This datapacks adds (hopefully) vanilla like structures that are supposed to blend in with the rest of the game and feel like they belong there. going from environmental additions like fire watch towers and taverns to dungeons like badland minder outpost and illager hideout
To unlock maps at a tavern, you need to trade with the cateographer inside a tavern and level them up to aprentice. after that you can "move" them to wherever you want and keep leveling them up to unlock new charts
To remove Structures you dont like, go to "Dnt/data/nova_structures/worldgen/structure_set/" and delete the file of the structure you dont want.
**To see the custom key textures, while using the datapack version, Install DnT also as a resourcepack. It's a 2 in one file
The Mod version loads those resources automatically
**
Various new enchantments can be found with this datapack, all being unique structure loot. This is the current information for 5.0+, as such it may not be accurate to prior versions of DnT.
List of enchantments:
Spoiler Aerial's Bane - Increased damage to targets that are up in the air; be that from knockback, jumping, or falling. Also works against Breezes, Vexes, and Withers. - Items: Swords, Axes, Tridents, Maces, Bows, Crossbows - Max level: 5 - Incompatible with: Damage boosting enchants like Sharpness and Power - Found in: Lone Citadel, Sealing Halls, End Castle Antidote - Negates all damage from Poison and Wither effects and deals it to the chestplate. - Items: Chestplates - Max level: 1 - Incompatible with: Protection enchantments - Found in: Toxic Lair Blowthrough - Is equal to the Piercing enchant, but works exclsuviely for Bows - Items: Bows - Max level: 4 - Incompatible with: Infinity, Tri-shot - Found in: Toxic Lair Curse of Conductivity - Gives a chance to get struck by lightning during a thunderstorm when held or equipped - Items: Any "metallic" item :) - Max level: 1 - Incompatible with: N/A - Found in: Witch Villa Ghasted - Arrows transform into Ghast fireballs, while slowing crossbow charge time. Higher levels increase fireballs' explosions. - Items: Crossbow - Max level: 3 - Incompatible with: Multishot, Piercing, Might, Aerial's Bane - Found in: Sealing Halls Gravity - Shoot an arrow which pulls all mobs around it upon landing, destroying the arrow in the process - Items: Crossbow - Max level: - Incompatible with: N/A - Found in: End Castle Hydro Veil - Increases Happy Ghast healing to match rain / cloud layer healing, except when in the Nether. Also takes less damage from fire and explosions per level. - Items: Harnesses - Max level: 4 - Incompatible with: N/A - Found in: Nether Keep, Sealing Halls Illager's Bane - Increased damage against illagers, ravgers, vexes, and witches. - Items: Swords, Axes, Tridents, Maces - Max level: 5 - Incompatible with: Damage enchants like Sharpness - Found in: Illager Manor, Illager Hideout Outreach - Increases block interaction range per level, allowing you to place or break blocks from farther. - Items: Chestplate - Max level: 4 - Incompatible with: N/A - Found in: Desert Ruins Photosynthesis - Restores the item's durability while the user is under sunlight from the sky or in block light that can grow crops. - Items: Any with durability - Max level: 1 - Incompatible with: Mending - Found in: Jungle Ruins Might - Boosts the arrows damage equal to Power enchantment, but applicable to Crossbows. - Items: Crossbow - Max level: 5 - Incompatible with: Gravity, Ghasted, Piercing, Multishot - Found in: Lone Citadel Spiteful - Users with 2.5 hearts or less are given a attack damage boost per enchant level. If hit by a mob at any health there's a small chance to receive Strength. - Items: Swords, Axes, Tridents, Maces - Max level: 3 - Incompatible with: N/A - Found in: Pale Residence, certain Shrines... Swift Soar - Boosts the Happy Ghast's flying speed while the rider is considered sprinting. - Items: Harnesses - Max level: 3 - Incompatible with: N/A - Found in: Nether Port, Nether Keep, Sealing Halls Traveler - Boosts movement speed and step height while sprinting. Slowly drains durability while doing so. - Items: Boots - Max level: 3 - Incompatible with: Soul Speed - Found in: Shrines, random graves found in DnT structures Tri-shot - Is equal to Multishot in effect, but applicable to Bows - Items: Bows - Max level: 1 - Incompatible with: Infinity, Piercing, Multishot - Found in: Toxic Lair Wax Wings - Negates elytra damage from slow gliding, but raises durability drain from firework boosting. - Items: Elytra - Max level: 1 - Incompatible with: Unbreaking - Found in: End Castle Wither Coated - Inflicts Wither effect to direct hit foes. Higher levels boost potency but lowers duration. In practice, this causes the same amount of Wither damage but faster with higher levels. - Each attack also reduces item durability by 1. - Items: Swords, Axes, Tridents, Maces - Max level: 3 - Incompatible with: Fire Aspect - Found in: Nether Port, Sealing HallsSecret Librarian Trades
Spoiler With this datapack, certain DnT structures will award a librarian villager with an exclusive trade if they're leveled up from novice to apprentice while inside certain structures, thus allowing many enchantments to be renewable. Can only get one enchantment at a time. The potential structures are listed below. - Desert Ruins: Outreach - End Castle: Aerial's Bane, Gravity, Wax Wings - Illager Hideout: Illager's Bane - Illager Manor: Illager's Bane - Jungle Ruins: Photosynthesis - Nether Keep: Hydro Veil, Swift Soar, Wither Coated - Nether Port: Swift Soar - Pale Residence: Spiteful - Piglin Donjon: Soul Speed - Sealing Halls: Aerial's Bane, Ghasted, Hydro Veil, Swift Soar, Wither Coated - Lone Citadel: Wind Burst, Aerial's Bane, Might - Toxic Lair: Antidote, Blowthrough, Tri-shot - Shrines: Traveler - Shrine Tower: Traveler - Bunker: Traveler - Undead Crypt: Traveler - Witch Villa: Curse of Conductivity - Ancient City (requires the DnT Ancient City Overhaul): Swift SneakIf you dont Want those enchantments, use this datapack:
[https://modrinth.com/datapack/nofun-dnt](https://modrinth.com/datapack/nofun-dnt)
the current structure list is:
See Here
if you have trouble to find dungeons, type "/locate structure nova_structures:[then a list of structure names should be prompted for autofill]"
Optional
Required
Условия использования, изменения и распространения этого товара.
16.06.2026 · Modrinth
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Опубликованные версии и оригинальные файлы Modrinth.
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19.11.2025 · 12 455 загрузки
5.0.4 changelog
19.11.2025 · 209 768 загрузки
5.0.4 changelog
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5.0.4 changelog
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5.0.4 changelog
09.11.2025 · 155 950 загрузки
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17.10.2025 · 4 102 загрузки
/data merge entity (facing villager that needs to be fixed) {CanPickUpLoot:1b} )17.10.2025 · 2 709 загрузки
/data merge entity (facing villager that needs to be fixed) {CanPickUpLoot:1b} )17.10.2025 · 36 901 загрузки
/data merge entity (facing villager that needs to be fixed) {CanPickUpLoot:1b} )17.10.2025 · 12 933 загрузки
/data merge entity (facing villager that needs to be fixed) {CanPickUpLoot:1b} )13.10.2025 · 523 загрузки
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21.06.2025 · 29 581 загрузки
Fixed Shulker Boss Trial Spawner shooting Toxic Lair projectiles
21.06.2025 · 18 900 загрузки
Fixed Shulker Boss Trial Spawner shooting Toxic Lair projectiles
21.06.2025 · 572 692 загрузки
Fixed Shulker Boss Trial Spawner shooting Toxic Lair projectiles
21.06.2025 · 75 388 загрузки
Fixed Shulker Boss Trial Spawner shooting Toxic Lair projectiles
17.06.2025 · 960 загрузки
Removed Rouge End Gateway from Desert Ruins.
17.06.2025 · 754 загрузки
Removed Rouge End Gateway from Desert Ruins.
17.06.2025 · 7 356 загрузки
Removed Rouge End Gateway from Desert Ruins.
17.06.2025 · 8 551 загрузки
Removed Rouge End Gateway from Desert Ruins.
17.06.2025 · 171 загрузки
Updated Processor list of the Illager Manor causing a crash from 1.21.6 onward.
17.06.2025 · 128 загрузки
Updated Processor list of the Illager Manor causing a crash from 1.21.6 onward.
17.06.2025 · 830 загрузки
Updated Processor list of the Illager Manor causing a crash from 1.21.6 onward.
17.06.2025 · 335 загрузки
Updated Processor list of the Illager Manor causing a crash from 1.21.6 onward.
26.03.2025 · 14 864 загрузки
This Update adds 6 new underground structures and overhauls how Underground structures interact with caves.
It also fixes issues that broke between 1.21.4 and 1.21.5. Duh
underground structures where always an pickle to add cause technically any structure underground is floating in the middle of nowhere and caves just happen to maybe be generating exposing them nor not. you never could make sure if they spawn surrounded by nothing but stone or just float in a giant cave.
a new fake cave system is supposed to help with that. any underground structure will generate a set of cave samples, saved as jigsaw structure, that work through the terrain and can be overwritten by actual real caves. this way they blend into the normal worldgen.
Cave chambers are 70 different chambers that use this system. they spawn a single chamber like mushroom farms, trial spawner monster rooms or gardens or ore deposits. then they spawn a set of fake caves to ensure they connect to real caves.
Cave chamber colonies function just like cave chamber except the caves sometimes can turn into yet another cave chamber room so you can find a collection of them. those spawn rarer though than the normal cave chambers
Same deal as Cave Chamber colonies except all cave chambers are themed after monster spawner rooms
The fake caves are now filled with gravel, suspicious gravel, some air bubbled, coarse dirt and clay. The only type of cave chambers to find here are ruins.
A new Structure designed after Monster Spawner rooms or "Dungeons" as the community calls them. Center room has always a Skeleton or Zombie Spawner and spawns 4-8 more rooms surrounding it with trial spawner
Cave structure made out of oak wood that spawns 5-8 rooms filled with workstations.
Deep Dark Camps and Underground Houses have been updated to also use the fake cave system to blend better in with the world. all of the above structures now share the "small_cave_structures" structure set so they don't overlap.
Illager Camps spawn no longer in a Plus shape of campfire with 4 decorations around them but instead spawn feature plates which then spawn the decorations more randomly spread out adapting to the terrain a bit more better. should feel more natural now.
Tier 6 shrines had an issue when spawning on sea level, this caused the main chamber to become a section shorter to ensure it generating not cut off. it also generates way less rooms now since you can find them more easy now with shrine towers
cant spawn at sea level or lower anymore preventing them to generate on water
Updated the tent wild ruin to look like the one in the 1.21.5 trailer
Wild ruin 19 "the mine" wasnt spawning and instead spawned classic villager houses, this has been fixed because classic village remnants exist
generates now correctly with a foundation and not a beardbox
They Spawn now with bundles in their chests
Cave chambers spawn with dungeon vault rooms which contain vaults. same with the cave chamber monster spawner rooms and the Trial Dungeon. They all share that they can be opened with the Cave Chamber Key.
Updated some capitalisation on maps
Overhauled how maps are saved internally in the files. Instead of the loot table rolling for a map it now references the loot table with just the maps. Those are located at Dnt-v4.7/data/nova_structures/loot_table/maps/
26.03.2025 · 6 272 загрузки
This Update adds 6 new underground structures and overhauls how Underground structures interact with caves.
It also fixes issues that broke between 1.21.4 and 1.21.5. Duh
underground structures where always an pickle to add cause technically any structure underground is floating in the middle of nowhere and caves just happen to maybe be generating exposing them nor not. you never could make sure if they spawn surrounded by nothing but stone or just float in a giant cave.
a new fake cave system is supposed to help with that. any underground structure will generate a set of cave samples, saved as jigsaw structure, that work through the terrain and can be overwritten by actual real caves. this way they blend into the normal worldgen.
Cave chambers are 70 different chambers that use this system. they spawn a single chamber like mushroom farms, trial spawner monster rooms or gardens or ore deposits. then they spawn a set of fake caves to ensure they connect to real caves.
Cave chamber colonies function just like cave chamber except the caves sometimes can turn into yet another cave chamber room so you can find a collection of them. those spawn rarer though than the normal cave chambers
Same deal as Cave Chamber colonies except all cave chambers are themed after monster spawner rooms
The fake caves are now filled with gravel, suspicious gravel, some air bubbled, coarse dirt and clay. The only type of cave chambers to find here are ruins.
A new Structure designed after Monster Spawner rooms or "Dungeons" as the community calls them. Center room has always a Skeleton or Zombie Spawner and spawns 4-8 more rooms surrounding it with trial spawner
Cave structure made out of oak wood that spawns 5-8 rooms filled with workstations.
Deep Dark Camps and Underground Houses have been updated to also use the fake cave system to blend better in with the world. all of the above structures now share the "small_cave_structures" structure set so they don't overlap.
Illager Camps spawn no longer in a Plus shape of campfire with 4 decorations around them but instead spawn feature plates which then spawn the decorations more randomly spread out adapting to the terrain a bit more better. should feel more natural now.
Tier 6 shrines had an issue when spawning on sea level, this caused the main chamber to become a section shorter to ensure it generating not cut off. it also generates way less rooms now since you can find them more easy now with shrine towers
cant spawn at sea level or lower anymore preventing them to generate on water
Updated the tent wild ruin to look like the one in the 1.21.5 trailer
Wild ruin 19 "the mine" wasnt spawning and instead spawned classic villager houses, this has been fixed because classic village remnants exist
generates now correctly with a foundation and not a beardbox
They Spawn now with bundles in their chests
Cave chambers spawn with dungeon vault rooms which contain vaults. same with the cave chamber monster spawner rooms and the Trial Dungeon. They all share that they can be opened with the Cave Chamber Key.
Updated some capitalisation on maps
Overhauled how maps are saved internally in the files. Instead of the loot table rolling for a map it now references the loot table with just the maps. Those are located at Dnt-v4.7/data/nova_structures/loot_table/maps/
26.03.2025 · 225 108 загрузки
This Update adds 6 new underground structures and overhauls how Underground structures interact with caves.
It also fixes issues that broke between 1.21.4 and 1.21.5. Duh
underground structures where always an pickle to add cause technically any structure underground is floating in the middle of nowhere and caves just happen to maybe be generating exposing them nor not. you never could make sure if they spawn surrounded by nothing but stone or just float in a giant cave.
a new fake cave system is supposed to help with that. any underground structure will generate a set of cave samples, saved as jigsaw structure, that work through the terrain and can be overwritten by actual real caves. this way they blend into the normal worldgen.
Cave chambers are 70 different chambers that use this system. they spawn a single chamber like mushroom farms, trial spawner monster rooms or gardens or ore deposits. then they spawn a set of fake caves to ensure they connect to real caves.
Cave chamber colonies function just like cave chamber except the caves sometimes can turn into yet another cave chamber room so you can find a collection of them. those spawn rarer though than the normal cave chambers
Same deal as Cave Chamber colonies except all cave chambers are themed after monster spawner rooms
The fake caves are now filled with gravel, suspicious gravel, some air bubbled, coarse dirt and clay. The only type of cave chambers to find here are ruins.
A new Structure designed after Monster Spawner rooms or "Dungeons" as the community calls them. Center room has always a Skeleton or Zombie Spawner and spawns 4-8 more rooms surrounding it with trial spawner
Cave structure made out of oak wood that spawns 5-8 rooms filled with workstations.
Deep Dark Camps and Underground Houses have been updated to also use the fake cave system to blend better in with the world. all of the above structures now share the "small_cave_structures" structure set so they don't overlap.
Illager Camps spawn no longer in a Plus shape of campfire with 4 decorations around them but instead spawn feature plates which then spawn the decorations more randomly spread out adapting to the terrain a bit more better. should feel more natural now.
Tier 6 shrines had an issue when spawning on sea level, this caused the main chamber to become a section shorter to ensure it generating not cut off. it also generates way less rooms now since you can find them more easy now with shrine towers
cant spawn at sea level or lower anymore preventing them to generate on water
Updated the tent wild ruin to look like the one in the 1.21.5 trailer
Wild ruin 19 "the mine" wasnt spawning and instead spawned classic villager houses, this has been fixed because classic village remnants exist
generates now correctly with a foundation and not a beardbox
They Spawn now with bundles in their chests
Cave chambers spawn with dungeon vault rooms which contain vaults. same with the cave chamber monster spawner rooms and the Trial Dungeon. They all share that they can be opened with the Cave Chamber Key.
Updated some capitalisation on maps
Overhauled how maps are saved internally in the files. Instead of the loot table rolling for a map it now references the loot table with just the maps. Those are located at Dnt-v4.7/data/nova_structures/loot_table/maps/
26.03.2025 · 36 119 загрузки
This Update adds 6 new underground structures and overhauls how Underground structures interact with caves.
It also fixes issues that broke between 1.21.4 and 1.21.5. Duh
underground structures where always an pickle to add cause technically any structure underground is floating in the middle of nowhere and caves just happen to maybe be generating exposing them nor not. you never could make sure if they spawn surrounded by nothing but stone or just float in a giant cave.
a new fake cave system is supposed to help with that. any underground structure will generate a set of cave samples, saved as jigsaw structure, that work through the terrain and can be overwritten by actual real caves. this way they blend into the normal worldgen.
Cave chambers are 70 different chambers that use this system. they spawn a single chamber like mushroom farms, trial spawner monster rooms or gardens or ore deposits. then they spawn a set of fake caves to ensure they connect to real caves.
Cave chamber colonies function just like cave chamber except the caves sometimes can turn into yet another cave chamber room so you can find a collection of them. those spawn rarer though than the normal cave chambers
Same deal as Cave Chamber colonies except all cave chambers are themed after monster spawner rooms
The fake caves are now filled with gravel, suspicious gravel, some air bubbled, coarse dirt and clay. The only type of cave chambers to find here are ruins.
A new Structure designed after Monster Spawner rooms or "Dungeons" as the community calls them. Center room has always a Skeleton or Zombie Spawner and spawns 4-8 more rooms surrounding it with trial spawner
Cave structure made out of oak wood that spawns 5-8 rooms filled with workstations.
Deep Dark Camps and Underground Houses have been updated to also use the fake cave system to blend better in with the world. all of the above structures now share the "small_cave_structures" structure set so they don't overlap.
Illager Camps spawn no longer in a Plus shape of campfire with 4 decorations around them but instead spawn feature plates which then spawn the decorations more randomly spread out adapting to the terrain a bit more better. should feel more natural now.
Tier 6 shrines had an issue when spawning on sea level, this caused the main chamber to become a section shorter to ensure it generating not cut off. it also generates way less rooms now since you can find them more easy now with shrine towers
cant spawn at sea level or lower anymore preventing them to generate on water
Updated the tent wild ruin to look like the one in the 1.21.5 trailer
Wild ruin 19 "the mine" wasnt spawning and instead spawned classic villager houses, this has been fixed because classic village remnants exist
generates now correctly with a foundation and not a beardbox
They Spawn now with bundles in their chests
Cave chambers spawn with dungeon vault rooms which contain vaults. same with the cave chamber monster spawner rooms and the Trial Dungeon. They all share that they can be opened with the Cave Chamber Key.
Updated some capitalisation on maps
Overhauled how maps are saved internally in the files. Instead of the loot table rolling for a map it now references the loot table with just the maps. Those are located at Dnt-v4.7/data/nova_structures/loot_table/maps/
25.01.2025 · 23 187 загрузки
hotfix update for the desert ruins + translations
25.01.2025 · 9 553 загрузки
hotfix update for the desert ruins + translations
25.01.2025 · 279 503 загрузки
hotfix update for the desert ruins + translations
25.01.2025 · 47 285 загрузки
hotfix update for the desert ruins + translations
15.01.2025 · 2 150 загрузки
Last update for 1.21.4 from here on I will dedicate development to minecraft 1.21.5 so I don't get left in the dust with Mojang breaking the datapack and me needing to fix things.
15.01.2025 · 659 загрузки
Last update for 1.21.4 from here on I will dedicate development to minecraft 1.21.5 so I don't get left in the dust with Mojang breaking the datapack and me needing to fix things.
15.01.2025 · 10 132 загрузки
Last update for 1.21.4 from here on I will dedicate development to minecraft 1.21.5 so I don't get left in the dust with Mojang breaking the datapack and me needing to fix things.
15.01.2025 · 3 651 загрузки
Last update for 1.21.4 from here on I will dedicate development to minecraft 1.21.5 so I don't get left in the dust with Mojang breaking the datapack and me needing to fix things.
13.01.2025 · 597 загрузки
Tiding up bugs and tweaking the pack for Minecraft 1.21.4
13.01.2025 · 296 загрузки
Tiding up bugs and tweaking the pack for Minecraft 1.21.4
13.01.2025 · 2 513 загрузки
Tiding up bugs and tweaking the pack for Minecraft 1.21.4
13.01.2025 · 1 013 загрузки
Tiding up bugs and tweaking the pack for Minecraft 1.21.4
20.12.2024 · 4 522 загрузки
20.12.2024 · 1 091 загрузки
20.12.2024 · 18 705 загрузки
20.12.2024 · 17 518 загрузки
23.10.2024 · 13 115 загрузки
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23.10.2024 · 3 112 загрузки
23.10.2024 · 17 892 загрузки
29.09.2024 · 64 942 загрузки
Rebalanced Wither Coating:
(+) lasts now 8-10 seconds instead of 4-6 seconds
(-) deals only wither 1 effect on afflicted mobs instead of wither 3
[=] Wither coated deals now only 2.5 hearts of total damage instead of 6 but over a longer time
Fixed spelling mistake of trident trial key and trident trial boss key, no more tidents
29.09.2024 · 1 062 752 загрузки
Rebalanced Wither Coating:
(+) lasts now 8-10 seconds instead of 4-6 seconds
(-) deals only wither 1 effect on afflicted mobs instead of wither 3
[=] Wither coated deals now only 2.5 hearts of total damage instead of 6 but over a longer time
Fixed spelling mistake of trident trial key and trident trial boss key, no more tidents
29.09.2024 · 3 202 206 загрузки
Rebalanced Wither Coating:
(+) lasts now 8-10 seconds instead of 4-6 seconds
(-) deals only wither 1 effect on afflicted mobs instead of wither 3
[=] Wither coated deals now only 2.5 hearts of total damage instead of 6 but over a longer time
Fixed spelling mistake of trident trial key and trident trial boss key, no more tidents
29.09.2024 · 75 312 загрузки
Rebalanced Wither Coating:
(+) lasts now 8-10 seconds instead of 4-6 seconds
(-) deals only wither 1 effect on afflicted mobs instead of wither 3
[=] Wither coated deals now only 2.5 hearts of total damage instead of 6 but over a longer time
Fixed spelling mistake of trident trial key and trident trial boss key, no more tidents
26.09.2024 · 1 625 загрузки
Fixed Outreach not being aplied on enchanted books from archeology loot and pots. sorry for the many mini updates.
26.09.2024 · 998 загрузки
Fixed Outreach not being aplied on enchanted books from archeology loot and pots. sorry for the many mini updates.
26.09.2024 · 7 679 загрузки
Fixed Outreach not being aplied on enchanted books from archeology loot and pots. sorry for the many mini updates.
26.09.2024 · 1 966 загрузки
Fixed Outreach not being aplied on enchanted books from archeology loot and pots. sorry for the many mini updates.
26.09.2024 · 186 загрузки
Fixed Outreach and Ghasted not being aplied to enchanted books in their dedicated structures. (desert ruins and nether keep)
26.09.2024 · 170 загрузки
Fixed Outreach and Ghasted not being aplied to enchanted books in their dedicated structures. (desert ruins and nether keep)
26.09.2024 · 285 загрузки
Fixed Outreach and Ghasted not being aplied to enchanted books in their dedicated structures. (desert ruins and nether keep)
26.09.2024 · 205 загрузки
Fixed Outreach and Ghasted not being aplied to enchanted books in their dedicated structures. (desert ruins and nether keep)
26.09.2024 · 190 загрузки
Fixed Nether Keep Vaults not working. requires you to trim the chunks with nether keeps tho. existing nether keeps are broken beyond repair. reload those chunks.
26.09.2024 · 174 загрузки
Fixed Nether Keep Vaults not working. requires you to trim the chunks with nether keeps tho. existing nether keeps are broken beyond repair. reload those chunks.
26.09.2024 · 458 загрузки
Fixed Nether Keep Vaults not working. requires you to trim the chunks with nether keeps tho. existing nether keeps are broken beyond repair. reload those chunks.
26.09.2024 · 226 загрузки
Fixed Nether Keep Vaults not working. requires you to trim the chunks with nether keeps tho. existing nether keeps are broken beyond repair. reload those chunks.
15.09.2024 · 3 043 загрузки
- Normal Variants can be targeted with "nbt.1.HandItems.0.id=minecraft:stick"
- Ominous Variants can be targeted with "nbt.3.HandItems.0.id=minecraft:flint"
15.09.2024 · 2 444 загрузки
- Normal Variants can be targeted with "nbt.1.HandItems.0.id=minecraft:stick"
- Ominous Variants can be targeted with "nbt.3.HandItems.0.id=minecraft:flint"
15.09.2024 · 28 464 загрузки
- Normal Variants can be targeted with "nbt.1.HandItems.0.id=minecraft:stick"
- Ominous Variants can be targeted with "nbt.3.HandItems.0.id=minecraft:flint"
15.09.2024 · 4 413 загрузки
- Normal Variants can be targeted with "nbt.1.HandItems.0.id=minecraft:stick"
- Ominous Variants can be targeted with "nbt.3.HandItems.0.id=minecraft:flint"
11.08.2024 · 13 164 загрузки
Fixed Chorus plant placement in the End Lighthouse again
Removed chains from jail rooms in the nether keep
sorry for the small bug fix updates. this should be the last.
07.07.2024 · 24 703 загрузки
Fixed Chorus plant placement in the End Lighthouse again
Removed chains from jail rooms in the nether keep
sorry for the small bug fix updates. this should be the last.
07.07.2024 · 123 511 загрузки
Fixed Chorus plant placement in the End Lighthouse again
Removed chains from jail rooms in the nether keep
sorry for the small bug fix updates. this should be the last.
07.07.2024 · 35 573 загрузки
Fixed Chorus plant placement in the End Lighthouse again
Removed chains from jail rooms in the nether keep
sorry for the small bug fix updates. this should be the last.
07.07.2024 · 882 загрузки
Fixed Chorus plant placement in the End Lighthouse
Fixed Jungle Ruins Loot tables
Fixed Desert Ruins Loot tables
Adjusted key rate in End Castles
07.07.2024 · 2 169 загрузки
Fixed Chorus plant placement in the End Lighthouse
Fixed Jungle Ruins Loot tables
Fixed Desert Ruins Loot tables
Adjusted key rate in End Castles
07.07.2024 · 931 загрузки
Fixed Chorus plant placement in the End Lighthouse
Fixed Jungle Ruins Loot tables
Fixed Desert Ruins Loot tables
Adjusted key rate in End Castles
05.07.2024 · 829 загрузки
Added new remnant:
Classic village, the classic old village from prior to 1.14, this replaces the old village house wild ruins
New boss behaviors:
Breeze boss now deal slowness 3 on direct aircharge hit
Giant enemy spider deals poison 3
Phantom boss clears levitation from you
Elder guardian boss has a 25% to spawn a small mini guardian when it takes damage
Shulker Bosses Shulker Bullets will give you Levitation for 15 seconds
Shulker Minibosses Shulker Bullets will give you Levitation 3 for 5 seconds
New shrine tower structure, inspired by the sheikah towers from botw, they are 12x rarer than the shrines around 6-12k blocks apart
Rework ghasted enchantment:
It only leaves fire when it hits an entity
The levels heavily affect the knockback from the explosion
Added support for waystones mod in both the shrines and the new shrine towers
No this wont come to other Structures.
Overhaul of the badlands miner outpost, and replaced their mines with generating a vanilla badlands mine bellow them
Overhauled part of the layout of the illager manor
Split shrine into 5 different structures for ease to /locate
Reduced the amount of cobwebs in the toxic lair
All enchantments in loot tables now work using tags, this gives more control to customize it
Increased chance for Shrine Keys
Increased chance for Ominous Shrine Keys
Added Lesser Shrine Vaults in Shrine Rooms
Added Lesser Ominous Shrine Vaults in Shrine Rooms
Added 5 new Advancements for killing the Minibosses
Fixes:
Fixed Vaults floating too high in some toxic lair rooms infested effect clouds (removed the creepers with infested)
Fixed lag from the toxic lair due to the amount of entities (reduced the number of prespawned entities)
Fixed advancement icon from the trident trial monument
Fixed trident trial monument vaults giving incorrect enchantment books
Fixed traveler being incompatible with frost walker and depth strider rather than soul speed
Fixed Desert ruins chests sometimes being empty
Fixed gravity not working when hitting a wall
Fixes Evoker not being Present in Badlands Miner Outpost
Fixed issue of Enchantments referencing non existent tag
Fixed Wither Coated to always take 2 durability pointes even with unbreaking
05.07.2024 · 2 938 загрузки
Added new remnant:
Classic village, the classic old village from prior to 1.14, this replaces the old village house wild ruins
New boss behaviors:
Breeze boss now deal slowness 3 on direct aircharge hit
Giant enemy spider deals poison 3
Phantom boss clears levitation from you
Elder guardian boss has a 25% to spawn a small mini guardian when it takes damage
Shulker Bosses Shulker Bullets will give you Levitation for 15 seconds
Shulker Minibosses Shulker Bullets will give you Levitation 3 for 5 seconds
New shrine tower structure, inspired by the sheikah towers from botw, they are 12x rarer than the shrines around 6-12k blocks apart
Rework ghasted enchantment:
It only leaves fire when it hits an entity
The levels heavily affect the knockback from the explosion
Added support for waystones mod in both the shrines and the new shrine towers
No this wont come to other Structures.
Overhaul of the badlands miner outpost, and replaced their mines with generating a vanilla badlands mine bellow them
Overhauled part of the layout of the illager manor
Split shrine into 5 different structures for ease to /locate
Reduced the amount of cobwebs in the toxic lair
All enchantments in loot tables now work using tags, this gives more control to customize it
Increased chance for Shrine Keys
Increased chance for Ominous Shrine Keys
Added Lesser Shrine Vaults in Shrine Rooms
Added Lesser Ominous Shrine Vaults in Shrine Rooms
Added 5 new Advancements for killing the Minibosses
Fixes:
Fixed Vaults floating too high in some toxic lair rooms infested effect clouds (removed the creepers with infested)
Fixed lag from the toxic lair due to the amount of entities (reduced the number of prespawned entities)
Fixed advancement icon from the trident trial monument
Fixed trident trial monument vaults giving incorrect enchantment books
Fixed traveler being incompatible with frost walker and depth strider rather than soul speed
Fixed Desert ruins chests sometimes being empty
Fixed gravity not working when hitting a wall
Fixes Evoker not being Present in Badlands Miner Outpost
Fixed issue of Enchantments referencing non existent tag
Fixed Wither Coated to always take 2 durability pointes even with unbreaking
05.07.2024 · 1 034 загрузки
Added new remnant:
Classic village, the classic old village from prior to 1.14, this replaces the old village house wild ruins
New boss behaviors:
Breeze boss now deal slowness 3 on direct aircharge hit
Giant enemy spider deals poison 3
Phantom boss clears levitation from you
Elder guardian boss has a 25% to spawn a small mini guardian when it takes damage
Shulker Bosses Shulker Bullets will give you Levitation for 15 seconds
Shulker Minibosses Shulker Bullets will give you Levitation 3 for 5 seconds
New shrine tower structure, inspired by the sheikah towers from botw, they are 12x rarer than the shrines around 6-12k blocks apart
Rework ghasted enchantment:
It only leaves fire when it hits an entity
The levels heavily affect the knockback from the explosion
Added support for waystones mod in both the shrines and the new shrine towers
No this wont come to other Structures.
Overhaul of the badlands miner outpost, and replaced their mines with generating a vanilla badlands mine bellow them
Overhauled part of the layout of the illager manor
Split shrine into 5 different structures for ease to /locate
Reduced the amount of cobwebs in the toxic lair
All enchantments in loot tables now work using tags, this gives more control to customize it
Increased chance for Shrine Keys
Increased chance for Ominous Shrine Keys
Added Lesser Shrine Vaults in Shrine Rooms
Added Lesser Ominous Shrine Vaults in Shrine Rooms
Added 5 new Advancements for killing the Minibosses
Fixes:
Fixed Vaults floating too high in some toxic lair rooms infested effect clouds (removed the creepers with infested)
Fixed lag from the toxic lair due to the amount of entities (reduced the number of prespawned entities)
Fixed advancement icon from the trident trial monument
Fixed trident trial monument vaults giving incorrect enchantment books
Fixed traveler being incompatible with frost walker and depth strider rather than soul speed
Fixed Desert ruins chests sometimes being empty
Fixed gravity not working when hitting a wall
Fixes Evoker not being Present in Badlands Miner Outpost
Fixed issue of Enchantments referencing non existent tag
Fixed Wither Coated to always take 2 durability pointes even with unbreaking
29.06.2024 · 9 841 загрузки
29.06.2024 · 953 загрузки
29.06.2024 · 10 833 загрузки
23.04.2024 · 39 803 загрузки
Fixed loottables for 1.20.5
minor balance changes to loot tables
- reduced the amound of items in illager related structures
23.04.2024 · 7 170 загрузки
Fixed loottables for 1.20.5
minor balance changes to loot tables
- reduced the amound of items in illager related structures
23.04.2024 · 13 607 загрузки
Fixed loottables for 1.20.5
minor balance changes to loot tables
- reduced the amound of items in illager related structures
23.03.2024 · 6 996 755 загрузки
This is the 1.20.1-1.20.2 version of this datapack fixing the "Empty or non-existent pool: Minecraft:witch_hut/foundation" error.
i usualy don't do backports but this was litteraly just a missing file so its an exeption.
23.03.2024 · 1 834 112 загрузки
This is the 1.20.1-1.20.2 version of this datapack fixing the "Empty or non-existent pool: Minecraft:witch_hut/foundation" error.
i usualy don't do backports but this was litteraly just a missing file so its an exeption.
23.03.2024 · 54 995 загрузки
This is the 1.20.1-1.20.2 version of this datapack fixing the "Empty or non-existent pool: Minecraft:witch_hut/foundation" error.
i usualy don't do backports but this was litteraly just a missing file so its an exeption.
05.12.2023 · 167 237 загрузки
05.12.2023 · 18 453 загрузки
05.12.2023 · 26 493 загрузки
04.11.2023 · 10 341 загрузки
Important: To get Loot from pots you require Minecraft at least on 23w44a, otherwise they drop nothing but bricks.
Adds Pots to
Badland Miner Outpost
Bunker
Conduit Ruin
Creeping Crypt
Desert Ruin
Underground House
- Underground houses tnt trap got an upgrade
Ruined Town
Illager Camps
Illager Hideout
Illager Manor
Jungle Ruin
Nether Keep
Nether Skeleton Camp
Nether Skeleton Tower
Nether Port
Donjon
Piglin Outstation
Hamlet
Stray Fort
Taverns
Undead Crypts
Wild Ruin
WItch Villas
08.10.2023 · 753 830 загрузки
08.10.2023 · 247 168 загрузки
08.10.2023 · 8 764 загрузки
06.10.2023 · 2 089 загрузки
06.10.2023 · 3 322 загрузки
06.10.2023 · 622 загрузки
02.10.2023 · 3 676 загрузки
Forgoten mentions from V3's update changelog: the datapack/mod is compatible with
- Biomes o plenty
- Biomes you go
- Project vibrant journeys
- Wythers
- Terralith
- Regions unexplored
This versions changelog
- Added a missing Button to the Witch Villa room with the zombie converter
- Updated the Witch Villa's charged creeper room by adding an experiment with brown and red mooshrooms
- Slightly updated the Witch Villas main tower
- Fixed an Jigsaw issue with Stay Forts corner pieces that made them impossible to generate
- Fixed a ton of falsely named jigsaw block entries causing console issues~
- the structures where
- All of the Tavern Trader Cars
- Swamp Taverns campfire place
- Illager hideouts hallway siderooms
- All of the Bunker structure files
- All of the Illager camp structure files
- All of the conduit houses and decorative plots
- Slightly updated one of the Bunker rooms
- Fixed false rotated ladders in a few rooms
- Fixed an Illager Hideouts hallway sideroom not being able to generate
- Fixed Witch Villa's brewing loot chest table creating error logs
- your games will still freeze if you use /locate or an eye of ender with very big structures. they are very unoptimized features and the structures are just very big with a lot of rooms it has to roll. if your server times out it just means that it's safety lock kicked in because the game was freezing for more than 10 seconds. after that it usually works again.
02.10.2023 · 1 887 загрузки
Forgoten mentions from V3's update changelog: the datapack/mod is compatible with
- Biomes o plenty
- Biomes you go
- Project vibrant journeys
- Wythers
- Terralith
- Regions unexplored
This versions changelog
- Added a missing Button to the Witch Villa room with the zombie converter
- Updated the Witch Villa's charged creeper room by adding an experiment with brown and red mooshrooms
- Slightly updated the Witch Villas main tower
- Fixed an Jigsaw issue with Stay Forts corner pieces that made them impossible to generate
- Fixed a ton of falsely named jigsaw block entries causing console issues~
- the structures where
- All of the Tavern Trader Cars
- Swamp Taverns campfire place
- Illager hideouts hallway siderooms
- All of the Bunker structure files
- All of the Illager camp structure files
- All of the conduit houses and decorative plots
- Slightly updated one of the Bunker rooms
- Fixed false rotated ladders in a few rooms
- Fixed an Illager Hideouts hallway sideroom not being able to generate
- Fixed Witch Villa's brewing loot chest table creating error logs
- your games will still freeze if you use /locate or an eye of ender with very big structures. they are very unoptimized features and the structures are just very big with a lot of rooms it has to roll. if your server times out it just means that it's safety lock kicked in because the game was freezing for more than 10 seconds. after that it usually works again.
02.10.2023 · 2 815 загрузки
Forgoten mentions from V3's update changelog: the datapack/mod is compatible with
- Biomes o plenty
- Biomes you go
- Project vibrant journeys
- Wythers
- Terralith
- Regions unexplored
This versions changelog
- Added a missing Button to the Witch Villa room with the zombie converter
- Updated the Witch Villa's charged creeper room by adding an experiment with brown and red mooshrooms
- Slightly updated the Witch Villas main tower
- Fixed an Jigsaw issue with Stay Forts corner pieces that made them impossible to generate
- Fixed a ton of falsely named jigsaw block entries causing console issues~
- the structures where
- All of the Tavern Trader Cars
- Swamp Taverns campfire place
- Illager hideouts hallway siderooms
- All of the Bunker structure files
- All of the Illager camp structure files
- All of the conduit houses and decorative plots
- Slightly updated one of the Bunker rooms
- Fixed false rotated ladders in a few rooms
- Fixed an Illager Hideouts hallway sideroom not being able to generate
- Fixed Witch Villa's brewing loot chest table creating error logs
- your games will still freeze if you use /locate or an eye of ender with very big structures. they are very unoptimized features and the structures are just very big with a lot of rooms it has to roll. if your server times out it just means that it's safety lock kicked in because the game was freezing for more than 10 seconds. after that it usually works again.
01.10.2023 · 1 200 загрузки
Added more wild ruins variations
Overhauled the Conduit Ruin from the ground up, making it now an underwater archaeological sites
Heavy nerfed the bookshelves and loot tables for chests
Updated Undead Crypts by adding mobs and removing the candles around the spawner
01.10.2023 · 1 095 загрузки
Added more wild ruins variations
Overhauled the Conduit Ruin from the ground up, making it now an underwater archaeological sites
Heavy nerfed the bookshelves and loot tables for chests
Updated Undead Crypts by adding mobs and removing the candles around the spawner
01.10.2023 · 1 090 загрузки
Added more wild ruins variations
Overhauled the Conduit Ruin from the ground up, making it now an underwater archaeological sites
Heavy nerfed the bookshelves and loot tables for chests
Updated Undead Crypts by adding mobs and removing the candles around the spawner
17.07.2023 · 34 885 загрузки
Fixed the foundation issue with Illager manors
Added stairs for the Illager manors different levels
Fixed Illager manors rooms not spawning Illager
Removed house part spawned Illager manor
Removed Stronghold town for performance reasons
Reduced Stronghold size for performance reasons
Reduced Nether Keep generation rate
17.07.2023 · 9 269 загрузки
Fixed the foundation issue with Illager manors
Added stairs for the Illager manors different levels
Fixed Illager manors rooms not spawning Illager
Removed house part spawned Illager manor
Removed Stronghold town for performance reasons
Reduced Stronghold size for performance reasons
Reduced Nether Keep generation rate
17.07.2023 · 7 043 загрузки
Fixed the foundation issue with Illager manors
Added stairs for the Illager manors different levels
Fixed Illager manors rooms not spawning Illager
Removed house part spawned Illager manor
Removed Stronghold town for performance reasons
Reduced Stronghold size for performance reasons
Reduced Nether Keep generation rate
14.06.2023 · 3 937 загрузки
Fixed and Updated Hamlet Lootchest
Fixed other lootchests
Reduced spawn overwrite for the Nether Keep
14.06.2023 · 8 856 загрузки
Fixed and Updated Hamlet Lootchest
Fixed other lootchests
Reduced spawn overwrite for the Nether Keep
14.06.2023 · 4 634 загрузки
Fixed and Updated Hamlet Lootchest
Fixed other lootchests
Reduced spawn overwrite for the Nether Keep
10.06.2023 · 550 загрузки
Fixed broken Stronghold basis loot table (apologies for that)
Changed Plots for ruined town to avoid the floating platform issue
10.06.2023 · 296 загрузки
Fixed broken Stronghold basis loot table (apologies for that)
Changed Plots for ruined town to avoid the floating platform issue
10.06.2023 · 561 загрузки
Fixed broken Stronghold basis loot table (apologies for that)
Changed Plots for ruined town to avoid the floating platform issue
07.06.2023 · 375 загрузки
DnT 2.1 changelog:
Updated Strongholds, illager manors and nether keeps mob rates
Fixed an bug with stronghold sewer not generating
Fixed an bug with the silverfish spawner placement
Added randomised bookshelves using chiseled bookshelves (some have enchanted books) for both the stronghold and illager manor
Added Swamp Village
Added Swamp Firewatch tower
Added Swamp Tavern
Added Jungle Village
Updated Jungle Firewatch tower
Added Jungle Tavern
Updated mangrove Firewatch tower
Updated Birch Firewatch tower
Added Cherry grove Firewatch tower
Added Cherry grove Tavern
Added Hamlet (piglin village/outpost)
Updated Jungle Ruins (they have now archelogy loot)
Updated Ancient City
-Added more rubble
-Added new big build
-Updated loot for the chests (adding trims, rebalance)
-Added gravel and Suspicious gravel to the rubble
-Added archelogy loot
-Added 3 new Alarm towers using the sculk amethyst combo
-Added an 3rd layer for the walls with an sculk amethyst network
Updated Ruined town/stronghold ruined town
-Added plots
-Updated the entire street system
-Added stage 5 house degration
-Updated rubble of ruined towns houses to be an mix of coarse dirt, gravel and suspicious gravel with archelogy loot
-Removed Zombie Spawns as only spawn
-Added Swamp as possible biome to generate in
Updated Desert tavern (camels)
Added Loot table for Wandering Trader (0-3 emeralds)
Added Loot table for Villagers (usualy crops or bread but an rare chance for emeralds if killed by player)
Updated Villager zombie Loot (switched the rare iron drop with an rare emerald drop)
Added Loot table for Piglin (same as zombie piglin but raw porkchop instead of rotten meat + 0-3 arrows)
Added Loot table for Piglin Brute (same as piglin but without the arrows)
Updated Witch Loot (somewhat rare chance for 0-2 emeralds)
Fixed an bug with witch hut lootchests (mangrove and swamp hut)
Added trims to several loot tables
and probably more things I forgot to write down
07.06.2023 · 168 загрузки
DnT 2.1 changelog:
Updated Strongholds, illager manors and nether keeps mob rates
Fixed an bug with stronghold sewer not generating
Fixed an bug with the silverfish spawner placement
Added randomised bookshelves using chiseled bookshelves (some have enchanted books) for both the stronghold and illager manor
Added Swamp Village
Added Swamp Firewatch tower
Added Swamp Tavern
Added Jungle Village
Updated Jungle Firewatch tower
Added Jungle Tavern
Updated mangrove Firewatch tower
Updated Birch Firewatch tower
Added Cherry grove Firewatch tower
Added Cherry grove Tavern
Added Hamlet (piglin village/outpost)
Updated Jungle Ruins (they have now archelogy loot)
Updated Ancient City
-Added more rubble
-Added new big build
-Updated loot for the chests (adding trims, rebalance)
-Added gravel and Suspicious gravel to the rubble
-Added archelogy loot
-Added 3 new Alarm towers using the sculk amethyst combo
-Added an 3rd layer for the walls with an sculk amethyst network
Updated Ruined town/stronghold ruined town
-Added plots
-Updated the entire street system
-Added stage 5 house degration
-Updated rubble of ruined towns houses to be an mix of coarse dirt, gravel and suspicious gravel with archelogy loot
-Removed Zombie Spawns as only spawn
-Added Swamp as possible biome to generate in
Updated Desert tavern (camels)
Added Loot table for Wandering Trader (0-3 emeralds)
Added Loot table for Villagers (usualy crops or bread but an rare chance for emeralds if killed by player)
Updated Villager zombie Loot (switched the rare iron drop with an rare emerald drop)
Added Loot table for Piglin (same as zombie piglin but raw porkchop instead of rotten meat + 0-3 arrows)
Added Loot table for Piglin Brute (same as piglin but without the arrows)
Updated Witch Loot (somewhat rare chance for 0-2 emeralds)
Fixed an bug with witch hut lootchests (mangrove and swamp hut)
Added trims to several loot tables
and probably more things I forgot to write down
07.06.2023 · 406 загрузки
DnT 2.1 changelog:
Updated Strongholds, illager manors and nether keeps mob rates
Fixed an bug with stronghold sewer not generating
Fixed an bug with the silverfish spawner placement
Added randomised bookshelves using chiseled bookshelves (some have enchanted books) for both the stronghold and illager manor
Added Swamp Village
Added Swamp Firewatch tower
Added Swamp Tavern
Added Jungle Village
Updated Jungle Firewatch tower
Added Jungle Tavern
Updated mangrove Firewatch tower
Updated Birch Firewatch tower
Added Cherry grove Firewatch tower
Added Cherry grove Tavern
Added Hamlet (piglin village/outpost)
Updated Jungle Ruins (they have now archelogy loot)
Updated Ancient City
-Added more rubble
-Added new big build
-Updated loot for the chests (adding trims, rebalance)
-Added gravel and Suspicious gravel to the rubble
-Added archelogy loot
-Added 3 new Alarm towers using the sculk amethyst combo
-Added an 3rd layer for the walls with an sculk amethyst network
Updated Ruined town/stronghold ruined town
-Added plots
-Updated the entire street system
-Added stage 5 house degration
-Updated rubble of ruined towns houses to be an mix of coarse dirt, gravel and suspicious gravel with archelogy loot
-Removed Zombie Spawns as only spawn
-Added Swamp as possible biome to generate in
Updated Desert tavern (camels)
Added Loot table for Wandering Trader (0-3 emeralds)
Added Loot table for Villagers (usualy crops or bread but an rare chance for emeralds if killed by player)
Updated Villager zombie Loot (switched the rare iron drop with an rare emerald drop)
Added Loot table for Piglin (same as zombie piglin but raw porkchop instead of rotten meat + 0-3 arrows)
Added Loot table for Piglin Brute (same as piglin but without the arrows)
Updated Witch Loot (somewhat rare chance for 0-2 emeralds)
Fixed an bug with witch hut lootchests (mangrove and swamp hut)
Added trims to several loot tables
and probably more things I forgot to write down
25.04.2023 · 344 433 загрузки
BD from Minecraft Ideas Academy ported the datapack to make it compatible with the previous 1.19 versions
25.04.2023 · 160 188 загрузки
BD from Minecraft Ideas Academy ported the datapack to make it compatible with the previous 1.19 versions
25.04.2023 · 7 410 загрузки
BD from Minecraft Ideas Academy ported the datapack to make it compatible with the previous 1.19 versions
25.04.2023 · 490 загрузки
Lowered mob rates for nether keep, illager manor and strongholds.
illager manors mobs got choped from ~300 to ~100
and strongholds from ~700 down to ~150
with the help of the mob template pools you can configure how many mobs there spawn now in the structure by lowering or raising the "void" rate, void are when there is no mob so lower number for more mobs and higher for less mobs.
this should help with both performance and customisation
25.04.2023 · 255 загрузки
Lowered mob rates for nether keep, illager manor and strongholds.
illager manors mobs got choped from ~300 to ~100
and strongholds from ~700 down to ~150
with the help of the mob template pools you can configure how many mobs there spawn now in the structure by lowering or raising the "void" rate, void are when there is no mob so lower number for more mobs and higher for less mobs.
this should help with both performance and customisation
25.04.2023 · 276 загрузки
Lowered mob rates for nether keep, illager manor and strongholds.
illager manors mobs got choped from ~300 to ~100
and strongholds from ~700 down to ~150
with the help of the mob template pools you can configure how many mobs there spawn now in the structure by lowering or raising the "void" rate, void are when there is no mob so lower number for more mobs and higher for less mobs.
this should help with both performance and customisation
20.04.2023 · 506 загрузки
Added:
Swamp Witch hut rework
-the Witch hut got a small rework adding an bed and an loot chest as well as an brewing stand but I also added 2 variations to the structure
Stronghold Rework
-the entire stronghold got an huge rework with multiple complexes for the structure like an library or jail like complex. it became way bigger too because of it
Stronghold Ruined Town
-this structure is an ruined town with an different town center. those 2 structures try to generate at the same position but oceans throw an wrench in this. you may have strongholds with no town on top of them as they have an ocean over them, happens when they generate in lush caves as example. same applies with surface towns and having no stronghold if the town spawns at an beach.
to note is that both Stronghold structures have naturally spawning endermites and raised enderman spawn rates. and that, because of the size of the structure, the Eye of ender needing a few seconds to locate the structure before it actually launches. mojank.
Nether Keep
-Originally intended as an rework of the nether fortress I found that not everyone was happy with it fully replacing all nether fortress are. so I made it 50/50. the way how a nether structure generates is already the system choosing an spot and throwing an dice to see if its an bastion remnant or nether fortress. I just added nether keep to that dice roll.
Illager Manor
-Originally intended as an rework of the Woodland mansion i found the same feedback with the Nether keep. and that is understandable in that case. the Tight corridors and small, but realistic space you walk through make evokers and its allays an hell of an structure. 50/50 again for an mansion or manor and Villager sell maps for both structures. meaning the woodland mansion map can lead to either.
danger is higher but loot is richer.
20.04.2023 · 1 333 загрузки
Added:
Swamp Witch hut rework
-the Witch hut got a small rework adding an bed and an loot chest as well as an brewing stand but I also added 2 variations to the structure
Stronghold Rework
-the entire stronghold got an huge rework with multiple complexes for the structure like an library or jail like complex. it became way bigger too because of it
Stronghold Ruined Town
-this structure is an ruined town with an different town center. those 2 structures try to generate at the same position but oceans throw an wrench in this. you may have strongholds with no town on top of them as they have an ocean over them, happens when they generate in lush caves as example. same applies with surface towns and having no stronghold if the town spawns at an beach.
to note is that both Stronghold structures have naturally spawning endermites and raised enderman spawn rates. and that, because of the size of the structure, the Eye of ender needing a few seconds to locate the structure before it actually launches. mojank.
Nether Keep
-Originally intended as an rework of the nether fortress I found that not everyone was happy with it fully replacing all nether fortress are. so I made it 50/50. the way how a nether structure generates is already the system choosing an spot and throwing an dice to see if its an bastion remnant or nether fortress. I just added nether keep to that dice roll.
Illager Manor
-Originally intended as an rework of the Woodland mansion i found the same feedback with the Nether keep. and that is understandable in that case. the Tight corridors and small, but realistic space you walk through make evokers and its allays an hell of an structure. 50/50 again for an mansion or manor and Villager sell maps for both structures. meaning the woodland mansion map can lead to either.
danger is higher but loot is richer.
18.01.2023 · 1 078 загрузки
no changelog here yet