The Melodic Mod

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Project status
Beta
License
All Rights Reserved
Modification type
Supported Minecraft versions
1.20.1

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In order to experience this world, you will need to install Geckolib.



The player (that's you!) has started dreaming something new. It has managed to realize they are in a dream, so they are taking it upon themselves to modify the world around them. It is introducing new stories, elements, and events beyond the limits of their dream. Some are pleasant dreams, some aren't.

Regardless of the dream they shape for themselves, the universe loves them all the same... for some dreamers, that is sadly not true, from their perspective.

Our purpose is to observe what it does, for we cannot intervene if something unprecedented were to happen to their world. Unfortunately, not all of us see to it that we simply follow suit; instead, there are those of us who interject and stray from the course. There is always much to learn, but experience comes with a cost. Enlightenment is not free, and once you know the answer to everything, there is nothing... except an empty heart yearning to be whole again.



The player wishes to venture into the unknown... they've always heard us, they know there is more. They have achieved a high level to read our words. If it wishes to learn about the dream, they will need to discover the methods to do so. They are of the correct level, so they can understand our guidance.

The player has to exercise extreme caution, as we are not able to assist in the recovery of their dropped items... if you die, you lose it all.

Method 1:

Melodic Snatchers use a strange wand to warp into the Surface, where they begin to stalk the player. The longer the player remains in bed, caves, darkness, or without the company of friends, the more the Snatcher will inch closer. Eventually, it will commit to attempting a kidnapping; if it cannot strike while the player is sleeping, it will wait a while before growing impatient and revealing themselves at random. While they are weak, they apply Weakness II to an unprepared player, and every successful attack has the chance to warp them to the dreaded Melodic dimension.

 

Method 2:

Melodic metronomes are an item that is crafted from jukemold, a clock, and a founding baton; alternatively, Master Clerics may have a spare relic for the player if they are willing to traverse the Nether. Upon right-clicking with the metronome in the main hand, the player is given speed and strength at the cost of some hunger and health; sneaking while right-clicking will offer a chance to enter or escape from the Melodic dimension. Take care: while it serves as a useful tool and mediocre weapon, it is extremely fragile. The player can sharpen the metronome at a stonecutter.

 



Once the player is whisked away to the Melodic, there are many mobs waiting to hunt them; very few are neutral or friendly. Listen close, player!

The Decomposer goes by many names, but he is often aligned with sorrow. He will appear more often depending on the player's level of the Wanted effect. There is still guilt in his heart, so if you know he is approaching you, look at him. Ensure he cannot see you, and from there, he will momentarily retreat elsewhere. Allowing him to catch you is out of the question, as it will be immediate death, or worse. A Totem of Undying will be one of the only things able to save you. Above all else, do not chat with him... you'll regret it.

 

The Samling is considered a traitor to The Decomposer, and an outcast from the cultists that roam the false Overworld. Using a twisted form of experience orbs as currency, known as juken orbs, the player is able to trade for items exclusive to the Melodic. If the player is unable to hold any juken orbs, given their tendency to escape the inventory, the Samling can hold onto them. While his methods are questionable, we cannot deny that there is still good in his heart despite the horrible living conditions.

 

The Juken are golems that have been crafted by The Decomposer. Even though they contain the experience of many tortured souls, they have grown complacent to their master's will. Their purpose is to seek out Snatcher sacrifices or to punish any cultists who are snooping. The player can aggravate a Juken by eye contact, angering the creature and causing it to break into a full sprint. Be wary; stepping into their spotlight or engaging in combat will accumulate the Wanted effect. Juken drop a juken orb, and more, upon death.

 

Tecklings are another one of The Decomposer's haunted golems. They hover in place high above the floor to serve as observation points. If a Teckling spots someone they don't like, they'll blink and apply the Wither effect for a brief period of time. Be wary; stepping into their spotlight or engaging in combat will accumulate the Wanted effect. If the player tackles a Teckling, ranged weapons are the wise choice in dealing with them. Tecklings drop a juken orb, and more, upon death; be careful of their explosion!

 

Composed have no purpose or have yet to find one. They've been tossed aside in favor of the next craft, and their intelligence reflects this elegantly. Composed emit light and will force the player to accumulate the Wanted effect when in combat; they'll drop clay, slime, jukemold, and a few juken orbs. Meanwhile, the Composed Lumps are smaller, more infantile versions of Composed; they don't matter to The Decomposer, and they generally have less drops. Composed can be given Glowing if the player eats a spider eye!

 

Fonotes are anomalies that come to The Decomposer's aid when he deems it necessary, or in the player's case, when they have the Wanted effect. Given The Decomposer's seven-block stature, he cannot fit into every nook and cranny the player may go, so that's when he summons the Fonotes. When they spot the player, both it and the player gain speed, leading to an intense chase if multiple are homing in on the player's location. They seemingly get sidetracked from roaming cultists, often choosing to fight them instead.

 

Accordinations are anomalies that manifest from the darkness of the Melodic's false night. If the player steps too close, or they are directly under an ambushing Accordination, it will scream to mark the beginning of its hunt. Anything that collides with the creature will take damage, and it has tremendous speed to close the distance. The player can either choose to hide in the Lobby's many side rooms, lure it through a lit area to slow it down (perhaps a grue?), or fight it for the potential of a lot of juken orbs to drop.

 

Threads of Life are the tragic remains of a newly formed juken orb. The Decomposer wanted to give them a purpose, as they still held onto what little life they may have once had. The Threads were turned into the very grass and trees the player sees in their walk in the false Overworld, but they started to spread beyond The Decomposer's preset boundaries, entering the Tunnel. Upon spotting a player, they'll inch closer and closer, cloaking themselves and slowly draining the player of their XP. It seems that only potions can harm them.

 

It is unknown what this is. The Decomposer may have created this... golem, but we are not so sure. It may not even know what it is. The only drive it has is death. We refer to it as Bednull, or Nothing. It is haunted much like the other golems, but it isn't as limited. Bednull can change its physical form to fit into two/one-block spaces, open doors, and stalk the player. Upon being observed, it may inflict Blindness and rush towards the player, dealing a lot of damage. It even breaches the player's dream... was this what he wanted?

 

Jukebrines are failed survivors, crafters... players, that were caught by The Decomposer and were forced to live the rest of their mortal days in a dream that wasn't made for them. Instead of letting the players go, the ones that were on the verge of collapse were turned into clay golems. Every player that was brought to the false Overworld, the clay players could observe from a distance in order to learn and adapt. They also inform The Decomposer of the player's whereabouts, slowly accumulating Wanted the more they are observed.

 

Fouleaves waddle around the false Overworld mimicking the daily activities of the player's Overworld equivalents of animals. Well, at they very least they can waddle; they aren't the brightest bunch of golems. The Decomposer ensured they could be improvements of the herbivores we see today: upon being attacked, any nearby Fouleaf will come to deal with the attacker, tearing them apart. The player could, instead, shear the nurture leaves off of them; cleverer still, they can be bonemealed to grow their leave back faster.

 

Lumplings trudge about the false Overworld, trying to replicate the life the soul inside the golem may have once had. Much like the Fouleaves, they don't actually need to eat or sleep despite being modelled after living things. It's an 'omnivore', so it won't be afraid of defending itself during an attack. Lumplings lunge-and-chomp at the player, and spew Composed Lumps from their clay hides. If the player is willing to highly enchant a shovel and right-click a Lumpling, they could drop a lot of clay... but doing so will anger it!

 

Choirboys march along the walls of the Lobby, and watch from the Catwalks above the false Overworld, in search of loot, sacrifices, or even a meal. These poor Villagers were brainwashed into creating a cult to give praise to The Decomposer and will do anything to prevent violent outbursts. The player should be well off in regard to armor, but their withering daggers and fast dashes are nothing to scoff at. They are easily distracted by dropped loot and can regenerate HP from killed animals. Attacking one will summon the others.

 

Melodic Scouts scurry behind the tailcoats of Choirboys, and these troublemakers are mean. They're often found in swarms and will have no problem surrounding the player to beat them with their batons. Scouts can occasionally apply Weakness II, making a weak annoyance much more dangerous if left alive. They can fit into small spaces and sprint when near the player they want to bully. While being rather pesky, they carry founding batons which are an essential ingredient for the metronome and for the player's escape.

 

Tunists will stand watch and keep an eye out for anyone who crosses them. If they spot a target, they'll simply stare at them and hold their ground. Don't be fooled, player: the Tunist is calling all nearby cultists to come and kill you, so stay alert. They have an immunity to projectiles, so direct combat is a requirement against a Tunist. They'll only advance forward if the player is close enough, or if they are on fire or poisoned. Tunists will shove the player back with a load of damage if they get within range of their tuning fork lunges.

 

Parvers tote a unique weapon with them during their patrols. We can give the Villagers this: they played the hand they were dealt and thus created the Blunderbass. Their firearm shreds through shields with each blast, but thankfully they can be heard from far away so the player can approach the situation with preparation. Each pellet has the ability to remove invincibility frames, so it is very easy to be left at low HP. They've learned from the Pillagers; they'll maintain enough distance to attack effectively, but they also tend to panic.

 

Basbooms are the result of one of The Decomposer's outbursts. For some Villagers who refuse to accept The Decomposer as their Host, they are forced into servitude via inhumane crafts. The golem that is made from the Villager, who we are certain is barely alive, lumbers around the Catwalks acting as examples. When fighting the player, they'll leap into the air and slam down, causing a massive explosion, and approaching them is just as dangerous with their spike-ball arms. Killing them will give you a soulless disc, and more.

 

Alterboys often are The Decomposer's worse, but far more efficient, examples of why the cultists should worship his work. Found in the Workshop, they guard the endless void from intruders. This boss is slow and methodical, choosing to watch what their opponent does and responding accordingly. Attacking the Alterboy while they are blocking grants them much speed and strength, but once they are below half of their health, their shield will break; be careful, this makes them nimble! Killing them grants loot and a Detuning Fork.

 

Scratches glide around the Workshop, escorting stray souls into noteblocks via sharp claws. This boss wastes no time and alerts The Decomposer about the player, giving them Wanted X. The player can either attack the Scratch or fend off the endless waves of claws. The more the Scratch is hurt, the more Darkness and Blindness that is applied, which The Decomposer and Bednull can use to inch closer to an unaware player. Being within proximity of the Scratch will apply Hunger and Poison. Kill it for loot and a Cold Crank!

 



Never fear, player, for there's always a way to dream of weapons, tools, armor, and items to help you in this nightmare.

The Blunderbass, the very weapon that the Parvers carry, can be crafted- no, don't bother asking them for the recipe. Use a couple tuning rods, a couple founding batons, a beautiful thread, and a jukemold to connect it all together. The gun acts like a shotgun, firing individual pellets. It even comes with its own collection of enchantments: Frostbitten, Heatridden, Obnoxious, Wilting, Creeping, Brisky, and much more! It uses gunpowder as ammo, and to repair it, have it in your offhand with jukemold in your main hand and right-click.

 

The Jukeback is a chestplate-armor that really doesn't look like armor at all. Thanks to the Cold Crank, Detuning Fork, and various redstone components all being crafted, you get a redstone-powered ore-detector. Ensure there's redstone in your inventory, hold the ore you want to find in your offhand, and start breaking blocks. Only when you are within range of the requested ore and break a block will the redstone be consumed. You'll even hear a nice chime from the ore block(s) that raises in pitch depending on proximity.

 

The Jukejar is a mobile piggy-bank for the juken orbs that occasionally escape the player's inventory. It can hold a stack of 64 inside and can be crafted from a bottle and a juken orb. The best part is that any orbs placed inside will be unable to escape, which in retrospective, might be immoral. Doesn't make you much better than The Decomposer... we will allow this for now, but don't put those inside of any golems.

 

The Nubilum Sword is made of a founding baton and two nubilum gems. It deals 5 damage, has an attack speed of 2.3, a durability of 204, an efficiency of 18, and best of all... an enchantability of 45. Its drop tier is iron respectively and will not burn in fire. When enchanted, every attack dealt to a hostile mob by the sword will grant +1XP to the player. Additionally, it will drain -1XP if the attack was dealt to another player.

 

The Nubilum Pickaxe is made of a founding baton and two nubilum gems. It deals 3 damage, has an attack speed of 2.3, a durability of 107, an efficiency of 18, and best of all... an enchantability of 45. Its drop tier is iron respectively and will not burn in fire. When enchanted, every gold, iron, or diamond ore mined will grant additional XP depending on the ore in question. Try to save this pickaxe for mining ores instead of breaking rocks.

 

The Nubilum Armlets is another chestplate-armor that isn't so much an armor as it is more of a gimmick. The moment the player sneaks and remains sneaking, they'll poof and become invisible, and after a few seconds have passed, nearby unaware hostile mobs will be marked with Glowing and the player will gain significant speed and strength. Remain sneaking and rush to any of those marked mobs to deal a lot of damage to them, assassinating them in the process; the armlets will need to cooldown after use or uncrouching!

 

The Nubilum Armor (finally) is crafted using the newly craftable chainmail armor (which you'll need iron nuggets and jukemold) alongside some additional jukemold and nubilum gems. Similarly to the sword and pickaxe, these pieces are highly enchantable, and upon being enchanted, give a passive effect: when the player takes damage, a portion of it will be given back as XP depending on which armor piece took the damage. The chestplate gives half, the leggings give a third, and the helmet/boots give a quarter.

 

The Nubilum Whip is a supportive weapon. Attack a mob, and it will gain Speed and Jump Boost for some time; the whip deals damage, so be careful. Mainly, the whip is used with the Clump, a buildable and tamable golem pet. While sneaking, right-click the tamed Clump to set it to trample mode for a while. While trampling, it will break any block an Enderman pick up, and while riding the Clump, the player will be immune to suffocation in walls. Very useful for flattening land or clearing tunnels; don't abuse the Clump!

 

The Nubilum Crop is a supportive weapon. Attack a mob, and it will gain Speed and Haste for some time; the whip deals damage, so be careful. Mainly, the whip is used with the Clump. While sneaking, right-click the tamed Clump to set it to excavate mode for a while. While excavating, it will break common stone blocks, and while riding the Clump, the player will be immune to suffocation in walls. Very useful for mining; don't abuse the Clump! Note: The Whip and Crop also allow the Clump to run over mobs that get in the way.

 


There's a lot more to this bad dream, but we'll have to leave the rest for you to uncover.

Remember, player, the universe loves you. This was never a lie, no matter who may tell you otherwise.

Our thanks go out to every player who braves this adventure, and this thanks extends to Nicole Marie T for the biome music, everyone who contributed to the 30 paintings included in this mod, and for everyone who watched this twisted world take shape.

Again, the universe believes in you. No matter the process, you can become a higher level and make fantastic modifications to your dreams...

Wake up.


 

Minecraft mod files
melodic-0.9.3-forge-1.20.1.jar - Melodic MCreator Site Beta! [Feedback is Welcome, Release will Arrive Before Halloween] Uploaded on: 10/16/2025 - 05:42   File size: 16.27 MB
Changelog
  • Nearing completion, setting up initial mod pages, starting with MCreator. Will be arriving to CurseForge and Modrinth in due time before stable initial release.
  • Willing to adjust mob spawning conditions to allow for more mobs to appear in the Melodic. Perhaps a numerical config setting to act as a multiplier/number to cut distance from other mobs to allow for more "aggressive" spawning.
  • Looking for additional feedback for this beta.