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PEX 1.1.0
PEX 1.1 brings the sculk and creaking mechanics to life, places more of vanilla's world generation features, and gives passive mobs vanilla behaviour. It runs Minecraft 26.3 (protocol 777) and is a drop-in upgrade from 1.0.
Built from commit 2009aa6.
Sculk and creaking
- Vibrations. A port of vanilla's vibration system: game events travel to sculk sensors, calibrated sculk sensors, shriekers, wardens and allays, with vanilla listener ranges, frequencies, travel time and occlusion by
#minecraft:dampens_vibrationsblocks (wool, and wool-carrying item entities). - Game events are now emitted for steps and swimming, landing, placing and breaking blocks, eating and drinking, projectiles, containers, doors, trapdoors and fence gates, equipping, splashing, damage and death, explosions, fluids, note blocks, jukeboxes, shearing, goat horns and elytra gliding.
- Ancient cities work. Sensors activate shriekers, shriekers warn the player who caused the vibration, and the fourth warning summons a warden. Calibrated sensors filter by the frequency on their input side, and amethyst resonance is in.
- Warden: listens for vibrations, builds anger like vanilla (+35 per disturbance, +10 for repeated projectiles), investigates disturbances, shivers its tendrils and applies the darkness aura. Anger is saved with the warden.
- Allay: binds to a note block it hears for 30 seconds and dances near a playing jukebox.
- Creaking heart: spawns its creaking protector at night near survival and adventure players, despawns it at dawn or when it strays, spreads resin when the creaking is hurt, gives a comparator signal, switches between dormant, awake and uprooted, and drops 20–24 XP when a natural heart is broken. The creaking now stays in place while it can't move.
- Vibration listener state is saved in the vanilla
listenerNBT on sensors, shriekers, wardens and allays.
World generation
- Template features (desert wells, sulfur springs and others) with fluid filling and shape updates after placement. The hard-coded desert well is replaced by the data-driven one.
sequencefeatures,volume_match,cuboid,random_chanceandrandomly_selectedplacement, matching vanilla 26.3.- Geodes and end spikes are seeded from the world seed, and omitted geode fields use vanilla's defaults.
- Dappled forest features are placed in vanilla biome order.
- Generated sculk sensors, shriekers, catalysts and creaking hearts get their block entities, and chunks saved without them get them back on load.
Mobs
- Breeding, tempting and feeding with each animal's vanilla item tags.
- Vanilla goal lists and priorities for horses, llamas and the other animals. Tamable pets sit, leap and hunt.
- Panic goal variants, ambient sounds, and a water-avoiding random stroll for land animals.
- Baby hoglins grow up, and the entity tick counter is separate from age.
- Pathfinding: closed nodes stay closed, neighbour path types are checked in vanilla order, random targets are filtered by path type, and the extra stuck check is gone. Mobs only jump out of fluids when there's headroom.
- Drowned sink instead of floating. Naturally spawned mobs and portal-spawned zombified piglins get their equipment.
- The monster spawn light check darkens sky light by time of day, like vanilla.
Other fixes
forceloadnow gives chunks a ticket, so they load without a player nearby.- Loot tables check the
is_babyflag and vehicle type inentity_properties. - Jump detection on combined position and rotation packets uses the on-ground flag, like vanilla.
Downloads
| File | Platform |
|---|---|
pumpkin-X64-Linux |
Linux x86-64, glibc 2.35+ (Ubuntu 22.04+, Debian 12+) |
pumpkin-X64-Linux-musl |
Linux x86-64, static: runs on any distribution, including Alpine |
pumpkin-ARM64-Linux |
Linux ARM64, glibc 2.35+ (Raspberry Pi OS 12+, Ubuntu 22.04+ on ARM) |
pumpkin-X64-Windows.exe |
Windows 10/11 x86-64 |
SHA256SUMS lists the checksums. All four were built with full release optimisation (fat LTO). The x86-64 builds were started and checked before release; the ARM64 and Windows builds were cross-compiled and weren't run on real hardware.
Upgrading
Replace the binary. Worlds and pumpkin.toml from 1.0 work as they are.
Known issues
- Template features place only their first palette (every current vanilla template has one), and shape updates after placement cover only the blocks those templates use.
- Carried over from 1.0: higher network use than Paper, spiky 95th-percentile ticks, occasional rejected block placements at some spots, and the
pumpkin:summon_command_regressionGameTest fixture.
Thanks to Neon Swan and everyone who play-tested alpha.baconmc.net.
Full changelog: v1.0.0...v1.1.0