Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Project — New Wind
This is a core mod oriented towards Vanilla+ or RPG fantasy players.
The main essence of the mod is to alter the sense of danger and add immersive gameplay aspects to the vanilla game.
The difficulty is increased not by artificially inflating mob stats and damage, but by expanding the tactical behavior of a specific range of mobs, their interactions with other mobs and the player, and by shifting the focus of mobs from a simple routine obstacle to a challenge structured around progression stages.
In terms of immersion, the mod aims to expand the interactions of mobs with the world, e.g., villagers or illagers interacting with each other, adding small details and tweaks that improve the player's interaction with the world. A prime example is the alternative alchemy system where the player can brew potions using custom recipes.
This mod was primarily created for myself, implementing features I wanted to see in the game by combining certain aspects from different mods into a single cohesive system, and adding new mechanics not found elsewhere. Special thanks to the Consecration mod, which served as the main inspiration for creating this mod (the initial idea was specifically to improve and expand upon it).
This is my first mod and my first experience creating something on this scale. Since I am not a professional programmer and develop this alone, I might physically miss certain errors or bugs. Therefore, feedback, suggestions, and criticism are highly appreciated. Please send bug reports to the working email: gammercvest@gmail.com
The mod features extensive native support for third-party mods and mechanics, alongside flexible configurations, ensuring excellent compatibility in large modpacks.
Officially supported translations: English (US and UK), Ukrainian, Polish, Czech, German, French, Turkish, Italian, Spanish, Brazilian Portuguese, Japanese, Korean, Chinese (Simplified and Traditional), Dutch, Swedish, Indonesian, Vietnamese, and Thai. Translations were assisted by AI. If you notice any mistakes or inaccuracies, please let me know, and I will fix them.
This mod is free to use in modpacks and non-commercial projects.
Below is the list of all changes introduced by the mod (without excessive technical details):
Creatures
Mob Spawning Rule Changes.
Base hostile mobs (Zombie, Skeleton, Creeper, Spider, Enderman, and their variants) cannot naturally spawn on the surface of the Overworld during most nights. Surface spawning is exclusively allowed during the "New Moon" phase. This rule does not affect spawning underground, deep underwater, in other dimensions, or entities from other mods, but this can be easily adjusted in the configs.
Cave Spiders can now spawn in all types of caves.
Strays can spawn underground in freezing biomes, and Husks in arid biomes.
Zombies and Skeletons (and their variants) spawn with weapons and armor depending on their depth in the Overworld. Above Y=40, monsters spawn half as often and always without weapons or armor. Between Y=0 and Y=40, standard game rules apply. Below Y=0, the chance to spawn with armor, weapons, and enchantments is doubled.
Passive mobs (Cows, Sheep, Pigs, Chickens) have primary biomes for normal group spawning and secondary biomes where they spawn less frequently and individually. Primary biomes: Cows — Meadows, Hills, Sheep — Mountains, Hills, Pigs — Forests, Taiga, Chickens — Forests, Plains. All other animals remain unchanged.
Combat and Interaction Rules.
All undead (possessing the relevant vanilla tag) gain protection from final death. A standard fatal attack locks the monster's health at 1 HP, after which it enters a stasis state (immobilized) for 5 seconds. After this time, the mob restores 50% of its health and resumes combat. This mechanic is automatically disabled on Easy and Peaceful difficulties.
Final kills require one of the following conditions: an attack with the Smite enchantment, weapons, magic, or attacks with anti-undead properties (the algorithm automatically recognizes these in other mods), taking damage from fire, lava, or direct sunlight (sunlight acts as a separate factor and ignores helmets or fire immunity, meaning you can kill a Wither Skeleton in the sun despite its fire immunity), taking fatal damage while under the "Dead Man's Poison" effect or from an Instant Health potion. During stasis, a monster can be finished off with fire, lava, or by using a Flint and Steel directly on the mob (Right-Click).
Certain mobs dynamically change their weapons based on distance to the target: Skeletons (and variants) use Stone Swords for melee combat, Wither Skeletons draw a Bow for ranged attacks, Pillagers and Illusioners equip Iron Swords, Regular and Zombified Piglins use Golden weapons (sword/axe) and Crossbows.
Zombies (and their variants) regenerate 1 HP/s (2 HP/s on Hard difficulty) if they have not taken damage in the last 3 seconds.
All skeleton types are permanently aggressive towards Villagers and will actively attack them.
Creepers passively attract lightning similarly to a Lightning Rod. Charged Creepers lose this property.
On Hard difficulty, Zombies and Skeletons have a 5% chance to spawn as "Heavy Cavalry". They are equipped with a full set of armor, a melee weapon (sword/axe), and a shield, which they use to block melee attacks and arrows.
Slime expanded functionality: Slimes gradually grow in size over time up to the maximum limit, proportionally increasing size-dependent stats (HP, attack range, damage, etc.). To pass through narrow or small openings, Slimes can temporarily decrease their size by 1 tier without losing maximum or current HP. Slimes have passive regeneration: 2 HP every 2 seconds (2 HP/s on Hard difficulty). Burning stops regeneration. On a successful attack or when taking damage, Slimes have a 25% chance to reduce the durability of one equipped armor piece or held item of the target by 1–3 points.
Magma Cube expanded functionality: When a large Magma Cube dies, the smaller cubes it spawns will gradually group up to merge into a single large Magma Cube with full HP. Each killed small cube proportionally reduces the final health amount upon merging. The ability to shrink to pass through narrow spaces is identical to Slimes. While in fire or lava, Magma Cubes regenerate 1 HP/s. Attacks ignite the target. The Fire Resistance enchantment reduces overall damage from this mob.
Piglin Brutes receive a damage gate mechanic. Maximum single-hit damage from melee attacks is capped at 50% of their max health (maximum 25 HP damage). For ranged damage (magic, arrows, potions, etc.), the cap is stricter and set to 2 HP per hit. Out of combat, they regenerate 1 HP/s. Regeneration stops during combat or upon taking damage.
Iron Golems receive increased attack range (+1.5 blocks), bonus damage against undead (+4 damage) bypassing their immortality, and complete immunity to magic damage, poison, Wither effect, fire, and lava. The build cost is increased, meaning the standard build pattern is disabled; the new pattern requires replacing the central Iron Block (under the pumpkin) with a Silver Block.
Illagers.
Pillagers drink a Potion of Invisibility and flee when at low health or when hit by an arrow. On Hard difficulty, they use Silver Arrows with increased damage.
Vindicators drink a random level 2 buff potion for 12 seconds before combat (Strength, Speed, Regeneration, or Jump Boost). If the target is far away, they drink two potions. Once the effect wears off during combat, they drink a random potion again (leaving them open to attacks).
Evokers flee from attackers at low health. They receive additional spells: "Substitution" — swaps places with a random illager within a 16-block radius when an enemy approaches (knocks enemies back if no ally is available for swapping). "Anti-magic" — removes one positive effect from an enemy or one negative effect from three nearby allies (this spell can be cast out of combat). On Hard difficulty, they gain the "Enchantment" spell — applies or upgrades (up to level 3) an enchantment on allies' weapons (Sharpness for melee weapons, Power for ranged weapons). Totems of Undying no longer drop from Evokers during Raids; they can exclusively be obtained from Evokers in Woodland Mansions.
Illusioners can generate a clone with 2 HP that deals damage but cannot use magic and drops no items. When teleporting, they can swap places with the clone. Added to Raids (starting from wave 5) and generate exactly one per Woodland Mansion.
Witches gain the ability to summon a Vex, which spawns without a sword. Potions of Slow Falling (drunk when falling from a height) and Poison Resistance (drunk when poisoned) are added to their arsenal.
All illagers self-heal using Potions of Healing when out of combat.
Villager Changes.
Fishermen receive an updated daily schedule. They locate the nearest open water body within the village (must be at least 2 blocks deep) and spend most of the workday fishing. In the evening, they return to their barrel to restock, and in their free time, they distribute caught fish to other villagers. If no water body is present, they behave like vanilla Fishermen.
Weaponsmiths, Toolsmiths, and Armorers can repair damaged Village Iron Golems once a day while working (ignores player-created golems). Out of combat, damaged iron golems independently approach the smith at their workstation for repairs.
Clerics can heal one injured villager per work cycle (the patient approaches the workstation independently). Clerics can also destroy one Infection Incubator within the village per day. If the block is inaccessible or surrounded by enemies, destruction occurs remotely and takes 2 days.
Immersive Villager Improvements: If a villager eats and sleeps, they restore health in the morning, or (if at full health) generate a temporary discount on a random item; the discount disappears the next day or after closing the trading window.
Villagers emit emotion particles while conversing with each other to simulate real conversations.
At night during the "New Moon" phase or during a Zombie Siege event, villagers without beds panic and display the trembling animation while seeking shelter.
Wandering Traders drink a Potion of Invisibility and flee upon taking damage.
Items
Vanilla Item Changes.
Golden Tools have a built-in "Silk Touch" property. Silk Touch and Fortune enchantments are removed from the golden item pool to prevent conflicts.
Maces are classified as anti-undead weapons and bypass their immortality mechanic.
"Corrupted Elytra" now generate in End Ships instead of regular Elytra. They must be cleansed with a Dragon's Breath bottle to obtain regular Elytra.
Attacking with a Torch briefly ignites the target, but the item has a 25% chance to break upon attack. Can be used to finish off undead in the early game.
New Items, Blocks, and Fluids.
Salt — A multi-functional item. As a food modifier, it improves food stats (+1 nutrition, +2 saturation) when combined. Scattered as dust, it creates a physical barrier for undead, which does not affect players or other mobs. Rain washes away scattered salt. A Salt Block dissolved in water turns it into Brine. Generates as geodes (in tundra, deserts, cold or deep oceans), as a rare Red Salt variant (in high mountains), or can be obtained by trading with Wandering Traders or Butchers.
Brine — A fluid that pushes entities to the surface (similar to Soul Sand in water, but much slower). Pouring the liquid near blocks or tossing specific items into a Brine cauldron accelerates the oxidation of copper blocks (except waxed ones). Converts into regular water if touching at least 3 water sources. Generates in lakes of varying shapes and depths within hill biomes.
Silver — A rare deep-slate ore (more common in high mountains). Exclusively used to craft Silver Swords and Axes. Weapon stats match iron equivalents but with lower durability and built-in anti-undead properties. Other tools or armor cannot be crafted. Additional crafts: Silver Arrows (increased damage and anti-undead property) and Scented Candles. Silver is integrated into the Iron Golem build pattern. Silver weapons can be bought from a level 2+ Weaponsmith, and silver arrows from a max-level Fletcher. Silver ingots can also be sold to Weaponsmiths.
Scented Candle: Crafted with a candle, three of any flower, and five silver nuggets. Similar to regular candles, up to 4 can be placed on a single block. When lit, forces undead to flee from it. Base radius — 4 blocks (+2 blocks for each additional candle, max 10 blocks).
Dead Man's Eye: Used to brew "Dead Man's Poison" and craft Red Dye. Applies the Poison effect in Suspicious Stew. Generates in swamp biomes (and modded swamps, excluding Mangroves), and is very rarely sold by Wandering Traders.
Falling Star: An Axe (stats identical to a Netherite Axe, but with higher enchantability at 50) with anti-undead properties. Additionally, infected zombies killed by this weapon do not generate an Infection Incubator upon death. Crafted by combining a Diamond Axe and a "Falling Star Core" in a Smithing Table using a Netherite Upgrade Template. Falling Star Core: Crafted from 4 different fragments (found in Nether Fortresses, Buried Treasure, End Cities — 25%, Wandering Traders — 1%, Fishing — 0.05%) combined with a Silver Ingot.
Alchemist's Notebook: Records cauldron interaction results. Crafted with a Book and Quill, Ink Sac, and any potion (or water bottle). Fills up when using Alchemical Notes or experimenting in a cauldron (even failed attempts reveal info about one unknown ingredient used). When held in the hand or grabbed with the cursor, alchemical ingredients in the inventory are marked with: "!" (known ingredient) or "?" (unknown).
Alchemical Notes: Inserted into the Alchemist's Notebook. Found in structure chests (8%), dropped by Witches (1%), or sold by Wandering Traders. Each note unlocks ingredient info or reveals 60% of a random recipe text. Full unlocking requires the recipe dropping again or successfully brewing it manually in a cauldron.
** New Potions. ** Potion of Poison Resistance: Prevents taking damage from the poison effect (does not remove the effect itself). Recipe: Glistering Melon Slice + Poison Potion.
Potion of Wither: Applies the Wither effect. Recipe: Wither Rose + Awkward Potion.
Dead Man's Poison: Blocks all healing, prevents Totem of Undying activation (the item is not consumed), and neutralizes undead immortality. Recipe: Dead Man's Eye + Awkward Potion.
Scent of Eternal Peace: Makes hostile mobs neutral and calms angered neutral mobs. Upon attacking, that specific mob gains immunity to the effect. Does not affect bosses (Ender Dragon, Wither, etc.). Recipe: Infection Bramble Flower + Awkward Potion.
Cauldron Interaction.
Fire, lava, or hot blocks (magma blocks, campfires, etc.) placed below the cauldron cause the liquid to boil (particles and sounds are emitted). This is required for the new alchemy system and several interactions: Boiling Brine evaporates, leaving 8–11 Salt Dust in the cauldron, which must be collected via Right-Click. Sugar can be extracted from beetroots in a cauldron. First, add Beetroots to a water cauldron (up to 5) and chop the ingredients by Right-Clicking with a tool (sword, axe, shovel, hoe). Boiling this fluid leaves 3 Sugar per beetroot (max 15), collected via Right-Click. For a cauldron with at least 4-5 beetroots, using an Empty Bowl harvests Beetroot Soup, consuming 1/3 of the fluid and reducing the final sugar yield.
Alternative Cauldron Alchemy. Potions in cauldrons do not have fixed recipes. Instead, alchemical ingredients contain specific values of alchemical units (Aër, Arcana, Mors). Recipes may require boiling/normal water or mandatory ingredients. Activation (Right-Clicking with any item, or Shift + Right-Click if holding an alchemical ingredient) is irreversible: a successful match creates a potion (and logs the recipe in the notebook), while a failure destroys the items and evaporates the fluid (and logs one random unknown ingredient used). Adding Gunpowder (during brewing as an ingredient, or after into a finished potion) converts it into a Splash Potion. This is simply an alternative brewing method for the pre-Nether stage; the Brewing Stand and its vanilla recipes remain unchanged.
Unchopped ingredients (in alchemy, or beetroots during sugar boiling, etc.) are retrieved by Right-Clicking with an empty hand (Shift + Right-Click to instantly retrieve all items).
Regular arrows can be dipped into a potion cauldron to obtain Tipped Arrows. Cauldrons in Witch Huts always generate with a random potion.
Infection.
Instead of a normal zombie, an Infected Zombie may spawn with a 1.5% chance. Its attacks apply Hunger and Nausea for 3 seconds. On Hard difficulty, a toxic aura (3.2 block radius) forms around the Infected Zombie, applying Poison every 2 seconds to non-undead targets. Upon death (final or stasis), it leaves behind an Infection Incubator, which remains dormant for the first minute. After awakening, the Incubator periodically summons waves of zombies and gradually infects the territory, forming an artificial mini-biome around itself. Destroying the source, burning the infected blocks, or using a Splash Potion of Healing restores the terrain to normal.
Infection plants generate in the final development stages of the Incubator. Most of these plants serve as decoration or movement obstacles and can be harvested with Shears or "Silk Touch", or completely destroyed by fire or a Splash Potion of Healing. The Infection Bramble generates a dense cluster of thorns containing a flower. This flower drops only when hand-picked (without breaking the bush) and is used to brew the "Scent of Eternal Peace" potion.
System Changes
Sleeping in the dark or under the open sky is no longer possible (a message about nearby monsters is displayed). During the "New Moon" phase, the distance at which monsters block sleep is increased 5x. This mechanic is disabled on Peaceful difficulty.
Health Regeneration Mechanic Changed. The old linear formula is replaced with a new one where lower health results in slower healing and vice versa. Food levels also directly impact regeneration speed and the incoming damage multiplier. As a result, a well-fed and healthy player takes less damage and can easily maintain high health, whereas a heavily wounded and starving player becomes much more vulnerable to any threat. The mechanic is fully designed to work natively with other mods that modify health stats, ensuring the formula works perfectly whether the player has 2 HP or 1000 HP. It can be disabled or adjusted in the configs. On Easy and Peaceful difficulties, the vanilla regeneration formula is used.
Spoiler
Overall State (S) = 0.6 * (Current_HP / Max_HP) + 0.4 * (FoodLevel / 20)
A variable from 0 to 1. Current health affects regen speed by 60%, food level by 40%.
Delay = 40 + (200 - 40) * (1 - S)² * (1 - 0.15 * (Saturation / 20))
Delay: Minimum — 40 ticks (2s) at full health and food, maximum — up to 200 ticks (10s) at critical stats. Saturation speeds up healing by up to 15% at full capacity.
Damage Multiplier = 1.12 - 0.24 * (FoodLevel / 20)
Food level alters incoming damage (from -12% at full capacity to +12% when empty).
Note: Out of combat, healing consumes 25% less food.
Available commands:
/newwind config dimensions <add|remove|list> []/newwind config extra_mobs <add|remove|list> []/newwind config excluded_mobs <add|remove|list> []/newwind config biome_allowlist <add|remove|list> []/newwind config allowed_custom_phases <add|remove|list> []/newwind spawn_infected zombie [count]/newwind spawn_infected husk [count]/newwind spawn_infected drowned [count]/newwind(Shows the list of mod commands and briefly explains their functions)/newwind notebook give [empty|full] [player]/newwind notebook fill/newwind notebook clear/newwind infect [radius]
Exact Alchemy Cauldron Tables
- INGREDIENTS AND ALCHEMICAL UNITS.
| Item | Aër | Arcana | Mors |
|---|---|---|---|
| Sugar | +1 | +1 | 0 |
| Spider Eye | 0 | 0 | +2 |
| Glistering Melon Slice | +2 | 0 | 0 |
| Blaze Powder | 0 | +2 | 0 |
| Ghast Tear | +1 | +1 | 0 |
| Magma Cream | 0 | +1 | +1 |
| Pufferfish | +1 | 0 | +1 |
| Rabbit Foot | +2 | 0 | 0 |
| Golden Carrot | +1 | +1 | −1 |
| Phantom Membrane | +2 | 0 | −1 |
| Turtle Scute | 0 | +1 | −1 |
| Fermented Spider Eye | 0 | −1 | +1 |
| Wither Rose | 0 | −1 | +2 |
| Dead Man's Eye | 0 | 0 | +3 |
| Bramble Flower | +1 | +1 | 0 |
- RECIPES AND BREWING CONDITIONS.
| Potion | Mandatory Ingredient | Boiling | Aër | Arcana | Mors |
|---|---|---|---|---|---|
| Dead Man's Poison | Dead Man's Eye | No | — | — | 5 |
| Fire Resistance | Magma Cream | Yes | — | 2 | 2 |
| Harming | Fermented Spider Eye | Any | 4 | -1 | 1 |
| Healing | — | Any | 5 | — | 0 |
| Invisibility | Fermented Spider Eye | No | 2 | 1 | 0 |
| Leaping | Rabbit Foot | Any | 5 | — | 0 |
| Night Vision | Golden Carrot | No | 3 | 3 | -3 |
| Poison | — | Any | — | 0 | 6 |
| Poison Resistance | Glistering Melon Slice | Yes | 2 | — | 2 |
| Regeneration | Ghast Tear | Yes | 3 | 3 | — |
| Scent of Eternal Peace | Infection Bramble Flower | No | 3 | 3 | — |
| Slow Falling | Phantom Membrane | Any | 4 | — | -2 |
| Slowness | Fermented Spider Eye | Any | 2 | 1 | 1 |
| Strength | Blaze Powder | Any | — | 5 | — |
| Swiftness | — | Any | 3 | 3 | 0 |
| Turtle Master | Turtle Scute | Any | — | 2 | -2 |
| Water Breathing | Pufferfish | Any | 3 | — | 3 |
| Weakness | Fermented Spider Eye | Any | — | -1 | 3 |
| Wither | Wither Rose | No | — | -1 | 4 |
Note: In older versions, there were certain features, mechanics, or items that I removed to lighten this mod or to transfer to my other mods (for example, the "Neptune's Fury" enchantment migrated to another mod).


