
The ultimate element(Elemental Love Song)
Since we launched the Corn Craft, we have now reintroduced the Ultimate Element, which provides a large number of technological items for players, such as aluminum, titanium, zinc, potassium, manganese, silicon, and so on. And a series of alloys.
The ultimate element(Elemental Love Song) 1.1.0
Список изменений
🎵 Elemental Love Song — Changelog
Version 1.1.0 | 2026-08-29
🎯 New Systems
🌙 Fatigue System (Daily)
Players who stay awake for extended periods or engage in physical activities will accumulate fatigue.
- Fatigue accumulates over time when players:
- Stay awake (doesn't sleep)
- Walk, run, sprint
- Swim
- Sneak (slower accumulation)
- 4 Stages of Fatigue:
- Stage 1 — Mild Fatigue: Slight movement slowdown
- Stage 2 — Moderate Fatigue: Moderate slowdown + Weakness
- Stage 3 — Severe Fatigue: Severe slowdown + Weakness + occasional Hunger/Blindness/Confusion
- Stage 4 — Exhausted: Extreme slowdown + Weakness + Hunger + occasional damage over time
- Recovery Methods:
- Sleeping recovers fatigue
- Drinking Reviving Brew instantly reduces fatigue
- Multi-language support: Simplified Chinese, English, Classical Chinese
- Use
/fatigueto view current fatigue status
🌙 Full Moon Event (Fullmoon)
During a full moon night, all monsters in the world become empowered.
- Monster stat bonuses:
- Health: +50%
- Movement Speed: +20%
- Attack Damage: +30%
- Armor: +2 points
- Special Abilities:
- Spiders randomly wear Skeleton Skull, Zombie Head, Creeper Head, or Wither Skeleton Skull
- Creepers become Instant-Fuse Creepers (1-second fuse timer)
- Zombies gain Regeneration effect
- Skeletons gain extra speed
- Spiders gain extra jump height
- Endermen gain extra attack damage
- Witches gain extra health
- Slimes increase in size
- Server-wide warning when the full moon rises
- Automatically detects moon phase and empowers monsters accordingly
🏹 Headshot System (Arrow)
Arrows that hit an entity's head region have a chance to trigger a headshot.
- Headshot Detection:
- Direct hit to head area: high chance
- Near-miss to head: proximity-based chance
- Headshot Effects (scales with level 1-5):
- Level 1: Blindness (30s)
- Level 2: Blindness + Confusion (20s)
- Level 3: Blindness + Confusion + Slowness
- Level 4: Blindness + Confusion + Slowness + Weakness
- Level 5 (Knockout): Blindness + Confusion + Slowness (V) + Weakness (II) + Levitation + particle effects
- Bonus Damage: +3.0 base damage, +1.5 per level
- Effect Duration Scaling: Each level adds extra duration
- Flashy particle effects and sound feedback on successful headshot
- Use
/headshotto view headshot statistics
⚔️ Skeleton Horse Fleet (Fleet)
Skeleton horse armies can spawn at night, riding into battle against players.
- Trigger Conditions:
- Must be fully night (13000+ tick)
- Trigger chance: Easy 5%, Normal 10%, Hard 15%
- Army Composition:
- 5-10 riders on Easy, 8-15 on Normal, 10-20 on Hard
- Each rider rides a skeleton horse with horse armor
- Riders wear armor and carry enchanted bows
- Wave System:
- Boss appears at the end of the army
- Boss has enhanced stats and a buff aura
- Twilight Forest Integration:
- Druid Skeleton variants can spawn (if Twilight Forest is installed)
- Druid boss chance: 60%, Druid normal chance: 25%
- Reinforcement System:
- Riders can call nearby allies for help
- Reinforcements arrive with Speed effect
- Fixed: Skeleton riders will NOT attack each other (no friendly fire)
- AI configured to prioritize players and ignore allied skeletons
🧟 Zombie Horde System (ZombieHorde)
A massive zombie horde event that triggers at night.
- Trigger Conditions:
- Must be fully night (13000-23000 tick)
- Trigger chance: Easy 10%, Normal 15%, Hard 20%
- Wave System:
- Base waves: 10 waves
- Affected by Attracting Zombie effect: +1 wave per level
- Each wave spawns more zombies than the last
- 10 Special Zombie Types (unlock as waves progress):
- Fireball Zombie: Shoots fireballs at players
- Summoner Zombie: Summons Vexes to attack
- Explosive Zombie: Explodes when near death
- Poison Zombie: Poisons nearby players
- Shield Zombie: Grants resistance to nearby zombies
- Teleporter Zombie: Teleports to attack from unexpected angles
- Wither Zombie: Shoots wither skull-like projectiles
- Berserker Zombie: Becomes stronger when injured
- Healer Zombie: Heals nearby zombies
- Lightning Zombie: Strikes players with lightning
- Boss System:
- Final wave includes a powerful boss
- Boss has Netherite armor and enchanted sword
- Boss buffs all nearby zombies
- BossBar tracks horde progress
- Fixed: Iron Golem kills now properly advance wave progression
- Use
/gamerule useZombieHorde trueto enable
🦇 Phantom Frenzy (PhantomFrenzy)
A phantom swarm that attacks players at night.
- Trigger Conditions:
- Must be fully night (13000-23000 tick)
- Trigger chance: Easy 10%, Normal 15%, Hard 20%
- Phantom Spawning:
- Spawns in waves around the player
- Maximum phantoms per player: 40
- Event Duration:
- Lasts up to 75 seconds (1500 ticks)
- All phantoms are cleared when the event ends
- Auto-Timeout: If phantoms are not killed, the event ends and all phantoms are removed
- Multi-language support
- Particle effects and sound feedback
👾 Dimensional Invasion (DimensionalInvasionEvent)
Dimensions can invade the Overworld at night.
- Supported Dimensions:
- Nether: Ghasts, Blazes, Magma Cubes, Piglin, etc.
- Twilight Forest (if installed): Twilight creatures
- Aether (if installed): Aether creatures
- Undergarden (if installed): Undergarden creatures
- Rift: All three dimensions combined
- Mechanics:
- Invasion replaces natural hostile mob spawns
- Each invasion spawns portals of the invading dimension
- Up to 3 portals can spawn per invasion
- Difficulty Scaling:
- Higher difficulty = more mobs
- More players = more mobs
- Invasions end at dawn:
- All invasion mobs are cleared
- All portals are destroyed
- Invasion Mob Equipment: Invasion mobs spawn with equipment and enchantments
🎯 Additional New Systems
⚡ Lightning Attraction (Irons)
- Players wearing iron items or holding iron tools attract lightning during thunderstorms
- The more iron items, the higher the chance to be struck
- Lightning chance: 5% base + 3% per iron item (max 60%)
- Struck players take damage, catch fire, and become confused
- Visual and audio feedback
🕷️ Ender Spider / Zombie / Knight (Endspider)
- Spiders and zombies that spawn at night have a chance to gain enderman teleport ability
- Chance: Easy 8%, Normal 15%, Hard 25%
- Ender Spider Knights: 25% chance for spiders to spawn with a skeleton rider
- Teleports both actively and when injured
- Named "Ender Spider", "Ender Zombie", "Ender Spider Knight"
🏹 Ender Shooter (EnderShooter)
- Skeletons that spawn at night have a chance to gain enderman teleport ability
- Chance: Easy 10%, Normal 20%, Hard 35%
- Teleports both actively and when injured
- Does not teleport away from water (unlike endermen)
- Named "Ender Shooter"
🩸 Bleeding Effect (BleedProcedure)
- Attacks have a chance to trigger bleeding on the target
- Bleeding deals damage over time, slows movement, and attracts nearby hostile mobs
- 3 levels of bleeding, each more severe
- Level 3 bleeding can cause dizziness (Blindness, Confusion, Weakness, Slowness)
- Fixed: Skeletons and Skeleton Horses are immune to bleeding
- Fixed: Same-type mobs will not attack each other due to bleeding
- Particle effects and sound feedback
🏜️ Desert Dehydration System (DesertProcedure)
- Players in desert, badlands, or savanna biomes gradually dehydrate
- Dehydration stages:
- Stage 1 (6 minutes): Mining Fatigue, slight damage reduction
- Stage 2 (15 minutes): Mining Fatigue + Slowness, reduced attack damage
- Stage 3 (25 minutes): Mining Fatigue + Slowness + Weakness, taking damage over time
- Drinking water bottles restores hydration
- Fixed: Only pure water bottles work; potions are not affected
- Particles, sounds, and warning messages
❄️ Snowy Cold System (SnowyProcedure)
- Players in snowy biomes gradually freeze
- Cold stages:
- Stage 1 (6 minutes): Slowness, Mining Fatigue
- Stage 2 (15 minutes): Slowness + Mining Fatigue, damage over time
- Stage 3 (25 minutes): Severe slowness, Mining Fatigue, Weakness, Blindness, Confusion, damage over time
- Warmth Sources:
- Campfire: fastest recovery
- Fire/Lava: fast recovery
- Torch/Lantern: slow recovery
- Flint and Steel: moderate recovery
- Armor Modifiers:
- Leather armor: reduces cold effects (0.3x multiplier)
- Diamond/Netherite armor: moderate (1.3-1.5x multiplier)
- Iron/Gold armor: accelerates cold (1.8x multiplier)
- Chainmail armor: worst (2.0x multiplier)
- No armor: neutral (1.0x multiplier)
- Multi-language support
💥 Instant Fuse Creeper (Creeper)
- 20% chance for creepers to spawn as Instant Fuse Creepers
- Chases players and explodes instantly when within 4 blocks
- 1.6x speed bonus during chase
- Named "⚡ Instant Fuse Creeper"
- Particles and sound feedback
🧙 Illusioner Raids (Raids)
- Illusioners spawn in raids at wave 5 and above
- Weight: Easy 2, Normal 5, Hard 8 per wave
- Illusioners wear armor and carry enchanted bows
- Mod Enchantment Compatibility: Illusioners can receive enchantments from any mod that adds bow enchantments
- Wave 5+: Enhanced stats and equipment
☠️ Bad Omen Enhancement (BadomensProcedure)
- Bad Omen effect continuously spawns illagers around the player
- Spawn rate and count scale with effect level and difficulty
- Levels I-VI, each level spawns more and stronger illagers
- Elite Vindicators spawn at higher levels
- All illagers spawn with equipment and enchantments
- Cleanup on death or effect removal
👻 Vex Summon Effect (ProvokeVexsProcedure)
- Players with the Vex Summon effect are attacked by summoned vexes
- Vex count scales with effect level (I-VI)
- Vexes have enhanced stats based on difficulty
- Fixed vex AI: Vexes properly attack and deal damage
- Vexes despawn after 60 seconds
💀 Instant Kill Enchantment (IkProcedure)
- Bow enchantment: 100% chance to instantly kill any entity on hit
- Includes Bosses! (Ender Dragon, Wither, etc.)
- 5-second cooldown
- Flashy death particles and sound effects
- Named: "Instant Kill"
🧟 Attracting Zombie Effect (AttractingZombieProcedure)
- Killing zombies has a chance to grant the Attracting Zombie effect
- Chance: Easy 8%, Normal 12%, Hard 18%
- Effect levels I-V, each level increases zombie summoning rate
- Summons zombies to attack the player every 2 seconds
- Max 12 active zombies at once
- Zombies become stronger at higher effect levels
- Synergizes with the Zombie Horde system (+1 wave per level)
🏘️ Neighborly Enchantment (Neighbor)
- Armor enchantment that gives discounts at villager trades
- Discount formula: 12% discount per level
- Multiple armor pieces stack
- Discounts apply to all trades
- Client-side notification of discounts
🪓 Cleaving Enchantment (Cleavings)
- Axe enchantment that enhances shield-breaking capabilities
- Damage bonus: +2.0 per level
- Shield break chance: 40% (Level I), 55% (Level II), 70% (Level III)
- Shield disable time: 6s (Level I), 7.5s (Level II), 10s (Level III)
- Shield durability damage on break: 4 (Level I), 8 (Level II), 12 (Level III)
- Based on vanilla shield mechanics, not replacing them
🛡️ Repulse Enchantment (Repulses)
- Shield enchantment that knocks back enemies on block
- Knockback power: Level I (2.2), Level II (3.0), Level III (4.2)
- Damage scaling based on enemy type:
- Bosses: 0.3x knockback
- Large entities: 0.5x knockback
- Normal enemies: 1.2x knockback
- Applies Slowness and (for large entities) Weakness
- Self-knockback on the player
- 10-tick cooldown
💥 Exploding Shield Enchantment
- Shield enchantment that creates an explosion on block
- Explosion radius: 2.0 (Level I), 3.5 (Level II), 5.0 (Level III)
- Explosion damage: 3.0 (Level I), 6.0 (Level II), 10.0 (Level III)
- Does NOT destroy blocks
- Knocks back and stuns attackers
- 2.5-4.0 second cooldown
🔥 Quenched Shield Enchantment
- Shield enchantment that ignites attackers on block
- Burn duration: 2s (Level I), 4s (Level II), 6s (Level III), 8s (Level IV)
- Flame particle effects and blaze hurt sound
- 1.4-2.0 second cooldown
🗡️ Spikes Enchantment (Spikes)
- Shield enchantment that reflects damage on block
- Reflected damage: 1.0 (Level I), 2.0 (Level II), 3.5 (Level III), 5.0 (Level IV)
- Knockback on attacker: 0.3 (Level I) - 0.8 (Level IV)
- Critical hit particles
- 5-tick cooldown
🐛 Bug Fixes
| Issue | Fix |
|---|---|
DimensionalInvasionEvent crashed on world unload | Added instanceof ServerLevel check before casting |
ZombieHorde waves didn't advance when Iron Golems killed zombies | Fixed death detection to track all zombie deaths |
Fleet skeleton armies attacked each other | Added "no friendly fire" AI to all skeleton riders |
Neighbor villager trades caused empty trade GUI | Fixed MerchantOffers retrieval and cloning logic |
ProvokeVexsProcedure compilation failed | Removed client-only setAttackAnim method call |
Creeper instant-fuse AI didn't chase players properly | Fixed AI goal and movement logic |
Fullmoon warnings triggered on wrong moon phases | Added phase detection to only warn on full moons |
DesertProcedure dehydration affected potions | Fixed: Only pure water bottles work |
SnowyProcedure cold effects didn't render properly | Added screen freeze and visual effects |
📝 Other Improvements
- Unified 3-Language System: All messages support Simplified Chinese, English, and Classical Chinese
- Particle Effects: Enhanced visual feedback for all systems
- Sound Feedback: Custom sounds for events, effects, and enchantments
- API Interfaces: Public methods for other mods to integrate
- Performance: Optimized tick calculations across all systems
- Null Safety: Fixed multiple NullPointerException risks
- Type Safety: Fixed multiple ClassCastException risks
📦 Download
- Mod Version: 1.1.0
- Minecraft Version: 1.20.1
- Forge Version: 47.2.0
🎵 About Elemental Love Song
Elemental Love Song is a comprehensive Minecraft mod that adds:
- 12+ major event systems
- 10+ enchantments
- 6+ biome-adaptive survival mechanics
- 4+ combat systems
- 3-language support
Thank you for playing Elemental Love Song! 🎵
attention!some enchantments are invalid like Muti Jump,Pierce Thicket,old block For bug reports or suggestions, please send E-mail to jimmyyds@sina.com
