## Dungeons and Taverns v5.2.0 ##
- Datadriven Trades allowed *some* changes to our special villager trade system
- Secret Library traders now roll instead the trade for the structure specific enchantments as a first roll, however this is random due to the nature of datadriven trades.
- Secret Librarian Trades now require an item from the structure to buy the book, usually a key or something of that nature to ensure you cant just easily skip interacting with the structure. you know who you are.
- HOWEVER due to the randomness of what trades are selected, Tavern Traders haven't been changed.
- Updated Creeping Crypts
- Creeping Crypts spawn now not anymore in Taigas but any forest biome
- Creeping Crypts have been made smaller to compensate for its commonness
- Illager Camps can now roll for Illager Barracks (66% roll for Pillager Outpost, 33% for Illager Barracks)
- Added New Structure: Illager Barracks
- Illager Barracks are a Bigger structure spawning in Plains biomes rarely
- Illager Barracks hold mainly chests with charts to illager, or illager aligned structures
- It prespawns illagers, meaning the illagers do not prespawn. However, prepare for unforeseen consequences
- Updated Bunkers
- Bunkers no longer can generate under sea level, this should help with ugly floating water worms inside the bunker
- Bunkers now have a new starting piece, placing itself always underground a few blocks to ensure it starts buried to prevent stone brick plateaus
- A new Structure Set has been added to ensure there is a Bunker above a stronghold, however depending on terrain, a bunker can fail to spawn
- Bunkers Graves got removed
- Bunkers got a new loottable mimicking the Stronghold Loottable, this means no more accidental eye trim
- Updated Bridge Remnant
- Bridge remnant can now spawn in a small and big size, the big size is the same as before
- Bridge remnants can now spawn in different lenghs at random.
- Shrine towers are more common
- Updated Enchantments:
- Waxed Wings has been fixed to be mutex with Unbreaking
- Wither Coating has been nerfed to deal only 6 total damage instead of 10, or only 3 hearts of damage instead of 5
- Updated some advancement names and fixed some not triggering correctly
- Updated Nametags to be replaced by Lapis Lazuli in ALL Loottables that had them
- Updated Saddles to be replaced by Leather in ALL Loottables that had them
- Updated Feature Placement in DnT structures due to the Random Patch changes. this may have caused some unforseen changes or not be 1:1 the same as before
## Dungeons and Taverns v5.2.0 ##
- Datadriven Trades allowed *some* changes to our special villager trade system
- Secret Library traders now roll instead the trade for the structure specific enchantments as a first roll, however this is random due to the nature of datadriven trades.
- Secret Librarian Trades now require an item from the structure to buy the book, usually a key or something of that nature to ensure you cant just easily skip interacting with the structure. you know who you are.
- HOWEVER due to the randomness of what trades are selected, Tavern Traders haven't been changed.
- Updated Creeping Crypts
- Creeping Crypts spawn now not anymore in Taigas but any forest biome
- Creeping Crypts have been made smaller to compensate for its commonness
- Illager Camps can now roll for Illager Barracks (66% roll for Pillager Outpost, 33% for Illager Barracks)
- Added New Structure: Illager Barracks
- Illager Barracks are a Bigger structure spawning in Plains biomes rarely
- Illager Barracks hold mainly chests with charts to illager, or illager aligned structures
- It prespawns illagers, meaning the illagers do not prespawn. However, prepare for unforeseen consequences
- Updated Bunkers
- Bunkers no longer can generate under sea level, this should help with ugly floating water worms inside the bunker
- Bunkers now have a new starting piece, placing itself always underground a few blocks to ensure it starts buried to prevent stone brick plateaus
- A new Structure Set has been added to ensure there is a Bunker above a stronghold, however depending on terrain, a bunker can fail to spawn
- Bunkers Graves got removed
- Bunkers got a new loottable mimicking the Stronghold Loottable, this means no more accidental eye trim
- Updated Bridge Remnant
- Bridge remnant can now spawn in a small and big size, the big size is the same as before
- Bridge remnants can now spawn in different lenghs at random.
- Shrine towers are more common
- Updated Enchantments:
- Waxed Wings has been fixed to be mutex with Unbreaking
- Wither Coating has been nerfed to deal only 6 total damage instead of 10, or only 3 hearts of damage instead of 5
- Updated some advancement names and fixed some not triggering correctly
- Updated Nametags to be replaced by Lapis Lazuli in ALL Loottables that had them
- Updated Saddles to be replaced by Leather in ALL Loottables that had them
- Updated Feature Placement in DnT structures due to the Random Patch changes. this may have caused some unforseen changes or not be 1:1 the same as before
## Dungeons and Taverns v5.2.0 ##
- Datadriven Trades allowed *some* changes to our special villager trade system
- Secret Library traders now roll instead the trade for the structure specific enchantments as a first roll, however this is random due to the nature of datadriven trades.
- Secret Librarian Trades now require an item from the structure to buy the book, usually a key or something of that nature to ensure you cant just easily skip interacting with the structure. you know who you are.
- HOWEVER due to the randomness of what trades are selected, Tavern Traders haven't been changed.
- Updated Creeping Crypts
- Creeping Crypts spawn now not anymore in Taigas but any forest biome
- Creeping Crypts have been made smaller to compensate for its commonness
- Illager Camps can now roll for Illager Barracks (66% roll for Pillager Outpost, 33% for Illager Barracks)
- Added New Structure: Illager Barracks
- Illager Barracks are a Bigger structure spawning in Plains biomes rarely
- Illager Barracks hold mainly chests with charts to illager, or illager aligned structures
- It prespawns illagers, meaning the illagers do not prespawn. However, prepare for unforeseen consequences
- Updated Bunkers
- Bunkers no longer can generate under sea level, this should help with ugly floating water worms inside the bunker
- Bunkers now have a new starting piece, placing itself always underground a few blocks to ensure it starts buried to prevent stone brick plateaus
- A new Structure Set has been added to ensure there is a Bunker above a stronghold, however depending on terrain, a bunker can fail to spawn
- Bunkers Graves got removed
- Bunkers got a new loottable mimicking the Stronghold Loottable, this means no more accidental eye trim
- Updated Bridge Remnant
- Bridge remnant can now spawn in a small and big size, the big size is the same as before
- Bridge remnants can now spawn in different lenghs at random.
- Shrine towers are more common
- Updated Enchantments:
- Waxed Wings has been fixed to be mutex with Unbreaking
- Wither Coating has been nerfed to deal only 6 total damage instead of 10, or only 3 hearts of damage instead of 5
- Updated some advancement names and fixed some not triggering correctly
- Updated Nametags to be replaced by Lapis Lazuli in ALL Loottables that had them
- Updated Saddles to be replaced by Leather in ALL Loottables that had them
- Updated Feature Placement in DnT structures due to the Random Patch changes. this may have caused some unforseen changes or not be 1:1 the same as before
## Dungeons and Taverns v5.2.0 ##
- Datadriven Trades allowed *some* changes to our special villager trade system
- Secret Library traders now roll instead the trade for the structure specific enchantments as a first roll, however this is random due to the nature of datadriven trades.
- Secret Librarian Trades now require an item from the structure to buy the book, usually a key or something of that nature to ensure you cant just easily skip interacting with the structure. you know who you are.
- HOWEVER due to the randomness of what trades are selected, Tavern Traders haven't been changed.
- Updated Creeping Crypts
- Creeping Crypts spawn now not anymore in Taigas but any forest biome
- Creeping Crypts have been made smaller to compensate for its commonness
- Illager Camps can now roll for Illager Barracks (66% roll for Pillager Outpost, 33% for Illager Barracks)
- Added New Structure: Illager Barracks
- Illager Barracks are a Bigger structure spawning in Plains biomes rarely
- Illager Barracks hold mainly chests with charts to illager, or illager aligned structures
- It prespawns illagers, meaning the illagers do not prespawn. However, prepare for unforeseen consequences
- Updated Bunkers
- Bunkers no longer can generate under sea level, this should help with ugly floating water worms inside the bunker
- Bunkers now have a new starting piece, placing itself always underground a few blocks to ensure it starts buried to prevent stone brick plateaus
- A new Structure Set has been added to ensure there is a Bunker above a stronghold, however depending on terrain, a bunker can fail to spawn
- Bunkers Graves got removed
- Bunkers got a new loottable mimicking the Stronghold Loottable, this means no more accidental eye trim
- Updated Bridge Remnant
- Bridge remnant can now spawn in a small and big size, the big size is the same as before
- Bridge remnants can now spawn in different lenghs at random.
- Shrine towers are more common
- Updated Enchantments:
- Waxed Wings has been fixed to be mutex with Unbreaking
- Wither Coating has been nerfed to deal only 6 total damage instead of 10, or only 3 hearts of damage instead of 5
- Updated some advancement names and fixed some not triggering correctly
- Updated Nametags to be replaced by Lapis Lazuli in ALL Loottables that had them
- Updated Saddles to be replaced by Leather in ALL Loottables that had them
- Updated Feature Placement in DnT structures due to the Random Patch changes. this may have caused some unforseen changes or not be 1:1 the same as before
- Added Spears to loot tables throughout the structures
- Added Spears to the equipment of some trial spawner structures
- Updated Ruined Town to have potentially a Zombie Horseman and/or a Skeleton Horseman
- Updated Conduit Ruins to have better adaptation to the terrain around itself
- Updated Conduit Ruins to be able to poke out of the water and its not as much buried in the ground anymore
- Added Nautilus Armour in the Conduit Ruin and Trident Trial Monument Loot Table
- Added Zautlius Jockeys to the Conduit ruin, Zautilus can also now naturally spawn there and drowned spawn rate is increased (only during the night due to how they spawn)
- Added Zautilus Jockey trial spawner to the Trident Trial Monument, Replacing the previous Drowned Swarm trail spawner + some prespawned Zautilus Jockeys
- Added Bogged Horsemen to the Toxic lair surface ruins
- Added a few mob spawn locations to the Toxic Lair Surface ruins
- Added Bogged Horsemen to the Witch Villa
- Added Hogrider to the Piglin Camp, Piglin Camp Colony and Piglin Outstation
- Added Netherite Spear Piglins to the Piglin Donjon
- Added Skeleton Horseman to the Nether Keep bridges and Sealing Hall Bridges
- Ruined the Bunker more
- Added Hamel Jockeys to the Desert Ruins
- Added mob spawn locations to the desert ruins outsides
- Added Parches and Husk with spears to the Desert ruins
- Added Stray Horseman to the Lone Citadel Bridges and Yards
- Gave the pale garden slim window furniture after the residences complained enough in the gamelog
- Fixed Log spam from Illager Camps
- Added Spears to loot tables throughout the structures
- Added Spears to the equipment of some trial spawner structures
- Updated Ruined Town to have potentially a Zombie Horseman and/or a Skeleton Horseman
- Updated Conduit Ruins to have better adaptation to the terrain around itself
- Updated Conduit Ruins to be able to poke out of the water and its not as much buried in the ground anymore
- Added Nautilus Armour in the Conduit Ruin and Trident Trial Monument Loot Table
- Added Zautlius Jockeys to the Conduit ruin, Zautilus can also now naturally spawn there and drowned spawn rate is increased (only during the night due to how they spawn)
- Added Zautilus Jockey trial spawner to the Trident Trial Monument, Replacing the previous Drowned Swarm trail spawner + some prespawned Zautilus Jockeys
- Added Bogged Horsemen to the Toxic lair surface ruins
- Added a few mob spawn locations to the Toxic Lair Surface ruins
- Added Bogged Horsemen to the Witch Villa
- Added Hogrider to the Piglin Camp, Piglin Camp Colony and Piglin Outstation
- Added Netherite Spear Piglins to the Piglin Donjon
- Added Skeleton Horseman to the Nether Keep bridges and Sealing Hall Bridges
- Ruined the Bunker more
- Added Hamel Jockeys to the Desert Ruins
- Added mob spawn locations to the desert ruins outsides
- Added Parches and Husk with spears to the Desert ruins
- Added Stray Horseman to the Lone Citadel Bridges and Yards
- Gave the pale garden slim window furniture after the residences complained enough in the gamelog
- Fixed Log spam from Illager Camps
- Added Spears to loot tables throughout the structures
- Added Spears to the equipment of some trial spawner structures
- Updated Ruined Town to have potentially a Zombie Horseman and/or a Skeleton Horseman
- Updated Conduit Ruins to have better adaptation to the terrain around itself
- Updated Conduit Ruins to be able to poke out of the water and its not as much buried in the ground anymore
- Added Nautilus Armour in the Conduit Ruin and Trident Trial Monument Loot Table
- Added Zautlius Jockeys to the Conduit ruin, Zautilus can also now naturally spawn there and drowned spawn rate is increased (only during the night due to how they spawn)
- Added Zautilus Jockey trial spawner to the Trident Trial Monument, Replacing the previous Drowned Swarm trail spawner + some prespawned Zautilus Jockeys
- Added Bogged Horsemen to the Toxic lair surface ruins
- Added a few mob spawn locations to the Toxic Lair Surface ruins
- Added Bogged Horsemen to the Witch Villa
- Added Hogrider to the Piglin Camp, Piglin Camp Colony and Piglin Outstation
- Added Netherite Spear Piglins to the Piglin Donjon
- Added Skeleton Horseman to the Nether Keep bridges and Sealing Hall Bridges
- Ruined the Bunker more
- Added Hamel Jockeys to the Desert Ruins
- Added mob spawn locations to the desert ruins outsides
- Added Parches and Husk with spears to the Desert ruins
- Added Stray Horseman to the Lone Citadel Bridges and Yards
- Gave the pale garden slim window furniture after the residences complained enough in the gamelog
- Fixed Log spam from Illager Camps
- Added Spears to loot tables throughout the structures
- Added Spears to the equipment of some trial spawner structures
- Updated Ruined Town to have potentially a Zombie Horseman and/or a Skeleton Horseman
- Updated Conduit Ruins to have better adaptation to the terrain around itself
- Updated Conduit Ruins to be able to poke out of the water and its not as much buried in the ground anymore
- Added Nautilus Armour in the Conduit Ruin and Trident Trial Monument Loot Table
- Added Zautlius Jockeys to the Conduit ruin, Zautilus can also now naturally spawn there and drowned spawn rate is increased (only during the night due to how they spawn)
- Added Zautilus Jockey trial spawner to the Trident Trial Monument, Replacing the previous Drowned Swarm trail spawner + some prespawned Zautilus Jockeys
- Added Bogged Horsemen to the Toxic lair surface ruins
- Added a few mob spawn locations to the Toxic Lair Surface ruins
- Added Bogged Horsemen to the Witch Villa
- Added Hogrider to the Piglin Camp, Piglin Camp Colony and Piglin Outstation
- Added Netherite Spear Piglins to the Piglin Donjon
- Added Skeleton Horseman to the Nether Keep bridges and Sealing Hall Bridges
- Ruined the Bunker more
- Added Hamel Jockeys to the Desert Ruins
- Added mob spawn locations to the desert ruins outsides
- Added Parches and Husk with spears to the Desert ruins
- Added Stray Horseman to the Lone Citadel Bridges and Yards
- Gave the pale garden slim window furniture after the residences complained enough in the gamelog
- Fixed Log spam from Illager Camps
- Fixed spruce tavern traders not giving a tavern chart
- Fixed Aerial's Bane not being offered by secret librarian trades in the Lone Citadel
- Fixed trial dungeon charts not being potentially offfered from Tavern Traders
- Updated Traditional Chinese translation by 雪碧
- Fixed spruce tavern traders not giving a tavern chart
- Fixed Aerial's Bane not being offered by secret librarian trades in the Lone Citadel
- Fixed trial dungeon charts not being potentially offfered from Tavern Traders
- Updated Traditional Chinese translation by 雪碧
- Fixed spruce tavern traders not giving a tavern chart
- Fixed Aerial's Bane not being offered by secret librarian trades in the Lone Citadel
- Fixed trial dungeon charts not being potentially offfered from Tavern Traders
- Updated Traditional Chinese translation by 雪碧
- Fixed spruce tavern traders not giving a tavern chart
- Fixed Aerial's Bane not being offered by secret librarian trades in the Lone Citadel
- Fixed trial dungeon charts not being potentially offfered from Tavern Traders
- Updated Traditional Chinese translation by 雪碧
- Added new secret librarian trade for Soul Speed from a Piglin Donjon.
- Added Wind Burst as a possible offer from the Lone Citadel secret librarian.
- Added a secret librarian trade in the Ancient City to receive Swift Sneak. Unlike others, this requires the DnT Ancient City Overhaul datapack, hinted by it's new advancement added.
- Added new advancement for causing a Netherite wearing Piglin in the Donjon to rethink their life choices. (Hint: Gold)
- Added a hidden advancement for if the player ever encounters a non-Survival enchant. Said advancement details all about these non-Survival enchantments.
- Photosynthesis enchant is no longer compatible with Infinity, but the enchantment now activates in any light level of 9 or higher (same as crop growth). This includes block light.
- Antidote now prevents damage from the Wither effect, and this will drain the armor's durability over time. This is on top of it's effect involving Poison.
- Ghasted is now properly mutex with Aerial's Bane and Might. Neither of these enchants actually worked with Ghasted, but the mutex now makes that clear.
- Added Traditional Chinese translation by 雪碧
- Updated Italian translation by Opliz
- Updated Simplified Chinese translation by SasakiAkari
- Finally fixed a long standing bug where the tavern trader / secret librarian you traded with sometimes wouldn't receive their extra trades.
- Fixed missing translation string in en_us file involving Charts unfolding in the wrong dimension.
- Fixed a bug that would potentially cause enchanted books with certain non-survival Enchants to be applicable together.
- Fixed a bug causing the Wither Coated enchantment to pass it's effects onto offhanded projectiles.
- Fixed the Toxic Lair loot table potentially giving impossibly enchanted items
- Fixed a missing appearance of Aerial's Bane in some Lone Citadel loot tables
- Added new secret librarian trade for Soul Speed from a Piglin Donjon.
- Added Wind Burst as a possible offer from the Lone Citadel secret librarian.
- Added a secret librarian trade in the Ancient City to receive Swift Sneak. Unlike others, this requires the DnT Ancient City Overhaul datapack, hinted by it's new advancement added.
- Added new advancement for causing a Netherite wearing Piglin in the Donjon to rethink their life choices. (Hint: Gold)
- Added a hidden advancement for if the player ever encounters a non-Survival enchant. Said advancement details all about these non-Survival enchantments.
- Photosynthesis enchant is no longer compatible with Infinity, but the enchantment now activates in any light level of 9 or higher (same as crop growth). This includes block light.
- Antidote now prevents damage from the Wither effect, and this will drain the armor's durability over time. This is on top of it's effect involving Poison.
- Ghasted is now properly mutex with Aerial's Bane and Might. Neither of these enchants actually worked with Ghasted, but the mutex now makes that clear.
- Added Traditional Chinese translation by 雪碧
- Updated Italian translation by Opliz
- Updated Simplified Chinese translation by SasakiAkari
- Finally fixed a long standing bug where the tavern trader / secret librarian you traded with sometimes wouldn't receive their extra trades.
- Fixed missing translation string in en_us file involving Charts unfolding in the wrong dimension.
- Fixed a bug that would potentially cause enchanted books with certain non-survival Enchants to be applicable together.
- Fixed a bug causing the Wither Coated enchantment to pass it's effects onto offhanded projectiles.
- Fixed the Toxic Lair loot table potentially giving impossibly enchanted items
- Fixed a missing appearance of Aerial's Bane in some Lone Citadel loot tables
- Added new secret librarian trade for Soul Speed from a Piglin Donjon.
- Added Wind Burst as a possible offer from the Lone Citadel secret librarian.
- Added a secret librarian trade in the Ancient City to receive Swift Sneak. Unlike others, this requires the DnT Ancient City Overhaul datapack, hinted by it's new advancement added.
- Added new advancement for causing a Netherite wearing Piglin in the Donjon to rethink their life choices. (Hint: Gold)
- Added a hidden advancement for if the player ever encounters a non-Survival enchant. Said advancement details all about these non-Survival enchantments.
- Photosynthesis enchant is no longer compatible with Infinity, but the enchantment now activates in any light level of 9 or higher (same as crop growth). This includes block light.
- Antidote now prevents damage from the Wither effect, and this will drain the armor's durability over time. This is on top of it's effect involving Poison.
- Ghasted is now properly mutex with Aerial's Bane and Might. Neither of these enchants actually worked with Ghasted, but the mutex now makes that clear.
- Added Traditional Chinese translation by 雪碧
- Updated Italian translation by Opliz
- Updated Simplified Chinese translation by SasakiAkari
- Finally fixed a long standing bug where the tavern trader / secret librarian you traded with sometimes wouldn't receive their extra trades.
- Fixed missing translation string in en_us file involving Charts unfolding in the wrong dimension.
- Fixed a bug that would potentially cause enchanted books with certain non-survival Enchants to be applicable together.
- Fixed a bug causing the Wither Coated enchantment to pass it's effects onto offhanded projectiles.
- Fixed the Toxic Lair loot table potentially giving impossibly enchanted items
- Fixed a missing appearance of Aerial's Bane in some Lone Citadel loot tables
- Added new secret librarian trade for Soul Speed from a Piglin Donjon.
- Added Wind Burst as a possible offer from the Lone Citadel secret librarian.
- Added a secret librarian trade in the Ancient City to receive Swift Sneak. Unlike others, this requires the DnT Ancient City Overhaul datapack, hinted by it's new advancement added.
- Added new advancement for causing a Netherite wearing Piglin in the Donjon to rethink their life choices. (Hint: Gold)
- Added a hidden advancement for if the player ever encounters a non-Survival enchant. Said advancement details all about these non-Survival enchantments.
- Photosynthesis enchant is no longer compatible with Infinity, but the enchantment now activates in any light level of 9 or higher (same as crop growth). This includes block light.
- Antidote now prevents damage from the Wither effect, and this will drain the armor's durability over time. This is on top of it's effect involving Poison.
- Ghasted is now properly mutex with Aerial's Bane and Might. Neither of these enchants actually worked with Ghasted, but the mutex now makes that clear.
- Added Traditional Chinese translation by 雪碧
- Updated Italian translation by Opliz
- Updated Simplified Chinese translation by SasakiAkari
- Finally fixed a long standing bug where the tavern trader / secret librarian you traded with sometimes wouldn't receive their extra trades.
- Fixed missing translation string in en_us file involving Charts unfolding in the wrong dimension.
- Fixed a bug that would potentially cause enchanted books with certain non-survival Enchants to be applicable together.
- Fixed a bug causing the Wither Coated enchantment to pass it's effects onto offhanded projectiles.
- Fixed the Toxic Lair loot table potentially giving impossibly enchanted items
- Fixed a missing appearance of Aerial's Bane in some Lone Citadel loot tables
## DnT v5.0.2 ##
- Made Tavern Cartographer HUNGRY again (wont work on existing cartographer, here is a command to fix it: `/data merge entity (facing villager that needs to be fixed) {CanPickUpLoot:1b}` )
- Made Illager Manors way more rare since they dont share the structure set with Woodland Mansions again
- Shrines cant branch off again, could lead to v5 shrines with only 4 rooms but thats better than 15 rooms :)
- Copper is finally conductive :)
- Following enchants now work on Tridents:
- Wither Coated
- Illagers Bane
- Spitefull
## DnT v5.0.2 ##
- Made Tavern Cartographer HUNGRY again (wont work on existing cartographer, here is a command to fix it: `/data merge entity (facing villager that needs to be fixed) {CanPickUpLoot:1b}` )
- Made Illager Manors way more rare since they dont share the structure set with Woodland Mansions again
- Shrines cant branch off again, could lead to v5 shrines with only 4 rooms but thats better than 15 rooms :)
- Copper is finally conductive :)
- Following enchants now work on Tridents:
- Wither Coated
- Illagers Bane
- Spitefull
## DnT v5.0.2 ##
- Made Tavern Cartographer HUNGRY again (wont work on existing cartographer, here is a command to fix it: `/data merge entity (facing villager that needs to be fixed) {CanPickUpLoot:1b}` )
- Made Illager Manors way more rare since they dont share the structure set with Woodland Mansions again
- Shrines cant branch off again, could lead to v5 shrines with only 4 rooms but thats better than 15 rooms :)
- Copper is finally conductive :)
- Following enchants now work on Tridents:
- Wither Coated
- Illagers Bane
- Spitefull
## DnT v5.0.2 ##
- Made Tavern Cartographer HUNGRY again (wont work on existing cartographer, here is a command to fix it: `/data merge entity (facing villager that needs to be fixed) {CanPickUpLoot:1b}` )
- Made Illager Manors way more rare since they dont share the structure set with Woodland Mansions again
- Shrines cant branch off again, could lead to v5 shrines with only 4 rooms but thats better than 15 rooms :)
- Copper is finally conductive :)
- Following enchants now work on Tridents:
- Wither Coated
- Illagers Bane
- Spitefull
- Harnesses now maintain properties such as renaming and custom enchantments when redyed on the crafting table.
- Removed an erroneous function in the Lone Citadel’s boss vault loot table that was causing illegally enchanted Crossbows
- Updated Vietnamese translation by Kyo
- Updated German translation by Reispfannenfresser
- Fixed Mangrove Witchhut Chart not working
- Updated Nether Keep Loot Tables to be more in line with the rest of the Nether Skeleton Structures
- Harnesses now maintain properties such as renaming and custom enchantments when redyed on the crafting table.
- Removed an erroneous function in the Lone Citadel’s boss vault loot table that was causing illegally enchanted Crossbows
- Updated Vietnamese translation by Kyo
- Updated German translation by Reispfannenfresser
- Fixed Mangrove Witchhut Chart not working
- Updated Nether Keep Loot Tables to be more in line with the rest of the Nether Skeleton Structures
- Harnesses now maintain properties such as renaming and custom enchantments when redyed on the crafting table.
- Removed an erroneous function in the Lone Citadel’s boss vault loot table that was causing illegally enchanted Crossbows
- Updated Vietnamese translation by Kyo
- Updated German translation by Reispfannenfresser
- Fixed Mangrove Witchhut Chart not working
- Updated Nether Keep Loot Tables to be more in line with the rest of the Nether Skeleton Structures
- Harnesses now maintain properties such as renaming and custom enchantments when redyed on the crafting table.
- Removed an erroneous function in the Lone Citadel’s boss vault loot table that was causing illegally enchanted Crossbows
- Updated Vietnamese translation by Kyo
- Updated German translation by Reispfannenfresser
- Fixed Mangrove Witchhut Chart not working
- Updated Nether Keep Loot Tables to be more in line with the rest of the Nether Skeleton Structures
### Charts: ###
- Exploration Maps in all DnT loot tables as well as Taverns have been replaced with Charts, a new Unique DnT item added through Datapack magic made by @miziragamezandstuff, @whitylee and @konci. Wouldnt be possible without them :)
- Charts are a consumable item that generate an Exploration map to the closest structure of the chart type you carry.
- This means that you could buy 4 Ancient City Charts of the Tavern Trader and use 2 of them where you buy them, they would lead to the same Ancient City closest to you
- Used Elsewhere, those Charts would then lead to the closest Ancient Cities from your curent position.
- This makes Taverns Reusable for new structures of a type and wont cause cases where you find a tavern and it gives you an exploration map to a structure you where already at.
### Sealing Hall Structure: ###
- New, Fortress Adjacent Nether Structure
- Chart for it can be found in the Nether Keep
- Represents the ending of the Nether Fort Structure Road
- Adds 1 new Miniboss: the Ancient Ghast
- Has 300 HP
- Fireballs deal 10 Damage/ 5 :heart: Damage to it
- Spawns every 20 Seconds 1 Mini Ghast Minion (only up to 7 total)
- Drops 7 Dry ghast
- Only Spawned when the Boss Trial Spawner is Ominous
- Ghast Minions have only 10 HP and die together with the Miniboss
- Every Trial Spawner mob has Iron/gold armour by default
- Every Trial Spawner mob has Diamond/Netherite armour when ominous
- Excluding obvious cases like blazes/magma cubes/ghast
- Ghast Trial Spawner apear here.
- Those ghast are only half their normal size to fit better in the structure (if Minecraft Dungeons can do that, so can I.)
- When Ominous, those Ghast have a Flying Speed Attribute of 0.1 (default is 0.06)
- Added 3 new Keys: Sealing Keys, Ominous Sealing Keys, Boss Sealing Keys
- Sealing Keys are for normal vaults
- Ominous Sealing Keys are for ominous vaults
- Boss Sealing Keys are for ominous vaults ontop of the small obsidian/crying obsidian shrines. there are only 3 per structure.
- Can Obtain Enchanted Netherite gear
- Those vaults give out all possible DnT Nether Enchantments as well as the New Unique enchantments found in the Sealing Halls
## Villager Librarian with DnT Enchantments Changes ##
- Instead of finding Zombefied Librarians at structures, you now have to bring a librarian to the structure, and level them up from novice to aprentice level to unlock the trade. this works with any villager but only at that specific structure
- As example, if you want a librarian to sell Ghasted, you have to bring them to the sealing halls and level them up there.
## New Enchantments ##
### Hydro veil Enchantment: ###
- New Enchanted for the Ghast Harness
- Found in Nether Keep, Sealing Halls
- Affects: Happy Ghast :)
- 4 levels
- Reduces fire and explosion damage by 20/40/60/80%
- Negates burning
- Negates explosion knockback
- Outside the Nether, heals half a heart every 4/3/2/1 second(s)
- Always heals half a heart every second instead of just during rain or at cloud level
### Swift Soar Enchantment: ###
- New Enchanted for the Ghast Harness
- Found in Nether Port, Nether Keep, Sealing Halls
- Affects: Happy Ghast :)
- Allows Happy Ghast to Sprint
- 3 Levels, boosts Happy Ghast Speed by 20%/35%/50% when sprinting
### Aerials Bane Enchantment: ###
- New Enchantment for any Tool/Weapon/Ranged Weapon
- Found in Sealing Halls, End Castle, Lone Citadel
- Mutex with: Any other damage buff enchantment (Power/Might/Sharpness/Bane of XYZ)
- Affects: any mob that is mid air, this includes by knockback or airburst or falling or flying. if you think it will work, it works.
- Deals +2 (+2 damage per level)
- Max level: 5
## Updated: ##
### Taverns: ###
- Added Back the Tavern Quest chest with 2 random charts of the common and rare type
- Removed Tavern Trader Prespawn
- Spawns now instead a normal Villager
- Upon Trading with any Cateographer ONCE while **inside the Tavern Structure**, this Cateographer **becomes** now the **Tavern Trader**
- Charts arent Unlocked with just trading once but by leveling them up:
- Trades for other tavern charts are unlocked at Apprentice
- Trades for Common Structure Charts are unlocked at Journeyman
- Trades for Rare Structure Charts are unlocked at Expert
- Trades for Epic Structure Charts are unlocked at Master
### Common Structure Chart Trades: ###
- All Taverns:
- Acacia Taverns give Desert Tavern Charts
- Desert Taverns give Snowy Tavern Charts
- Snowy Taverns give Spruce Tavern Charts
- Spruce Taverns give Oak Tavern Charts
- Oak Taverns give Acacia Tavern Charts
- Jungle Taverns give Birch Tavern Charts
- Birch Taverns give Cherry Tavern Charts
- Cherry Taverns give Jungle Tavern Charts
- Pale Taverns give Dark Oak Tavern Charts
- Dark Oak Taverns give Swamp Tavern Charts
- Swamp Taverns give Mangrove Tavern Charts
- Mangrove Taverns give Pale Tavern Charts
- Acacia Taverns give Desert Tavern Charts
## Uncommon Structure Chart Trades: ##
- Stray Outlook
- Ruin Town
- Trail Ruins
- Ocean Ruins
- Shrine Towers
- Catacombs
- Cave Chamber Colony
- Village Birch
- Village Jungle
- Village Swamp
- Conduit Ruin
- Mangrove Witch Hut
- Trial Dungeon
## Rare Structure Chart Trades: ##
- Undead Crypt
- Stray Fort
- Pale Residence
- Jungle Ruins
- Creeping Crypt
- Witch Villa
- Desert Ruins
## Epic Structure Trades: ##
- Illager Manor
- Illager Hideout
- Lone Citadel
- Toxic Lair
- Ancient City
- Trident Trial Monument
### Trident Trial Monument: ###
- Updated Loot Tables entirely to have loot that sucks less
- Mini Monument Arenas have now a greater chance to give out Nautilus shells
- Drowned Swarm Trial Spawner has now a greater chance to give out heart of the Sea
### Nether Keep: ###
- Updated Top arenas Vault to always give out a Sealing Halls chart
- Fixed missing chain.
- Removed Ghasted from the loot pool
- Added Swift Soar and Hydro veil Enchantments
### Nether Port: ###
- Majorly Overhauled Nether ports
- Refurnished the Crimson Planks parts to be proper
Fortress Adjacent looking with nether bricks n blackstone and everything :)
- Blaze Trial Spawner can now spawn here giving out:
- Added Nether Port keys
- Added Vaults that take only Nether Port keys
- Nether Port keys can give out charts for the Nether Keep
- Removed Wither Coated from loot tables
- Added Swift Soar Enchantment instead
### Nether Skeleton Towers / Camps: ###
- Removed Skeleton Camps
- Always spawns on lava level now
- The tower is guranteed to be a tall tower and can have at least 1 bridge
- Every Bridge has now the potential to spawn another tower, which too can branch of
- The main tower has a chart for the Nether Port
- The smaller towers can have a chart for the Nether Port or for charts of the other Nether Tower types
- Fort type Nether Towers have a different alignment than the other towers and rarely spawn the smaller towers, but can spawn blaze spawner
### Piglin Hamlet: ###
- Majorly Overhauled the Piglin Hamlet
- Always spawns on lava level now (more or less)
- Added the Piglin Outstations old Bridges to it
- Updated the loot tables to be a little bit richer
- Corner Pieces got a slight change
- Hamlet now has an entire underground part with piglin apartments, shops, vault rooms, stables etc.
- Vaults require now Hamlet Keys instead of Piglin Outstation Keys
- Vaults now give out charts for only the Piglin Outstation
- Every Piglin now has a chance to drop Hamlet keys:
- Brute: 60%
- Piglin: 5%
### Piglin Outstation: ###
- Majorly Overhauled the Piglin Outstation
- Always spawns on lava level now
- Removed the Bridges
- Piglin Outstation now resembles Horde of the Bastion piglin base from Minecraft Legends
- Netherrack island contains Piglin Mines with a 10% of every netherrack being nether gold ore
- Rebalanced Loottables to be more rich.
- Towers Spawn Blazes now (those blazes can only drop firecharges and do not respawn)
- Piglin Outstation does not anymore spawn piglins as a Spawn overwrite (thats how pillager outpost spawn pillager) but instead as Prespawns (thats how Mansions spawn illager.)
- Every Piglin now has a chance to drop Piglin Outstation keys:
- Brute: 60%
- Piglin: 5%
### Piglin Donjon: ###
- Added back the piglins with armour
- Added Netherite with snout gold trim Piglins
- Every Piglin now has a chance to drop Donjon keys:
- Brute: 60%
- Piglin: 5%
- Netherite Piglins: 30%
### Lone Citadel: ###
- Aerials Bane can now be found here
- Updated Tower top Miniboss arena
- It is now an Ice platform with stairs reaching towards the 4 balconys upstairs with the Stray Trial Spawner
- Miniboss Arena is now entered from the 4 corner rooms in the entry room
- Entry room has been updated with 1 breeze and 2 stray trial spawner, as well as changed position of the ominous vaults and added way more vaults here.
- Added Leather Boots to the base equipment of all Trial Spawner mobs (even the breezes, though you wont see those)
- Removed Flame from the Lone Citadel Equipment Enchantments
### Toxic Lair: ###
- Updated block palete of the toxic lair, andesite is granite now
- Bookshelves can now carry "random" loot, including enchanted books
- Those enchanted books are the antidote enchantment and the enchantments from the swamp villager librarian trade overhaul experimental setting
- Updated some rooms to use copper bars now
- Updated Toxic lair to mainly use Copper Fire Torches
- Added Slime Trial spawners back! (finally fixed those buggers.)
- Added Slime Miniboss in the Dropper room
- Majorly overhauled the Dropper room to have now decoration, pillars, etc.
- Updated in the underground sector the spruce wood to be mangrove wood now
- Added Shelves with random loot for potion brewing as well as some potions
- Updated Spider Miniboss arena with copper bars and trapdoors. shouldt crawl to the ceeling now and just suffecate the bogged and hide there~
- Added Copper golems and Copper chest inside to take your unnecisary items.
### Illager Manor: ###
- Updated the static part of the structure (thats the part that generates around the garden) to have 4 more 2x2 unit room slots
- this means basically that each illager manor has now 8 guranteed big room slots instead of just 4
### Combat Shrines: ###
- Split Shrines tier 1-5 into 2 type of shrines:
- Biome Shrines, those are the shrines you know and love already
- Combat shrines, indicated by a copper door, they use tier 6 shrine rooms in a more clean state
- Combat shrines have only 1 mob type per class (melee, ranged, swarm, special)
- Combat shrines 1-5, unlike tier 6, are unable to spawn endermite, trial blaze and magma slimes trial spawners, those are still only apearing in combat shrine tier 6
- Added Copper golems and Copper chest inside to take your unnecisary items.
### Stray Outlook: ###
- Removed wild trim
- Added Stray Fort Charts
### Stray Fort: ###
- Removed Might enchantment, was a bug
### Desert Ruins: ###
- Each house has now 3 different stages of decay, causing the desert ruins to actually be... ruined.
### Cave Huts: ###
- Added 4 new center pieces, causing the structure to have more variety in shape
- can now have 1-8 rooms instead of the previous 4-8
### Trial Dungeons: ###
- Added 4 new center pieces, causing the structure to have more variety in shape
- can now have 1-8 trial spawner rooms instead of the previous 4-8
### Might Enchant: ###
- On pair with Vanillas Power Enchantment now (still only for the crossbow)
### Ghasted Enchant: ###
- Can only be found in the Sealing Halls now
- Overhauled how it works from the ground
- Shoots an actual ghast fireball now with the same explosion power
- Ghasted 2 and 3 increase explosion power
- Increased Reload Speed per level
## Advancements ##
- Reworked Advancements quite a lot of advancements, and added some new ones.
- Advancements for Trading the unique DnT Enchantment with the Librarians if you brought them to the structures and leveld them up
- Finding Desert Ruins
- Finding Jungle Ruins
- Finding either a Piglin Camp or Piglin Camp Colony
- Leveling up a QUest Trader to Master and then receiving an epic Structure Chart from them
- Using the Sealing Boss Key on the Boss Vault in the Sealing Halls
### Charts: ###
- Exploration Maps in all DnT loot tables as well as Taverns have been replaced with Charts, a new Unique DnT item added through Datapack magic made by @miziragamezandstuff, @whitylee and @konci. Wouldnt be possible without them :)
- Charts are a consumable item that generate an Exploration map to the closest structure of the chart type you carry.
- This means that you could buy 4 Ancient City Charts of the Tavern Trader and use 2 of them where you buy them, they would lead to the same Ancient City closest to you
- Used Elsewhere, those Charts would then lead to the closest Ancient Cities from your curent position.
- This makes Taverns Reusable for new structures of a type and wont cause cases where you find a tavern and it gives you an exploration map to a structure you where already at.
### Sealing Hall Structure: ###
- New, Fortress Adjacent Nether Structure
- Chart for it can be found in the Nether Keep
- Represents the ending of the Nether Fort Structure Road
- Adds 1 new Miniboss: the Ancient Ghast
- Has 300 HP
- Fireballs deal 10 Damage/ 5 :heart: Damage to it
- Spawns every 20 Seconds 1 Mini Ghast Minion (only up to 7 total)
- Drops 7 Dry ghast
- Only Spawned when the Boss Trial Spawner is Ominous
- Ghast Minions have only 10 HP and die together with the Miniboss
- Every Trial Spawner mob has Iron/gold armour by default
- Every Trial Spawner mob has Diamond/Netherite armour when ominous
- Excluding obvious cases like blazes/magma cubes/ghast
- Ghast Trial Spawner apear here.
- Those ghast are only half their normal size to fit better in the structure (if Minecraft Dungeons can do that, so can I.)
- When Ominous, those Ghast have a Flying Speed Attribute of 0.1 (default is 0.06)
- Added 3 new Keys: Sealing Keys, Ominous Sealing Keys, Boss Sealing Keys
- Sealing Keys are for normal vaults
- Ominous Sealing Keys are for ominous vaults
- Boss Sealing Keys are for ominous vaults ontop of the small obsidian/crying obsidian shrines. there are only 3 per structure.
- Can Obtain Enchanted Netherite gear
- Those vaults give out all possible DnT Nether Enchantments as well as the New Unique enchantments found in the Sealing Halls
## Villager Librarian with DnT Enchantments Changes ##
- Instead of finding Zombefied Librarians at structures, you now have to bring a librarian to the structure, and level them up from novice to aprentice level to unlock the trade. this works with any villager but only at that specific structure
- As example, if you want a librarian to sell Ghasted, you have to bring them to the sealing halls and level them up there.
## New Enchantments ##
### Hydro veil Enchantment: ###
- New Enchanted for the Ghast Harness
- Found in Nether Keep, Sealing Halls
- Affects: Happy Ghast :)
- 4 levels
- Reduces fire and explosion damage by 20/40/60/80%
- Negates burning
- Negates explosion knockback
- Outside the Nether, heals half a heart every 4/3/2/1 second(s)
- Always heals half a heart every second instead of just during rain or at cloud level
### Swift Soar Enchantment: ###
- New Enchanted for the Ghast Harness
- Found in Nether Port, Nether Keep, Sealing Halls
- Affects: Happy Ghast :)
- Allows Happy Ghast to Sprint
- 3 Levels, boosts Happy Ghast Speed by 20%/35%/50% when sprinting
### Aerials Bane Enchantment: ###
- New Enchantment for any Tool/Weapon/Ranged Weapon
- Found in Sealing Halls, End Castle, Lone Citadel
- Mutex with: Any other damage buff enchantment (Power/Might/Sharpness/Bane of XYZ)
- Affects: any mob that is mid air, this includes by knockback or airburst or falling or flying. if you think it will work, it works.
- Deals +2 (+2 damage per level)
- Max level: 5
## Updated: ##
### Taverns: ###
- Added Back the Tavern Quest chest with 2 random charts of the common and rare type
- Removed Tavern Trader Prespawn
- Spawns now instead a normal Villager
- Upon Trading with any Cateographer ONCE while **inside the Tavern Structure**, this Cateographer **becomes** now the **Tavern Trader**
- Charts arent Unlocked with just trading once but by leveling them up:
- Trades for other tavern charts are unlocked at Apprentice
- Trades for Common Structure Charts are unlocked at Journeyman
- Trades for Rare Structure Charts are unlocked at Expert
- Trades for Epic Structure Charts are unlocked at Master
### Common Structure Chart Trades: ###
- All Taverns:
- Acacia Taverns give Desert Tavern Charts
- Desert Taverns give Snowy Tavern Charts
- Snowy Taverns give Spruce Tavern Charts
- Spruce Taverns give Oak Tavern Charts
- Oak Taverns give Acacia Tavern Charts
- Jungle Taverns give Birch Tavern Charts
- Birch Taverns give Cherry Tavern Charts
- Cherry Taverns give Jungle Tavern Charts
- Pale Taverns give Dark Oak Tavern Charts
- Dark Oak Taverns give Swamp Tavern Charts
- Swamp Taverns give Mangrove Tavern Charts
- Mangrove Taverns give Pale Tavern Charts
- Acacia Taverns give Desert Tavern Charts
## Uncommon Structure Chart Trades: ##
- Stray Outlook
- Ruin Town
- Trail Ruins
- Ocean Ruins
- Shrine Towers
- Catacombs
- Cave Chamber Colony
- Village Birch
- Village Jungle
- Village Swamp
- Conduit Ruin
- Mangrove Witch Hut
- Trial Dungeon
## Rare Structure Chart Trades: ##
- Undead Crypt
- Stray Fort
- Pale Residence
- Jungle Ruins
- Creeping Crypt
- Witch Villa
- Desert Ruins
## Epic Structure Trades: ##
- Illager Manor
- Illager Hideout
- Lone Citadel
- Toxic Lair
- Ancient City
- Trident Trial Monument
### Trident Trial Monument: ###
- Updated Loot Tables entirely to have loot that sucks less
- Mini Monument Arenas have now a greater chance to give out Nautilus shells
- Drowned Swarm Trial Spawner has now a greater chance to give out heart of the Sea
### Nether Keep: ###
- Updated Top arenas Vault to always give out a Sealing Halls chart
- Fixed missing chain.
- Removed Ghasted from the loot pool
- Added Swift Soar and Hydro veil Enchantments
### Nether Port: ###
- Majorly Overhauled Nether ports
- Refurnished the Crimson Planks parts to be proper
Fortress Adjacent looking with nether bricks n blackstone and everything :)
- Blaze Trial Spawner can now spawn here giving out:
- Added Nether Port keys
- Added Vaults that take only Nether Port keys
- Nether Port keys can give out charts for the Nether Keep
- Removed Wither Coated from loot tables
- Added Swift Soar Enchantment instead
### Nether Skeleton Towers / Camps: ###
- Removed Skeleton Camps
- Always spawns on lava level now
- The tower is guranteed to be a tall tower and can have at least 1 bridge
- Every Bridge has now the potential to spawn another tower, which too can branch of
- The main tower has a chart for the Nether Port
- The smaller towers can have a chart for the Nether Port or for charts of the other Nether Tower types
- Fort type Nether Towers have a different alignment than the other towers and rarely spawn the smaller towers, but can spawn blaze spawner
### Piglin Hamlet: ###
- Majorly Overhauled the Piglin Hamlet
- Always spawns on lava level now (more or less)
- Added the Piglin Outstations old Bridges to it
- Updated the loot tables to be a little bit richer
- Corner Pieces got a slight change
- Hamlet now has an entire underground part with piglin apartments, shops, vault rooms, stables etc.
- Vaults require now Hamlet Keys instead of Piglin Outstation Keys
- Vaults now give out charts for only the Piglin Outstation
- Every Piglin now has a chance to drop Hamlet keys:
- Brute: 60%
- Piglin: 5%
### Piglin Outstation: ###
- Majorly Overhauled the Piglin Outstation
- Always spawns on lava level now
- Removed the Bridges
- Piglin Outstation now resembles Horde of the Bastion piglin base from Minecraft Legends
- Netherrack island contains Piglin Mines with a 10% of every netherrack being nether gold ore
- Rebalanced Loottables to be more rich.
- Towers Spawn Blazes now (those blazes can only drop firecharges and do not respawn)
- Piglin Outstation does not anymore spawn piglins as a Spawn overwrite (thats how pillager outpost spawn pillager) but instead as Prespawns (thats how Mansions spawn illager.)
- Every Piglin now has a chance to drop Piglin Outstation keys:
- Brute: 60%
- Piglin: 5%
### Piglin Donjon: ###
- Added back the piglins with armour
- Added Netherite with snout gold trim Piglins
- Every Piglin now has a chance to drop Donjon keys:
- Brute: 60%
- Piglin: 5%
- Netherite Piglins: 30%
### Lone Citadel: ###
- Aerials Bane can now be found here
- Updated Tower top Miniboss arena
- It is now an Ice platform with stairs reaching towards the 4 balconys upstairs with the Stray Trial Spawner
- Miniboss Arena is now entered from the 4 corner rooms in the entry room
- Entry room has been updated with 1 breeze and 2 stray trial spawner, as well as changed position of the ominous vaults and added way more vaults here.
- Added Leather Boots to the base equipment of all Trial Spawner mobs (even the breezes, though you wont see those)
- Removed Flame from the Lone Citadel Equipment Enchantments
### Toxic Lair: ###
- Updated block palete of the toxic lair, andesite is granite now
- Bookshelves can now carry "random" loot, including enchanted books
- Those enchanted books are the antidote enchantment and the enchantments from the swamp villager librarian trade overhaul experimental setting
- Updated some rooms to use copper bars now
- Updated Toxic lair to mainly use Copper Fire Torches
- Added Slime Trial spawners back! (finally fixed those buggers.)
- Added Slime Miniboss in the Dropper room
- Majorly overhauled the Dropper room to have now decoration, pillars, etc.
- Updated in the underground sector the spruce wood to be mangrove wood now
- Added Shelves with random loot for potion brewing as well as some potions
- Updated Spider Miniboss arena with copper bars and trapdoors. shouldt crawl to the ceeling now and just suffecate the bogged and hide there~
- Added Copper golems and Copper chest inside to take your unnecisary items.
### Illager Manor: ###
- Updated the static part of the structure (thats the part that generates around the garden) to have 4 more 2x2 unit room slots
- this means basically that each illager manor has now 8 guranteed big room slots instead of just 4
### Combat Shrines: ###
- Split Shrines tier 1-5 into 2 type of shrines:
- Biome Shrines, those are the shrines you know and love already
- Combat shrines, indicated by a copper door, they use tier 6 shrine rooms in a more clean state
- Combat shrines have only 1 mob type per class (melee, ranged, swarm, special)
- Combat shrines 1-5, unlike tier 6, are unable to spawn endermite, trial blaze and magma slimes trial spawners, those are still only apearing in combat shrine tier 6
- Added Copper golems and Copper chest inside to take your unnecisary items.
### Stray Outlook: ###
- Removed wild trim
- Added Stray Fort Charts
### Stray Fort: ###
- Removed Might enchantment, was a bug
### Desert Ruins: ###
- Each house has now 3 different stages of decay, causing the desert ruins to actually be... ruined.
### Cave Huts: ###
- Added 4 new center pieces, causing the structure to have more variety in shape
- can now have 1-8 rooms instead of the previous 4-8
### Trial Dungeons: ###
- Added 4 new center pieces, causing the structure to have more variety in shape
- can now have 1-8 trial spawner rooms instead of the previous 4-8
### Might Enchant: ###
- On pair with Vanillas Power Enchantment now (still only for the crossbow)
### Ghasted Enchant: ###
- Can only be found in the Sealing Halls now
- Overhauled how it works from the ground
- Shoots an actual ghast fireball now with the same explosion power
- Ghasted 2 and 3 increase explosion power
- Increased Reload Speed per level
## Advancements ##
- Reworked Advancements quite a lot of advancements, and added some new ones.
- Advancements for Trading the unique DnT Enchantment with the Librarians if you brought them to the structures and leveld them up
- Finding Desert Ruins
- Finding Jungle Ruins
- Finding either a Piglin Camp or Piglin Camp Colony
- Leveling up a QUest Trader to Master and then receiving an epic Structure Chart from them
- Using the Sealing Boss Key on the Boss Vault in the Sealing Halls
### Charts: ###
- Exploration Maps in all DnT loot tables as well as Taverns have been replaced with Charts, a new Unique DnT item added through Datapack magic made by @miziragamezandstuff, @whitylee and @konci. Wouldnt be possible without them :)
- Charts are a consumable item that generate an Exploration map to the closest structure of the chart type you carry.
- This means that you could buy 4 Ancient City Charts of the Tavern Trader and use 2 of them where you buy them, they would lead to the same Ancient City closest to you
- Used Elsewhere, those Charts would then lead to the closest Ancient Cities from your curent position.
- This makes Taverns Reusable for new structures of a type and wont cause cases where you find a tavern and it gives you an exploration map to a structure you where already at.
### Sealing Hall Structure: ###
- New, Fortress Adjacent Nether Structure
- Chart for it can be found in the Nether Keep
- Represents the ending of the Nether Fort Structure Road
- Adds 1 new Miniboss: the Ancient Ghast
- Has 300 HP
- Fireballs deal 10 Damage/ 5 :heart: Damage to it
- Spawns every 20 Seconds 1 Mini Ghast Minion (only up to 7 total)
- Drops 7 Dry ghast
- Only Spawned when the Boss Trial Spawner is Ominous
- Ghast Minions have only 10 HP and die together with the Miniboss
- Every Trial Spawner mob has Iron/gold armour by default
- Every Trial Spawner mob has Diamond/Netherite armour when ominous
- Excluding obvious cases like blazes/magma cubes/ghast
- Ghast Trial Spawner apear here.
- Those ghast are only half their normal size to fit better in the structure (if Minecraft Dungeons can do that, so can I.)
- When Ominous, those Ghast have a Flying Speed Attribute of 0.1 (default is 0.06)
- Added 3 new Keys: Sealing Keys, Ominous Sealing Keys, Boss Sealing Keys
- Sealing Keys are for normal vaults
- Ominous Sealing Keys are for ominous vaults
- Boss Sealing Keys are for ominous vaults ontop of the small obsidian/crying obsidian shrines. there are only 3 per structure.
- Can Obtain Enchanted Netherite gear
- Those vaults give out all possible DnT Nether Enchantments as well as the New Unique enchantments found in the Sealing Halls
## Villager Librarian with DnT Enchantments Changes ##
- Instead of finding Zombefied Librarians at structures, you now have to bring a librarian to the structure, and level them up from novice to aprentice level to unlock the trade. this works with any villager but only at that specific structure
- As example, if you want a librarian to sell Ghasted, you have to bring them to the sealing halls and level them up there.
## New Enchantments ##
### Hydro veil Enchantment: ###
- New Enchanted for the Ghast Harness
- Found in Nether Keep, Sealing Halls
- Affects: Happy Ghast :)
- 4 levels
- Reduces fire and explosion damage by 20/40/60/80%
- Negates burning
- Negates explosion knockback
- Outside the Nether, heals half a heart every 4/3/2/1 second(s)
- Always heals half a heart every second instead of just during rain or at cloud level
### Swift Soar Enchantment: ###
- New Enchanted for the Ghast Harness
- Found in Nether Port, Nether Keep, Sealing Halls
- Affects: Happy Ghast :)
- Allows Happy Ghast to Sprint
- 3 Levels, boosts Happy Ghast Speed by 20%/35%/50% when sprinting
### Aerials Bane Enchantment: ###
- New Enchantment for any Tool/Weapon/Ranged Weapon
- Found in Sealing Halls, End Castle, Lone Citadel
- Mutex with: Any other damage buff enchantment (Power/Might/Sharpness/Bane of XYZ)
- Affects: any mob that is mid air, this includes by knockback or airburst or falling or flying. if you think it will work, it works.
- Deals +2 (+2 damage per level)
- Max level: 5
## Updated: ##
### Taverns: ###
- Added Back the Tavern Quest chest with 2 random charts of the common and rare type
- Removed Tavern Trader Prespawn
- Spawns now instead a normal Villager
- Upon Trading with any Cateographer ONCE while **inside the Tavern Structure**, this Cateographer **becomes** now the **Tavern Trader**
- Charts arent Unlocked with just trading once but by leveling them up:
- Trades for other tavern charts are unlocked at Apprentice
- Trades for Common Structure Charts are unlocked at Journeyman
- Trades for Rare Structure Charts are unlocked at Expert
- Trades for Epic Structure Charts are unlocked at Master
### Common Structure Chart Trades: ###
- All Taverns:
- Acacia Taverns give Desert Tavern Charts
- Desert Taverns give Snowy Tavern Charts
- Snowy Taverns give Spruce Tavern Charts
- Spruce Taverns give Oak Tavern Charts
- Oak Taverns give Acacia Tavern Charts
- Jungle Taverns give Birch Tavern Charts
- Birch Taverns give Cherry Tavern Charts
- Cherry Taverns give Jungle Tavern Charts
- Pale Taverns give Dark Oak Tavern Charts
- Dark Oak Taverns give Swamp Tavern Charts
- Swamp Taverns give Mangrove Tavern Charts
- Mangrove Taverns give Pale Tavern Charts
- Acacia Taverns give Desert Tavern Charts
## Uncommon Structure Chart Trades: ##
- Stray Outlook
- Ruin Town
- Trail Ruins
- Ocean Ruins
- Shrine Towers
- Catacombs
- Cave Chamber Colony
- Village Birch
- Village Jungle
- Village Swamp
- Conduit Ruin
- Mangrove Witch Hut
- Trial Dungeon
## Rare Structure Chart Trades: ##
- Undead Crypt
- Stray Fort
- Pale Residence
- Jungle Ruins
- Creeping Crypt
- Witch Villa
- Desert Ruins
## Epic Structure Trades: ##
- Illager Manor
- Illager Hideout
- Lone Citadel
- Toxic Lair
- Ancient City
- Trident Trial Monument
### Trident Trial Monument: ###
- Updated Loot Tables entirely to have loot that sucks less
- Mini Monument Arenas have now a greater chance to give out Nautilus shells
- Drowned Swarm Trial Spawner has now a greater chance to give out heart of the Sea
### Nether Keep: ###
- Updated Top arenas Vault to always give out a Sealing Halls chart
- Fixed missing chain.
- Removed Ghasted from the loot pool
- Added Swift Soar and Hydro veil Enchantments
### Nether Port: ###
- Majorly Overhauled Nether ports
- Refurnished the Crimson Planks parts to be proper
Fortress Adjacent looking with nether bricks n blackstone and everything :)
- Blaze Trial Spawner can now spawn here giving out:
- Added Nether Port keys
- Added Vaults that take only Nether Port keys
- Nether Port keys can give out charts for the Nether Keep
- Removed Wither Coated from loot tables
- Added Swift Soar Enchantment instead
### Nether Skeleton Towers / Camps: ###
- Removed Skeleton Camps
- Always spawns on lava level now
- The tower is guranteed to be a tall tower and can have at least 1 bridge
- Every Bridge has now the potential to spawn another tower, which too can branch of
- The main tower has a chart for the Nether Port
- The smaller towers can have a chart for the Nether Port or for charts of the other Nether Tower types
- Fort type Nether Towers have a different alignment than the other towers and rarely spawn the smaller towers, but can spawn blaze spawner
### Piglin Hamlet: ###
- Majorly Overhauled the Piglin Hamlet
- Always spawns on lava level now (more or less)
- Added the Piglin Outstations old Bridges to it
- Updated the loot tables to be a little bit richer
- Corner Pieces got a slight change
- Hamlet now has an entire underground part with piglin apartments, shops, vault rooms, stables etc.
- Vaults require now Hamlet Keys instead of Piglin Outstation Keys
- Vaults now give out charts for only the Piglin Outstation
- Every Piglin now has a chance to drop Hamlet keys:
- Brute: 60%
- Piglin: 5%
### Piglin Outstation: ###
- Majorly Overhauled the Piglin Outstation
- Always spawns on lava level now
- Removed the Bridges
- Piglin Outstation now resembles Horde of the Bastion piglin base from Minecraft Legends
- Netherrack island contains Piglin Mines with a 10% of every netherrack being nether gold ore
- Rebalanced Loottables to be more rich.
- Towers Spawn Blazes now (those blazes can only drop firecharges and do not respawn)
- Piglin Outstation does not anymore spawn piglins as a Spawn overwrite (thats how pillager outpost spawn pillager) but instead as Prespawns (thats how Mansions spawn illager.)
- Every Piglin now has a chance to drop Piglin Outstation keys:
- Brute: 60%
- Piglin: 5%
### Piglin Donjon: ###
- Added back the piglins with armour
- Added Netherite with snout gold trim Piglins
- Every Piglin now has a chance to drop Donjon keys:
- Brute: 60%
- Piglin: 5%
- Netherite Piglins: 30%
### Lone Citadel: ###
- Aerials Bane can now be found here
- Updated Tower top Miniboss arena
- It is now an Ice platform with stairs reaching towards the 4 balconys upstairs with the Stray Trial Spawner
- Miniboss Arena is now entered from the 4 corner rooms in the entry room
- Entry room has been updated with 1 breeze and 2 stray trial spawner, as well as changed position of the ominous vaults and added way more vaults here.
- Added Leather Boots to the base equipment of all Trial Spawner mobs (even the breezes, though you wont see those)
- Removed Flame from the Lone Citadel Equipment Enchantments
### Toxic Lair: ###
- Updated block palete of the toxic lair, andesite is granite now
- Bookshelves can now carry "random" loot, including enchanted books
- Those enchanted books are the antidote enchantment and the enchantments from the swamp villager librarian trade overhaul experimental setting
- Updated some rooms to use copper bars now
- Updated Toxic lair to mainly use Copper Fire Torches
- Added Slime Trial spawners back! (finally fixed those buggers.)
- Added Slime Miniboss in the Dropper room
- Majorly overhauled the Dropper room to have now decoration, pillars, etc.
- Updated in the underground sector the spruce wood to be mangrove wood now
- Added Shelves with random loot for potion brewing as well as some potions
- Updated Spider Miniboss arena with copper bars and trapdoors. shouldt crawl to the ceeling now and just suffecate the bogged and hide there~
- Added Copper golems and Copper chest inside to take your unnecisary items.
### Illager Manor: ###
- Updated the static part of the structure (thats the part that generates around the garden) to have 4 more 2x2 unit room slots
- this means basically that each illager manor has now 8 guranteed big room slots instead of just 4
### Combat Shrines: ###
- Split Shrines tier 1-5 into 2 type of shrines:
- Biome Shrines, those are the shrines you know and love already
- Combat shrines, indicated by a copper door, they use tier 6 shrine rooms in a more clean state
- Combat shrines have only 1 mob type per class (melee, ranged, swarm, special)
- Combat shrines 1-5, unlike tier 6, are unable to spawn endermite, trial blaze and magma slimes trial spawners, those are still only apearing in combat shrine tier 6
- Added Copper golems and Copper chest inside to take your unnecisary items.
### Stray Outlook: ###
- Removed wild trim
- Added Stray Fort Charts
### Stray Fort: ###
- Removed Might enchantment, was a bug
### Desert Ruins: ###
- Each house has now 3 different stages of decay, causing the desert ruins to actually be... ruined.
### Cave Huts: ###
- Added 4 new center pieces, causing the structure to have more variety in shape
- can now have 1-8 rooms instead of the previous 4-8
### Trial Dungeons: ###
- Added 4 new center pieces, causing the structure to have more variety in shape
- can now have 1-8 trial spawner rooms instead of the previous 4-8
### Might Enchant: ###
- On pair with Vanillas Power Enchantment now (still only for the crossbow)
### Ghasted Enchant: ###
- Can only be found in the Sealing Halls now
- Overhauled how it works from the ground
- Shoots an actual ghast fireball now with the same explosion power
- Ghasted 2 and 3 increase explosion power
- Increased Reload Speed per level
## Advancements ##
- Reworked Advancements quite a lot of advancements, and added some new ones.
- Advancements for Trading the unique DnT Enchantment with the Librarians if you brought them to the structures and leveld them up
- Finding Desert Ruins
- Finding Jungle Ruins
- Finding either a Piglin Camp or Piglin Camp Colony
- Leveling up a QUest Trader to Master and then receiving an epic Structure Chart from them
- Using the Sealing Boss Key on the Boss Vault in the Sealing Halls
### Charts: ###
- Exploration Maps in all DnT loot tables as well as Taverns have been replaced with Charts, a new Unique DnT item added through Datapack magic made by @miziragamezandstuff, @whitylee and @konci. Wouldnt be possible without them :)
- Charts are a consumable item that generate an Exploration map to the closest structure of the chart type you carry.
- This means that you could buy 4 Ancient City Charts of the Tavern Trader and use 2 of them where you buy them, they would lead to the same Ancient City closest to you
- Used Elsewhere, those Charts would then lead to the closest Ancient Cities from your curent position.
- This makes Taverns Reusable for new structures of a type and wont cause cases where you find a tavern and it gives you an exploration map to a structure you where already at.
### Sealing Hall Structure: ###
- New, Fortress Adjacent Nether Structure
- Chart for it can be found in the Nether Keep
- Represents the ending of the Nether Fort Structure Road
- Adds 1 new Miniboss: the Ancient Ghast
- Has 300 HP
- Fireballs deal 10 Damage/ 5 :heart: Damage to it
- Spawns every 20 Seconds 1 Mini Ghast Minion (only up to 7 total)
- Drops 7 Dry ghast
- Only Spawned when the Boss Trial Spawner is Ominous
- Ghast Minions have only 10 HP and die together with the Miniboss
- Every Trial Spawner mob has Iron/gold armour by default
- Every Trial Spawner mob has Diamond/Netherite armour when ominous
- Excluding obvious cases like blazes/magma cubes/ghast
- Ghast Trial Spawner apear here.
- Those ghast are only half their normal size to fit better in the structure (if Minecraft Dungeons can do that, so can I.)
- When Ominous, those Ghast have a Flying Speed Attribute of 0.1 (default is 0.06)
- Added 3 new Keys: Sealing Keys, Ominous Sealing Keys, Boss Sealing Keys
- Sealing Keys are for normal vaults
- Ominous Sealing Keys are for ominous vaults
- Boss Sealing Keys are for ominous vaults ontop of the small obsidian/crying obsidian shrines. there are only 3 per structure.
- Can Obtain Enchanted Netherite gear
- Those vaults give out all possible DnT Nether Enchantments as well as the New Unique enchantments found in the Sealing Halls
## Villager Librarian with DnT Enchantments Changes ##
- Instead of finding Zombefied Librarians at structures, you now have to bring a librarian to the structure, and level them up from novice to aprentice level to unlock the trade. this works with any villager but only at that specific structure
- As example, if you want a librarian to sell Ghasted, you have to bring them to the sealing halls and level them up there.
## New Enchantments ##
### Hydro veil Enchantment: ###
- New Enchanted for the Ghast Harness
- Found in Nether Keep, Sealing Halls
- Affects: Happy Ghast :)
- 4 levels
- Reduces fire and explosion damage by 20/40/60/80%
- Negates burning
- Negates explosion knockback
- Outside the Nether, heals half a heart every 4/3/2/1 second(s)
- Always heals half a heart every second instead of just during rain or at cloud level
### Swift Soar Enchantment: ###
- New Enchanted for the Ghast Harness
- Found in Nether Port, Nether Keep, Sealing Halls
- Affects: Happy Ghast :)
- Allows Happy Ghast to Sprint
- 3 Levels, boosts Happy Ghast Speed by 20%/35%/50% when sprinting
### Aerials Bane Enchantment: ###
- New Enchantment for any Tool/Weapon/Ranged Weapon
- Found in Sealing Halls, End Castle, Lone Citadel
- Mutex with: Any other damage buff enchantment (Power/Might/Sharpness/Bane of XYZ)
- Affects: any mob that is mid air, this includes by knockback or airburst or falling or flying. if you think it will work, it works.
- Deals +2 (+2 damage per level)
- Max level: 5
## Updated: ##
### Taverns: ###
- Added Back the Tavern Quest chest with 2 random charts of the common and rare type
- Removed Tavern Trader Prespawn
- Spawns now instead a normal Villager
- Upon Trading with any Cateographer ONCE while **inside the Tavern Structure**, this Cateographer **becomes** now the **Tavern Trader**
- Charts arent Unlocked with just trading once but by leveling them up:
- Trades for other tavern charts are unlocked at Apprentice
- Trades for Common Structure Charts are unlocked at Journeyman
- Trades for Rare Structure Charts are unlocked at Expert
- Trades for Epic Structure Charts are unlocked at Master
### Common Structure Chart Trades: ###
- All Taverns:
- Acacia Taverns give Desert Tavern Charts
- Desert Taverns give Snowy Tavern Charts
- Snowy Taverns give Spruce Tavern Charts
- Spruce Taverns give Oak Tavern Charts
- Oak Taverns give Acacia Tavern Charts
- Jungle Taverns give Birch Tavern Charts
- Birch Taverns give Cherry Tavern Charts
- Cherry Taverns give Jungle Tavern Charts
- Pale Taverns give Dark Oak Tavern Charts
- Dark Oak Taverns give Swamp Tavern Charts
- Swamp Taverns give Mangrove Tavern Charts
- Mangrove Taverns give Pale Tavern Charts
- Acacia Taverns give Desert Tavern Charts
## Uncommon Structure Chart Trades: ##
- Stray Outlook
- Ruin Town
- Trail Ruins
- Ocean Ruins
- Shrine Towers
- Catacombs
- Cave Chamber Colony
- Village Birch
- Village Jungle
- Village Swamp
- Conduit Ruin
- Mangrove Witch Hut
- Trial Dungeon
## Rare Structure Chart Trades: ##
- Undead Crypt
- Stray Fort
- Pale Residence
- Jungle Ruins
- Creeping Crypt
- Witch Villa
- Desert Ruins
## Epic Structure Trades: ##
- Illager Manor
- Illager Hideout
- Lone Citadel
- Toxic Lair
- Ancient City
- Trident Trial Monument
### Trident Trial Monument: ###
- Updated Loot Tables entirely to have loot that sucks less
- Mini Monument Arenas have now a greater chance to give out Nautilus shells
- Drowned Swarm Trial Spawner has now a greater chance to give out heart of the Sea
### Nether Keep: ###
- Updated Top arenas Vault to always give out a Sealing Halls chart
- Fixed missing chain.
- Removed Ghasted from the loot pool
- Added Swift Soar and Hydro veil Enchantments
### Nether Port: ###
- Majorly Overhauled Nether ports
- Refurnished the Crimson Planks parts to be proper
Fortress Adjacent looking with nether bricks n blackstone and everything :)
- Blaze Trial Spawner can now spawn here giving out:
- Added Nether Port keys
- Added Vaults that take only Nether Port keys
- Nether Port keys can give out charts for the Nether Keep
- Removed Wither Coated from loot tables
- Added Swift Soar Enchantment instead
### Nether Skeleton Towers / Camps: ###
- Removed Skeleton Camps
- Always spawns on lava level now
- The tower is guranteed to be a tall tower and can have at least 1 bridge
- Every Bridge has now the potential to spawn another tower, which too can branch of
- The main tower has a chart for the Nether Port
- The smaller towers can have a chart for the Nether Port or for charts of the other Nether Tower types
- Fort type Nether Towers have a different alignment than the other towers and rarely spawn the smaller towers, but can spawn blaze spawner
### Piglin Hamlet: ###
- Majorly Overhauled the Piglin Hamlet
- Always spawns on lava level now (more or less)
- Added the Piglin Outstations old Bridges to it
- Updated the loot tables to be a little bit richer
- Corner Pieces got a slight change
- Hamlet now has an entire underground part with piglin apartments, shops, vault rooms, stables etc.
- Vaults require now Hamlet Keys instead of Piglin Outstation Keys
- Vaults now give out charts for only the Piglin Outstation
- Every Piglin now has a chance to drop Hamlet keys:
- Brute: 60%
- Piglin: 5%
### Piglin Outstation: ###
- Majorly Overhauled the Piglin Outstation
- Always spawns on lava level now
- Removed the Bridges
- Piglin Outstation now resembles Horde of the Bastion piglin base from Minecraft Legends
- Netherrack island contains Piglin Mines with a 10% of every netherrack being nether gold ore
- Rebalanced Loottables to be more rich.
- Towers Spawn Blazes now (those blazes can only drop firecharges and do not respawn)
- Piglin Outstation does not anymore spawn piglins as a Spawn overwrite (thats how pillager outpost spawn pillager) but instead as Prespawns (thats how Mansions spawn illager.)
- Every Piglin now has a chance to drop Piglin Outstation keys:
- Brute: 60%
- Piglin: 5%
### Piglin Donjon: ###
- Added back the piglins with armour
- Added Netherite with snout gold trim Piglins
- Every Piglin now has a chance to drop Donjon keys:
- Brute: 60%
- Piglin: 5%
- Netherite Piglins: 30%
### Lone Citadel: ###
- Aerials Bane can now be found here
- Updated Tower top Miniboss arena
- It is now an Ice platform with stairs reaching towards the 4 balconys upstairs with the Stray Trial Spawner
- Miniboss Arena is now entered from the 4 corner rooms in the entry room
- Entry room has been updated with 1 breeze and 2 stray trial spawner, as well as changed position of the ominous vaults and added way more vaults here.
- Added Leather Boots to the base equipment of all Trial Spawner mobs (even the breezes, though you wont see those)
- Removed Flame from the Lone Citadel Equipment Enchantments
### Toxic Lair: ###
- Updated block palete of the toxic lair, andesite is granite now
- Bookshelves can now carry "random" loot, including enchanted books
- Those enchanted books are the antidote enchantment and the enchantments from the swamp villager librarian trade overhaul experimental setting
- Updated some rooms to use copper bars now
- Updated Toxic lair to mainly use Copper Fire Torches
- Added Slime Trial spawners back! (finally fixed those buggers.)
- Added Slime Miniboss in the Dropper room
- Majorly overhauled the Dropper room to have now decoration, pillars, etc.
- Updated in the underground sector the spruce wood to be mangrove wood now
- Added Shelves with random loot for potion brewing as well as some potions
- Updated Spider Miniboss arena with copper bars and trapdoors. shouldt crawl to the ceeling now and just suffecate the bogged and hide there~
- Added Copper golems and Copper chest inside to take your unnecisary items.
### Illager Manor: ###
- Updated the static part of the structure (thats the part that generates around the garden) to have 4 more 2x2 unit room slots
- this means basically that each illager manor has now 8 guranteed big room slots instead of just 4
### Combat Shrines: ###
- Split Shrines tier 1-5 into 2 type of shrines:
- Biome Shrines, those are the shrines you know and love already
- Combat shrines, indicated by a copper door, they use tier 6 shrine rooms in a more clean state
- Combat shrines have only 1 mob type per class (melee, ranged, swarm, special)
- Combat shrines 1-5, unlike tier 6, are unable to spawn endermite, trial blaze and magma slimes trial spawners, those are still only apearing in combat shrine tier 6
- Added Copper golems and Copper chest inside to take your unnecisary items.
### Stray Outlook: ###
- Removed wild trim
- Added Stray Fort Charts
### Stray Fort: ###
- Removed Might enchantment, was a bug
### Desert Ruins: ###
- Each house has now 3 different stages of decay, causing the desert ruins to actually be... ruined.
### Cave Huts: ###
- Added 4 new center pieces, causing the structure to have more variety in shape
- can now have 1-8 rooms instead of the previous 4-8
### Trial Dungeons: ###
- Added 4 new center pieces, causing the structure to have more variety in shape
- can now have 1-8 trial spawner rooms instead of the previous 4-8
### Might Enchant: ###
- On pair with Vanillas Power Enchantment now (still only for the crossbow)
### Ghasted Enchant: ###
- Can only be found in the Sealing Halls now
- Overhauled how it works from the ground
- Shoots an actual ghast fireball now with the same explosion power
- Ghasted 2 and 3 increase explosion power
- Increased Reload Speed per level
## Advancements ##
- Reworked Advancements quite a lot of advancements, and added some new ones.
- Advancements for Trading the unique DnT Enchantment with the Librarians if you brought them to the structures and leveld them up
- Finding Desert Ruins
- Finding Jungle Ruins
- Finding either a Piglin Camp or Piglin Camp Colony
- Leveling up a QUest Trader to Master and then receiving an epic Structure Chart from them
- Using the Sealing Boss Key on the Boss Vault in the Sealing Halls
# Dungeons and Taverns v4.7 #
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
## Cave Chambers. ##
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. ##
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
## Cave Chamber Dungeon Colonies. ##
Same deal as Cave Chamber colonies except all cave chambers are themed after monster spawner rooms
## Cave Chamber Archaeology Colonies. ##
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.
## Trial Spawner Dungeon. ##
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
## Underground Wooden Hut. ##
Cave structure made out of oak wood that spawns 5-8 rooms filled with workstations.
## Update to existing Cave structures. ##
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.
## Update to Illager Camps. ##
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.
## Update to Tier 6 shrines ##
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
## Update to Shrine Towers/Taverns ##
cant spawn at sea level or lower anymore preventing them to generate on water
## Update to Wild Ruins ##
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
## Fix to Bridge Remnant ##
generates now correctly with a foundation and not a beardbox
## Update to DnT Villages (Jungle/Swamp/Birch) ##
They Spawn now with bundles in their chests
## New Item: Cave Chamber Key ##
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.
## Noteworthy Fixes ##
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/
# Dungeons and Taverns v4.7 #
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
## Cave Chambers. ##
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. ##
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
## Cave Chamber Dungeon Colonies. ##
Same deal as Cave Chamber colonies except all cave chambers are themed after monster spawner rooms
## Cave Chamber Archaeology Colonies. ##
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.
## Trial Spawner Dungeon. ##
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
## Underground Wooden Hut. ##
Cave structure made out of oak wood that spawns 5-8 rooms filled with workstations.
## Update to existing Cave structures. ##
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.
## Update to Illager Camps. ##
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.
## Update to Tier 6 shrines ##
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
## Update to Shrine Towers/Taverns ##
cant spawn at sea level or lower anymore preventing them to generate on water
## Update to Wild Ruins ##
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
## Fix to Bridge Remnant ##
generates now correctly with a foundation and not a beardbox
## Update to DnT Villages (Jungle/Swamp/Birch) ##
They Spawn now with bundles in their chests
## New Item: Cave Chamber Key ##
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.
## Noteworthy Fixes ##
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/
# Dungeons and Taverns v4.7 #
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
## Cave Chambers. ##
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. ##
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
## Cave Chamber Dungeon Colonies. ##
Same deal as Cave Chamber colonies except all cave chambers are themed after monster spawner rooms
## Cave Chamber Archaeology Colonies. ##
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.
## Trial Spawner Dungeon. ##
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
## Underground Wooden Hut. ##
Cave structure made out of oak wood that spawns 5-8 rooms filled with workstations.
## Update to existing Cave structures. ##
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.
## Update to Illager Camps. ##
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.
## Update to Tier 6 shrines ##
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
## Update to Shrine Towers/Taverns ##
cant spawn at sea level or lower anymore preventing them to generate on water
## Update to Wild Ruins ##
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
## Fix to Bridge Remnant ##
generates now correctly with a foundation and not a beardbox
## Update to DnT Villages (Jungle/Swamp/Birch) ##
They Spawn now with bundles in their chests
## New Item: Cave Chamber Key ##
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.
## Noteworthy Fixes ##
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/
# Dungeons and Taverns v4.7 #
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
## Cave Chambers. ##
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. ##
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
## Cave Chamber Dungeon Colonies. ##
Same deal as Cave Chamber colonies except all cave chambers are themed after monster spawner rooms
## Cave Chamber Archaeology Colonies. ##
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.
## Trial Spawner Dungeon. ##
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
## Underground Wooden Hut. ##
Cave structure made out of oak wood that spawns 5-8 rooms filled with workstations.
## Update to existing Cave structures. ##
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.
## Update to Illager Camps. ##
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.
## Update to Tier 6 shrines ##
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
## Update to Shrine Towers/Taverns ##
cant spawn at sea level or lower anymore preventing them to generate on water
## Update to Wild Ruins ##
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
## Fix to Bridge Remnant ##
generates now correctly with a foundation and not a beardbox
## Update to DnT Villages (Jungle/Swamp/Birch) ##
They Spawn now with bundles in their chests
## New Item: Cave Chamber Key ##
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.
## Noteworthy Fixes ##
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/
- Removed 2 Rouge End Gateways hiding in the Desert Ruins Temple
- Added Vietnamese Translation by Nguyên Dev https://www.facebook.com/NguyenDevs
- Added Chinese Translation by Sasaki Akari(MCID:YanHuang_Sora), and co-translator MCID Diaorenmoshushi
- Removed 2 Rouge End Gateways hiding in the Desert Ruins Temple
- Added Vietnamese Translation by Nguyên Dev https://www.facebook.com/NguyenDevs
- Added Chinese Translation by Sasaki Akari(MCID:YanHuang_Sora), and co-translator MCID Diaorenmoshushi
- Removed 2 Rouge End Gateways hiding in the Desert Ruins Temple
- Added Vietnamese Translation by Nguyên Dev https://www.facebook.com/NguyenDevs
- Added Chinese Translation by Sasaki Akari(MCID:YanHuang_Sora), and co-translator MCID Diaorenmoshushi
- Removed 2 Rouge End Gateways hiding in the Desert Ruins Temple
- Added Vietnamese Translation by Nguyên Dev https://www.facebook.com/NguyenDevs
- Added Chinese Translation by Sasaki Akari(MCID:YanHuang_Sora), and co-translator MCID Diaorenmoshushi
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.
- Fixed ominous skeletons/stray/bogged sometimes not having a bow while ominous
- Replaced spawners in the undead crypt with trial spawners
- They don't drop any keys but ominous trail spawner may drop sometimes a level 30 enchanting book
- Overhauled the desert ruins:
- Houses now use more red sandstone, much like the main temples walls to differentiate them more from the vanilla desert village
- Its archaeology system has been updated to now have a set amount of suspicious sand per house and temple:
- Desert ruin houses have 13 suspicious sand max with the previous desert_ruin_ruins loot table
- Desert ruin houses now have 1 suspicious sand with either the vanilla desert_pyramid loot table (for mod compatibility) or vanilla's desert_well loot table (also for mod compatibility)
- Desert ruin houses also have 1 guaranteed suspicious sand block with outreach
- The main desert temple has 900 suspicious sand blocks with the desert_ruin_inside_temple in its entire structure (thats 9% out of the 10000 sand blocks)
- The main desert temple has 1 guaranteed suspicious sand with outreach
- Fixed sometimes the loot tables giving you an enchanting book with no enchants.
- Ruined the desert houses a bit and put a bit of sand outside around them for a more "buried" look
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.
- Fixed ominous skeletons/stray/bogged sometimes not having a bow while ominous
- Replaced spawners in the undead crypt with trial spawners
- They don't drop any keys but ominous trail spawner may drop sometimes a level 30 enchanting book
- Overhauled the desert ruins:
- Houses now use more red sandstone, much like the main temples walls to differentiate them more from the vanilla desert village
- Its archaeology system has been updated to now have a set amount of suspicious sand per house and temple:
- Desert ruin houses have 13 suspicious sand max with the previous desert_ruin_ruins loot table
- Desert ruin houses now have 1 suspicious sand with either the vanilla desert_pyramid loot table (for mod compatibility) or vanilla's desert_well loot table (also for mod compatibility)
- Desert ruin houses also have 1 guaranteed suspicious sand block with outreach
- The main desert temple has 900 suspicious sand blocks with the desert_ruin_inside_temple in its entire structure (thats 9% out of the 10000 sand blocks)
- The main desert temple has 1 guaranteed suspicious sand with outreach
- Fixed sometimes the loot tables giving you an enchanting book with no enchants.
- Ruined the desert houses a bit and put a bit of sand outside around them for a more "buried" look
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.
- Fixed ominous skeletons/stray/bogged sometimes not having a bow while ominous
- Replaced spawners in the undead crypt with trial spawners
- They don't drop any keys but ominous trail spawner may drop sometimes a level 30 enchanting book
- Overhauled the desert ruins:
- Houses now use more red sandstone, much like the main temples walls to differentiate them more from the vanilla desert village
- Its archaeology system has been updated to now have a set amount of suspicious sand per house and temple:
- Desert ruin houses have 13 suspicious sand max with the previous desert_ruin_ruins loot table
- Desert ruin houses now have 1 suspicious sand with either the vanilla desert_pyramid loot table (for mod compatibility) or vanilla's desert_well loot table (also for mod compatibility)
- Desert ruin houses also have 1 guaranteed suspicious sand block with outreach
- The main desert temple has 900 suspicious sand blocks with the desert_ruin_inside_temple in its entire structure (thats 9% out of the 10000 sand blocks)
- The main desert temple has 1 guaranteed suspicious sand with outreach
- Fixed sometimes the loot tables giving you an enchanting book with no enchants.
- Ruined the desert houses a bit and put a bit of sand outside around them for a more "buried" look
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.
- Fixed ominous skeletons/stray/bogged sometimes not having a bow while ominous
- Replaced spawners in the undead crypt with trial spawners
- They don't drop any keys but ominous trail spawner may drop sometimes a level 30 enchanting book
- Overhauled the desert ruins:
- Houses now use more red sandstone, much like the main temples walls to differentiate them more from the vanilla desert village
- Its archaeology system has been updated to now have a set amount of suspicious sand per house and temple:
- Desert ruin houses have 13 suspicious sand max with the previous desert_ruin_ruins loot table
- Desert ruin houses now have 1 suspicious sand with either the vanilla desert_pyramid loot table (for mod compatibility) or vanilla's desert_well loot table (also for mod compatibility)
- Desert ruin houses also have 1 guaranteed suspicious sand block with outreach
- The main desert temple has 900 suspicious sand blocks with the desert_ruin_inside_temple in its entire structure (thats 9% out of the 10000 sand blocks)
- The main desert temple has 1 guaranteed suspicious sand with outreach
- Fixed sometimes the loot tables giving you an enchanting book with no enchants.
- Ruined the desert houses a bit and put a bit of sand outside around them for a more "buried" look
Tiding up bugs and tweaking the pack for Minecraft 1.21.4
- Shrine towers on new chunks are now a fixed height and have always a vault on top with 1 map per player for a shrine. they require shrine keys
- the map tells you what shrine tier it is
- Illager manors are now smaller to fix a bug with curling into itself
- Illager manors tower issue got fixed
- Illager manors mobs have now an 33% chance of spawning instead of an 50% chance of spawning in the designated spawn locations
- Updated the Lighting Rod Cage to have 3 Creeper instead
- Removed the Function that made allays, that where holding echo shards turn into vex when hit by lighting (don't ask why it was in there in the first place) :relieved:
- Fixed Witch Villas Horse Rooms skeleton horses not being tamed (you couldn't ride them)
- Added vaults to the Lone Citadels Catacombs
- Reduced prespawned mob amount in the Lone Citadels Catacombs and lone citadel in general (still ~200 mobs at once but it should help a bit with performance)
- Fixed Lone End Ships Slopes vaults not dropping a broken elytra guaranteed (it had previously the chance to dispend enchanted books with wax wing or armour trims instead. this is no longer the case)
Tiding up bugs and tweaking the pack for Minecraft 1.21.4
- Shrine towers on new chunks are now a fixed height and have always a vault on top with 1 map per player for a shrine. they require shrine keys
- the map tells you what shrine tier it is
- Illager manors are now smaller to fix a bug with curling into itself
- Illager manors tower issue got fixed
- Illager manors mobs have now an 33% chance of spawning instead of an 50% chance of spawning in the designated spawn locations
- Updated the Lighting Rod Cage to have 3 Creeper instead
- Removed the Function that made allays, that where holding echo shards turn into vex when hit by lighting (don't ask why it was in there in the first place) :relieved:
- Fixed Witch Villas Horse Rooms skeleton horses not being tamed (you couldn't ride them)
- Added vaults to the Lone Citadels Catacombs
- Reduced prespawned mob amount in the Lone Citadels Catacombs and lone citadel in general (still ~200 mobs at once but it should help a bit with performance)
- Fixed Lone End Ships Slopes vaults not dropping a broken elytra guaranteed (it had previously the chance to dispend enchanted books with wax wing or armour trims instead. this is no longer the case)
Tiding up bugs and tweaking the pack for Minecraft 1.21.4
- Shrine towers on new chunks are now a fixed height and have always a vault on top with 1 map per player for a shrine. they require shrine keys
- the map tells you what shrine tier it is
- Illager manors are now smaller to fix a bug with curling into itself
- Illager manors tower issue got fixed
- Illager manors mobs have now an 33% chance of spawning instead of an 50% chance of spawning in the designated spawn locations
- Updated the Lighting Rod Cage to have 3 Creeper instead
- Removed the Function that made allays, that where holding echo shards turn into vex when hit by lighting (don't ask why it was in there in the first place) :relieved:
- Fixed Witch Villas Horse Rooms skeleton horses not being tamed (you couldn't ride them)
- Added vaults to the Lone Citadels Catacombs
- Reduced prespawned mob amount in the Lone Citadels Catacombs and lone citadel in general (still ~200 mobs at once but it should help a bit with performance)
- Fixed Lone End Ships Slopes vaults not dropping a broken elytra guaranteed (it had previously the chance to dispend enchanted books with wax wing or armour trims instead. this is no longer the case)
Tiding up bugs and tweaking the pack for Minecraft 1.21.4
- Shrine towers on new chunks are now a fixed height and have always a vault on top with 1 map per player for a shrine. they require shrine keys
- the map tells you what shrine tier it is
- Illager manors are now smaller to fix a bug with curling into itself
- Illager manors tower issue got fixed
- Illager manors mobs have now an 33% chance of spawning instead of an 50% chance of spawning in the designated spawn locations
- Updated the Lighting Rod Cage to have 3 Creeper instead
- Removed the Function that made allays, that where holding echo shards turn into vex when hit by lighting (don't ask why it was in there in the first place) :relieved:
- Fixed Witch Villas Horse Rooms skeleton horses not being tamed (you couldn't ride them)
- Added vaults to the Lone Citadels Catacombs
- Reduced prespawned mob amount in the Lone Citadels Catacombs and lone citadel in general (still ~200 mobs at once but it should help a bit with performance)
- Fixed Lone End Ships Slopes vaults not dropping a broken elytra guaranteed (it had previously the chance to dispend enchanted books with wax wing or armour trims instead. this is no longer the case)
- Updated key loot tables to work with 1.21.4
- Added the Pale Residence Structure
- new structure that spawns in the pale garden containing the Spite Enchantment previously unique to tier 6 shrines
- Added Pale Tavern
- Added Pale Firewatch Tower
- Added Zombefied Villager + advancements for curing them to the:
- Toxic Lair - sells Trishot, Blowthrough or Antidote if cured
- Desert Ruins - sells outreach if cured
- Jungle Ruins - sells Photosynthesis if cured
- Lone Citadel - sells Might if cured
- Illager Hideout - sells Illagers Bane if cured
- to unlock each zillagers DnT trade, main DNT needs to be installed and you need to trade with them ONCE
- Overhauled the Stray Fort
- one of the oldest structures we added got an entire facelift of what it used to be previously while keeping what made it fun in the first place
- also holds now a map to the Lone Citadel
- Added Stray Outlook, this structure is what the Stray Fort was always supposed to be, adaptive walls with a few houses and some towers, smaller structure and more frequent, holds maps to the Stray Fort
- Added Catacombs, Underground Structure only found in cold biomes in the deepslate layer
- Catacomb rooms can also be found in the Lone Citadel and Stray Fort as part of the basements
- Updated the Lone Citadels Miniboss Arena
- Updated the Cave Spider Miniboss to now have a 25% chance to spawn minions when hit
- Updated Shrine Towers to be sometimes spawning without a tip
- Updated Illager Manor to now spawn not anymore at too high areas with an ridiculously huge foundation:
- Consequence: it doesn't replace 50% of all woodland mansions anymore and became much rarer due to that. since it only will apply the 50% replacement chance if the woodland mansion/illager manor is low enough
- Updated Shrines to not spawn too high anymore with its underground rooms poking out of the sea level
- Updated Shrine Tier 6 to not spawn too high anymore with its underground rooms poking out of the sea level
- Updated Creeping Crypt to not spawn too high anymore with its underground rooms poking out of the sea level
- Removed Wither Coating being applied to wither skeletons universally. making them drop stone swords with withering on it
- Instead only Wither Skeletons in the Nether Keep spawned by trial spawner will have those stone swords
- Added support for voxel.hardel.io by Hardel:
- French: https://voxel.hardel.io/fr-fr/tools/enchant
- English: https://voxel.hardel.io/en-us/tools/enchant
- Updated key loot tables to work with 1.21.4
- Added the Pale Residence Structure
- new structure that spawns in the pale garden containing the Spite Enchantment previously unique to tier 6 shrines
- Added Pale Tavern
- Added Pale Firewatch Tower
- Added Zombefied Villager + advancements for curing them to the:
- Toxic Lair - sells Trishot, Blowthrough or Antidote if cured
- Desert Ruins - sells outreach if cured
- Jungle Ruins - sells Photosynthesis if cured
- Lone Citadel - sells Might if cured
- Illager Hideout - sells Illagers Bane if cured
- to unlock each zillagers DnT trade, main DNT needs to be installed and you need to trade with them ONCE
- Overhauled the Stray Fort
- one of the oldest structures we added got an entire facelift of what it used to be previously while keeping what made it fun in the first place
- also holds now a map to the Lone Citadel
- Added Stray Outlook, this structure is what the Stray Fort was always supposed to be, adaptive walls with a few houses and some towers, smaller structure and more frequent, holds maps to the Stray Fort
- Added Catacombs, Underground Structure only found in cold biomes in the deepslate layer
- Catacomb rooms can also be found in the Lone Citadel and Stray Fort as part of the basements
- Updated the Lone Citadels Miniboss Arena
- Updated the Cave Spider Miniboss to now have a 25% chance to spawn minions when hit
- Updated Shrine Towers to be sometimes spawning without a tip
- Updated Illager Manor to now spawn not anymore at too high areas with an ridiculously huge foundation:
- Consequence: it doesn't replace 50% of all woodland mansions anymore and became much rarer due to that. since it only will apply the 50% replacement chance if the woodland mansion/illager manor is low enough
- Updated Shrines to not spawn too high anymore with its underground rooms poking out of the sea level
- Updated Shrine Tier 6 to not spawn too high anymore with its underground rooms poking out of the sea level
- Updated Creeping Crypt to not spawn too high anymore with its underground rooms poking out of the sea level
- Removed Wither Coating being applied to wither skeletons universally. making them drop stone swords with withering on it
- Instead only Wither Skeletons in the Nether Keep spawned by trial spawner will have those stone swords
- Added support for voxel.hardel.io by Hardel:
- French: https://voxel.hardel.io/fr-fr/tools/enchant
- English: https://voxel.hardel.io/en-us/tools/enchant
- Updated key loot tables to work with 1.21.4
- Added the Pale Residence Structure
- new structure that spawns in the pale garden containing the Spite Enchantment previously unique to tier 6 shrines
- Added Pale Tavern
- Added Pale Firewatch Tower
- Added Zombefied Villager + advancements for curing them to the:
- Toxic Lair - sells Trishot, Blowthrough or Antidote if cured
- Desert Ruins - sells outreach if cured
- Jungle Ruins - sells Photosynthesis if cured
- Lone Citadel - sells Might if cured
- Illager Hideout - sells Illagers Bane if cured
- to unlock each zillagers DnT trade, main DNT needs to be installed and you need to trade with them ONCE
- Overhauled the Stray Fort
- one of the oldest structures we added got an entire facelift of what it used to be previously while keeping what made it fun in the first place
- also holds now a map to the Lone Citadel
- Added Stray Outlook, this structure is what the Stray Fort was always supposed to be, adaptive walls with a few houses and some towers, smaller structure and more frequent, holds maps to the Stray Fort
- Added Catacombs, Underground Structure only found in cold biomes in the deepslate layer
- Catacomb rooms can also be found in the Lone Citadel and Stray Fort as part of the basements
- Updated the Lone Citadels Miniboss Arena
- Updated the Cave Spider Miniboss to now have a 25% chance to spawn minions when hit
- Updated Shrine Towers to be sometimes spawning without a tip
- Updated Illager Manor to now spawn not anymore at too high areas with an ridiculously huge foundation:
- Consequence: it doesn't replace 50% of all woodland mansions anymore and became much rarer due to that. since it only will apply the 50% replacement chance if the woodland mansion/illager manor is low enough
- Updated Shrines to not spawn too high anymore with its underground rooms poking out of the sea level
- Updated Shrine Tier 6 to not spawn too high anymore with its underground rooms poking out of the sea level
- Updated Creeping Crypt to not spawn too high anymore with its underground rooms poking out of the sea level
- Removed Wither Coating being applied to wither skeletons universally. making them drop stone swords with withering on it
- Instead only Wither Skeletons in the Nether Keep spawned by trial spawner will have those stone swords
- Added support for voxel.hardel.io by Hardel:
- French: https://voxel.hardel.io/fr-fr/tools/enchant
- English: https://voxel.hardel.io/en-us/tools/enchant
- Updated key loot tables to work with 1.21.4
- Added the Pale Residence Structure
- new structure that spawns in the pale garden containing the Spite Enchantment previously unique to tier 6 shrines
- Added Pale Tavern
- Added Pale Firewatch Tower
- Added Zombefied Villager + advancements for curing them to the:
- Toxic Lair - sells Trishot, Blowthrough or Antidote if cured
- Desert Ruins - sells outreach if cured
- Jungle Ruins - sells Photosynthesis if cured
- Lone Citadel - sells Might if cured
- Illager Hideout - sells Illagers Bane if cured
- to unlock each zillagers DnT trade, main DNT needs to be installed and you need to trade with them ONCE
- Overhauled the Stray Fort
- one of the oldest structures we added got an entire facelift of what it used to be previously while keeping what made it fun in the first place
- also holds now a map to the Lone Citadel
- Added Stray Outlook, this structure is what the Stray Fort was always supposed to be, adaptive walls with a few houses and some towers, smaller structure and more frequent, holds maps to the Stray Fort
- Added Catacombs, Underground Structure only found in cold biomes in the deepslate layer
- Catacomb rooms can also be found in the Lone Citadel and Stray Fort as part of the basements
- Updated the Lone Citadels Miniboss Arena
- Updated the Cave Spider Miniboss to now have a 25% chance to spawn minions when hit
- Updated Shrine Towers to be sometimes spawning without a tip
- Updated Illager Manor to now spawn not anymore at too high areas with an ridiculously huge foundation:
- Consequence: it doesn't replace 50% of all woodland mansions anymore and became much rarer due to that. since it only will apply the 50% replacement chance if the woodland mansion/illager manor is low enough
- Updated Shrines to not spawn too high anymore with its underground rooms poking out of the sea level
- Updated Shrine Tier 6 to not spawn too high anymore with its underground rooms poking out of the sea level
- Updated Creeping Crypt to not spawn too high anymore with its underground rooms poking out of the sea level
- Removed Wither Coating being applied to wither skeletons universally. making them drop stone swords with withering on it
- Instead only Wither Skeletons in the Nether Keep spawned by trial spawner will have those stone swords
- Added support for voxel.hardel.io by Hardel:
- French: https://voxel.hardel.io/fr-fr/tools/enchant
- English: https://voxel.hardel.io/en-us/tools/enchant
## Dungeons and taverns v4.5 ##
- Updated the pack to 1.21.2 by fixing what broke during the transition from 1.21.1
- That means this is NOT compatible with 1.21.1 and no i wont do backports still.
- Updated Wells to have sus gravel in them with Desert Well archeaology loot.
- Added Bundle Tent Remnant from the 1.21.2 trailer. has a chest with a bundle :)
- Added Tier 6 to Shrines
- Updated Shrines wall design and replaced the anoying iron doors with copper doors.
- Fixed bugs with enchantments due to 1.21.2
- Gave all trial spawner the new config system. alows us to update them more easy. isnt different from what old worlds have so updating is save. just in the future when we update them that means it will be more easy for us to add new spawner or to change trial spawners configuration without player needing to reset chunks. yay.
- Added Ukrainian Translation
- Added Pale Oak blockset to Bunker Protected so it wont replace parts of the trees
- Added Spitefull Enchantment:
- Bellow 2.5 hearts players are given +2 (+2 per level) attack damage
- If hit by a mob there is a 30% (+15% per level)chance to get Strengh 1 for 1-3 seconds
- Items: Swords, Axes
- Max level: 3
- Found in: Shrines (Rare)
## Dungeons and taverns v4.5 ##
- Updated the pack to 1.21.2 by fixing what broke during the transition from 1.21.1
- That means this is NOT compatible with 1.21.1 and no i wont do backports still.
- Updated Wells to have sus gravel in them with Desert Well archeaology loot.
- Added Bundle Tent Remnant from the 1.21.2 trailer. has a chest with a bundle :)
- Added Tier 6 to Shrines
- Updated Shrines wall design and replaced the anoying iron doors with copper doors.
- Fixed bugs with enchantments due to 1.21.2
- Gave all trial spawner the new config system. alows us to update them more easy. isnt different from what old worlds have so updating is save. just in the future when we update them that means it will be more easy for us to add new spawner or to change trial spawners configuration without player needing to reset chunks. yay.
- Added Ukrainian Translation
- Added Pale Oak blockset to Bunker Protected so it wont replace parts of the trees
- Added Spitefull Enchantment:
- Bellow 2.5 hearts players are given +2 (+2 per level) attack damage
- If hit by a mob there is a 30% (+15% per level)chance to get Strengh 1 for 1-3 seconds
- Items: Swords, Axes
- Max level: 3
- Found in: Shrines (Rare)
## Dungeons and taverns v4.5 ##
- Updated the pack to 1.21.2 by fixing what broke during the transition from 1.21.1
- That means this is NOT compatible with 1.21.1 and no i wont do backports still.
- Updated Wells to have sus gravel in them with Desert Well archeaology loot.
- Added Bundle Tent Remnant from the 1.21.2 trailer. has a chest with a bundle :)
- Added Tier 6 to Shrines
- Updated Shrines wall design and replaced the anoying iron doors with copper doors.
- Fixed bugs with enchantments due to 1.21.2
- Gave all trial spawner the new config system. alows us to update them more easy. isnt different from what old worlds have so updating is save. just in the future when we update them that means it will be more easy for us to add new spawner or to change trial spawners configuration without player needing to reset chunks. yay.
- Added Ukrainian Translation
- Added Pale Oak blockset to Bunker Protected so it wont replace parts of the trees
- Added Spitefull Enchantment:
- Bellow 2.5 hearts players are given +2 (+2 per level) attack damage
- If hit by a mob there is a 30% (+15% per level)chance to get Strengh 1 for 1-3 seconds
- Items: Swords, Axes
- Max level: 3
- Found in: Shrines (Rare)
## Dungeons and taverns v4.5 ##
- Updated the pack to 1.21.2 by fixing what broke during the transition from 1.21.1
- That means this is NOT compatible with 1.21.1 and no i wont do backports still.
- Updated Wells to have sus gravel in them with Desert Well archeaology loot.
- Added Bundle Tent Remnant from the 1.21.2 trailer. has a chest with a bundle :)
- Added Tier 6 to Shrines
- Updated Shrines wall design and replaced the anoying iron doors with copper doors.
- Fixed bugs with enchantments due to 1.21.2
- Gave all trial spawner the new config system. alows us to update them more easy. isnt different from what old worlds have so updating is save. just in the future when we update them that means it will be more easy for us to add new spawner or to change trial spawners configuration without player needing to reset chunks. yay.
- Added Ukrainian Translation
- Added Pale Oak blockset to Bunker Protected so it wont replace parts of the trees
- Added Spitefull Enchantment:
- Bellow 2.5 hearts players are given +2 (+2 per level) attack damage
- If hit by a mob there is a 30% (+15% per level)chance to get Strengh 1 for 1-3 seconds
- Items: Swords, Axes
- Max level: 3
- Found in: Shrines (Rare)
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
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
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
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
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.
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.
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.
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.
# Changelog
- ### Important Updated Keys to have a translation fallback this means vaults already generated wont work with new found keys anymore
- Crossbows Power enchant is now renamed to: Might
- Bows Piercing enchant is now renamed to: Blowthrough
- Bows Multishot enchant is now renamed to: Tri-Shot
- Added Translation Keys
- Lone Citadel and Toxic Lair are now obtainable maps
- Maps now have icons that fit their structures more
- CEM Support for DnT boss mobs:
> - 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"
- Removed the Largest house parts for the last step in Manors generation
- Outreach is no longer in the nether keep
- Fixed Bug with the Shrine Advancement causing an error in the server log
- Fixed Typo with the Shrine Advancement [Strengh -> Strength]
- Fixed Grammatical Error with swamp village advancement ["Visit an Swamp Village" -> "Visit a Swamp Village"]
- Fixed Grammatical Error with woodland mansion advancement ["Enter an Woodland Mansion" -> "Enter a Woodland Mansion"]
- Fixed Grammatical Error with pillager outpost advancement ["Aproach an Pillager Outpost" -> "Approach a Pillager Outpost"]
- Fixed Grammatical Error with the hamlet advancement ["Walk into an Hamlet" -> "Walk into a Hamlet"]
- Fixed Grammatical Error with the piglin outstation advancement ["Break into an Piglin Outstation" -> "Break into a Piglin Outstation"]
- Fixed bad controll character in template pool witch_villa/plot
- Fixed Call for Adventure Advancement, doesnt trigger curently
- Updated desert temple archy loot table for a lower chance of outreach books, reduced from 7/257 to 2/257
- Updated shrine main treasure loot tables to have now a lower weight for traveler enchantments and a chance for a randomly enchanted book
- **Known bug:** console cries about 2 advancements not triggering. those arent ment for player to be obtained anyway. will try to fix it in a future version
# Changelog
- ### Important Updated Keys to have a translation fallback this means vaults already generated wont work with new found keys anymore
- Crossbows Power enchant is now renamed to: Might
- Bows Piercing enchant is now renamed to: Blowthrough
- Bows Multishot enchant is now renamed to: Tri-Shot
- Added Translation Keys
- Lone Citadel and Toxic Lair are now obtainable maps
- Maps now have icons that fit their structures more
- CEM Support for DnT boss mobs:
> - 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"
- Removed the Largest house parts for the last step in Manors generation
- Outreach is no longer in the nether keep
- Fixed Bug with the Shrine Advancement causing an error in the server log
- Fixed Typo with the Shrine Advancement [Strengh -> Strength]
- Fixed Grammatical Error with swamp village advancement ["Visit an Swamp Village" -> "Visit a Swamp Village"]
- Fixed Grammatical Error with woodland mansion advancement ["Enter an Woodland Mansion" -> "Enter a Woodland Mansion"]
- Fixed Grammatical Error with pillager outpost advancement ["Aproach an Pillager Outpost" -> "Approach a Pillager Outpost"]
- Fixed Grammatical Error with the hamlet advancement ["Walk into an Hamlet" -> "Walk into a Hamlet"]
- Fixed Grammatical Error with the piglin outstation advancement ["Break into an Piglin Outstation" -> "Break into a Piglin Outstation"]
- Fixed bad controll character in template pool witch_villa/plot
- Fixed Call for Adventure Advancement, doesnt trigger curently
- Updated desert temple archy loot table for a lower chance of outreach books, reduced from 7/257 to 2/257
- Updated shrine main treasure loot tables to have now a lower weight for traveler enchantments and a chance for a randomly enchanted book
- **Known bug:** console cries about 2 advancements not triggering. those arent ment for player to be obtained anyway. will try to fix it in a future version
# Changelog
- ### Important Updated Keys to have a translation fallback this means vaults already generated wont work with new found keys anymore
- Crossbows Power enchant is now renamed to: Might
- Bows Piercing enchant is now renamed to: Blowthrough
- Bows Multishot enchant is now renamed to: Tri-Shot
- Added Translation Keys
- Lone Citadel and Toxic Lair are now obtainable maps
- Maps now have icons that fit their structures more
- CEM Support for DnT boss mobs:
> - 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"
- Removed the Largest house parts for the last step in Manors generation
- Outreach is no longer in the nether keep
- Fixed Bug with the Shrine Advancement causing an error in the server log
- Fixed Typo with the Shrine Advancement [Strengh -> Strength]
- Fixed Grammatical Error with swamp village advancement ["Visit an Swamp Village" -> "Visit a Swamp Village"]
- Fixed Grammatical Error with woodland mansion advancement ["Enter an Woodland Mansion" -> "Enter a Woodland Mansion"]
- Fixed Grammatical Error with pillager outpost advancement ["Aproach an Pillager Outpost" -> "Approach a Pillager Outpost"]
- Fixed Grammatical Error with the hamlet advancement ["Walk into an Hamlet" -> "Walk into a Hamlet"]
- Fixed Grammatical Error with the piglin outstation advancement ["Break into an Piglin Outstation" -> "Break into a Piglin Outstation"]
- Fixed bad controll character in template pool witch_villa/plot
- Fixed Call for Adventure Advancement, doesnt trigger curently
- Updated desert temple archy loot table for a lower chance of outreach books, reduced from 7/257 to 2/257
- Updated shrine main treasure loot tables to have now a lower weight for traveler enchantments and a chance for a randomly enchanted book
- **Known bug:** console cries about 2 advancements not triggering. those arent ment for player to be obtained anyway. will try to fix it in a future version
# Changelog
- ### Important Updated Keys to have a translation fallback this means vaults already generated wont work with new found keys anymore
- Crossbows Power enchant is now renamed to: Might
- Bows Piercing enchant is now renamed to: Blowthrough
- Bows Multishot enchant is now renamed to: Tri-Shot
- Added Translation Keys
- Lone Citadel and Toxic Lair are now obtainable maps
- Maps now have icons that fit their structures more
- CEM Support for DnT boss mobs:
> - 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"
- Removed the Largest house parts for the last step in Manors generation
- Outreach is no longer in the nether keep
- Fixed Bug with the Shrine Advancement causing an error in the server log
- Fixed Typo with the Shrine Advancement [Strengh -> Strength]
- Fixed Grammatical Error with swamp village advancement ["Visit an Swamp Village" -> "Visit a Swamp Village"]
- Fixed Grammatical Error with woodland mansion advancement ["Enter an Woodland Mansion" -> "Enter a Woodland Mansion"]
- Fixed Grammatical Error with pillager outpost advancement ["Aproach an Pillager Outpost" -> "Approach a Pillager Outpost"]
- Fixed Grammatical Error with the hamlet advancement ["Walk into an Hamlet" -> "Walk into a Hamlet"]
- Fixed Grammatical Error with the piglin outstation advancement ["Break into an Piglin Outstation" -> "Break into a Piglin Outstation"]
- Fixed bad controll character in template pool witch_villa/plot
- Fixed Call for Adventure Advancement, doesnt trigger curently
- Updated desert temple archy loot table for a lower chance of outreach books, reduced from 7/257 to 2/257
- Updated shrine main treasure loot tables to have now a lower weight for traveler enchantments and a chance for a randomly enchanted book
- **Known bug:** console cries about 2 advancements not triggering. those arent ment for player to be obtained anyway. will try to fix it in a future version
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.
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.
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.
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.
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
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
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
- **Added 10 new Enchantments:**
- Antidote
- Negates all damage from poison and deals it to the chestplate
- Items: Chestplate
- Max level: 1
- Incompatible with: Protection enchantments
- Found in: Toxic Lair
- Curse of conductivity
- Gives a chance to get struck by lightning during a thunderstorm
- Items: Any
- Max level: 1
- Found in: Random loot
- Ghasted
- Shoot a fire arrow which explodes upon landing, destroying the arrow in the process.
- Items: Crossbow
- Max level: 3
- Incompatible with: Piercing, Multishot and Gravity
- Found in: Nether keep
- Gravity
- Shoot an arrow which will pull all mobs around it upon landing, destroying the arrow in the process
- Items: Crossbow
- Max level: 3
- Incompatible with: Piercing, Multishot and Ghasted
- Found in: End Castle
- Illagers bane
- Deal extra damage to Illagers, Vexes, Witches and Ravagers
- Items: Weapon
- Max level: 5
- Incompatible with: Sharpness, Smite, Bane of Arthropods
- Found in: Illager structures
- Outreach
- Raises the block interaction range
- Items: Chest
- Max level: 4
- Found in: Desert Ruins
- Photosynthesis
- Repairs the item when is in direct view of the sun
- Items: Any
- Max level: 1
- Incompatible with: Mending
- Found in: Jungle Ruins
- Traveler
- Faster sprinting speed and step up full blocks
- Items: boots
- Max level: 3
- Incompatible with: Soul speed
- Found in: Shrines, Graves
- Wax wings
- Negates durability damage from slow gliding but raises by 50% the durability damage from gliding fast
- Items: Elytra
- Max level: 1
- Incompatible with: Unbreaking
- Found in: End castle
- Wither coated
- Deals wither upon hitting the target and doubles the durability damage
- Items: Sword and axe
- Max level: 1
- Incompatible with: Fire aspect
- Found in: Wither skeleton swords and Nether keep vaults
- **Added 31 new structures total**
- 23 of them are Remnant Structures.
- those structures spawn in the same structure set and are x1.5 times rarer than woodland mansions. you will barely see them and probably not find all of them
- those structures are simulair to wild ruins, just alot more rare
- the miners house has been removed from Wild ruins and is now part of the Remnants set
List of the new remnant structures:
- Bee Keeper, an ruined house with some honey and a bee hive
- Big Remnant 1, left over stone walls suggesting the shape of a structure
- Big Remnant 2, left over stone walls suggesting the shape of a structures
- Big Remnant 3, another type of Big Remnant 1 but with an 2x2 Oak tree
- Birch Forest Graveyard, Recreation of the house from Pumkin Pastures church at the end of the level in minecraft dungeon with some graves in a graveyard
- Bridge Remnant, One of the 2 Remnant structures that kicked this entire set of with permission of u/Chris_The_Aligator [Reddit Post with Remnant Suggestion](https://www.reddit.com/r/minecraftsuggestions/comments/k3bzk6/remnants_a_new_type_of_ambient_structures_with/)
- Bunny Base, small tower with 2 rooms and a backyard containing Bunnies
- Desert remnant, the 2nd structure added with permission from the Reddit Suggestion Post, Includes archeology stuff from the Desert Ruins
- Forest Smith, small abandoned house with workstations of all smithing types for villager
- Frog Ranch, Mangrove swamp structure out of packed mud with an frog yard
- Graveyard, Graveyard.
- Medium Remnant 1, left over stone walls suggesting the shape of a structure
- Medium Remnant 2, left over stone walls suggesting the shape of a structure
- Mud Brick Constructor, abandoned Mangrove swamp structure out of packed mud with workspaces suggesting that packed mud was creatred here.
- Ominous Shop, recreation of the mysterious shop from Minecraft Dungeon containing a pot with an ominous potion
- Ruin Farmer, ruined farmhouse inspired by the camp from Minecraft Dungeon
- Ruin smith, ruin inspired by the smithing shop from minecraft Dungeons
- Sawmill, abandoned Sawmill with some logs
- School Remnants, left over stonewalls and bookshelves suggesting structures
- Taiga Castle, Cobblestone castle in decay
- Miners Hut, previous wild ruin structure, small cobblestone hut with an hole in the ground. inspired from the mining houses as found on the Apterra map by Sabbas Apterrus
- Woodland Hut, Dark Oak Forest structure that is just an abandoned hut.
- Zombie Horse Ranch, small structure with an Zombie Horse and an Zombified Villager who trades you horsegear against material and emeralds or buys horsegear for an fair price.
- Added Birch Villages
- Added Trident Trial Monument.
- Structure contains trial spawner and vaults
- You can obtain the trident from here guranteed!
- Added Toxic Lair.
- Spawns in Swamp biomes.
- Has archeology content on the surface and Trial Spawners underground.
- You can obtain bows enchanted with Piercing or Multishot!
- You can also find the Antitoxin Enchantment here
- Added Lone Citadel.
- Spawns in cold biomes.
- Breezes and Strays can be found here.
- You can obtain crossbows enchanted with Power and Infinity!
- Added Shrines.
- Leads to an underground part where you fight through themed rooms with Trial Spawners!
- Has a vault at the end that can only be opened by Shrine Keys.
- Has Rooms that get progressively more difficult.
- Difficulty 5 rooms have ominous vaults that can only be opened by Ominous Shrine Keys.
- Added End Ships.
- Has Vaults that can only be opened by End Ship Keys.
- These vaults can reward elytras.
- Added End Lighthouse.
- Has Trial Spawners that spawn Shulkers, making them renewable without the need of a shulker farm.
- Has a vault that rewards a map leading to the End Castle.
- End Ship Keys can be obtained here.
- Added End Castle.
- This structure is located at the same coordinates as the strongholds in the overworld.
- Eyes of ender can be thrown to lead here.
- Has at least one end ship of various sizes.
- Has vaults with elytras that need End Ship Keys to open.
- Has Trial Spawners that spawn Shulkers which will reward End Castle Keys for vaults only found in this structure or End Ship Keys when ominous
- You can obtain the Gravity or Wax Wing Enchantments from here.
- **Added Mod Suport to all loot tables.**
- **Updated 16 Structures**
- Updated Taverns
- Taverns no longer Spawn with Tavenr Quest Chests anymore
- Taverns spawn now instead with Tavern Quest Trader instead
- to unlock map trades from them, trade once with them
- Updated Illager Manor.
- New Fixed layout for the garden/backyard of the Illager Manor.
- Paintings now spawn, but are still affected by vanilla bugs.
- Rebalanced loot tables.
- Illagers Bane Can be found here
- Updated Ruined Town.
- Varied size.
- New part with a copper dog statue added.
- Central parts will no longer connect to each other.
- Updated Creeping Crypt.
- Now spawns with Trial spawners.
- Do note that this structure is mostly about archelogoy. so this change was more made to repaly the dungeoncrawl aspect ofit
- Trial Spawners can drop Creeping Crypt Keys used to unlock vaults only found here.
- Rebalanced loot tables.
- Updated Desert Ruins.
- Small Temples will no longer connect to each other.
- Added Outreach Enchantment to the Loottables
- Overhauled Archeology Loottables
- Increased Suspicious Sand Amound
- Less Trash
- More Sherds
- Relic Disc can be found here
- Outreach Enchanting books too
- Updated Jungle Ruins.
- Bogged Naturally spawn here
- Bogged, Cave Spiders and Zombies Prespawn here with armour
- Added Photosynthesis Enchantment to the Loottables
- Overhauled Archeology Loottables
- Increased Suspicious Gravel Amound
- Less Trash
- More Sherds
- Photosynthesis Enchanting books too
- Buffed Chests Tressure loot
- Temples use now Default Jungle Temples loot tables
- Houses have now additional Jungle Items
- Updated Undead Crypt.
- Increased Mob Prespawns
- Overhauled the entire grave loot tables to contain not anymore just emeralds but instead random crafting materials like iron, gold, redstone, diamonds, emderalds and lapis lazuli
- New Rooms resembeling the classic monster room have been added
- Updated Nether Keep.
- Overhauled the entire bridge system.
- Spawners in the Bridges are now replaced with Trial Spawners.
- Trial Spawners can drop Nether Keep Keys used to unlock vaults only found here.
- Added Bridge Houses with more Trial Spawners inside.
- Vaults only generate inside the main Keep Tower.
- Added Bridge Towers.
- Keep Can no longer generate through the bedrock ceiling or inside lava oceans.
- Updated Bunker.
- Generates way closer to the surface.
- Erodes when in contact with air.
- Added most of the vanilla stronghold rooms.
- Added 1 more room.
- Added Enderpearls to pot loot tables.
- Updated Piglin Donjon.
- Now has a Colloseum with Trial Spawners on top.
- Trial Spawners can drop Piglin Donjon Keys used to unlock vaults only found here.
- Has vaults in the entire structure.
- Piglin Brutes Spawned here can drop Piglin Donjon Keys used to unlock vaults only found here.
- Loot has been rebalanced to have less netherite in normal chests but overall more netherite through vaults.
- Instead of Nether Gold Ore other blocks can spawn instead
- Ancient debris 1%
- Iron block 1%
- Gold block 1%
- Raw gold block 5%
- Gilded blackstone 20%
- Nether quatz ore 30%.
- Updated Piglin Outstation.
- Now has Trial Spawners that drop Piglin Outsation Keys.
- Vaults here reward a map leading to the Piglin Donjon.
- Piglins Brutes spawned here can drop Piglin Outstation Keys.
- Updated Hamlet.
- Now has Trial Spawners that drop Piglin Outsation Keys.
- Vaults here reward a map leading to the Piglin Donjon.
- Piglins Brutes spawned here can drop Piglin Outstation Keys.
- Vaults contain maps to: Bastion Remnant, Piglin Outstation.
- Updated Piglin/Skeleton/Illager Camps.
- llager camps now have maps that lead to: Pillager Outpost.
- The Piglin Camps now have maps that lead to Piglin Hamlet.
- Nether Skeleton camps now have maps that lead to Nether Skeleton Towers.
- Updated Nether Skeleton Towers.
- Now contains maps for Nether Port or Nether Keep.
- Fixed Waterlogging in all structures
- Rebalance of loot tables.
- Added 1 new behavior with allays.
- Allays turn into a Vex when they hold a echo shard and are hit by lighting
- **Added 10 new Enchantments:**
- Antidote
- Negates all damage from poison and deals it to the chestplate
- Items: Chestplate
- Max level: 1
- Incompatible with: Protection enchantments
- Found in: Toxic Lair
- Curse of conductivity
- Gives a chance to get struck by lightning during a thunderstorm
- Items: Any
- Max level: 1
- Found in: Random loot
- Ghasted
- Shoot a fire arrow which explodes upon landing, destroying the arrow in the process.
- Items: Crossbow
- Max level: 3
- Incompatible with: Piercing, Multishot and Gravity
- Found in: Nether keep
- Gravity
- Shoot an arrow which will pull all mobs around it upon landing, destroying the arrow in the process
- Items: Crossbow
- Max level: 3
- Incompatible with: Piercing, Multishot and Ghasted
- Found in: End Castle
- Illagers bane
- Deal extra damage to Illagers, Vexes, Witches and Ravagers
- Items: Weapon
- Max level: 5
- Incompatible with: Sharpness, Smite, Bane of Arthropods
- Found in: Illager structures
- Outreach
- Raises the block interaction range
- Items: Chest
- Max level: 4
- Found in: Desert Ruins
- Photosynthesis
- Repairs the item when is in direct view of the sun
- Items: Any
- Max level: 1
- Incompatible with: Mending
- Found in: Jungle Ruins
- Traveler
- Faster sprinting speed and step up full blocks
- Items: boots
- Max level: 3
- Incompatible with: Soul speed
- Found in: Shrines, Graves
- Wax wings
- Negates durability damage from slow gliding but raises by 50% the durability damage from gliding fast
- Items: Elytra
- Max level: 1
- Incompatible with: Unbreaking
- Found in: End castle
- Wither coated
- Deals wither upon hitting the target and doubles the durability damage
- Items: Sword and axe
- Max level: 1
- Incompatible with: Fire aspect
- Found in: Wither skeleton swords and Nether keep vaults
- **Added 31 new structures total**
- 23 of them are Remnant Structures.
- those structures spawn in the same structure set and are x1.5 times rarer than woodland mansions. you will barely see them and probably not find all of them
- those structures are simulair to wild ruins, just alot more rare
- the miners house has been removed from Wild ruins and is now part of the Remnants set
List of the new remnant structures:
- Bee Keeper, an ruined house with some honey and a bee hive
- Big Remnant 1, left over stone walls suggesting the shape of a structure
- Big Remnant 2, left over stone walls suggesting the shape of a structures
- Big Remnant 3, another type of Big Remnant 1 but with an 2x2 Oak tree
- Birch Forest Graveyard, Recreation of the house from Pumkin Pastures church at the end of the level in minecraft dungeon with some graves in a graveyard
- Bridge Remnant, One of the 2 Remnant structures that kicked this entire set of with permission of u/Chris_The_Aligator [Reddit Post with Remnant Suggestion](https://www.reddit.com/r/minecraftsuggestions/comments/k3bzk6/remnants_a_new_type_of_ambient_structures_with/)
- Bunny Base, small tower with 2 rooms and a backyard containing Bunnies
- Desert remnant, the 2nd structure added with permission from the Reddit Suggestion Post, Includes archeology stuff from the Desert Ruins
- Forest Smith, small abandoned house with workstations of all smithing types for villager
- Frog Ranch, Mangrove swamp structure out of packed mud with an frog yard
- Graveyard, Graveyard.
- Medium Remnant 1, left over stone walls suggesting the shape of a structure
- Medium Remnant 2, left over stone walls suggesting the shape of a structure
- Mud Brick Constructor, abandoned Mangrove swamp structure out of packed mud with workspaces suggesting that packed mud was creatred here.
- Ominous Shop, recreation of the mysterious shop from Minecraft Dungeon containing a pot with an ominous potion
- Ruin Farmer, ruined farmhouse inspired by the camp from Minecraft Dungeon
- Ruin smith, ruin inspired by the smithing shop from minecraft Dungeons
- Sawmill, abandoned Sawmill with some logs
- School Remnants, left over stonewalls and bookshelves suggesting structures
- Taiga Castle, Cobblestone castle in decay
- Miners Hut, previous wild ruin structure, small cobblestone hut with an hole in the ground. inspired from the mining houses as found on the Apterra map by Sabbas Apterrus
- Woodland Hut, Dark Oak Forest structure that is just an abandoned hut.
- Zombie Horse Ranch, small structure with an Zombie Horse and an Zombified Villager who trades you horsegear against material and emeralds or buys horsegear for an fair price.
- Added Birch Villages
- Added Trident Trial Monument.
- Structure contains trial spawner and vaults
- You can obtain the trident from here guranteed!
- Added Toxic Lair.
- Spawns in Swamp biomes.
- Has archeology content on the surface and Trial Spawners underground.
- You can obtain bows enchanted with Piercing or Multishot!
- You can also find the Antitoxin Enchantment here
- Added Lone Citadel.
- Spawns in cold biomes.
- Breezes and Strays can be found here.
- You can obtain crossbows enchanted with Power and Infinity!
- Added Shrines.
- Leads to an underground part where you fight through themed rooms with Trial Spawners!
- Has a vault at the end that can only be opened by Shrine Keys.
- Has Rooms that get progressively more difficult.
- Difficulty 5 rooms have ominous vaults that can only be opened by Ominous Shrine Keys.
- Added End Ships.
- Has Vaults that can only be opened by End Ship Keys.
- These vaults can reward elytras.
- Added End Lighthouse.
- Has Trial Spawners that spawn Shulkers, making them renewable without the need of a shulker farm.
- Has a vault that rewards a map leading to the End Castle.
- End Ship Keys can be obtained here.
- Added End Castle.
- This structure is located at the same coordinates as the strongholds in the overworld.
- Eyes of ender can be thrown to lead here.
- Has at least one end ship of various sizes.
- Has vaults with elytras that need End Ship Keys to open.
- Has Trial Spawners that spawn Shulkers which will reward End Castle Keys for vaults only found in this structure or End Ship Keys when ominous
- You can obtain the Gravity or Wax Wing Enchantments from here.
- **Added Mod Suport to all loot tables.**
- **Updated 16 Structures**
- Updated Taverns
- Taverns no longer Spawn with Tavenr Quest Chests anymore
- Taverns spawn now instead with Tavern Quest Trader instead
- to unlock map trades from them, trade once with them
- Updated Illager Manor.
- New Fixed layout for the garden/backyard of the Illager Manor.
- Paintings now spawn, but are still affected by vanilla bugs.
- Rebalanced loot tables.
- Illagers Bane Can be found here
- Updated Ruined Town.
- Varied size.
- New part with a copper dog statue added.
- Central parts will no longer connect to each other.
- Updated Creeping Crypt.
- Now spawns with Trial spawners.
- Do note that this structure is mostly about archelogoy. so this change was more made to repaly the dungeoncrawl aspect ofit
- Trial Spawners can drop Creeping Crypt Keys used to unlock vaults only found here.
- Rebalanced loot tables.
- Updated Desert Ruins.
- Small Temples will no longer connect to each other.
- Added Outreach Enchantment to the Loottables
- Overhauled Archeology Loottables
- Increased Suspicious Sand Amound
- Less Trash
- More Sherds
- Relic Disc can be found here
- Outreach Enchanting books too
- Updated Jungle Ruins.
- Bogged Naturally spawn here
- Bogged, Cave Spiders and Zombies Prespawn here with armour
- Added Photosynthesis Enchantment to the Loottables
- Overhauled Archeology Loottables
- Increased Suspicious Gravel Amound
- Less Trash
- More Sherds
- Photosynthesis Enchanting books too
- Buffed Chests Tressure loot
- Temples use now Default Jungle Temples loot tables
- Houses have now additional Jungle Items
- Updated Undead Crypt.
- Increased Mob Prespawns
- Overhauled the entire grave loot tables to contain not anymore just emeralds but instead random crafting materials like iron, gold, redstone, diamonds, emderalds and lapis lazuli
- New Rooms resembeling the classic monster room have been added
- Updated Nether Keep.
- Overhauled the entire bridge system.
- Spawners in the Bridges are now replaced with Trial Spawners.
- Trial Spawners can drop Nether Keep Keys used to unlock vaults only found here.
- Added Bridge Houses with more Trial Spawners inside.
- Vaults only generate inside the main Keep Tower.
- Added Bridge Towers.
- Keep Can no longer generate through the bedrock ceiling or inside lava oceans.
- Updated Bunker.
- Generates way closer to the surface.
- Erodes when in contact with air.
- Added most of the vanilla stronghold rooms.
- Added 1 more room.
- Added Enderpearls to pot loot tables.
- Updated Piglin Donjon.
- Now has a Colloseum with Trial Spawners on top.
- Trial Spawners can drop Piglin Donjon Keys used to unlock vaults only found here.
- Has vaults in the entire structure.
- Piglin Brutes Spawned here can drop Piglin Donjon Keys used to unlock vaults only found here.
- Loot has been rebalanced to have less netherite in normal chests but overall more netherite through vaults.
- Instead of Nether Gold Ore other blocks can spawn instead
- Ancient debris 1%
- Iron block 1%
- Gold block 1%
- Raw gold block 5%
- Gilded blackstone 20%
- Nether quatz ore 30%.
- Updated Piglin Outstation.
- Now has Trial Spawners that drop Piglin Outsation Keys.
- Vaults here reward a map leading to the Piglin Donjon.
- Piglins Brutes spawned here can drop Piglin Outstation Keys.
- Updated Hamlet.
- Now has Trial Spawners that drop Piglin Outsation Keys.
- Vaults here reward a map leading to the Piglin Donjon.
- Piglins Brutes spawned here can drop Piglin Outstation Keys.
- Vaults contain maps to: Bastion Remnant, Piglin Outstation.
- Updated Piglin/Skeleton/Illager Camps.
- llager camps now have maps that lead to: Pillager Outpost.
- The Piglin Camps now have maps that lead to Piglin Hamlet.
- Nether Skeleton camps now have maps that lead to Nether Skeleton Towers.
- Updated Nether Skeleton Towers.
- Now contains maps for Nether Port or Nether Keep.
- Fixed Waterlogging in all structures
- Rebalance of loot tables.
- Added 1 new behavior with allays.
- Allays turn into a Vex when they hold a echo shard and are hit by lighting
- **Added 10 new Enchantments:**
- Antidote
- Negates all damage from poison and deals it to the chestplate
- Items: Chestplate
- Max level: 1
- Incompatible with: Protection enchantments
- Found in: Toxic Lair
- Curse of conductivity
- Gives a chance to get struck by lightning during a thunderstorm
- Items: Any
- Max level: 1
- Found in: Random loot
- Ghasted
- Shoot a fire arrow which explodes upon landing, destroying the arrow in the process.
- Items: Crossbow
- Max level: 3
- Incompatible with: Piercing, Multishot and Gravity
- Found in: Nether keep
- Gravity
- Shoot an arrow which pulls all mobs around it upon landing, destroying the arrow in the process
- Items: Crossbow
- Max level: 3
- Incompatible with: Piercing, Multishot and Ghasted
- Found in: End Castle
- Illagers bane
- Deal extra damage to Illagers, Vexes, Witches and Ravagers
- Items: Weapon
- Max level: 5
- Incompatible with: Sharpness, Smite, Bane of Arthropods
- Found in: Illager structures
- Outreach
- Raises the block interaction range
- Items: Chest
- Max level: 4
- Found in: Desert Ruins
- Photosynthesis
- Repairs the item when is in direct view of the sun
- Items: Any
- Max level: 1
- Incompatible with: Mending
- Found in: Jungle Ruins
- Traveler
- Faster sprinting speed and step up full blocks
- Items: boots
- Max level: 3
- Incompatible with: Soul speed
- Found in: Shrines, Graves
- Wax wings
- Negates durability damage from slow gliding but raises by 50% the durability damage from gliding fast
- Items: Elytra
- Max level: 1
- Incompatible with: Unbreaking
- Found in: End castle
- Wither coated
- Deals wither upon hitting the target and doubles the durability damage
- Items: Sword and axe
- Max level: 1
- Incompatible with: Fire aspect
- Found in: Wither skeleton swords and Nether keep vaults
- **Added 31 new structures total**
- 23 of them are Remnant Structures.
- those structures spawn in the same structure set and are x1.5 times rarer than woodland mansions. you will barely see them and probably not find all of them
- those structures are simulair to wild ruins, just alot more rare
- the miners house has been removed from Wild ruins and is now part of the Remnants set
List of the new remnant structures:
- Bee Keeper, an ruined house with some honey and a bee hive
- Big Remnant 1, left over stone walls suggesting the shape of a structure
- Big Remnant 2, left over stone walls suggesting the shape of a structures
- Big Remnant 3, another type of Big Remnant 1 but with an 2x2 Oak tree
- Birch Forest Graveyard, Recreation of the house from Pumkin Pastures church at the end of the level in minecraft dungeon with some graves in a graveyard
- Bridge Remnant, One of the 2 Remnant structures that kicked this entire set of with permission of u/Chris_The_Aligator [Reddit Post with Remnant Suggestion](https://www.reddit.com/r/minecraftsuggestions/comments/k3bzk6/remnants_a_new_type_of_ambient_structures_with/)
- Bunny Base, small tower with 2 rooms and a backyard containing Bunnies
- Desert remnant, the 2nd structure added with permission from the Reddit Suggestion Post, Includes archeology stuff from the Desert Ruins
- Forest Smith, small abandoned house with workstations of all smithing types for villager
- Frog Ranch, Mangrove swamp structure out of packed mud with an frog yard
- Graveyard, Graveyard.
- Medium Remnant 1, left over stone walls suggesting the shape of a structure
- Medium Remnant 2, left over stone walls suggesting the shape of a structure
- Mud Brick Constructor, abandoned Mangrove swamp structure out of packed mud with workspaces suggesting that packed mud was creatred here.
- Ominous Shop, recreation of the mysterious shop from Minecraft Dungeon containing a pot with an ominous potion
- Ruin Farmer, ruined farmhouse inspired by the camp from Minecraft Dungeon
- Ruin smith, ruin inspired by the smithing shop from minecraft Dungeons
- Sawmill, abandoned Sawmill with some logs
- School Remnants, left over stonewalls and bookshelves suggesting structures
- Taiga Castle, Cobblestone castle in decay
- Miners Hut, previous wild ruin structure, small cobblestone hut with an hole in the ground. inspired from the mining houses as found on the Apterra map by Sabbas Apterrus
- Woodland Hut, Dark Oak Forest structure that is just an abandoned hut.
- Zombie Horse Ranch, small structure with an Zombie Horse and an Zombified Villager who trades you horsegear against material and emeralds or buys horsegear for an fair price.
- Added Birch Villages
- Added Trident Trial Monument.
- Structure contains trial spawner and vaults
- You can obtain the trident from here guranteed!
- Added Toxic Lair.
- Spawns in Swamp biomes.
- Has archeology content on the surface and Trial Spawners underground.
- You can obtain bows enchanted with Piercing or Multishot!
- You can also find the Antitoxin Enchantment here
- Added Lone Citadel.
- Spawns in cold biomes.
- Breezes and Strays can be found here.
- You can obtain crossbows enchanted with Power and Infinity!
- Added Shrines.
- Leads to an underground part where you fight through themed rooms with Trial Spawners!
- Has a vault at the end that can only be opened by Shrine Keys.
- Has Rooms that get progressively more difficult.
- Difficulty 5 rooms have ominous vaults that can only be opened by Ominous Shrine Keys.
- Added End Ships.
- Has Vaults that can only be opened by End Ship Keys.
- These vaults can reward elytras.
- Added End Lighthouse.
- Has Trial Spawners that spawn Shulkers, making them renewable without the need of a shulker farm.
- Has a vault that rewards a map leading to the End Castle.
- End Ship Keys can be obtained here.
- Added End Castle.
- This structure is located at the same coordinates as the strongholds in the overworld.
- Eyes of ender can be thrown to lead here.
- Has at least one end ship of various sizes.
- Has vaults with elytras that need End Ship Keys to open.
- Has Trial Spawners that spawn Shulkers which will reward End Castle Keys for vaults only found in this structure or End Ship Keys when ominous
- You can obtain the Gravity or Wax Wing Enchantments from here.
- **Added Mod Suport to all loot tables.**
- **Updated 16 Structures**
- Updated Taverns
- Taverns no longer Spawn with Tavenr Quest Chests anymore
- Taverns spawn now instead with Tavern Quest Trader instead
- to unlock map trades from them, trade once with them
- Updated Illager Manor.
- New Fixed layout for the garden/backyard of the Illager Manor.
- Paintings now spawn, but are still affected by vanilla bugs.
- Rebalanced loot tables.
- Illagers Bane Can be found here
- Updated Ruined Town.
- Varied size.
- New part with a copper dog statue added.
- Central parts will no longer connect to each other.
- Updated Creeping Crypt.
- Now spawns with Trial spawners.
- Do note that this structure is mostly about archelogoy. so this change was more made to repaly the dungeoncrawl aspect ofit
- Trial Spawners can drop Creeping Crypt Keys used to unlock vaults only found here.
- Rebalanced loot tables.
- Updated Desert Ruins.
- Small Temples will no longer connect to each other.
- Added Outreach Enchantment to the Loottables
- Overhauled Archeology Loottables
- Increased Suspicious Sand Amound
- Less Trash
- More Sherds
- Relic Disc can be found here
- Outreach Enchanting books too
- Updated Jungle Ruins.
- Bogged Naturally spawn here
- Bogged, Cave Spiders and Zombies Prespawn here with armour
- Added Photosynthesis Enchantment to the Loottables
- Overhauled Archeology Loottables
- Increased Suspicious Gravel Amound
- Less Trash
- More Sherds
- Photosynthesis Enchanting books too
- Buffed Chests Tressure loot
- Temples use now Default Jungle Temples loot tables
- Houses have now additional Jungle Items
- Updated Undead Crypt.
- Increased Mob Prespawns
- Overhauled the entire grave loot tables to contain not anymore just emeralds but instead random crafting materials like iron, gold, redstone, diamonds, emderalds and lapis lazuli
- New Rooms resembeling the classic monster room have been added
- Updated Nether Keep.
- Overhauled the entire bridge system.
- Spawners in the Bridges are now replaced with Trial Spawners.
- Trial Spawners can drop Nether Keep Keys used to unlock vaults only found here.
- Added Bridge Houses with more Trial Spawners inside.
- Vaults only generate inside the main Keep Tower.
- Added Bridge Towers.
- Keep Can no longer generate through the bedrock ceiling or inside lava oceans.
- Updated Bunker.
- Generates way closer to the surface.
- Erodes when in contact with air.
- Added most of the vanilla stronghold rooms.
- Added 1 more room.
- Added Enderpearls to pot loot tables.
- Updated Piglin Donjon.
- Now has a Colloseum with Trial Spawners on top.
- Trial Spawners can drop Piglin Donjon Keys used to unlock vaults only found here.
- Has vaults in the entire structure.
- Piglin Brutes Spawned here can drop Piglin Donjon Keys used to unlock vaults only found here.
- Loot has been rebalanced to have less netherite in normal chests but overall more netherite through vaults.
- Instead of Nether Gold Ore other blocks can spawn instead
- Ancient debris 1%
- Iron block 1%
- Gold block 1%
- Raw gold block 5%
- Gilded blackstone 20%
- Nether quatz ore 30%.
- Updated Piglin Outstation.
- Now has Trial Spawners that drop Piglin Outsation Keys.
- Vaults here reward a map leading to the Piglin Donjon.
- Piglins Brutes spawned here can drop Piglin Outstation Keys.
- Updated Hamlet.
- Now has Trial Spawners that drop Piglin Outsation Keys.
- Vaults here reward a map leading to the Piglin Donjon.
- Piglins Brutes spawned here can drop Piglin Outstation Keys.
- Vaults contain maps to: Bastion Remnant, Piglin Outstation.
- Updated Piglin/Skeleton/Illager Camps.
- llager camps now have maps that lead to: Pillager Outpost.
- The Piglin Camps now have maps that lead to Piglin Hamlet.
- Nether Skeleton camps now have maps that lead to Nether Skeleton Towers.
- Updated Nether Skeleton Towers.
- Now contains maps for Nether Port or Nether Keep.
- Fixed Waterlogging in all structures
- Rebalance of loot tables.
- Added 1 new behavior with allays.
- Allays turn into a Vex when they hold a echo shard and are hit by lighting
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.
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.
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.
- Fixed the "Empty or non-existent pool: minecraft:witch_hut/foundation" issue.
- Fixed the minecraft:grass / minecraft:short_grass issue that is only an issue because of 1.20.3 changes.
- Added Pots with loot to almost all structures (all of them contain a chance for health potions for you no natural regeneration hardcore needs)
- Overhauled the Nether Keep Bridge parts to have more open windows
- Added merlons on the Nether Keep bridge parts (thats the raised areas that give cover to blazes)
- Adding towers on the outside of the Nether Keep, giving a bit more variety for the bridge levels
- Added 4 different spawner types on the outside of the Nether Keep bridges. DO note that this change is an temporary placeholder stand in for trial chambers.
- Spawner to the Nether Keep added are: Skeleton, Magmaslime, Wither Skeleton, Blaze
- Raised the size of the Nether Keep from 7 steps to 11 steps
- Added few more hallway Rooms to the Bunker
- Raised the size of the Bunker from 5 to 20
- Added an random hallways/room blocker so its not always ridiculous large but can be somewhere from 5-20 steps big
- Raised the Donjon Step size to 20, just for the railroad
- Fixed the "Empty or non-existent pool: minecraft:witch_hut/foundation" issue.
- Fixed the minecraft:grass / minecraft:short_grass issue that is only an issue because of 1.20.3 changes.
- Added Pots with loot to almost all structures (all of them contain a chance for health potions for you no natural regeneration hardcore needs)
- Overhauled the Nether Keep Bridge parts to have more open windows
- Added merlons on the Nether Keep bridge parts (thats the raised areas that give cover to blazes)
- Adding towers on the outside of the Nether Keep, giving a bit more variety for the bridge levels
- Added 4 different spawner types on the outside of the Nether Keep bridges. DO note that this change is an temporary placeholder stand in for trial chambers.
- Spawner to the Nether Keep added are: Skeleton, Magmaslime, Wither Skeleton, Blaze
- Raised the size of the Nether Keep from 7 steps to 11 steps
- Added few more hallway Rooms to the Bunker
- Raised the size of the Bunker from 5 to 20
- Added an random hallways/room blocker so its not always ridiculous large but can be somewhere from 5-20 steps big
- Raised the Donjon Step size to 20, just for the railroad
- Fixed the "Empty or non-existent pool: minecraft:witch_hut/foundation" issue.
- Fixed the minecraft:grass / minecraft:short_grass issue that is only an issue because of 1.20.3 changes.
- Added Pots with loot to almost all structures (all of them contain a chance for health potions for you no natural regeneration hardcore needs)
- Overhauled the Nether Keep Bridge parts to have more open windows
- Added merlons on the Nether Keep bridge parts (thats the raised areas that give cover to blazes)
- Adding towers on the outside of the Nether Keep, giving a bit more variety for the bridge levels
- Added 4 different spawner types on the outside of the Nether Keep bridges. DO note that this change is an temporary placeholder stand in for trial chambers.
- Spawner to the Nether Keep added are: Skeleton, Magmaslime, Wither Skeleton, Blaze
- Raised the size of the Nether Keep from 7 steps to 11 steps
- Added few more hallway Rooms to the Bunker
- Raised the size of the Bunker from 5 to 20
- Added an random hallways/room blocker so its not always ridiculous large but can be somewhere from 5-20 steps big
- Raised the Donjon Step size to 20, just for the railroad
- Added Illager Structures to the Tavern Quest chest loot table
- Added Witch Viler to the Tavern Quest chest loot table
- Added Ancient Cities to the Tavern Quest chest loot table
- apologies for the rough transition
- Added Illager Structures to the Tavern Quest chest loot table
- Added Witch Viler to the Tavern Quest chest loot table
- Added Ancient Cities to the Tavern Quest chest loot table
- apologies for the rough transition
- Added Illager Structures to the Tavern Quest chest loot table
- Added Witch Viler to the Tavern Quest chest loot table
- Added Ancient Cities to the Tavern Quest chest loot table
- apologies for the rough transition
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.
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.
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.
- Added Snowy Taverns
- Separated the Nether Keep and Hamlets from Minecraft's - - Nether_structrues into DnT's own Structure set
- Added Piglin Camps
- Added Skeleton Camps (soul/warped/crimson/wastes)
- Added Piglin Outstation
- Added Skeleton Towers (soul/warped/crimson/wastes)
- Added Donjon (Rare Structure only generating in Crimson forest)
- Added Nether Ports
- Added Witch Villa
- Added Creeping Crypts
- Added Desert Ruins
- Added more wild ruins variations
- Overhauled the Conduit Ruin from the ground up, making it now an underwater archaeological sites
- Added an Main Jungle Temple in the Jungle Ruins
- Rearranged Strongholds Layout
- Rebalanced Stronghold library's loot
- Updated Swamp Villages (replaced all villagers with witches, slimes and cats)
- Updated Ancient Cities Loot
- Rebalanced Trim loot in all Dungeon and Tavern structures
- Updated Illager Manors
- Added Staircases in every house part
- Added 4 new secret rooms, 12 huge rooms, 16 basement rooms, 21 normal rooms, 12 wide rooms, 5 wide basement rooms
- Updated the Illager manor entry to ensure it will never go bellow sea level, hopefully preventing waterlogging
- Heavy nerfed the bookshelves and loot tables for chests
- Updated Undead Crypts by adding mobs and removing the candles around the spawner
- Overhauled Bunkers with 26 new rooms and a bit of a loot rebalance
- Overhauled Badlands Miner Outpost from the ground up (now more like a western town and has an actual mineshaft)
- Overhauled Taverns (every tavern now has instead of just an farmer car an biome specific car with a chance for every villager job type)
- Overhauled Nether Keeps with an new labyrinth system and 30 new rooms while also reducing amounts of chests and mobs
- Updated Underground Houses to have supports in case they spawn in giant caves to not float awkwardly mid air
- Updated Stronghold librarians to have unique trades
- Removed taverns villager unique trades (not the expert nitwit don't worry, they are still an expert nitwit)
- Fixed a bunch of other bugs, missing loot tables
- Fixed several bugs with the stronghold rework
- Fixed bugs relating to weird tree leaves cutting and structures erasing other structures when generating into each other
- Added Advancements for Completing all Illager Structures
- Added Advancements for Completing all Nether Skeleton Structures
- Added advancements for Completing all Piglin Structures
- Added Advancements for Entering a Tavern for the first time
- Overhauled the Quest system
- Illager camps hold now maps for Pillager Outposts
- Illager Outpost hold maps for Illager Structures and Villages or Ancient Cities (icons will be updated once the experimental villager changes are not experimental)
- Taverns hold maps for Ruins and Dungeons
Happy Exploring!
- Added Snowy Taverns
- Separated the Nether Keep and Hamlets from Minecraft's - - Nether_structrues into DnT's own Structure set
- Added Piglin Camps
- Added Skeleton Camps (soul/warped/crimson/wastes)
- Added Piglin Outstation
- Added Skeleton Towers (soul/warped/crimson/wastes)
- Added Donjon (Rare Structure only generating in Crimson forest)
- Added Nether Ports
- Added Witch Villa
- Added Creeping Crypts
- Added Desert Ruins
- Added more wild ruins variations
- Overhauled the Conduit Ruin from the ground up, making it now an underwater archaeological sites
- Added an Main Jungle Temple in the Jungle Ruins
- Rearranged Strongholds Layout
- Rebalanced Stronghold library's loot
- Updated Swamp Villages (replaced all villagers with witches, slimes and cats)
- Updated Ancient Cities Loot
- Rebalanced Trim loot in all Dungeon and Tavern structures
- Updated Illager Manors
- Added Staircases in every house part
- Added 4 new secret rooms, 12 huge rooms, 16 basement rooms, 21 normal rooms, 12 wide rooms, 5 wide basement rooms
- Updated the Illager manor entry to ensure it will never go bellow sea level, hopefully preventing waterlogging
- Heavy nerfed the bookshelves and loot tables for chests
- Updated Undead Crypts by adding mobs and removing the candles around the spawner
- Overhauled Bunkers with 26 new rooms and a bit of a loot rebalance
- Overhauled Badlands Miner Outpost from the ground up (now more like a western town and has an actual mineshaft)
- Overhauled Taverns (every tavern now has instead of just an farmer car an biome specific car with a chance for every villager job type)
- Overhauled Nether Keeps with an new labyrinth system and 30 new rooms while also reducing amounts of chests and mobs
- Updated Underground Houses to have supports in case they spawn in giant caves to not float awkwardly mid air
- Updated Stronghold librarians to have unique trades
- Removed taverns villager unique trades (not the expert nitwit don't worry, they are still an expert nitwit)
- Fixed a bunch of other bugs, missing loot tables
- Fixed several bugs with the stronghold rework
- Fixed bugs relating to weird tree leaves cutting and structures erasing other structures when generating into each other
Happy Exploring!
- Added Snowy Taverns
- Separated the Nether Keep and Hamlets from Minecraft's - - Nether_structrues into DnT's own Structure set
- Added Piglin Camps
- Added Skeleton Camps (soul/warped/crimson/wastes)
- Added Piglin Outstation
- Added Skeleton Towers (soul/warped/crimson/wastes)
- Added Donjon (Rare Structure only generating in Crimson forest)
- Added Nether Ports
- Added Witch Villa
- Added Creeping Crypts
- Added Desert Ruins
- Added more wild ruins variations
- Overhauled the Conduit Ruin from the ground up, making it now an underwater archaeological sites
- Added an Main Jungle Temple in the Jungle Ruins
- Rearranged Strongholds Layout
- Rebalanced Stronghold library's loot
- Updated Swamp Villages (replaced all villagers with witches, slimes and cats)
- Updated Ancient Cities Loot
- Rebalanced Trim loot in all Dungeon and Tavern structures
- Updated Illager Manors
- Added Staircases in every house part
- Added 4 new secret rooms, 12 huge rooms, 16 basement rooms, 21 normal rooms, 12 wide rooms, 5 wide basement rooms
- Updated the Illager manor entry to ensure it will never go bellow sea level, hopefully preventing waterlogging
- Heavy nerfed the bookshelves and loot tables for chests
- Updated Undead Crypts by adding mobs and removing the candles around the spawner
- Overhauled Bunkers with 26 new rooms and a bit of a loot rebalance
- Overhauled Badlands Miner Outpost from the ground up (now more like a western town and has an actual mineshaft)
- Overhauled Taverns (every tavern now has instead of just an farmer car an biome specific car with a chance for every villager job type)
- Overhauled Nether Keeps with an new labyrinth system and 30 new rooms while also reducing amounts of chests and mobs
- Updated Underground Houses to have supports in case they spawn in giant caves to not float awkwardly mid air
- Updated Stronghold librarians to have unique trades
- Removed taverns villager unique trades (not the expert nitwit don't worry, they are still an expert nitwit)
- Fixed a bunch of other bugs, missing loot tables
- Fixed several bugs with the stronghold rework
- Fixed bugs relating to weird tree leaves cutting and structures erasing other structures when generating into each other
Happy Exploring!
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
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
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
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
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
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
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.
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.