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beta-1.2.3

by Sir_Cow on Nov 8, 2025
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Weapon Changes

  • Critical hits now increase damage by +3 instead of +50%
  • Increased attack speed of all axes from 1 -> 1.2
  • Decreased attack speed of all scythes from 2 -> 1.8
  • Removed: Tools (like axes and scythes) lose extra durability when used as a weapon

Changing critical hits to be an additive bonus rather than a percent bonus allows early game weapons to pack more of a punch against mobs while also reducing the power level of late game players. Due to this change, axes and scythes have both gotten attack speed changes to compensate for how the change affects their damage potential.

Shield Changes

  • Increased base stamina loss from 0.1 -> 0.15 per tick
  • Added: Whenever a player disengages a shield, stamina cannot be naturally regenerated for 2 seconds

Armor Changes

  • Increased copper helmet armor points from 9 -> 10
  • Increased copper chestplate armor points from 15 -> 18
  • Increased copper leggings armor points from 13 -> 14
  • Increased iron chestplate armor points from 15 -> 20
  • Increased iron leggings armor points from 13 -> 18
  • Decreased golden chestplate armor toughness from 2 -> 1
  • Increased golden leggings armor points from 15 -> 18

Golden armor has been changed to be identical to iron armor but with less durability. Golden armor exists more as a reward item from loot chests (mainly from the nether) while having the bonus of usually coming pre-enchanted. Iron armor is also receiving a few buffs as we plan to phase out chainmail armor and find a new purpose for it.

Deep Cave Creatures

The following changes only apply to monsters spawning below y-level 0.

  • Increased the upper limit for zombie leader spawns from 5 -> 15%
  • Increased the chance for a zombie to spawn with a weapon from 5 -> 15%
  • Added: Spiders have a chance to spawn as a cave spider with odds increasing the lower the y-level. (up to 60%)
  • Added: Spiders will always spawn with a status effect
  • Added: Spiders will occasionally spawn with a bonus level of their status effect. (This amount is identical to the chance for surface spiders to spawn with a status effect)
  • Spiders will no longer spawn with regeneration, but with resistance instead

This change aims to increase the threat level of mining in deep caverns and to deter players from instantly rushing caverns that go deep below the surface.

Deep Dark Changes

  • Increased experience dropped from sculk sensors from 5 -> 10
  • Increased experience dropped from sculk catalysts from 5 -> 50
  • Increased experience dropped from sculk shriekers from 5 -> 100

Sculk Infusion

  • Sculk Infusion is a new item that can be crafted using 4 echo shards and a glass bottle
  • While held, the sculk infusion will repair itself by absorbing experience points at a 2:1 ratio
  • At full durability, the item can then be consumed, destroying it and granting the player loads of experience

This item, along with the sculk changes, have been added to incentivize players to explore and clear out deep dark biomes. Experience points are also a massive chore to grind from other sources so we hope that this item can relieve the player from some of that grind aspect.

Destructive Mob Changes

These changes are experimental and may be tweaked or removed in a future update.

  • Mob griefing has been disabled by default
  • Reduced creeper fuse time from 30 -> 24 ticks
  • Increased creeper explosion radius from 3 -> 4
  • Increased creeper detection radius from 16 -> 24 blocks
  • Increased creeper detection radius while crouching from 14 -> 20 blocks
  • Removed: Creepers will shorten their fuse depending on how high they fall
  • Increased ghast explosion power from 1 -> 2

We want to experiment with removing the destructive capabilities and randomness of the creeper but also increasing its threat level as an enemy. The removal of "creeper bombs" should make them feel much more fair.

World Generation Changes

  • Decreased diamond ore (small) discard chance on air exposure from 0.5 -> 0.4
  • Decreased diamond ore (medium) discard chance on air exposure from 0.5 -> 0.4

With mobs in deep caves increasing in difficulty, we have increased the potential for diamonds to spawn in air exposed caves to incentivize players to explore caves.

Advancement Changes

  • Added 4 new advancements related to combat
  • Added 4 new advancements related to the deep dark
  • Changed the parent of "Ancient Smithing" advancement

Bug Fixes

  • Fixed igloo zombie villager from spawning as a cleric
  • Fixed shields blocking damage from all directions
  • Fixed raw copper, iron, and gold chunks not being able to be smelted into their respective nugget forms
  • Fixed "use item" being triggered and held when opening a fletching table

beta-1.2.2.1

by Sir_Cow on Oct 27, 2025
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Bug Fixes

  • Fixed zombies (and their variants) from indefinitely attempting to break fence gates

beta-1.2.2

by Sir_Cow on Oct 25, 2025
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Zombie Behavior Changes

  • Increased zombie detection radius for players from 35 -> 40 blocks
  • Zombies can now detect players through walls, but only within a 20 block radius
  • All zombies can now break down wooden and copper doors (increased from the max 10% chance)
    • Wooden doors can take up to 6 hits from zombies before breaking
    • Copper doors can take up to 15 hits from zombies before breaking
  • All zombies can now break down fence gates (new)
    • Fence gates can take up to 5 hits from zombies before breaking
  • Zombies can now break the bottom half of doors rather than just the top half
  • Zombies can now break down open doors
  • All changes are also applied to husks, drowned, and zombified piglins

While zombies can be formidable enemies in tighter caves, their threat level on the surface is greatly decreased due to open fields and player built structures. These changes should allow the zombies to threaten the player even when they think they are safe.

Reinforced Doors

  • Wooden and copper doors can now be reinforced with iron to make them impervious to zombies
  • Reinforced doors look and function identically to their non-reinforced counterparts

Reinforced doors have been added to give the player counterplay to zombies when they have reached the iron stage of progression. Long live the reinforced weathered weathered copper door.

Miscellaneous Changes

  • Increased coal ore block hardness from 4 -> 5
  • Increased deepslate coal ore block hardness from 8 -> 10

With an increased breaking requirement, coal has had its block hardness updated to match other ores in its progression bracket.

  • Changed angling table's recipe advancement requirement from clay ball to fishing rod

This change should make it more obvious to how the player is able to craft an angling table through the recipe book.

  • Changed "Golden Laced Fishing Line" -> "Gold Laced Fishing Line"
  • Removed dynamic durability loss on tools

This feature has been seen as too unintuitive due to how block hardness interacted with tool durability loss and has been removed

Bug Fixes

  • Fixed enchanted books not counting towards the "My Precious" advancement
  • Fixed "Around the World" advancement description showing the incorrect amount of blocks required
  • Fixed raw copper, iron, and gold blocks not having advancement recipes for smelting and blasting
  • Fixed modded copper, iron, and gold items not having the ability to be smelted and blasted into nuggets
  • Fixed adult animals preserving their baby health amount when maturing

beta-1.2.1

by Sir_Cow on Oct 18, 2025
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Core Fuel Changes

  • Reduced log to charcoal recipe cook time from 200 -> 100 ticks
  • Reduced charcoal burn time from 1600 -> 800
  • Increased coal breaking requirement from wood -> copper
  • Added 7 new advancements related to fuels and forges
  • Increased net torches (all types) from coal from 4 -> 8

Miscellaneous Fuel Changes

  • Increased overworld log (both normal and stripped) burn time from 300 -> 400 ticks
  • Increased mangrove root burn time from 300 -> 400 ticks
  • Decreased overworld plank burn time from 150 -> 100 ticks
  • Decreased overworld slab burn time from 150 -> 50 ticks
  • Decreased overworld pressure plate burn time from 300 -> 200 ticks
  • Decreased dried kelp block burn time from 4000 -> 1600 ticks
    • This change is a result of the lowered recipe cost of dried kelp blocks from beta-1.2.0
  • Decreased leaf litter burn time from 100 -> 50 ticks

These changes aim to add some progression to how the player interacts with fuel. Starting off with weaker fuels like charcoal and leaf litter, the player will gain access to stronger fuel sources whether that be coal or dried kelp blocks. Once the player reaches the nether, blaze rods and blaze powder will become a renewable form of the fuels they were previously using.

World Generation Changes

  • Decreased coal generation height (lower region) from y[0,192] -> y[-64,32]
  • Decreased coal generation attempts (lower region) from 20 -> 15
  • Decreased coal generation attempts (upper region) from 30 -> 15
  • Decreased coal max vein size from 17 -> 12

Miscellaneous Changes

  • Nether gold plate has been changed to nether alloy plate

Bug Fixes

  • Fixed copper ingots yielding the incorrect number of copper nuggets
  • Fixed copper & gold nuggets not having an advancement recipe for smelting and blasting
  • Fixed channeling tridents not striking lightning on the new lightning rod variants
  • Fixed copper chests and lightning rods being mineable using wooden tools

beta-1.2.0

by Sir_Cow on Oct 12, 2025
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Villagers Are Here!

  • Zombie villagers now spawn again
  • Villagers cannot breed nor spawn iron golems
  • All villager trades have been completely overhauled
  • Villagers no longer have bonuses or penalties to their trade costs
  • Villagers now start with 2 trade slots, gaining 1 for every level
  • Villagers now require the ability to sleep and gather (around a bell) to refresh their trades
  • Villagers now have a rotating stock instead of permanent trades when they refresh
  • Added 5 new advancements related to villagers

Villagers in vanilla Minecraft have always been a powerful tool that players used to obtain hoards of renewable gear and resources. This reintroduction of villagers aims to reduce the ease of access players have to a constant, streamline for of trades by forcing the player to cure zombie villagers rather than finding a village and breeding existing ones. These changes also give villagers a bit more freedom as they require more than just a workbench to restock and refresh trades.

Wandering Trader Changes

  • The wandering trader will now spawn more frequently and is now player based
  • The wandering trader now has 10 different trade tables, 5 of which it will select upon spawning

The wandering trader has few uses when it comes to pure vanilla gameplay and has received a plethora of new items. All of the wandering trader's niche trades have still been retained while introducing new trades that the player might consider purchasing.

Nutrition Changes

  • Apple hunger restoration reduced from 4 -> 3
  • Carrot hunger restoration reduced from 3 -> 2
  • Cooked meat hunger restoration reduced from 6 -> 4
  • Glow berries hunger restoration reduced from 4 -> 3
  • Rotten flesh hunger restoration reduced from 4 -> 2
  • Sweet berries hunger restoration reduced from 4 -> 3
  • Golden carrot hunger restoration increased from 6 -> 12
  • Golden carrot saturation ratio decreased from 3.0 -> 1.4

Cooked meats (including fish) are an easy to obtain food source that can be used during the early game. While convenient, players should look towards stronger food sources via farming to satiate their hunger. All food items that have golden variants have had their hunger values reduced to encourage their gildening. Golden carrots have been changed to be a more sustainable food source, while still providing high saturation.

Crop Changes

  • Reduced melon drops from 3-7 -> 1
  • Reduced potato drops from 2-5 -> 2
  • Reduced carrot drops from 2-5 -> 2

Recipe Changes

  • Reduced hay bale to wheat result from 9 -> 4
  • Reduced wheat to hay bale cost from 9 -> 4
  • Reduced melon to melon slice result from 9 -> 4
  • Reduced melon slice to melon cost from 9 -> 4
  • Reduced dried kelp block to dried kelp result from 9 -> 4
  • Reduced dried kelp to dried kelp block cost from 9 -> 4
  • Reduced golden nugget cost for golden carrots from 8 -> 4
  • Suppressed rabbit hide to leather recipe

Advancement Changes

  • Updated advancement icon for "Bling Bling"
  • Updated advancement icon for "Cover Me in Diamonds"
  • Changed "Face My Mace" parent to "Revaulting"
  • Changed "Wax On" parent to "A Couple Copper"
  • Moved "Wax On" and "Wax Off" to the exploration tab

Now on 1.21.10!

  • Copper chain recipe changed to match the iron chain recipe
  • Copper lantern recipe changed to match the iron lantern recipe
  • Copper horse armor can be crafted using copper ingots

With the new Copper Age drop, some recipes have been adjusted to match other recipes in the mod.

beta-1.1.2

by Sir_Cow on Aug 10, 2025
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Trident Changes

  • Drowned no longer spawn with Tridents
  • Drowned will now have a 15% chance to spawn with a Copper Trident
  • The Copper Trident is rarely dropped by Drowned wielding them
  • Tridents with the loyalty enchantment will now return to the player after traveling 60 blocks While this does restrict the trident's range slightly, we believe that the faster recall time when missing aerial shots will make the trident a more consistent ranged weapon. This change also ensures that loyalty tridents will not be lost into the void.

Rail Changes

  • Halved the max speed values on all inductor rails and powered rails While rails should be a high speed form of transit for players between two established locations, the max speed values set were too high causing some undesired visuals when traveling at high speeds.

Hardcore Changes

  • Player max health increased from 10 -> 20
  • Players will still spawn with 10 health off of spawn
  • Existing hardcore worlds will automatically update to support these changes

beta-1.1.1

by Sir_Cow on Aug 4, 2025
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Minecart Changes

  • Minecart experimental changes will now be on by default (existing worlds will have it turned on automatically)
  • Added the inductor rail, a new rail type made of copper Inductor rails have a max rail speed of 32, allowing minecarts to be used for easy, long distance travel Inductor rails will oxidize like other copper blocks which will reduce the max speed on the rail
  • Powered rails have been changed to have a lower acceleration but a higher max rail speed of 64 Oxidized inductor rails will have the same behavior as powered rails previously, allowing for them to be substituted in technical builds
  • Reduced the crafting cost of all rail types
  • Reduced the crafting cost of minecarts
  • Added new recipes for complex minecarts for easier bulk crafting
  • Added three new advancements relating to rails

beta-1.1.0

by Sir_Cow on Jul 31, 2025
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Inferno has been updated to 1.21.8!

Hardcore Mode

Inferno now has custom hardcore mode which adds more challenge to the game than just the one life aspect. If the world type is set to hardcore the following changes will be added:

  • Max health is reduced from 20 -> 10
  • Spawn in with 10 less hunger points
  • Can no longer sprint
  • When the player has 6 or less hunger, they become fatigued and are inflicted with mining fatigue and slowness
  • No longer regenerate naturally
  • Walking will now increase the player's exhaustion
  • Jumping will now increase the player's exhaustion
  • Beds will now grant the player 20 seconds of regeneration on a 10 minute timer instead of setting a respawn point
  • The "Well Rested" effect will now prevent fatal damage to the player (one time use) and grant a short invulnerability period

Gameplay Changes

  • Casting a fishing rod will now increase the player's exhaustion
  • Reeling a fishing rod will now increase the player's exhaustion
  • Baby mob's max health reduced by 25% compared to their adult counterparts
  • "Spawn Setter" advancement has been changed to "obtain a bed" rather than "interact with a bed"

Bug Fixes

  • Fixed zombified piglins attacking players in creative mode
  • Fixed conduits applying effects of player held items

beta-1.0.6

by Sir_Cow on Jul 24, 2025
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Zombified Piglin Changes

  • Zombified piglins no longer group aggro when hit by a player
  • Zombified piglin detection range is now dependent on the player's heat
  • Zombified piglins lose interest when the player is no longer in detection range

Piglin Bartering Balance Changes

  • Added basalt to the bartering pool with a weight of 50
  • Added snout armor trim to the bartering pool with a weight of 1
  • Changed nether brick trade to nether bricks
  • Reduced obsidian weight from 40 -> 30
  • Reduced crying obsidian weight from 40 -> 30
  • Reduced nether quartz weight from 15 -> 8
  • Reduced iron nugget weight from 15 -> 8
  • Reduced fire protection book weight from 8 -> 1
  • Reduced soul speed book weight from 6 -> 1
  • Reduced Pigstep music disc weight from 6 -> 1

Miscellaneous Changes

  • Armor durability has been changed so all pieces have the same durability
  • Conduit power duration reduced from 12 -> 5 seconds
  • Added recipes for suspicious stew from mushroom stew and a flower
  • Changed nether gold plate recipe to require less gold and more nether quartz
  • Increased happy ghast health from 20 -> 40
  • Increased iron golem health from 100 -> 250

Bug Fixes

  • Fixed "Afterburner" triggering on different projectiles
  • Fixed the flare gun attempting to set fire immune mobs
  • Fixed gear not being able to have looting books apply via anvil
  • Fixed copper armor not being able to accept smithing upgrades
  • Fixed golden armor and turtle shell not having updated values for smithing upgrades

beta-1.0.5

by Sir_Cow on Jul 22, 2025
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Advancement Changes

  • Balanced certain advancement point amounts
  • Added 10 new advancements
  • Removed some advancements
  • Updated advancement titles, descriptions, and icons
  • Updated some advancement locations

System Changes

  • Optimized flare gun projectile
  • Improved detection for advancements related to placing bookshelves
  • Minor changes for BetterAdvancements compatibility

Bug Fixes

  • Fixed drowned dropping tridents

beta-1.0.4

by Sir_Cow on Jul 18, 2025
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Bug Fixes

  • Fixed a crash with the angling table
  • Fixed a subtitle discrepancy with the scythe

beta-1.0.3

by Sir_Cow on Jul 17, 2025
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Gameplay Changes

  • Fishing rod parts can now be enchanted with unbreaking
  • Aquatic fiber can be used to restore 200 durability on fishing rod parts
  • Durability for diamond and netherite armor doubled
  • Turtle shell durability increased from 256 -> 512
  • Turtle shell armor toughness increased from 0 -> 1
  • Coal block burn time reduced from 16000 -> 8000 ticks
  • Blaze rod burn time increased from 2400 -> 3200 ticks
  • Blaze powder given a burn time of 1600 ticks
  • Raw material blocks (copper, iron, gold) can now be smelted into blocks

Miscellaneous Changes

  • Updated cache texture

Bug Fixes

  • Fixed gold laced fishing line from applying one too many fortune rolls
  • Fixed "Fixer Upper" from triggering when applying enchanted books
  • Fixed some advancement names and descriptions
  • Fixed certain enchants not being able to be applied through anvil combinations

beta-1.0.2

by Sir_Cow on Jul 15, 2025
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  • Fishing loot pool changes
  • Increase durability for diamond & netherite shields & fishing upgrades from 1024 -> 2048 and 2048 -> 4096 respectively
  • Fix leather to leather fabric recipe not giving correct amount
  • Update cache texture
  • Nerf phantom sinew drop rate

beta-1.0.1

by Sir_Cow on Jul 14, 2025
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  • Make loom recipes data driven
  • Fix "Striking Distance" not triggering properly
  • Fix iron trapdoor recipe
  • Make sugar cane break faster with scythes

beta-1.0.0

by Sir_Cow on Jul 12, 2025
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Beta Release, please report any issues to the issue tracker.


Project members

Team Preserved

Team Preserved

Organization

Sir_Cow

Developer

Perpillow

Game Design

Details

Licensed LGPL-3.0-only
Published 4 months ago
Updated 5 days ago