Yo. Here's most of the details of the update. Random few things to note - Most of the new structures have unique loot chests, and some will recieve further content or changes in the second part of the update.
Bear in mind this is technically half an update so it could come out this year, so...couple things might seem a bit empty, but they are still functional.
Also, due to the complete rework of the central timer, expect a bug here and there. We did a lot of testing so we're pretty sure it's almost all good, but just as a heads up.

Also also, you MUST restart your world/server after installing SUHC, in order to get structures to spawn. You'll be warned of this in-game every now and then if it doesn't detect structures spawning.
Blame Mojang for that btw, not us pls :)

P.S. You can't stop me from spelling 'receive' incorrectly at every opportunity. 
P.P.S Pastebin destroyed my formatting I had in my text document, sorry for your eyes.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Main changes:

- After a long 10 months, it is no longer Halloween season, and the changes to the spooky random event and mobs have been reverted. Halloween will resume again in 1 month.

- Revamped/Changed a lot of the existing structures:
	- Birchfield Tavern got a HUGE rework to it. Basically a completely different structure at this point, it's far more massive, hosts a ton of villagers, and has a new villager that buys and sells a few basic materials. 
	  Additionally, the Barkeep inside has a few new items. The lava surrounding it is immune to the Darkness Random Event.
	- Enchanted Cavern has a few misc tweaks(such as the Locator spell for it now working even if the closest one isn't in render distance), and its Chest Sacrifice Mechanic has been reworked.
	  I'll just uh...change the wiki page later with all the details. For now, main changes include Reagant items now working when stacked, and the chest no longer deletes items that
	  it doesn't use. So any items that aren't used in its sacrifice mechanic will be returned to the chest. Also, everything happens in one tick now, so no more waiting for the chest to reappear.
	- Graveyard has been touched up, with the lower part of it being removed, which will return in the next update as a separate, but much larger structure.
	- Mushroom House(aka Big Fungus) is mostly the same, but it has a slightly new look and the pair of villagers now have their own loot chests inside.
	- Pumpkin(aka Plump) no longer spawns in all biomes, and is unique to Swamp and Jungle variants.
	- Taiga Tower/Hunter's Tower has a new look, along with some new loot. Also, the bow works.
	- Tree is Tree.
	
	

- Added a dozen or so(depends how much you count structure variants, I suppose) completely new structures for the Surface Overworld, with a small handful of different variants existing amongstඞ  them:
	- Beach house, which spawns on the beach-like biomes and jungle biomes.
	- Boris
	- Bunker, a reinforced base that spawns in all non-water biomes, and now houses the Blastsmith. Has a destroyed variant.
	- Desert Triangle(aka Big Mistake)
	- Fishing Hut, smol fishing hut that spawns on top of ice.
	- Fishing Platform, a large fishing platform in the ocean that is home to a bunch of fisherman - including Sam Fischerman, who sells custom fishing rods
	- Hunting Blind, a structure home to a rude boi that blends in exceedingly well with the surrounding Jungle biome.
	- Log Cabin, a humble log cabin sporting some pillagers. Spawns in Dark Forests, Meadows, cold biomes, and the Wooded Badlands biome.
	- Skeleton Outpost, all biomes. Has a handful of different looks depending on the biome.
	- Stalagmites, rock formations with a few different shapes that change their look(texture-wise) to blend in with the surrounding area.                    All biomes. May or may not contain spiders.
	- Tent, a small tent unique to the beach-like biomes, which is home to the hostile Poacher.
	- Windmill, which spawns in Plains, Savannah biomes, Wind-swept biomes, Badlands biomes, Meadows, and Mushroom Fields.
	
	
	
- Added a bunch of mob progression. Lots of the existing progression goes another step further, and many mobs have new mob progression throughout the playthrough: 
    - Blazes recieve hp
    - Drowned recieve Chainmail armor
    - Enderman recieve Attack Damage
    - Ghasts recieve hp
    - Piglins recieve Golden Armor

  
  
- Hard Mode has some of its own, unique progression, shown by a red "⚔☠" in the chat. Most of it is existing mob progression that goes *another* step further, but there's a few totally new things as well:
    - Elite Mobs become more common
    - Skeletons always shoot fireballs...Just kidding. Haha....unless?
    - Witches gain speed and hp
    - Wither skeletons gain speed
 
  
  
- Hard mode has another unique mechanic - At the start of every day, a random mob buff will be chosen. This buff is only active on that day, and it will disappear at the start of
  the next day, after which a new buff is chosen. The list of possible buffs is as follows:
    - "All zombie types have recieved massive health boosts!"
    - "All zombie types have recieved massive damage boosts!"
    - "All zombie types have recieved massive speed boosts!"
    - "All zombie types will turn into babies!"
    - "All skeleton types have recieved massive health boosts!"
    - "All skeleton types have recieved massive speed boosts!"
    - "All skeleton types will shoot wither arrows!"
    - "All skeleton types will shoot blindness arrows!"
    - "All skeleton types will shoot fireballs!"
    - "All creepers have recieved massive health boosts!"
    - "All creepers have recieved massive speed boosts!"
    - "All creepers have massively increased explosion radius/damage!"
    - "All creepers have much shorter fuse times!"
    - "All spiders have recieved massive health boosts!"
    - "All spiders have recieved massive speed boosts!"
    - "All spiders have recieved massive damage boosts!"
    - "All spiders will turn into cave spiders!"
    - "All piglins have recieved massive health boosts!"
    - "All piglins have recieved massive speed boosts!"
    - "All piglins have recieved massive melee damage boosts!"
    - "All piglins are invisible!"
    - "All zombified piglins have recieved massive health boosts!"
    - "All zombified piglins have recieved massive speed boosts!"
    - "All zombified piglins have recieved massive damage boosts!"
    - "All zombified piglins apply fire on hit!"
    - "All witches have recieved massive health boosts!"
    - "All witches have recieved massive speed boosts!"
    - "All witches have the ability to summon vexes!"
    - "All enderman have recieved massive health boosts!"
    - "All enderman have recieved massive speed boosts!"
    - "All enderman have recieved massive damage boosts!"
    - "All enderman can now destroy blocks while angry!"
    - "All of the above mobs have recieved massive health boosts!"
    - "All of the above mobs have recieved massive speed boosts!"
    - "All of the above mobs have recieved massive melee damage boosts!"

  
  
- 14 new random events have been added. I'm not going to specify details, because I think it's funnier to just name them:
    - Cackling Creepers! <----Best event btw
    - Everything is Terrible!!!!!!!!!!!!!!!!!
    - Fun-Sized!
    - Hot to the Touch!
    - It's the Glitching Hour! 
    - Jockey!
    - 'Lantern event', as I call it.
    - Magnet Mania!
    - Meals on Wheels!
    - Pants Attack!
    - Super Lucky!
    - Thunderstruck! (P.S. I forgot to make this one hard-mode specific, good luck everybody :D)
    - What can I say except, 'You're Welcome'?
    - When Pigs Fly!
  
  
  
- Nether corruption has been reworked(again again lol). It now has SIGNIFICANTLY better performance, a lot of new blocks added to it, and the corruption is a lot more dynamic now instead of being just 2 distinct stages. 
The amount of corruption it spreads scales with how long you are in the nether, down to the scale of every few seconds.
Rather than the corruption effect being set to certain Y levels, it now equally spreads corruption up/down relative to the portal's position.
It also spreads in a much more chaotic/random manner.
  
  
  
- Reworked the central timer that controls the entire datapack and its functions, in order to improve performance and organize things better. Expect...possible bugs.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

And now for the smaller additions/changes:

- Added some cool bug facts
- Added some new potions to the custom potion loot table
- Added the Flare Launcher, a crossbow that shoots torches. Can be found occasionally in most loot chests
- Blastsmith no longer lives in Desert Temples, but instead the new Bunker structure
- Fabulous Fletcher no longer runs out of arrow stock
- Meteor Storms now work properly when near large bodies of water, and spawn fireballs on every player on the server. Though, the 
  amount of fireball spawns in any given area is limited so large groups of players don't spawn 1000 fireballs and lag to death.
- Mining Catalysts and Strip-mines work more consistently, and also no longer destroy bedrock
- Sussy Spices now works on the special Golden apple found from the villager in the tree grove, granting it a full heart of extra regen
- The Nether Spider Dungeon has had the number of spawners reduced, and a tweak to help improve visibility
- The status effects given by Gold and Netherite-tipped arrows now last for 7 seconds, previously from 5 seconds.

- Fixed a bug where eating food would clear absorption hearts
- Fixed a bug where occasionally spells would glitch out and not be learnable
- Fixed a bug where sometimes SUHC would be installed multiple times on the same world
- Fixed custom arrows not working
- Fixed occasional spam in console/server log
- Fixed some mobs not getting attributes
- Fixed some mobs not having names
- Fixed some particles not being displayed
- Fixed Stranger not getting trades
- Fixed the Enchanted Cavern spawning in a broken-looking state
- Fixed the mob spawners inside the Graveyard structure spawning mobs infinitely
- Fixed the mob spawners inside the Spider Dungeon and Spider Dens, and fixed the chests sometimes being completely empty
- Fixed the Nether Dungeon causing lag when trying to find a spot for its spawn
- Fixed the Pumpkin Witch saying things multiple times, fixed her vexes not working, fixed her just not working a lot of the time
- Fixed the Rare Drop Table not working sometimes. Also, loot has been revamped to include new items, such as Netherite Scrap and most of our custom items...Also also, more mobs have access to it.
- Fixed the small Overworld Spider Dens causing lag sometimes
- Fixed the Taiga Tower bow not spawning most of the time
- Fixed various typos
- Fixed Wither Skeleton Blindness not working

There were a few other things here, but time stole all the pieces. Oh well.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Final Note:
Second part of the update coming...maybe by the end of the year. Likely a smaller update will come before then with a few new items or QOL fixes.
Keep an eye out, though. Structures-only version of the datapack coming in the near-ish future.

If you have any questions, feedback, bug reports, eYo. Here's most of the details of the update. Random few things to note - Most of the new structures have unique loot chests, and some will recieve further content or changes in the second part of the update.
Bear in mind this is technically half an update so it could come out this year, so...couple things might seem a bit empty, but they are still functional.
Also, due to the complete rework of the central timer, expect a bug here and there. We did a lot of testing so we're pretty sure it's almost all good, but just as a heads up.

Also also, you MUST restart your world/server after installing SUHC, in order to get structures to spawn. You'll be warned of this in-game every now and then if it doesn't detect structures spawning.
Blame Mojang for that btw, not us pls :)

P.S. You can't stop me from spelling 'receive' incorrectly at every opportunity. 
P.P.S Pastebin destroyed my formatting I had in my text document, sorry for your eyes.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Main changes:

- After a long 10 months, it is no longer Halloween season, and the changes to the spooky random event and mobs have been reverted. Halloween will resume again in 1 month.

- Revamped/Changed a lot of the existing structures:
	- Birchfield Tavern got a HUGE rework to it. Basically a completely different structure at this point, it's far more massive, hosts a ton of villagers, and has a new villager that buys and sells a few basic materials. 
	  Additionally, the Barkeep inside has a few new items. The lava surrounding it is immune to the Darkness Random Event.
	- Enchanted Cavern has a few misc tweaks(such as the Locator spell for it now working even if the closest one isn't in render distance), and its Chest Sacrifice Mechanic has been reworked.
	  I'll just uh...change the wiki page later with all the details. For now, main changes include Reagant items now working when stacked, and the chest no longer deletes items that
	  it doesn't use. So any items that aren't used in its sacrifice mechanic will be returned to the chest. Also, everything happens in one tick now, so no more waiting for the chest to reappear.
	- Graveyard has been touched up, with the lower part of it being removed, which will return in the next update as a separate, but much larger structure.
	- Mushroom House(aka Big Fungus) is mostly the same, but it has a slightly new look and the pair of villagers now have their own loot chests inside.
	- Pumpkin(aka Plump) no longer spawns in all biomes, and is unique to Swamp and Jungle variants.
	- Taiga Tower/Hunter's Tower has a new look, along with some new loot. Also, the bow works.
	- Tree is Tree.
	
	

- Added a dozen or so(depends how much you count structure variants, I suppose) completely new structures for the Surface Overworld, with a small handful of different variants existing amongst them:
	- Beach house, which spawns on the beach-like biomes and jungle biomes.
	- Boris
	- Bunker, a reinforced base that spawns in all non-water biomes, and now houses the Blastsmith. Has a destroyed variant.
	- Desert Triangle(aka Big Mistake)
	- Fishing Hut, smol fishing hut that spawns on top of ice.
	- Fishing Platform, a large fishing platform in the ocean that is home to a bunch of fisherman - including Sam Fischerman, who sells custom fishing rods
	- Hunting Blind, a structure home to a rude boi that blends in exceedingly well with the surrounding Jungle biome.
	- Log Cabin, a humble log cabin sporting some pillagers. Spawns in Dark Forests, Meadows, cold biomes, and the Wooded Badlands biome.
	- Skeleton Outpost, all biomes. Has a handful of different looks depending on the biome.
	- Stalagmites, rock formations with a few different shapes that change their look(texture-wise) to blend in with the surrounding area.                    All biomes. May or may not contain spiders.
	- Tent, a small tent unique to the beach-like biomes, which is home to the hostile Poacher.
	- Windmill, which spawns in Plains, Savannah biomes, Wind-swept biomes, Badlands biomes, Meadows, and Mushroom Fields.
	
	
	
- Added a bunch of mob progression. Lots of the existing progression goes another step further, and many mobs have new mob progression throughout the playthrough: 
    - Blazes recieve hp
    - Drowned recieve Chainmail armor
    - Enderman recieve Attack Damage
    - Ghasts recieve hp
    - Piglins recieve Golden Armor

  
  
- Hard Mode has some of its own, unique progression, shown by a red "⚔☠" in the chat. Most of it is existing mob progression that goes *another* step further, but there's a few totally new things as well:
    - Elite Mobs become more common
    - Skeletons always shoot fireballs...Just kidding. Haha....unless?
    - Witches gain speed and hp
    - Wither skeletons gain speed
 
  
  
- Hard mode has another unique mechanic - At the start of every day, a random mob buff will be chosen. This buff is only active on that day, and it will disappear at the start of
  the next day, after which a new buff is chosen. The list of possible buffs is as follows:
    - "All zombie types have recieved massive health boosts!"
    - "All zombie types have recieved massive damage boosts!"
    - "All zombie types have recieved massive speed boosts!"
    - "All zombie types will turn into babies!"
    - "All skeleton types have recieved massive health boosts!"
    - "All skeleton types have recieved massive speed boosts!"
    - "All skeleton types will shoot wither arrows!"
    - "All skeleton types will shoot blindness arrows!"
    - "All skeleton types will shoot fireballs!"
    - "All creepers have recieved massive health boosts!"
    - "All creepers have recieved massive speed boosts!"
    - "All creepers have massively increased explosion radius/damage!"
    - "All creepers have much shorter fuse times!"
    - "All spiders have recieved massive health boosts!"
    - "All spiders have recieved massive speed boosts!"
    - "All spiders have recieved massive damage boosts!"
    - "All spiders will turn into cave spiders!"
    - "All piglins have recieved massive health boosts!"
    - "All piglins have recieved massive speed boosts!"
    - "All piglins have recieved massive melee damage boosts!"
    - "All piglins are invisible!"
    - "All zombified piglins have recieved massive health boosts!"
    - "All zombified piglins have recieved massive speed boosts!"
    - "All zombified piglins have recieved massive damage boosts!"
    - "All zombified piglins apply fire on hit!"
    - "All witches have recieved massive health boosts!"
    - "All witches have recieved massive speed boosts!"
    - "All witches have the ability to summon vexes!"
    - "All enderman have recieved massive health boosts!"
    - "All enderman have recieved massive speed boosts!"
    - "All enderman have recieved massive damage boosts!"
    - "All enderman can now destroy blocks while angry!"
    - "All of the above mobs have recieved massive health boosts!"
    - "All of the above mobs have recieved massive speed boosts!"
    - "All of the above mobs have recieved massive melee damage boosts!"

  
  
- 14 new random events have been added. I'm not going to specify details, because I think it's funnier to just name them:
    - Cackling Creepers! <----Best event btw
    - Everything is Terrible!!!!!!!!!!!!!!!!!
    - Fun-Sized!
    - Hot to the Touch!
    - It's the Glitching Hour! 
    - Jockey!
    - 'Lantern event', as I call it.
    - Magnet Mania!
    - Meals on Wheels!
    - Pants Attack!
    - Super Lucky!
    - Thunderstruck! (P.S. I forgot to make this one hard-mode specific, good luck everybody :D)
    - What can I say except, 'You're Welcome'?
    - When Pigs Fly!
  
  
  
- Nether corruption has been reworked(again again lol). It now has SIGNIFICANTLY better performance, a lot of new blocks added to it, and the corruption is a lot more dynamic now instead of being just 2 distinct stages. 
The amount of corruption it spreads scales with how long you are in the nether, down to the scale of every few seconds.
Rather than the corruption effect being set to certain Y levels, it now equally spreads corruption up/down relative to the portal's position.
It also spreads in a much more chaotic/random manner.
  
  
  
- Reworked the central timer that controls the entire datapack and its functions, in order to improve performance and organize things better. Expect...possible bugs.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

And now for the smaller additions/changes:

- Added some cool bug facts
- Added some new potions to the custom potion loot table
- Added the Flare Launcher, a crossbow that shoots torches. Can be found occasionally in most loot chests
- Blastsmith no longer lives in Desert Temples, but instead the new Bunker structure
- Fabulous Fletcher no longer runs out of arrow stock
- Meteor Storms now work properly when near large bodies of water, and spawn fireballs on every player on the server. Though, the 
  amount of fireball spawns in any given area is limited so large groups of players don't spawn 1000 fireballs and lag to death.
- Mining Catalysts and Strip-mines work more consistently, and also no longer destroy bedrock
- Sussy Spices now works on the special Golden apple found from the villager in the tree grove, granting it a full heart of extra regen
- The Nether Spider Dungeon has had the number of spawners reduced, and a tweak to help improve visibility
- The status effects given by Gold and Netherite-tipped arrows now last for 7 seconds, previously from 5 seconds.

- Fixed a bug where eating food would clear absorption hearts
- Fixed a bug where occasionally spells would glitch out and not be learnable
- Fixed a bug where sometimes SUHC would be installed multiple times on the same world
- Fixed custom arrows not working
- Fixed occasional spam in console/server log
- Fixed some mobs not getting attributes
- Fixed some mobs not having names
- Fixed some particles not being displayed
- Fixed Stranger not getting trades
- Fixed the Enchanted Cavern spawning in a broken-looking state
- Fixed the mob spawners inside the Graveyard structure spawning mobs infinitely
- Fixed the mob spawners inside the Spider Dungeon and Spider Dens, and fixed the chests sometimes being completely empty
- Fixed the Nether Dungeon causing lag when trying to find a spot for its spawn
- Fixed the Pumpkin Witch saying things multiple times, fixed her vexes not working, fixed her just not working a lot of the time
- Fixed the Rare Drop Table not working sometimes. Also, loot has been revamped to include new items, such as Netherite Scrap and most of our custom items...Also also, more mobs have access to it.
- Fixed the small Overworld Spider Dens causing lag sometimes
- Fixed the Taiga Tower bow not spawning most of the time
- Fixed various typos
- Fixed Wither Skeleton Blindness not working

There were a few other things here, but time stole all the pieces. Oh well.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Final Note:
Second part of the update coming...maybe by the end of the year. Likely a smaller update will come before then with a few new items or QOL fixes.
Keep an eye out, though. Structures-only version of the datapack coming in the near-ish future.

And until then, stay Frosty. Or Toasty. Or Fresh, cheesebags.

If you have any questions, feedback, bug reports, etc. about SUHC, or want to follow its development, Join our discord! - https://discord.gg/MPsTcvu.


