Additional Additions
Additional Additions by Dqu1J is the biggest third-party addition in the pack: 84 items, 17 blocks, two entities and ten advancements, all built to look like they could have shipped with the game.
Two things that change how you build
Copper Patina is a second redstone wire
Scrape oxidised copper with an axe and it drops Copper Patina, one per scrape, at any stage of oxidation. Placed, it carries a redstone signal exactly like redstone dust, with one difference: patina and dust ignore each other completely. Neither reads the other's signal, in any direction.
That means two independent lines can run side by side, or cross, without connecting. No towers, no repeater tricks, no bridging blocks.
Four patina craft into a Patina Block, which is a falling block like sand and is mined with a shovel. One patina also crafts into two cyan dye, making it the mod's only dye source that is not a plant.
The Tinted Redstone Lamp stops monsters spawning
Craft it from a redstone lamp and four amethyst shards. While it is lit, it registers as a point of interest and hostile mobs cannot spawn near it. Unpowered, it does nothing.
The range is 14, measured as the sum of the distances on each axis rather than as a straight line, so the protected volume is a diamond shape around the lamp rather than a sphere. Suppression is total: not a reduced chance, a hard stop.
It covers natural spawns, spawns rolled during chunk generation, and pillager patrols. It does not despawn anything already alive.
Tools, and the copper they are made of
Every gadget in this mod is a copper recipe. That is the mod's answer to copper having nothing to do past lightning rods and spyglasses.
| Tool | Cost | What it does |
|---|---|---|
| Wrench | 4 copper | Right-click a placed block to rotate it. Cycles whichever direction property the block has, so hoppers, pistons, logs, stairs and observers all work. Beds, chests and pistons are excluded. One durability per turn, 256 uses. |
| Watering Can | 4 copper, 1 bucket | Holds ten uses, refilled at any water source. Each use has a 25% chance to bone-meal what you point at, and always sets farmland below to fully hydrated. Grass blocks are explicitly excluded, so it will not make flowers. |
| Barometer | 6 copper, 1 redstone | Shows your Y coordinate above the hotbar while you hold it. |
| Pocket Jukebox | 7 copper, 1 redstone, 1 jukebox | A jukebox you carry. See Music. |
The mod also adds a second recipe for powered rails: six copper, a stick and a redstone make six, exactly as the gold recipe does. The gold recipe still works. This is the one change in the mod that quietly matters for long-distance travel, because copper is the one metal you find more of than you can spend.
Going down and coming back up
Three items form a caving kit, and the mod seeds all three into the same loot tables: abandoned mineshafts, dungeons, and stronghold crossings. If you find one you will usually find the others.
Rope costs two string, is climbable, and can be waterlogged. Rope Arrow is the one piece you have to make yourself, from one arrow and eight rope, which is what the looted rope is for. Shoot it at a ceiling or an overhang and it lays a line of up to eight rope downward from where it hit, one block every two ticks, so you can drop into a ravine and climb back out without building a thing. Hit a mob with it instead and the unspent rope drops as items.
Glow Stick is three per stick and glow ink sac, and you throw it rather than place it. It lands flat on the ground as a light source at level 12, two below a torch, has no collision, can be waterlogged, and falls if you mine the block under it.
The Barometer rounds the kit out. Depth is the one number a torch does not tell you.
The sniffer plants
This is the largest part of the mod and the part that connects to everything else. The sniffer digs up eleven new plants on top of torchflower and pitcher pods, and every one of them does the same four jobs.
| Plant | Sniffer drop | Form | Colour |
|---|---|---|---|
| Cottonshiver | Cottonshiver Pod | Tall flower | White |
| Mudflower | Mudflower Seeds | Tall flower | Brown |
| Crimson Blossom | Crimson Blossom Seeds | Small flower | Red |
| Amber Blossom | Amber Blossom Seeds | Tall flower | Yellow |
| Bulbus | Bulbus Pod | Small flower | Lime |
| Sawtooth Fern | Sawtooth Fern Fiddlehead | Tall flower | Green |
| Frostleaf | Frostleaf Pod | Small flower | Blue |
| Wisteria | Wisteria Vines | Vine | Light blue |
| Spikeblossom | Spikeblossom Seeds | Tall flower | Purple |
| Snapdragon | Snapdragon Pod | Tall flower | Magenta |
| Lotus Lily | Lotus Lily Pod | Lily pad | Pink |
Each mature plant crafts into one of that colour's vanilla dye, and brews into the Suspicious Dye of the same colour. Each one is also bee food and bee-attractive, so bees will pollinate them and you can breed with them. All of them keep farmland underneath them from reverting to dirt.
So a sniffer is worth keeping. Eleven plants is eleven of the sixteen dye colours from one animal, plus a bee farm that needs no flowers moved in.
Growing them
The eleven plants grow as crops. They need light level 9 or better, and bone meal advances them one stage per use rather than jumping several like wheat. The Watering Can does the same thing 25% of the time, for free, and hydrates the farmland in the same action.
Most of them pass through three stages. Wisteria grows as a vine and Lotus Lily as a lily pad, so those two want a wall and water rather than a field, and the Lotus Lily has only two stages.
Suspicious Dyes
Thirteen dyes that recolour an item's enchantment glint instead of the item itself. Purely cosmetic, and the only way in the pack to tell two identical enchanted swords apart at a glance.
They are brewed, not crafted: a water bottle plus the plant, in a brewing stand. Eleven come from the mod's plants and two come from the vanilla sniffer plants, torchflower for orange and pitcher plant for cyan. Black, gray and light gray have no source, so a full set is thirteen colours and not sixteen.
This is why the mod also widens the brewing stand's ingredient slot to accept anything a datapack defines. Vanilla only allows its own list, and every suspicious dye recipe would be rejected by it. The change exists to make this feature work, and any datapack can now use the same door.
Some colours read too dimly as a glint, so the mod brightens them: brown by 3.5, red, orange and pink by 2, yellow by 1.6, everything else by 1.2.
Rose Gold
A full material tier between iron and diamond. The ingot is four gold and four copper, shapeless.
Nothing in the tier is crafted from scratch. Every piece is a transmute: the iron version of the item plus one rose gold ingot, which means an enchanted iron sword comes out the other side still enchanted. Sword, spear, axe, pickaxe, shovel, hoe, all four armour pieces, horse armour and nautilus armour all work this way.
| Protection | Durability | |
|---|---|---|
| Helmet | 2 | 312 |
| Chestplate | 7 | 384 |
| Leggings | 6 | 360 |
| Boots | 2 | 264 |
| Horse armour | 9 | n/a |
The sword deals 7 damage at 1.6 attack speed. The spear deals 3.5 at 1.0 but carries the kinetic and piercing weapon components, so it rewards momentum rather than raw swings. Tools have 900 durability and mine at speed 8.0, with the axe hitting for 9.
The material's real selling point is its enchantment value of 17. Gold sits at 22 and iron at 10, so rose gold enchants far better than iron while lasting roughly as long as diamond. It cannot mine anything iron cannot, by design: the tier is a quality upgrade, not a progression step.
A rose gold block works as a beacon base.
Music
Albums are string and leather, then transmuted with any dye into one of sixteen colours. Each holds up to eight discs. Drop one in a jukebox and it plays through its contents.
The Pocket Jukebox does the same without a block. Slot a disc into it and the music follows you until you take it out. It is the most expensive copper item in the mod, and the only one that needs a jukebox as an ingredient.
The mod adds three original discs composed by adoghr, running 100, 109 and 223 seconds, with comparator outputs of 3, 10 and 15.
Food
| Item | Hunger | Saturation |
|---|---|---|
| Sweet Berry Pie | 8 | 0.3 |
| Honeyed Apple | 6 | 1.0 |
| Fried Egg | 6 | 0.6 |
| Chicken Nugget | 6 | 0.6 |
The Fried Egg is the useful one day to day, because it is the first reason to cook an egg. The Chicken Nugget is not craftable at all.
Where things come from
Twenty loot injections across nine tables. Everything else in the mod is crafted.
| Item | Where | Odds |
|---|---|---|
| Rope | Mineshaft, dungeon, stronghold crossing | Common, 1 to 8 at a time |
| Glow Stick | Mineshaft, dungeon, stronghold crossing | Common, 1 to 4 at a time |
| Barometer | Mineshaft, dungeon, stronghold crossing | Uncommon, 10% when rolled |
| The three music discs | Dungeon, woodland mansion | Rare, 25% when rolled |
| Trident Shard | Elder guardians | 33% per kill |
| Chicken Nugget | Creepers and zombies | 0.5%, killed by a player, improved by Looting |
| The eleven plants | Sniffer digging | Equal share of thirteen |
The Trident Shard exists to make tridents craftable: three shards and two prismarine shards. Elder guardians are the only source, so a trident still costs an ocean monument, but it no longer costs a lucky drowned.
The mod also adds a spyglass to shipwreck supply chests at 50%, which is the one injection that adds nothing of its own.
Advancements
Ten of them. Most are ordinary firsts. Three are worth knowing about:
- From Summit to Bedrock, for dropping a line of rope from the world's highest point to its lowest
- Prismatic, for using all thirteen suspicious dyes
- Like a Broken Record, for filling an album with eight copies of the same disc