6+mod
Compatibility
Changes
Dungeons and Taverns v6.0
this update was suposed to be focused around adding smaller structures to DnT as well as some dappled forest additions but escalated through the many changes in 26.3 into a little overhaul on how charts are accesed, and the tavern trade system, with some smaller overworld structures leading to bigger structures. This means that trading with catographers should be more friendly, but also avoidable if you just go out and explore
Due to the changes of 26.3 old maps and charts from prior versions, if you update for an existing world, will look a bit wonky.
Additions
- Added The Dappled Village
- Added The Dappled Townhall as a rarer, overrun version of the Village (1/20 chance to replace)
- Added Dappled Firewatch Towers
- Added Dappled Tavern
- Added Mini Creeping Crypts which spawn in forest biomes, containing sometimes a chart to a proper Creeping Crypt
- Added a Mini Undead Crypt, also spawning in forests, containing sometimes a chart to a proper Undead Crypt
- Overhauled Wells to be an entirely new structure 3/4 times:
- 1/4 chance to spawn the suspicious Gravel as before
- 1/4 chance to spawn a little cave chamber at the bottom of the well
- 1/4 chance to spawn a dungeon at the bottom of the well
- 1/4 chance to spawn water with a treasure chest at the bottom of the well
- Added new well variants :)
- Added 2 new well advancements :)
- Added Illager Treehouses
- Illager Treehouses are a varaint of Illager Camps that have a 1/5 chance to replace them, featuring a 3x3 dark oak tree with some platforms instead of a campfire
- Finally Introduced the Parched, Bogged and Stray camps in generation
- Stray camps have a Bogged Camp, Stray Outlook, Snowy Village charts
- Parched camps have a Stray Camp, Desert Temple, Desert Ruins or Desert Village Chart
- Bogged camps have a Parched Camp, Swamp Village, Toxic Lair or Witch Village Chart
- Added 4 types of surface Dungeons:
- normal, spawns in any biome
- desert, spawns in deserts
- swamp, spawns in swamps
- snowy, spawns in snowy biomes
- each surface dungeon has a 1/5 chance to spawn as a skull version instead
- each surface dungeon has a 1/10 chance to spawn a normal spawner instead of a trail spawner
- Small Surface Dungeons, Small Crypts and the 3 Overworld Skeleton Camps share all 1 structure set, with 1 of them spawning every 40x40 chunk area with at least 16 chunks inbetween
- Added 2 New Remnants
- Added a new structure set called "common remnants" which contains only classic village remnants and miner hut remnants (1/10 times the classic village remnant spawns)
- this was done so those 2 remnants apear more commonly. spawning 1 instance every 80x80 chunks with at least 30 chunks between 2 instances and avoiding villages by 10 chunks
- Added Nether Skeleton camps, which generate like piglin camps, but just with nether skeletons, replacing nether skeleton towers 66% of the time
- Added 2 Smaller Conduit ruins, for cold and warm. they are just the conduit
- Proper Conduit ruins became larger as consiquence, but also rarer
Changes
- DnT Villages now spawn rarer (1 village in a 51x51 chunk area with at least 16 chunks inbetween)
- Updated As Many Places that where suposed to be sitting spots as we could remember, with cushions
- Updated some places with Wool Stairs
- Updated Illagers Camps with new wool stairs, cushions and straw beds
- Increased Spawnrate for Firewatch Towers:
- 1 structure every 38x38 chunks with 8 chunks min inbetween
- Increased Sizes of Undead Crypts
- Illager Camp Structure Placement changed:
- Avoids villages by 1 chunk
- 1 Camp or Treehouse spawns within 36x36 chunks with at least 12 chunks inbetween
- Illager Camps no longer have charts in their chest, but instead some gold and iron or emeralds
- Illager Camps now have Camp Captains which have x3 the amound of HP of a normal Pillager, these now drop charts you usualy would have found at camps:
- illager camp (chance: 6/15)
- pillager outpost (chance: 3/15)
- illager barracks (chance: 4/15)
- anvient city (chance: 1/15)
- woodland mansion (chance: 1/15)
- Illager Manors spawn now 4 branches for house pieces instead of 2
- Rebalanced Illager Manors loottables to be more in line with the DnT Woodland Mansion Overhaul. both should feel rewarding to visit
- Nether Keeps Lowest layer spawns now new Structure pieces, reusing the old DnT Nether Fortress Overhaul Scrapped Pieces.
- Piglin Camps or Camp Colonies now can have a chance to roll for Nether Skeleton Encampments (towers or camps) additionally to the hamlet chart roll. not replacing that roll
- Nether Skeleton Camps or Towers now can have a chance to roll for Piglin Camps (Camps or Colonies) additionally to the Nether Port Chart roll. not replacing that roll
- Breezes no longer Respawn in the Lone Citadel. them respawning made renovating the place anything BUT a breeze, and was just hell, not fun. (yes we actually love it when you move into structures and renovate them, thats like half the reward from concouring one)
- Firewatch Towers now have a guranteed water bucket
- Witch Villas have now 6 new big room variants
- Chicken Jockeys chicken in Illager Mansions and Woodland Mansions now respect the biome they spawn in, including custom biomes.
- the baby zombie now drop guranteed the chicken jockey disc. you freaks
- the baby zombie now has extra health and chance to respawn reinforcements, like leader zombies
- Added an Advancement for finding all 3 Overworld Skeleton Camps
- Added an Advancement for finding the Dappled Townhall
- Added an Advancement for finding... questionable taverns
- Updated many DnT Chart and Map names to fit new item name conventions such as being Buried and no more Explorer signifier.
- Updated all the Maps to now use the new 26.3 Map items and new icons wherever appropriate.
Enchantment Changes
- Hydro Veil:
- Burning time reduction and blast resistance is now 25% per level
- Can now heal at cloud height if the current location’s cloud color is made transparent through environment attribute; this matches vanilla behavior of Happy Ghast healing.
- Spawns in little splash particles and make quiet sounds when it aplies the healing
- Swift Soar
- Now has slight attribute bonuses to camera distance and flying speed by default; this attribute bonuses is of course still boosted when the rider is sprinting
- Spawns small gust particles when the rider is sprinting / you are flying the happy ghast faster through sprinting
- Wax Wings
- Fixed a bug that may in some cases cause it to either break or make the item have negative durability
- Antidote
- now only prevents the magic damage during Poison or Wither status instead of passively all the time
DnT Chart Accesability Changes:
- All Trades use the datadriven system from 26.1 now, no more inserting trades with functions
New Charts:
- Dappled Townhall
- Dappled Village
- Wells
- Any Abandoned Camp
- Small Conduit Ruin
- Small Creeping Crypt
- Small Undead Crypt
- Bogged Camp
- Parched Camp
- Stray Camp
- Desert Pyramid
- Jungle Pyramid
- Mineshaft
- Nether Skeleton Encampments (for camps and towers)
- Nether Skeleton Camps (crimson/warped/soul/fort)
- Ocean Ruins
- Trial Chamber
- Trail Ruins
- Piglin Camps
- Surface Dungeons
- Stronghold (Not aviable for survival)
- Dappled Tavern
- Savanna Village
- Plains Village
- Taiga Village
- Desert Village
- Snowy Village
Wandering Traders
- Wandering Trader now have a chance to sell charts to Either a camp or a well chart, and another trade for a tavern or a village chart trade. this is done so taverns can be found more easely
Tavern Cartographer
- Cartographers can now become a Tavern Cartographer at any level, instead of just when trading with them at LV1- should be nicer to make more of them now.
- Cartographers, when in taverns, can now sell in their first trade a Lodestone for 2-4 emeralds, this is done to make leveling them up a bit more... friendly
- Charts are now sold 3 times before they need to restock, giving apropiate xp to need to buy around 6 charts for their level, to level them up. again, to make leveling them up more friendly
- Chart trades cost now emeralds + an empty map, so if you are out of maps or compases, you can just buy that material from the trader themself in the first trades. costs more, but thats on you
- 2nd level they unlock now following charts additionally to their vanilla trades:
- any campsite
- bogged / parched / stray camps
- mineshafts (including the extra variants from DnT Mineshaft Overhaul IF that project is present)
- small conduit ruins
- small creeping crypts
- small undead crypts
- any surface dungeons
- tavern chart, but which chart is offered depends on the structure they’re in.
- Oak -> Savanna -> Desert -> Snowy -> Spruce -> Oak
- (For example, if it is in an Oak Tavern it will offer only the Savanna Tavern Chart.)
- Birch -> Cherry -> Dappled -> Jungle -> Birch
- Swamp -> Mangrove -> Pale -> Dark Oak -> Swamp
- If not in any Tavern, then it offers a generic Tavern Chart, of which could lead to any of the taverns
- Oak -> Savanna -> Desert -> Snowy -> Spruce -> Oak
- any vanilla village chart
- 3rd level they unlock now following charts additionally to their vanilla trades:
- cave chamber coloney
- conduit ruins
- mangrove witch hut
- ruin town
- shrine tower
- stray outlook
- trail ruins
- trail chambers
- birch village
- dappled village
- jungle village
- witch village
- 4th level they unlock now following charts additionally to their vanilla trades:
- badlands miner outpost
- catacomb
- creeping crypt
- dappled townhall
- desert ruins
- illager barracks
- jungle ruins
- ocean monument
- pale residence
- stray fort
- undead crypt
- witch villa
- 5th and finall level, they unlock now following charts additionally to their vanilla trades:
- ancient city
- illager hideout
- illager manor
- lone citadel
- toxic lair
- trident trial monument
- woodland mansion
Technical Changes
- MASSIVELY updated the DnT
en_uslang file - Updated all the Charts and many Maps to now use a dyed color format instead of the now unused map_color component.
- All Shrine Maps now have internal IDs that match their Chart counterpart
- Fixed ALL of the files that needed to be updated to new 26.3 format, such as enchantments, loot tables, predicates, block state providers, item modifiers, etc.
- Fixed many, many tags, and the main DnT's structure tags for Jungle Temple, Desert Temple, and Nether Fortresses now also support Yung's structure IDs.
- Main DnT's Strongholds structure tag now support Yung's Strongholds as well as Enderscape's Stronghold.
- Optimzied most of the item modifiers in DnT thanks to slot sources.
- Restructured several advancement and function locations, and removed a multitude of now unused functions/predicates.
- Added two new scoreboards:
dnt_mob_health&dnt_mob_health_max. These are currently used to prevent excessive particles and sounds with Hydro Veil - Removed now unused scoreboard
dnt_tavern_xp - All the various non-survival DnT enchantments have now been condensed into one
nova_structures:function_onlyenchantment; of which now handles all of their previous function uses. This is to remove all the duplicate "Bug Enchant" in the creative menu :) - All the various DnT trial spawner mobs now have updated entity tags so that they have the
dntid within them. - Both Hydro Veil and Swift Soar's enchantment file has been notably optimized and reduced in line count.
- Now adds its own block tag
#nova_structures:overworld_carver_replaceables - Fixed a bunch of structure jigsaws not spawning due to various errors present before 26.3
- Fixed all configured features into features folder and are now in-line instead of inside a config object
- Advancement for finding a Shrine now uses an Exposed Copper Bulb instead of polished deepslate. This better matches the advancement for finding the Lv.VI Shrine
- Fixed the Shrine Ominous Vault attempting to create a Spiteful book but at too low of levels
- Updated credits.txt
- Added an unused function that creates a title message on a player's screen. This title message matches the root advancement's title i.e. "Welcome to Dungeons and Taverns". It is intended for use alongside the root advancement as a function ran within the advancement json file.
- Added debug function
nova_structures:check_structure, of which checks the executor’s position and then whispers to them the structure id of any vanilla or DnT structure. If it fails to find any it will give a return tellraw + title message “No Minecraft or DnT Structure here...”
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:tpehi7ww:Pzk1Ir9o"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tpehi7ww:Pzk1Ir9o"
}

