Version 1.4: Embers of the Past

It’s been quite a while since the last full content release of TCC… 1.3 was about eight months ago now.

However, that hasn’t meant that version releases have stopped, with our behind the scenes flow allowing us to port content to minor versions such as 1.20.5 quickly without having to rush out a content release.

Because of that, this update has been in the oven for quite a long time, and I hope you all enjoy its content.

This update’s name is “Embers of the Past” due to the archaeology and nether content it includes. There are many groundbreaking archaeology changes, while the nether has intriguing new mysteries for you to discover.

There’s lots to uncover from this update, so let’s get right into the changelog!

Additions

The additions in this update are all over the place—we’ve got a new mob, new structures, new items, and new blocks. There’s plenty of new archaeology sites, along with fun new things you can find there.

Badlands Temple

  • Has a new small archaeology section with three nether brick sherds
    • The sherds are Horror, Riches and Star
    • These have been moved from the refuge remains to this structure
  • Contains highly enchanted gold loot and the cursed crown
    • This is the new home for the cursed crown, which is much more thematically fitting
    • The previous home, the jungle temple, has also been reworked, noted later on in the changelog

Echoing Hourglass

  • A new block that can turn sand and gravel into their suspicious variants
  • When placed inside a structure with archaeology, it will emit soul particles and slowly convert the sand/gravel inside
  • The resulting suspicious block will have loot from the structure inside
  • This block functions with hoppers
  • This enables renewability of many items:
    • Armor trims except Rib, Eye, and Spire
    • All pottery sherds
  • This replaces many subpar renewability features that were added in 1.3, such as husks dropping suspicious sand or geomancers dropping trail ruins pottery sherds

Nether Gold Ore Vein

  • Veins of gilded blackstone now spawn in basalt deltas
  • These veins can have thousands of gold
  • As an additional feature to make these veins easier to work with, gilded blackstone now works similarly to nether gold ore
    • Drops nuggets when not silk-touched
    • When silk-touched, can be smelted into a single gold ingot
  • The veins also contain buried blocks of raw gold

Reactive Seeker

  • The reactive seeker is a new compass-like item that tracks a unique energy signature emanating from an underground structure
  • Craft one with netherite scrap and right-click while you’re in the nether
  • The red bar reaches its maximum when you’re heading in the right direction
  • Be careful when digging down in the nether
  • Don’t worry, the investment will be worth it…

Armor Trim Addon

All five armor trims
  • There is now an addon you can download separately that includes 5 new armor trims
  • To install the addon, follow the steps found on this page
  • This is an addon as the base items for the trims replace command blocks, jigsaws, and structure blocks in order to function, making them inherently incompatible with other packs that may want to replace those items as well.
  • The trims are as follows:
    • Aurora, dropped by iceologers 1/4th of the time
    • Barren, found in badlands temple archaeology
    • Crystalline, dropped by geomancers 1/10th of the time
    • Interloper, found in refuge remains archaeology
    • A secret trim, found in the structure that the reactive seeker leads to
      • See the “reactive seeker” section above

Sprouter

A sprouting of sprouters
  • A brand-new ancient mob, the long-lost cousin of the sniffer
  • Their eggs can be found in cold ocean ruins, similarly to how sniffer eggs are found in warm ocean ruins
  • When grown to full size, they begin to grow scalesprouts from their necks
    • These can be harvested once they reach full size
    • The sprouter in the middle is ready to harvest in the above image
  • Once sheared, scalesprouts can be used as a brewing ingredient
    • Scalesprouts can only be brewed into thick potions, not awkward potions
      • This is intentional
      • This is because they do not make potions, and do not have splash variants
      • Thick potions, as a reminder, are made using glowstone dust brewed into a water bottle
    • Once brewed into a thick potion, you get a serum of sprouting
      • When drank, this increases your scale
      • You can drink them up to 3 times to reach the maximum size of 3 blocks tall
    • Serums of sprouting can be inverted using fermented spider eyes
      • When drank, this decreases your scale
      • You can drink them up to 3 times to reach the minimum size of 1 block tall
    • All scale effects are permanent and are only cleared by milk or death
    • The serums also affect reach, safe fall distance, and height
      • The smaller you are, the less you reach, and vice-versa
      • You cannot jump a full block you’re 1 block tall, making it difficult to navigate
      • You can jump over fences when you’re 3 blocks tall
      • There are various trade-offs for each scale level; play around and find out!

New Nether Brick Pottery Sherds

All three new sherds
  • Three new sherds have been added
    • “Molten”, depicting a magma cube
    • “Core”, depicting a nether reactor core
    • “Swirl”, depicting a potion particle

Ocean Ruin Archaeology Rework

  • Ocean ruin archaeology’s loot has been overhauled
  • Now includes prismarine pottery
    • Warm Ocean Ruins have the following sherds:
      • Idol
      • Pickle
      • Reef
      • Turtle
      • Voyager
    • Cold Ocean Ruins have the following sherds:
      • Artifact
      • Catch
      • Ink
      • Protector
      • Shell
    • Prismarine pottery has been removed from monuments as it was boring and did not quite fit the structure
    • All brick-based sherds that were previously found in ocean ruins have been moved to other structures:
      • Angler, Shelter, Snort: Moved to jungle temple
      • Blade, Explorer: Moved to woodland mansion
      • Mourner, Plenty: Moved to ancient city
  • Now includes nautilus shells
  • Now includes coast armor trims rarely
    • This makes this trim renewable via echoing hourglass

Ancient City Archaeology

One of the archaeology sections in the ancient city
  • The ancient city has new small archaeology sections containing a small bit of loot
  • The sherds found here are “Mourner” and “Plenty”, moved to this structure from ocean ruins
  • The “Ward” and “Silence” trim can both be found incredibly rarely as well
    • This makes these trims renewable via echoing hourglass

Woodland Mansion Archaeology

One of the archaeology sections with a vex statue
  • The basement of the woodland mansion rework now has hidden archaeology sections
  • The sherds found here are “Blade” and “Explorer”
  • This is now the only place you can find the “Vex” armor trim
    • This makes this trim renewable via echoing hourglass
  • Keep your eyes out for cracked stone bricks!

Jungle Temple Rework Rework

The top layer of the new rework
  • The previous “jungle temple rework” has been replaced with a new one
  • The previous iteration had several issues that led to its removal:
    • It wasn’t really a rework, it was a new structure that replaced existing jungle temples
    • The shape of the structure caused generation issues when combined with jungles’ hilly terrain
    • It used mining fatigue in an awkward way that was not obvious to players
  • The new rework is the same size and shape as the vanilla jungle temple
  • The new rework has an archaeology section, randomized traps, and a more intuitive, randomized lever puzzle
  • The archaeology contains:
    • The “Angler”, “Shelter”, and “Snort” pottery sherds, moved from ocean ruins
    • The “Wild” armor trim, which is no longer found in the chests of the structure
      • This makes this trim renewable via echoing hourglass
  • All the above changes make these structure more in line with the temple theme: Small, common structure with archaeology

Desert Well Rework

  • The desert well now has two layers of suspicious sand, rather than one
  • The loot can now contain the “Dune” armor trim rarely
    • This makes this trim renewable via echoing hourglass
  • The loot can also contain heavily enchanted fishing rods and iron/gold nuggets

Trial Chamber Renewabilities

  • The trial chambers now have a small section with suspicious gravel, which replaces the dead end hallway with cobbled deepslate
    • This suspicious gravel rarely has all the trial chamber cosmetics:
      • “Flow” armor trim
      • “Bolt” armor trim
      • All trial chamber pottery sherds
      • “Flow” banner pattern
      • “Guster” banner pattern
    • This makes all the cosmetics renewable via echoing hourglass
  • Husks and zombies that spawn from ominous trial spawners have a very low chance to spawn with a wind burst I mace that they drop 10% of the time
    • This makes both wind burst and maces renewable, but not heavy cores

Miscellaneous Additions

  • Impaling now functions like it does in Bedrock Edition, dealing more damage to wet mobs
  • Emerald ore now drops 1-4 emeralds instead of just 1
  • The lodestone recipe now yields 8 lodestones rather than just 1
  • The chain recipe now yields 4 chains rather than just 1
  • Cats can now be tamed with tropical fish
  • The “Rib” armor trim smithing template is now duplicated using nether bricks instead of netherrack
  • Added several new advancements for content
  • Stone and deepslate can be stonecut directly into cobblestone and cobbled deepslate-based blocks, rather than needing two trips through the stonecutter
  • Snout banner patterns can now be crafted with piglin heads and paper
  • Pigs now breed 8 babies at once 1/256th of the time
  • You can now find “sinister” banners depicting an enchanter on a green background in woodland mansions

Changes

Many of the changes included in this update are related to rebalancing content and making things more polished and balanced for gameplay.

Archaeologist Changes

Some of the archaeologist’s trades\
  • The archaeologist’s trades have been completely reshuffled
    • They will now only trade red sand when they are a savanna villager
    • The decorated pot trade now only costs 1 emerald rather than 5-7
    • They now sell calcite, tuff, or deepslate, rather than pottery sherds
    • They now sell lightly enchanted diamond shovels
    • For their final trade, rather than trail ruins trims, they sell a map to a archaeology structure depending on their biome outfit:
      • Snowy: Ancient City
      • Savanna: Badlands Temple
      • Taiga: Trail Ruins
      • Plains: Trail Ruins
      • Desert: Desert Well (33%) or Desert Temple (66%)
      • Swamp: Cold Ocean Ruin (50%) or Warm Ocean Ruin (50%)
      • Jungle: Jungle Temple
  • Archaeologist houses in villages no longer have a decorated pot with a “Friend” pottery sherd
    • This prevents that sherd from being devalued when found in trail ruins
  • Their gifts for hero of the village have been changed:
    • Rather than sniffer eggs or “Friend” pottery sherds, you will get one of the following:
      • Brush
      • Decorated pot
      • Brick

Piglin Bartering Archaeology Changes

  • Piglin bartering archaeology now has 3 exclusive sherds, moved here from refuge remains, rather than all possible nether brick sherds
    • These sherds are:
      • “Beast”
      • “Hunter”
      • “Ranger”
  • The pool of items has also been increased, rather than just being gold nuggets or sherds, you can now get leather, iron ingots, quartz, crying obsidian, obsidian, and string
  • The suspicious gravel now has lore that says it was obtained from piglin bartering

Recovery Compass Rework Rework

  • The recovery compass has different behavior:
    • Before: Carry recovery compass, die with it in your inventory and it will respawn with you and the items from that death glow and will not despawn
    • After: Hold recovery compass in your hand at any time, the items from your last death will glow and not despawn
  • No longer needs to be in your inventory on death to have any item-preserving effect
    • This was the main issue, I didn’t want to take an inventory slot from players just to make the compass usable
  • When held, the items from your last death glow and will not despawn
  • Crafting cost halved down to four echo shards and a compass
  • No longer stays with you after death
    • It is intended to be an item to use after you die, not an item you carry around wasting an inventory slot everywhere you go
    • This change pushes you to be more careful after you die the first time, rather than dying over and over however many times you like
    • This has been counterbalanced with the reduced cost

Pottery Table Changes

The new duplication method
  • Duplicating a sherd now takes a base material and four sherds of a kind, rather than one base sherd and a copy
    • For example:
      • Before: Danger pottery sherd + Burn pottery sherd = 2x Danger pottery sherd
      • After: 4x Danger pottery sherd + brick = 5x Danger pottery sherd
    • For prismarine and nether brick sherds, the base material is prismarine shards and nether bricks respectively
    • This change was made to make building with pottery sherds easier, while still requiring you raid several of a single structure in order to be able to get infinite of a sherd pattern
    • This is also much less awkward than the old method and meshes well with the echoing hourglass
  • You can now shift-click the pottery sherd duplication recipe output

Wandering Witch Trade Changes

  • Wandering witches now have a better trade pool, more usable in endgame
  • The full pool:
    • Glass bottles, nether wart, a brewing stand, or ominous bottle for spider eyes
    • A rare potion ingredient for fermented spider eyes
    • Spider eyes for a cauldron or chains
    • Spider eyes for a random potion powder
      • This powder can be:
        • Redstone
        • Glowstone
        • Gunpowder
        • Amethyst dust
    • Spider eyes for a random potion
      • This potion can be:
        • Lengthened splash weakness
        • Lengthened night vision
        • Lengthened water breathing
        • Lengthened fire resistance
    • Fermented spider eyes for slime balls or an ender pearl
    • Fermented spider eyes for a witch hat
  • You will note that the wandering witch no longer trades:
    • Ancient city maps
      • This was moved to the archaeologist to push ancient cities further into end-game and ensure that all maps bought would lead to close-by ancient cities, rather than continuous wandering witch spawns leading to all nearby ancient cities being marked as “discovered” by explorer maps
    • Mycelium and Crimson/Warped Nylium
      • This was removed to encourage more exploration
      • Mycelium should be an artifact from going to a mushroom island and be a cool trinket, not something you buy off a random trader
      • Nyliums are somewhat common within the nether and should require some nether travel to obtain, rather than taking the coward’s route and getting infinite warped nylium from one witch trade

Texture Updates

  • The weeping eye has had a texture overhaul
  • All worldgen-related compendium icons have received an overhaul

Miscellaneous Changes

  • Frost walker now works on all mounts, rather than just horses
  • Breezes now drop more breeze rods when killed by players wearing witch hats
  • Cats now gift rabbit in the morning, rather than cat music discs
  • Sniffers now only sniff up frostblooms while inside tundra keeps, rather than while in any snowy biome
  • Mansions now spawn back at the vanilla rate, rather than slightly more commonly
    • This change helps make the woodland mansion a more end-game structure rather than something you can stumble upon early-game.
  • Echo shard renewability has been nerfed to change amethyst clusters to echo shards only 25% of the time rather than 100% of the time
  • Teapots can now be waterlogged and placed underneath slabs/trapdoors
  • The “far” music disc is now found in woodland mansions, instead of any other music disc
  • The “chirp” music disc is now found in jungle temples, instead of any other music disc
  • The requirements for pillagers spawning wearing chilling banners while near tundra keeps has been tweaked so you should be able to renew them more consistently by hunting around a tundra keep
  • Wandering traders’ desert and jungle/swamp trade pools have been merged into one “warm biome” trade pool, as the desert pool only had cactus and dead bushes
  • Wandering traders will now only sell one bucketed mob at a time, rather than up to 4, making it more challenging to make a full farm off of one single trader trade
  • Enchanters no longer drop lockets of learning, and instead drop enchanted books rarely
    • The locket of learning is still renewable via woodland mansion archaeology and the echoing hourglass
  • Refuge remains now spawn only at lava-level around soul sand valleys, making them easier to spot
    • There is a rare issue where lava ravines will intersect the structure, making it very difficult to excavate without burning your loot. This issue will be fixed in a later release
  • Several raycast-based functions such as the wrench and teapot are now more consistent with vanilla, being blocked by mobs in the way and replacing short grass blocks
  • The nether reactor core no longer requires gilded blackstone to craft, using normal blackstone instead
  • Weeping eyes no longer locate crashed end ships
    • This was very annoying when you wanted to get an elytra, but kept getting led to end ships instead
    • If you want to get gobblerifts, you’ll have to find crashed end ships by hand

Removals

  • Spiders no longer drop cobwebs rarely
    • This is because the drop was inventory clutter most of the time, and cobwebs became renewable in 1.21
  • Overgrown
    • This skeleton variant did the exact same thing as vanilla’s bogged
  • All awkward renewability features fixed by the echoing hourglass
    • Ender dragon dropping eye trim 1/3rd of the time
      • There is no replacement for this feature yet. The eye trim remains non-renewable.
    • Husks dropping suspicious sand
    • Fishing up coast armor trims and sherds
    • Wither dropping netherite upgrade template
    • Guardians dropping prismarine sherds
    • Wandering witches trading crop nether brick pottery sherds
    • Evokers dropping vex armor trims
    • Swift sneak books being fished up in the deep dark
      • Swift sneak is still renewable via ancient city archaeology and the echoing hourglass
    • Cursed crowns being fished up in jungle temples
      • The cursed crown is still renewable via badlands temple archaeology and the echoing hourglass
    • Archaeologists giving friend pottery sherds and sniffer eggs for their hero of the village gift
    • Geomancers dropping trail ruins pottery sherds
  • Frostbloom petals dropping from iceologers and strays
    • This makes the petal exclusive as a reward to actually collecting a frostbloom
  • Jungle temple maps in sparse jungle villages
    • This was replaced with the archaeologist trading maps to this structure
  • Enchanters and iceologers no longer spawn in raids
    • This was simply confusing for users as they did not count towards the progress bar
  • Manic emoji
    • RIP

Fixes

Download

To get this update, download here.

Report any bugs you may find in the help channel in our discord so we can categorize them correctly.