Version 1.0: The Reboot

The 0.6 update has been… Wait, wasn’t this supposed to be 1.0? Yeah, we restarted. Let’s try that again.

The 1.0 update has been a ridiculous development experience, taking eight months, lots of reworked code, and way too much of my sanity.

So why is this 1.0, rather than 0.6? Well, I thought since I’ve done so much reworking and removing of content, we might as well rework the version scheme as well. The biggest rework deserves the big title of 1.0 as well.

Anyways, let’s get right into the changelog. Nobody cares about all those silly version name conventions!

Additions

This section might not be as big as you usually expect. However, the “changes” section further down will make up for what this section lacks.

Also, the content here is a bit more ambitious than our usual stuff. I mean, we implemented a whole new potion type and a new villager…

Diluted Potions

  • A new potion type, created by brewing amethyst dust into a normal potion
  • Basically the equivalent of the now-removed soaked rings
  • They “dilute” the potion’s duration over ten uses
    • For example, diluting a speed potion with a 60 second duration gives you a 6 second potion you can drink ten times.
  • Very useful for potions like slow falling and fire resistance.

Blind Rage Potion

  • Made by brewing the sightless eye, a new potion ingredient dropped by glow lichen zombies, into an awkward potion.
  • Gives strength III and blindness for 15 seconds. (30 if extended.)
  • Cannot be amplified with glowstone dust

Nausea Potion

  • Created using warped wart (Makes sense, what do you expect to happen when using the wrong type of wart?)
  • Gives nausea for 30 seconds. (60 seconds if extended)
  • Cannot be amplified with glowstone dust
  • Fun for roleplaying drinks or nauseating your enemies. I fully expect you to combine this with diluted potions to make bars.

Fungal Stew

  • A new food item made by adding warped fungus, warped roots, crimson fungus, crimson roots, and a bowl together
  • Gives lots of hunger and fire resistance for 15 seconds

Jeweler

  • A new villager variant that uses the jewelry table as its workstation
  • Trades jewelry and amethyst-related things such as diamond rings, amethyst dust, tinted glass, and cobbled deepslate
  • Has a really cool hat

Armor Stands with Arms

  • You can now give armor stands arms by crafting an armor stand with two sticks in the crafting table
  • They can be posed into many different poses using a wrench
    • There are several… bizarre poses.

Advanced Piglin Bartering

  • Piglins now give you higher quality loot when you’re wearing more gold armor
  • If you’re wearing the maximum amount of gold armor (including a golden ring in your offhand), they have a chance to give you a cursed crown or a piglin banner pattern

Weeping Eye

  • A new item that acts as an end city compass
  • Crafted using popped chorus fruit, an ender eye, and a ghast tear

Facepalm Emoji

  • It’s a facepalm. Duh. 🤦‍♂️

Tundra Explorer Map

  • Traded by cartographers for 20-30 emeralds
  • Leads to a tundra keep

New Advancements

  • “One Ring To Rule Them All” for crafting a netherite ring
  • “Nether Nostalgia” for activating a nether reactor
  • A funny hidden advancement you’ll have to discover for yourself

Soul Seer

  • A new magic block, made with soul soil, an ender eye, glowstone dust, and gold.
  • When clicked with glowstone dust, it consumes the dust and makes all entities within 24 blocks glow.

Other Small Additions

  • Wandering traders trade mycelium, spore blossoms, and amethyst dust
  • Wrenches can now rotate chains
  • More custom splashes have been added to the title screen
  • Witches killed by charged creepers will always drop a witch hat
  • Creepers drop otherside discs when killed by shulkers
  • Death message for killing yourself with a renamed swordfish
  • Snail nests can now be silk-touched

Changes

This section is going to be quite large, considering this is a massive rework update. Lots of things changed. LOTS.

Jewelry Table Rework

  • Yes, I reworked it again. Hopefully for the last time.
  • It is now crafted with wood and amethyst shards, instead of quartz and carpet. This fits a bit better with the overworld amethyst theme… It didn’t need to have that nether requirement.
  • Now, instead of accepting rings and gemstones, it simply accepts an ingot and a raw gem. The gemstone items and the ring items have been completely removed. There was no reason for them to exist aside from being used in jewelry anyway.
  • Each metal now costs a different amount of amethyst dust.
    • Making a gold ring costs 1, iron costs 3, and netherite costs 5.
    • Hopefully this should help give more reason to make gold rings (for if you don’t have the amethyst dust to make iron).
    • This also gives a reason to go out and find a geode and farm the stuff, rather than just killing one geomancer and being done with it.
  • Pristine rings have been completely removed as well, and have been replaced with netherite rings.
    • Before: Add 20 amethyst dust to a ring to make it “pristine” and double the gem’s stats
    • After: Use netherite in your ring to double the gem’s stats
The new GUI for the jewelry table, including the helpful guide on the left side

Ring Changes

  • Emerald rings now give bonus saturation when eating food, instead of bonus loot when killing mobs
  • Netherite rings now give knockback resistance when in your offhand, similarly to other netherite items
    • The obsidian gemstone has been removed due to this change

Boomerang Rework

  • Can now harvest crops it flies through, replacing them with seeds instead.
    • The obsidian scythe has been removed due to this change
    • It also can break sugar cane, dripstone, and other various blocks
  • Has been heavily optimized
  • Now comes back to the slot you threw it from
    • It does this rather aggressively. It will throw out any items that happen to steal its place onto the ground.

Tea Crafting Rework

  • Making tea is now time-based
    • Each ingredient added takes time before it gets brewed into the tea with a bubbling sound effect
  • Teas no longer require teacups to take out of the teapot. Instead, you simply use a glass bottle. Less useless items and steps!
  • Some ingredients have changed
    • Blindness Immunity: Glow Lichen -> Sea Pickle
    • Weakness Immunity: Blaze Powder -> Sightless Eye (New item, see above)

Gobblerift Rework

  • Gobblerifts now use an id-based teleportation system, meaning each gobblerift you collect has its own unique id when placed down
    • Riftjuice bottles show the ID and name of the gobblerift you place in their lore
  • This new ID system allows you to break and move the gobblerift, and the riftjuice will stay valid.
    • For example, if you harvest riftjuice from a gobblerift, then break said gobblerift and move it to a new location, drinking the riftjuice will now take you to the new location.
    • This was incredibly painful to code.
    • If you try and teleport to a gobblerift that has been broken (and not replaced), it will play a different noise.
  • The amount of meat needed to make riftjuice has been buffed from about 32 pieces up to about 64.
  • The code now also supports custom meats from other datapacks, if they choose to add a compatibility tag.

Tundra Keep Rework

  • It’s a lot bigger, a lot deadlier, and spawns in all the new Caves and Cliffs mountain biomes!
  • As noted above, there is now an explorer map to lead to this structure
  • It also has quite a bit more loot, including lots of emeralds
  • The inside rooms are also more randomized, with lots of possible variations
  • This structure also can spawn in biomes from the Terralith datapack!

Compendium Rework

  • Yes, I reworked the compendium again. Yes, I’m going to lose my mind.
  • The recipe format has been completely reworked
    • It has new hover events when you hover over an item in a recipe. Basically, no more wondering “is this deepslate or cobblestone?” You can just hover over and see for yourself.
    • You can now click on each item in a recipe to give it to yourself. This includes the output.
  • You can now click on the main icon at the top of the page to run a command based on the entry. For example, clicking the trident icon in the below image would give you a trident.
  • Entries can now have multiple pages, meaning I can tell you more useful information about features, instead of having to cram it all onto one page.
An example of a new recipe in the compendium

Witch Trading Tweaks

  • The witch hat now has durability that goes down when trading with witches or taking damage
  • The witch trading loot has also been slightly tweaked

Glow Lichen Zombie Tweaks

  • Now spawn more commonly in lush caves
  • The blindness effect duration has generally been nerfed, and also varies depending on difficulty
    • On hard it gives 10 seconds, 7 seconds on normal, and 5 on easy.

Paintbrush Tweaks

  • Changed the crafting recipe to make a little bit more sense
  • Added the ability to use it from your offhand to make art much easier
    • You can now put a row of dye in your hotbar and then paint from your offhand, selecting which color you want to paint with at that moment by selecting the proper dye in your hotbar.

Other Small Changes

  • The wrench is now made from copper
  • Nerfed rotten porkchop drop rates from zombified piglins
  • Tweaked some advancement layouts, titles, and descriptions
  • Increase the chance for coral and sponge drowned to spawn in warm ocean biomes
  • Snails now take damage in only salt water instead of any hot biome
    • They also can’t be placed with snail buckets directly into salt water anymore
  • Improved the hurt overlay for custom mobs to a better red color
  • Buffed frostbloom petals to give regeneration II for 8 seconds instead of regeneration I for 15 seconds
  • Oh, and the most important change: Heavily optimized and reorganized LITERALLY EVERYTHING.

Removals

This part is always somewhat sad, but in this case most of these have been replaced with better versions of the feature.

Obsidian Shard

  • The obsidian shard has been removed, meaning that all the items created with it have either been removed or replaced.
  • Obsidian scythes have been replaced with boomerangs breaking crops
  • Obsidian gemstones have been replaced with netherite rings giving knockback resistance
  • Obsidian mirrors have been renamed to molten mirrors and had their recipes tweaked
  • Smoldering seekers have had their recipe tweaked
  • This also means I can stop hearing dumb suggestions about “crying obsidian shards” and “crying obsidian gemstones”. Good riddance.

Jewelry Removals

  • Gemstone Items
    • These were the gemstones you created by putting gems into stonecutters. They simply served no purpose aside from being another annoying step in crafting.
    • Replaced with using gems directly in the jewelry table
  • Base Ring Items
    • Don’t worry, I’m not talking about rings themselves. Just the rings without gemstones on them. Again, they served no purpose aside from annoyance.
    • Replaced with using ingots directly in the jewelry table
  • Pristine Rings
    • These were a bit annoying to make, requiring 20 amethyst dust. Additionally, once you had the 20 amethyst dust in the table, you couldn’t not make a pristine ring and use all 20 dust. Very irritating.
    • Replaced with netherite rings giving the double boost to ring attributes
  • Potion-soaked rings
    • These were very annoying to deal with when carrying around a ring in your offhand for the attribute. You would sometimes accidentally activate them, causing you to waste valuable potion durability.
    • Replaced with the much more organic and sensible diluted potions

Stupid Feature Removals

These are all features that have been removed because they were stupid in one way or another, whether it be stupidly overpowered, or just plain old stupid.

  • Enchanted Golden Apple Recipe
    • This was overpowered, and was added pre-1.16. 1.16 gave people quite a bit more access to large amounts of gold, making this feature quite a bit more unbalanced.
  • Peculiar Berries
    • Chickens laying spawn eggs was a cool idea, but it was a technical nightmare, and got out of hand really quickly. Very overpowered.
  • Spectral Boomerang
    • This thing was a boomerang that went through walls and made things glow. It was barely a boomerang, and made a terrible weapon. Its only use was finding caves. It has been replaced completely with the soul seer.
  • Quests and Quest Books
    • This feature was overpowered, as it worked off advancements to for its requirements. Naturally, advancements can be repeated, making this easy to abuse.
    • Also, lots of idiots couldn’t figure out that quests were in the advancements tab, and I got tired of seeing that question.
  • Some silly recipes
    • Smelting crying obsidian into obsidian. This didn’t make much sense, and who’s going to convert the more valuable variant into the worse one?
    • Smelting soul sand into glass. This also didn’t make sense. It’s a completely different compound. It would make more sense to add a new type of glass, however that is practically infeasible at this point in time, so the feature has been removed.
  • Teacup
    • This was just a glass bottle made of quartz. Seriously. It didn’t have any functional differences, so I just replaced it with a basic glass bottle.
  • Fortune Shovel Loot
    • This feature got really overpowered and annoying. Sometimes you just wanted to collect sand with your fortune shovel, only to find that you got some string or random nonsense from the sand instead. Also, no matter the valuables I added to the loot, even if it was rare, people would have still mined hundreds of sand blocks instead of having more fun getting them some other, more interesting way.
  • Lingering Potions of Grace
    • This made no sense.
    • How do you fish up a potion made with dragon’s breath and the essence of a dolphin? The logic escapes me.
  • Jeb_ Sheep Drops
    • This was inconsistent and stupid. They would drop a random color wool… but not when sheared. It would’ve been more interesting to add a rainbow wool item, but that’s not technically feasible, so the feature is removed.
  • Elytra Closing
    • Do I even have to say why sneaking making your elytra close mid-air, causing you to suddenly plummet, is a bad idea?
  • Villager Bed Exploding
    • While villagers experiencing the same drawbacks you do is hilarious, this feature wasn’t well thought through. It endangers nether and end villages, and doesn’t make sense as villagers aren’t setting their spawn point. They don’t need the same drawbacks you have. They also don’t know not to sleep in the nether like you do.
    • This might be released as a separate pack, considering the feature is absolutely hilarious to watch.
  • Iceologer Raid Loot
    • Iceologers that spawned in raids used to not drop frostblooms, as a way to encourage you to go raid a tundra keep. This was just annoying, and made two separate exceptions for iceologer loot.
  • Wither Skeletons Spawning with Bows
    • This was actual hell. Worse than blazes. Seriously a nightmare.
  • Charged Creeper Noises
    • Creepers are not intended to make noises, I don’t know why we thought that charged creepers should be an exception.
    • This feature also was inconsistent with all other mob sounds in the game due to the randomization function it used.
  • Village and Pillage Map
    • While this feature sounded cool, it really didn’t work as intended. As it turns out, pillager outposts are hardcoded to spawn nearby villages, meaning that the “pillage” side of this map was infinitely more valuable.
    • Also, this was just our way to allow people to find tundra keeps more easily, and it has now been replaced with the tundra explorer map.
  • Smithing Table Anvil Repairing
    • Anvils don’t have durability bars, and the smithing table is intended for upgrading tools. It didn’t make much sense.
  • Fishing Shulker Shells in the End
    • This was a tiny tad unbalanced, and never really worked properly because of the open water requirement to get treasure. You would have to make a massive water pool for this feature to go into effect, which isn’t something that most people would do.
    • Additionally, Mojang added their own method for renewable shulker shells, making this pretty much worthless.
  • Tipped Swords
    • This might be a controversial one, considering how popular this feature was.
    • Basically, tipped swords were broken because they were easier and cheaper splash potions. They completely overwrote any whole reason to use splash potions at all. Why would you use a splash weapon when you could just directly inflict your target using a sword?
    • The method used to make these was inconsistent with tipped arrows. Why would you drop the item in a lingering cloud? It makes no sense.
    • Also incredibly broken in combat, considering you could get levitation tipped swords with some effort.
  • Squid Ink Blindness
    • This was annoying to players trying to kill squids, and only served as a way to get blindness tipped swords, which have now been removed.

Other Removals

These are features that were removed for reasons other than being stupid. Basically, all of the good content being removed. Thankfully, this section is MUCH smaller than the last one.

  • More mob heads
    • While this feature was cool, and allowed you to collect blaze, stray, enderman, and husk heads, without an internet connection, the heads simply showed up as Alex and Steve heads. It wasn’t exactly immersive.
    • Additionally, these heads were inconsistent with existing ones as they didn’t make it harder for their respective mobs to notice you when you wore their heads.
  • Anvil Smashing
    • This feature allowed you to crush glass, glowstone, and amethyst with anvils, and also crack different brick blocks as well. However, this was very unoptimized, and stopped working after a certain drop height due to the sheer speed at which the anvil was moving.
    • Additionally, the effects given by the glowstone (Haste II and nausea) and amethyst (random chance for amethyst dust) were unbalanced.
  • Photometer
    • This feature allowed you to see what mobs could spawn in the block you were standing in, based on the level of the bar shown on its display.
    • Does that sound confusing? Because it totally was. This feature was useful, but thankfully Mojang made it obsolete by preventing mob spawning in any areas with even a minimal amount of light.
  • Block Breakers
    • While breaking blocks with a redstone component is a cool idea, the feature borders on the useless side.
    • Also, breaking blocks without user input is against Mojang’s design principles, and I would like to stick to those, especially in this context.
    • From the polls I took, it seems that people only used the pickaxe variant of the block breakers, ignoring the other ones entirely… and they only used it for cobblestone generators.
    • I simply don’t believe that automated cobblestone farms justify having such a resource-intensive, complicated feature.
  • Gobblerift Breeding
    • Many of you might not have even known that you could breed two gobblerifts together. This is because it was a gamerule-only feature, designed for servers so they wouldn’t run out of gobblerifts in a finite end environment.
    • However, in practice, being able to create a whole new gobblerift with two gobblerifts and two rabbit stew is massively overpowered.
    • I’m still looking into ways to make gobblerifts renewable, whether it be breeding or another method.
  • Additional Wrench Uses
    • This includes measuring horse statistics and measuring bee count with a wrench.
    • Measuring horse statistics was… not tested very well. Apparently, when you right-clicked a tamed horse to measure their statistics, you would simply ride the horse and the statistics wouldn’t show. Also… how does that make sense? What are you doing with that wrench?
    • Measuring bee count also didn’t make much sense, so I simply removed it. The wrench is for rotating blocks and changing armor stand poses, nothing else.

Backwards Compatibility

Of course, given that this update is massive and reworks all content, and carves up a significant portion of TCC’s code, old worlds with TCC installed will not work. No, we will not be releasing a tool to upgrade worlds. Do it yourself by hand. Lots of changes have to come with a drawback.

Fixes

There were… quite a few bugs last update, so hopefully this update will be a little bit more stable. Fingers crossed.

  • Glow lichen zombies spawning in the nether
  • Ocean monument rework causing massive lagspikes
  • Candles and carpet being undyeable
  • Curing zombie villagers sometimes added more TCC trades
  • One end city addition variant was not generating
  • Wrenches not being able to rotate waterlogged chests
  • Certain content not functioning on realms
  • Incorrect “Gotta Snatch ‘Em All” advancement description
  • Cursed crowns and witch hats sometimes breaking when using multiple at once
  • Hopper minecarts and jewelry tables could cause items to duplicate
  • Compendium and emoji replacing non-english characters, preventing translation to certain languages
  • Cursed crown advancement never triggering
  • Ocean monument rework pillars not going deep enough into the world
  • TCC illagers (geomancer, iceologer) being able to see through walls in some cases

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.