Rather than drowned spawning randomly holding a pottery sherd from ocean ruins, you can now fish up ocean ruin pottery sherds by fishing above the respective ocean ruin
If you fish above a cold ocean ruin, you can get the “blade”, “explorer”, “mourner”, and “plenty” pottery sherds.
If you fish above a warm ocean ruin, you can get the “angler”, “shelter”, and “snort” pottery sherds.
This only works if the block you are fishing in is directly above the structure by at most 20 blocks
This change was made to make the process of obtaining these sherds renewably less irritating. Drowned simply do not spawn consistently enough.
Since you can imprint pottery sherds with the patterns of other sherds using the pottery table, you can now effectively mass-produce pottery sherds from one sherd using the single “friend” pottery sherd traded from the archaeologist
However, you still need to find the first “seed” sherd to start mass-producing from, which is where these features come into play:
Geomancers now drop 1-2 pottery sherds found in trail ruins
Drowned now rarely spawn holding a pottery sherd found in ocean ruins
Husks now rarely drop suspicious sand that may contain a pottery sherd from the desert well or temple
Piglins now rarely barter suspicious gravel that can contain a nether pottery sherd instead of normal gravel
These small features allow you to renewably find “seed” pottery sherds and begin to make lots of pots
Smithing Template Renewability
While you can duplicate the new smithing templates, they were still non-renewable and can only be found in chests or by killing non-renewable mobs.
To make life a bit more convenient for everyone without structures nearby, I decided to make many of the new smithing templates renewable in one way or another.
Armor Trim Smithing Templates:
Coast: Can be fished up rarely as treasure
Dune: Found in suspicious sand rarely dropped by husks
Eye: Dropped by the ender dragon 1/3rd of the time
Snout: Rarely found in suspicious gravel bartered from piglins
Tide
I took a different direction with this one. Rather than making the armor trim renewable, I made the source renewable.
Elder guardians (which drop tide trims) are now renewable (see section on this below)
Vex: Dropped by evokers inside mansions 1/3rd of the time
Trail Ruin Trims: Traded by the archaeologist
Wild, Rib, Spire: Not renewable YET. We have plans.
Ward, Silence: Not renewable
The two ancient city armor trims are not renewable to maintain their spot as a valuable ancient city reward
Definitely not this way because we couldn’t think of a good way to renew them other than killing the warden (which is a nono)
Netherite Upgrade Smithing Template:
Now dropped by the wither
This allows you to take a different (albeit harder) progression route if you can’t seem to find a bastion