubilum sword/pickaxe (from 45 to 31)
- Blunderbass (from 19 to 1 for consistency for all ranged vanilla weapons; this excludes the Staff, as it will have an enchantability of 10 for being part-nubilum, and partly not being mundane)
Fixes/Optimizations/Tweaks:
- Decomposer chat mechanics
- Wanted effect mechanics
- Snatcher scoring inconsistencies
- Snatcher spawning issues
- Snatchers will no longer store xyz coords for where you were kidnapped, you'll simply be taken to your world spawn regardless of circumstance upon leaving the Melodic
- Samling trades have been reworked/revalued for this update's features
- Melodic Lobby, Tunnels, Catwalks, and Workshop generation has been modified so it is constant and no longer depends on render distance
- mob melee ranges have generally gone down, namely going from 2 to 1.5
- audio file glitches/spam
- gave certain mobs various sounds that were missing them
- block data typos/inconsistencies
- entity/block/item textures have been touched up (some thanks to ICantChooseNames)
- every entity, block, and item has vanilla tag attributes; experiment!
- there are now gamerules that apply across the server
- commands have been polished and now fall under /melodic
- Creative inventory tabs have been updated accordingly
- certain blocks in the Melodic now utilize random block ticks
- fall damage mechanics have been reworked for the Melodic
- mobs will no longer try to spawn per player
- loot table changes/injections for vanilla structures
- XP gained upon killing mobs has been changed
- mob spawn chances (most mobs use a unique non-vanilla spawning method)
- Karls now fall under the minecraft:skeletons tag instead of Parvers
- Blunderbass model and item texture functionality have been updated
- enchantment/potion effect registry names have been changed for easier command application
- increased likelihood for sculk tree holes to appear in the Tunnels
- Fonote death timer has been shortened
- Bednull no longer despawns mobs in a 64 block radius
- Bednull can definitively be harmed by explosions and potions
- Threads can definitively be harmed by explosions, firework rockets, dragon fireballs, spectral arrows, staff projectiles, Zombified Mold Minions, Clump ramming, Fouleaves, Lumplings, and stings
- Snatcher score multiplier is now x1, but can easily be changed per player via commands
- rarities of enchantments have been modified
- Blocks of Jukemold can be broken faster with a shovel instead of a pickaxe
- Jukegrass and Jukedirt are now mineable with a shovel
- Use a beautiful thread to turn Jukedirt to Jukegrass
- Right-click Jukegrass with a shovel to turn it to Jukedirt
- Jukebark is now mineable with an axe
- Jukeshrub, Jukeweed, and Juketrimmings will react correctly when pushed
- Jukeshrub, Jukeweed, and Juketrimmings are now open instead of walkable for AI pathfinding
- Chiseled Bookshelves will drop regardless of Silk Touch in the Melodic
- Juken orbs are no longer consumable (apparently they had 0.1 saturation)
- more light in the Tunnels, and in turn, no more Wanted gain while in the Tunnels
- lighting feels more varied in the False Overworld
- mob targetting has been updated for... more or less in-fighting
- Spider eyes now apply Night Vision in the Melodic
- Poisonous Potatoes now apply Resistance II instead of Night Vision in the Melodic
- Pufferfish now apply Strength II and additional saturation instead of simply applying Resistance II
- Noteblocks in the Melodic have been completely reworked into blocks you can break for loot and XP
- mod compatability for ETF, Enchantment Descriptions, and some biome mods
Optional dependencies
Any compatible version
Any compatible version
Any compatible version
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:t8FvLXG7"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:eaGnVV5h:t8FvLXG7"
}

