PetalMC V1.6 - Blossombeat

V1.6 is the update that makes a base worth standing in. It brings sound to the server as a system rather than a jukebox, opens four new stalls that sell nothing but decoration, and loosens the money at the same time so the people who want to furnish a hall can actually afford one.

BlossomBeat

Put away the note blocks. BlossomBeat is a proper sound system: a mixing desk, speakers you place yourself, a subwoofer, and a dancefloor that answers the beat.

Every rig plays 8-second segments on a shared clock, and the mixing desk plays nothing itself - it feeds the speakers standing around it. Left and right are built out of separate speakers in the room, so the stereo image is a thing you walk through rather than a thing in your ears.

Three systems

  • BlossomBeat Micro - 2,000 gold. Self-contained: no speakers, no subs, no party tiles. Its own songbook, and its volume stops at medium, which suits a camp or a cabin.
  • BlossomBeat System V - 3,000 gold. A full rig on a narrower dial: up to six speakers, party tiles, cue lighting, and a ceiling at medium volume. Built for a room.
  • BlossomBeat System X - 4,000 gold. The club rig: up to ten speakers, the longest reach and the only one that runs to high volume. A starter set with two T8s and an S15 comes to 6,200 gold.

The hardware

  • T8 Full-Range Speaker - 600 gold. Right-click to switch it between the left and right side of the mix. Space them evenly for a clean room.
  • S15 Subwoofer - 1,000 gold. The low end carries further than the tops do, so the sub is what reaches you first as you walk in.
  • Party Tile - 100 gold, sold four at a time. A dancefloor tile that chequerboards to the beat, holds lit through the long passages and rests dark between phrases. Choose Amber, Verdant or Blood Moon in the Lighting menu; each palette carries a lit shade, a resting shade and one in between. The Micro cannot drive them.
  • Big Johnโ€™s Speaker Guide - 25 gold. Fifteen pages on getting a room to sound right, sold beside the rigs it explains.

Speakers within 50 blocks of a mixer join it on their own - there is nothing to wire and nothing to pair. Anything beyond the systemโ€™s speaker count simply will not connect.

The music

Fifteen genres, and most of them are exclusive to the system that plays them:

  • System X - Club, M-Pop, Rock, Jazz, Ambient and Funky Electronica. Club and M-Pop play nowhere else, and they are the two that light a floor properly.
  • System V - Sneaky, Carnival, Soft and Forest Ambience, plus the shared Ambient and Funky Electronica. Forest Ambience swaps its birdsong for a night chorus after dusk.
  • Micro - Funky Groove, Lofi, Calm, Synthwave, and Blossom Radio, which is not music at all but a village talk show.

Villagers in earshot are fond of M-Pop, and they do not keep it to themselves.

Living with a rig

  • Right-click any unit to open its panel: genre, volume and lighting. Changes land within 8 seconds - the length of one segment.
  • Only one System X or System V every 100 blocks, and keep 32 blocks clear of any Micro. Two mixers stood close would fight over the same speakers.
  • The dancefloor never touches the world. Tiles are lit for the people looking at them; the server still sees a dormant block, so nothing about light, spawning or your saves changes because you threw a party.
  • A rig forgets which song it was on when the server restarts and simply starts the set over. Nobody has ever been able to tell.

All of it is sold - and bought back - by Big John at spawn.

Furniture and decoration

Four new stalls, and the first pieces on the server that exist purely to furnish a room. Unlike the ruins and graves scattered through the world, these are bought, carried and set down: a piece refuses to go down unless its whole footprint is clear, and breaking one gives it back to you rather than destroying it. Furniture is solid - you can sit a table in a doorway and it will behave like a table.

  • The Furnisher - thirteen pieces of plain woodwork: wooden, iron and ironwood benches, two chairs, a stool, small, large and long tables, an axe stump, and three log piles. 120 to 700 gold.
  • The Royal Furnisher - thirteen medieval pieces on a different order of price entirely: chair, stool, sofa, great sofa, table, bookshelf, small shelf, banner, books, two dishes, a candleholder and a candle. 90 to 900 gold.
  • The Lamplighter - four lit pieces: lantern post, lamppost, double lamppost and wall lantern, 500 to 950 gold. These are not ornaments. A lamppost gives off real block light, which the Abyss counts for both sickness and hostile spawning - planting one in the upper descent genuinely makes a room safe. Priced as the tool it is rather than the ornament it looks like.
  • The Scrivener - nine pieces of paper clutter, 40 to 80 gold: scrolls, an open scroll, piles, ground scatter, a wanted poster, a lost-cat notice, pressed flowers and a wall bill. The cheapest way to make a room look lived in.

The 88 decorative props added in V1.5 now carry proper sell values as well, so a bush pulled out of a build is worth something to a vendor instead of being thrown away.

Boris, and the biome seeds

Boris has set up at spawn with thirteen seeds, one per biome, and no interest in discussing where any of them came from. 1,000 gold each.

Consuming one repaints the land for twenty blocks around you - meadow, forest, birch forest, dark forest, jungle, taiga, cherry grove, frozen peaks, snowy plains, savanna, desert, badlands or swamp. It works only inside your own clanโ€™s land or a pocket of your own, and every seed on the list changes the look of the land without touching what spawns there.

He buys them back at the standard quarter like everyone else, which makes a returned seed a poor investment and an unplanted one a fair store of gold.

Economy pass

Gold was too tight for what V1.5 asked people to buy, and V1.6 asks for more still. Several dials moved together.

  • Expedition loyalty now runs much deeper. The guildโ€™s profiteering tax used to stop falling at 15% once you had banked 10,000 gold lifetime. Four more tiers now follow it down - 10% at 20,000, 8% at 30,000, 6% at 40,000 and a hard floor of 4% at 50,000. The steps get smaller as they go, so the climb stays worth making without the guild ever working for free.
  • Vendor sell saturation starts much later. The first softening tier now sits at 256 units a day rather than 64. Emptying four stacks of dirt out of a build is not a farm, and it no longer pays like one. Bulk naturals such as logs are divided by ten before the tier maths, so roughly ten stacks of logs meet the same soft point as one stack of crops.
  • Arena trials pay more, and end less abruptly. Every cardโ€™s banked gold and XP carries a 1.2ร— multiplier, and parties take 30% less damage through the first five phases so a run reaches its first token instead of dying at phase four. Per-kill rewards are untouched - this is the clear bonus, not the body count. Boss-only challenges get no grace at all.
  • Tokens of Tyrannos now have a floor value. Once a fighter owns the Emerald set, the sword and the bow, tokens stopped meaning anything. The quartermaster will now take them off you for bullion instead: a diamond block for 6 tokens, a gold block for 3. Deliberately worth less per token than the gear is, because this is the consolation prize for a finished collection rather than a better way to buy one.

Wiki and documentation

  • The player wiki can now be served by the server itself, and a public, unauthenticated API feeds its live leaderboards and server totals.
  • The ore, rules and Abyss pages have been rewritten for players rather than for the people who wrote them.

Welcome to V1.6. Buy a bench, plant a lamppost, and turn it up.