PetalMC V1.7 - PetalPower
V1.7 is the automation update. It adds PetalPower: a hub, a set of devices that answer to it, and a single tool that configures all of them - teleport pads between the rooms of your own base, doors that announce whoever walks through them, and a pad that opens onto a pocket dimension.
It also carries the largest combat balance pass since launch, five new armour sets crafted from the Abyssโs own minerals, and a rewritten position on farms.
PetalPower
Every device is bought from Sprocket at spawn, set down like any other piece of decor, and configured by right-clicking it with the PetalPower Configurator (100 gold). Nothing here needs redstone, and nothing needs wiring: a device inside a hubโs reach is a device the hub runs.
The Hub - 2,500 gold
The Hub reaches 60 blocks and runs up to 16 devices. It also decides who they answer to: everyone, your clan, or you alone. That single setting covers every device under it, so a base does not have to be locked door by door.
Hubs insist on 120 blocks between them, so two cannot quietly contest the same room. A running hub hums quietly to itself, audible from about eight blocks, so a working base sounds like one.
The Teleporter - 1,500 gold
A pad three wide and four tall opens above the device; lay a floor over the top and it disappears into the build. Pads are paired by channel letter, A to E - five channels per hub - and stepping onto one sends you to its partner.
Six teleport chimes to choose from (Epic, Glitter, Gust, Piano, Shimmer and Whimsy), and picking one in the menu plays it, so you can work down the list by ear instead of guessing from a name.
A pad you arrive on will not fire again until you step off it, so a pair can never bounce you back and forth, and standing on one when you log in does nothing at all.
The Greeter - 800 gold
Plays a sting to anyone it has not greeted in the last minute. It watches 6, 12 or 24 blocks and sees through walls - no line of sight is required, which the item says out loud.
Fourteen stings in four menu groups: eight pieces of music (Adventure, Epic, Epic Whimsy, Homestead, Minuet, Peaceful, Piano and Tragedy) and six shorter effects (Chorus, Frutiger Aero, Minecraft, Swell, Vibe and Whimsy). They play to the person who walked in rather than into the room, so a greeter is a fanfare for an arrival, not something the whole street overhears. A quiet setting drops one to about a third volume for doorways that get a lot of traffic, and a long track cannot be stacked over a short one by a second greeter in the same doorway.
The Infuser - 900 gold
Fills the air above itself with drifting colour: ten effects in two groups
- White Haze, Pink Haze, Glow, Electric Spark and Crit; Flame, Bubble Pop, Dolphin, Composter and Crimson Spore - over a cloud of 7ร3ร7, 10ร4ร10 or 12ร5ร12. Choosing an effect throws a preview where the cloud will actually be, before you commit to it.
Particles have no addressee, so an infuserโs cloud is visible to anyone who can see the room, whatever the hubโs audience is set to.
The Pocket Pass - 2,000 gold
The fifth device: a pad that opens onto one of your own pockets instead of onto another pad. Lay it like a Teleporter, then point it at a pocket with the Configurator. It takes no channel letter, so it costs the hub nothing but a device slot.
The pockets it can see are the ones belonging to whoever is holding the Configurator - a pass is a door into somebodyโs private world, and only the person whose world it is may hang one. Point a pass at a closed pocket and it asks whether you would like to open it to visitors; answer no and the pass still works perfectly well, for you and nobody else. Anyone else who stands on it is told the pocket is closed and stays where they are.
/p is the new shortcut for pocket travel: /p <name> from anywhere, or
plain /p if you own exactly one. /pocket go and /pocket visit both still
work.
Abyss mineral armour
Five new sets, one per mineral, all crafted from refined minerals at a bench - which also means they take ordinary enchantments at a table, unlike most gear of their grade. Each is quoted as a multiple of netheriteโs own protection, and each carries the character of the mineral it came from.
| Set | Level | Protection | Durability | What it does |
|---|---|---|---|---|
| Marmorite | 29 | netherite +15% | +50% | Marble-pale and cold, and it stays cold however long you wear it. +1 heart a piece |
| Vulcanite | 31 | netherite +40% | +100% | Banked embers worn as plate: it mends you at a forgeโs pace, hurries you over hot ground, wards off embers - and it hates the rain |
| Aurite | 33 | netherite +30% | +75% | Gold that was never soft. It shoves attackers back, favours the axe, gilds the air around it and makes a meal last. +2 hearts a piece |
| Thalassite | 34 | netherite +30% | +75% | It remembers being underwater and would rather go back: breathing, dolphinโs grace and a tidal aura. +2 hearts a piece |
| Aetherite | 36 | netherite +45% | double | The deep set, from the only mineral that generates below the Sunless Sea and answers to a vulcanite pickaxe alone. +3 hearts a piece, and four pieces reach the fall-damage cap exactly |
A full set is 24 refined of its mineral, and all five are priced through the usual material markup, so the mining tree is what pays for them.
Combat balance pass
Every weapon in the game has been re-quoted. Damage was set conservatively when there were twelve weapons and a level cap of 25; with mythicals, the Four Orders, the Abyssal set and the Reaper line all in play, the low end had stopped being worth the drop it came from.
Weapons now hit for roughly a fifth more at the rare tier, a third more at epic, and up to half again at the mythical top end - the rung a weapon sits on matters more than it used to, and attack speeds are unchanged, so the heavy weapons stay heavy.
| Weapon | Was | Now |
|---|---|---|
| Bramble Fang (rare) | 6.5 | 7.8 |
| Frostbite (epic) | 7.5 | 9.0 |
| Petal Blade (epic) | 8.5 | 11.5 |
| Dawnbreaker (legendary) | 11.0 | 14.9 |
| Soul Harvester (mythical) | 14.5 | 20.3 |
| Archangel Sword | 22.0 | 33.0 |
| Reaper Harvester | 34.0 | 48.0 |
| True Creation Splitter | 24.0 | 36.0 |
Alongside that:
- The Marmorite Sword is now built on a netherite base rather than iron, which is what its level requirement always implied.
- Added the Quartermasterโs Swiftness Draught, a cheap arena-side potion at 60 gold.
- Recovery Compass, Music Disc 5 and Sculk Catalyst now roll properly in the Abyssโs epic loot table, and cod and salmon turn up roughly twice as often in the common one.
Five homes
The personal home cap can now be raised from three to five.
The way up is the Zealotโs Anchor - a lead weight wound with a single gold feather, which the seller insists is genuine. Right-click one to consume it and keep one more home, permanently.
The only person who stocks them is the Shady Fanatic, at 8,000 gold apiece, and he does not keep an easy shop: he is in the Executive Suite in Blossom Village, which does not admit anyone below level 35. Walk in early and it puts you straight back out with nothing more than โyou are not yet ready.โ
So the full path to five homes is level 35, then 16,000 gold, then two right-clicks.
Farms: the position, restated
Farms are not banned on PetalMC, and V1.7 says so properly. Automation is part of vanilla Minecraft and building a good machine is one of the best things about the game.
What is true is that heavy setups get throttled automatically, because world simulation runs on one thread with fifty milliseconds a tick to spend, and a large mob farm spends it on everybodyโs behalf. Throttling is not a punishment and it is not a mark against an account - it is the server protecting a shared resource, and it is working as intended when it bites.
The one thing that is genuinely forbidden is deliberately evading it.
- Added Farms & automation, a full page on what a mob farm is, what an automated farm is, why the server cares, and what actually happens when a setup is throttled.
- The rules page now separates forbidden, throttled and fine, so it is clear at a glance which rules can cost you anything.
Spawn, and finding your way
- The village guide now says where things are: the fountain and its two portal podiums, the Abyssal Research Unit across the fountain with the pad down into the Abyss, the Expeditionersโ Guild upstairs in the east library, and the vendors.
- The travel table now lists the Abyss and pockets alongside the older routes.
Welcome to V1.7. Wire the base, swing the better sword, and come back through your own front door.