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/
hotfix update for the desert ruins + translations
- 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
Dungeons and Taverns v4.6.2
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)
- 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