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Dungeons and Taverns

Dungeons and Taverns

by NovaWostra • Downloads: 0 • Followers: 0
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This datapacks adds (hopefully) vanilla like structures that are supposed to blend in with the rest of the game and feel like they belong there. going from environmental additions like fire watch towers and taverns to dungeons like badland minder outpost and illager hideout

WARNING: It has been discovered recently that someone(s) made a malicious website claiming to be the official website for Dungeons and Taverns, when in actuality it host malware!!!

The ONLY official places for all things Dungeons and Taverns are the Modrinth page of the creator, the Curseforge page of the creator, and the Witches Cauldron Discord Server.

To unlock maps at a tavern, you need to trade with the cateographer inside a tavern and level them up to aprentice. after that you can "move" them to wherever you want and keep leveling them up to unlock new charts

To remove Structures you dont like, go to "Dnt/data/nova_structures/worldgen/structure_set/" and delete the file of the structure you dont want.

To see the custom key textures, while using the datapack version, Install DnT also as a resourcepack. It's a 2 in one file The Mod version loads those resources automatically

Various new enchantments can be found with this datapack, all being unique structure loot. This is the current information for 5.0+, as such it may not be accurate to prior versions of DnT.

List of enchantments:

Spoiler

Aerial's Bane

  • Increased damage to targets that are up in the air; be that from knockback, jumping, or falling. Also works against Breezes, Vexes, and Withers.
  • Items: Swords, Axes, Tridents, Maces, Bows, Crossbows
  • Max level: 5
  • Incompatible with: Damage boosting enchants like Sharpness and Power
  • Found in: Lone Citadel, Sealing Halls, End Castle

Antidote

  • Negates all damage from Poison and Wither effects and deals it to the chestplate.
  • Items: Chestplates
  • Max level: 1
  • Incompatible with: Protection enchantments
  • Found in: Toxic Lair

Blowthrough

  • Is equal to the Piercing enchant, but works exclsuviely for Bows
  • Items: Bows
  • Max level: 4
  • Incompatible with: Infinity, Tri-shot
  • Found in: Toxic Lair

Curse of Conductivity

  • Gives a chance to get struck by lightning during a thunderstorm when held or equipped
  • Items: Any "metallic" item :)
  • Max level: 1
  • Incompatible with: N/A
  • Found in: Witch Villa

Ghasted

  • Arrows transform into Ghast fireballs, while slowing crossbow charge time. Higher levels increase fireballs' explosions.
  • Items: Crossbow
  • Max level: 3
  • Incompatible with: Multishot, Piercing, Might, Aerial's Bane
  • Found in: Sealing Halls

Gravity

  • Shoot an arrow which pulls all mobs around it upon landing, destroying the arrow in the process
  • Items: Crossbow
  • Max level:
  • Incompatible with: N/A
  • Found in: End Castle

Hydro Veil

  • Increases Happy Ghast healing to match rain / cloud layer healing, except when in the Nether. Also takes less damage from fire and explosions per level.
  • Items: Harnesses
  • Max level: 4
  • Incompatible with: N/A
  • Found in: Nether Keep, Sealing Halls

Illager's Bane

  • Increased damage against illagers, ravgers, vexes, and witches.
  • Items: Swords, Axes, Tridents, Maces
  • Max level: 5
  • Incompatible with: Damage enchants like Sharpness
  • Found in: Illager Manor, Illager Hideout

Outreach

  • Increases block interaction range per level, allowing you to place or break blocks from farther.
  • Items: Chestplate
  • Max level: 4
  • Incompatible with: N/A
  • Found in: Desert Ruins

Photosynthesis

  • Restores the item's durability while the user is under sunlight from the sky or in block light that can grow crops.
  • Items: Any with durability
  • Max level: 1
  • Incompatible with: Mending
  • Found in: Jungle Ruins

Might

  • Boosts the arrows damage equal to Power enchantment, but applicable to Crossbows.
  • Items: Crossbow
  • Max level: 5
  • Incompatible with: Gravity, Ghasted, Piercing, Multishot
  • Found in: Lone Citadel

Spiteful

  • Users with 2.5 hearts or less are given a attack damage boost per enchant level. If hit by a mob at any health there's a small chance to receive Strength.
  • Items: Swords, Axes, Tridents, Maces
  • Max level: 3
  • Incompatible with: N/A
  • Found in: Pale Residence, certain Shrines...

Swift Soar

  • Boosts the Happy Ghast's flying speed while the rider is considered sprinting.
  • Items: Harnesses
  • Max level: 3
  • Incompatible with: N/A
  • Found in: Nether Port, Nether Keep, Sealing Halls

Traveler

  • Boosts movement speed and step height while sprinting. Slowly drains durability while doing so.
  • Items: Boots
  • Max level: 3
  • Incompatible with: Soul Speed
  • Found in: Shrines, random graves found in DnT structures

Tri-shot

  • Is equal to Multishot in effect, but applicable to Bows
  • Items: Bows
  • Max level: 1
  • Incompatible with: Infinity, Piercing, Multishot
  • Found in: Toxic Lair

Wax Wings

  • Negates elytra damage from slow gliding, but raises durability drain from firework boosting.
  • Items: Elytra
  • Max level: 1
  • Incompatible with: Unbreaking
  • Found in: End Castle

Wither Coated

  • Inflicts Wither effect to direct hit foes. Higher levels boost potency but lowers duration. In practice, this causes the same amount of Wither damage but faster with higher levels.
  • Each attack also reduces item durability by 1.
  • Items: Swords, Axes, Tridents, Maces
  • Max level: 3
  • Incompatible with: Fire Aspect
  • Found in: Nether Port, Sealing Halls

Secret Librarian Trades

Spoiler

With this datapack, certain DnT structures will award a librarian villager with an exclusive trade if they're leveled up from novice to apprentice while inside certain structures, thus allowing many enchantments to be renewable. Can only get one enchantment at a time. The potential structures are listed below.

  • Desert Ruins: Outreach
  • End Castle: Aerial's Bane, Gravity, Wax Wings
  • Illager Hideout: Illager's Bane
  • Illager Manor: Illager's Bane
  • Jungle Ruins: Photosynthesis
  • Nether Keep: Hydro Veil, Swift Soar, Wither Coated
  • Nether Port: Swift Soar
  • Pale Residence: Spiteful
  • Piglin Donjon: Soul Speed
  • Sealing Halls: Aerial's Bane, Ghasted, Hydro Veil, Swift Soar, Wither Coated
  • Lone Citadel: Wind Burst, Aerial's Bane, Might
  • Toxic Lair: Antidote, Blowthrough, Tri-shot
  • Shrines: Traveler
  • Shrine Tower: Traveler
  • Bunker: Traveler
  • Undead Crypt: Traveler
  • Witch Villa: Curse of Conductivity
  • Ancient City (requires the DnT Ancient City Overhaul): Swift Sneak

If you dont Want those enchantments, use this datapack: [https://modrinth.com/datapack/nofun-dnt](https://modrinth.com/datapack/nofun-dnt)

the current structure list is: See Here

if you have trouble to find dungeons, type "/locate structure nova_structures:[then a list of structure names should be prompted for autofill]"

All Versions

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Name Game version Platforms Published Downloads Actions
26.3
Neoforge
11h ago 1
26.3
Forge
11h ago 1
26.3
Fabric
11h ago 1
26.3
Datapack
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26.3
Neoforge
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26.3
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26.3
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26.3
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26.3
Neoforge
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26.3
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26.3
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26.3
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26.2
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26.2
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26.2
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26.2
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26.2
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26.2
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26.2
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26.2
Neoforge
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26.2
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26.2
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26.2
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26.1.x
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26.1.x
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26.1.x
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26.1.x
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1.21.11
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1.21.11
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Datapack
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1.21.5
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1.21.5
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1.21.5
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1.21.4
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1.19.x
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1.19.x
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1.19.4
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11h ago 1
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1.19.3
Datapack
11h ago 1
## DnT 6.0.2 Changelog
  • Updated German translation by Reispfannenfresser
  • Updated Korean translation by Daik_soul
  • Added Chilean Spanish translation by cOkE_BRZ
  • Added Turkish translation by Ayhan Kaan T
  • Defeating a Barracks Captain now only does it's "aftermath" >:) if the player is in survival mode.
  • Fixed a bug where the Bundle Tent Remnant loot table wouldn't have 1 music disc.
  • Fixed a bug with a debug function causing some console errors to occur in some user setups
## DnT 6.0.2 Changelog
  • Updated German translation by Reispfannenfresser
  • Updated Korean translation by Daik_soul
  • Added Chilean Spanish translation by cOkE_BRZ
  • Added Turkish translation by Ayhan Kaan T
  • Defeating a Barracks Captain now only does it's "aftermath" >:) if the player is in survival mode.
  • Fixed a bug where the Bundle Tent Remnant loot table wouldn't have 1 music disc.
  • Fixed a bug with a debug function causing some console errors to occur in some user setups
## DnT 6.0.2 Changelog
  • Updated German translation by Reispfannenfresser
  • Updated Korean translation by Daik_soul
  • Added Chilean Spanish translation by cOkE_BRZ
  • Added Turkish translation by Ayhan Kaan T
  • Defeating a Barracks Captain now only does it's "aftermath" >:) if the player is in survival mode.
  • Fixed a bug where the Bundle Tent Remnant loot table wouldn't have 1 music disc.
  • Fixed a bug with a debug function causing some console errors to occur in some user setups
## DnT 6.0.2 Changelog
  • Updated German translation by Reispfannenfresser
  • Updated Korean translation by Daik_soul
  • Added Chilean Spanish translation by cOkE_BRZ
  • Added Turkish translation by Ayhan Kaan T
  • Defeating a Barracks Captain now only does it's "aftermath" >:) if the player is in survival mode.
  • Fixed a bug where the Bundle Tent Remnant loot table wouldn't have 1 music disc.
  • Fixed a bug with a debug function causing some console errors to occur in some user setups
# Dungeons and Taverns 6.0.1 Hotfix
  • Fixed ALL loot tables / predicates / villager trades having erroneous number formats, causing them to act inconsistently.
  • Fixed a ton of structure jigsaw formats; i.e. restoring some structure complexity variety that was erroneously missing.
  • Fixed the chests/barrels in the basement of the Dappled Townhall being erroneously empty.
  • Fixed tavern traders being unable to offer Charts to other taverns due to erroneous predicates.
  • Fixed some Tavern Charts having the wrong rarity for their villager level.
  • Fixed the Ghast miniboss being unable to spawn their ghast children.
  • Fixed the Ghast miniboss not dropping a Tears music disc in any context. (was added to be a 25% chance per Looting)
  • Removed a now unused tick command; this should help with frame rate for users with older setups.
  • Fixed A Major Trial of Strength advancement having it's icon changed erroneously.
  • Fixed a structure piece for the Mangrove Well being misspelled.
  • Removed a now unused template file that was accidentally being called upon still.
# Dungeons and Taverns 6.0.1 Hotfix
  • Fixed ALL loot tables / predicates / villager trades having erroneous number formats, causing them to act inconsistently.
  • Fixed a ton of structure jigsaw formats; i.e. restoring some structure complexity variety that was erroneously missing.
  • Fixed the chests/barrels in the basement of the Dappled Townhall being erroneously empty.
  • Fixed tavern traders being unable to offer Charts to other taverns due to erroneous predicates.
  • Fixed some Tavern Charts having the wrong rarity for their villager level.
  • Fixed the Ghast miniboss being unable to spawn their ghast children.
  • Fixed the Ghast miniboss not dropping a Tears music disc in any context. (was added to be a 25% chance per Looting)
  • Removed a now unused tick command; this should help with frame rate for users with older setups.
  • Fixed A Major Trial of Strength advancement having it's icon changed erroneously.
  • Fixed a structure piece for the Mangrove Well being misspelled.
  • Removed a now unused template file that was accidentally being called upon still.
# Dungeons and Taverns 6.0.1 Hotfix
  • Fixed ALL loot tables / predicates / villager trades having erroneous number formats, causing them to act inconsistently.
  • Fixed a ton of structure jigsaw formats; i.e. restoring some structure complexity variety that was erroneously missing.
  • Fixed the chests/barrels in the basement of the Dappled Townhall being erroneously empty.
  • Fixed tavern traders being unable to offer Charts to other taverns due to erroneous predicates.
  • Fixed some Tavern Charts having the wrong rarity for their villager level.
  • Fixed the Ghast miniboss being unable to spawn their ghast children.
  • Fixed the Ghast miniboss not dropping a Tears music disc in any context. (was added to be a 25% chance per Looting)
  • Removed a now unused tick command; this should help with frame rate for users with older setups.
  • Fixed A Major Trial of Strength advancement having it's icon changed erroneously.
  • Fixed a structure piece for the Mangrove Well being misspelled.
  • Removed a now unused template file that was accidentally being called upon still.
# Dungeons and Taverns 6.0.1 Hotfix
  • Fixed ALL loot tables / predicates / villager trades having erroneous number formats, causing them to act inconsistently.
  • Fixed a ton of structure jigsaw formats; i.e. restoring some structure complexity variety that was erroneously missing.
  • Fixed the chests/barrels in the basement of the Dappled Townhall being erroneously empty.
  • Fixed tavern traders being unable to offer Charts to other taverns due to erroneous predicates.
  • Fixed some Tavern Charts having the wrong rarity for their villager level.
  • Fixed the Ghast miniboss being unable to spawn their ghast children.
  • Fixed the Ghast miniboss not dropping a Tears music disc in any context. (was added to be a 25% chance per Looting)
  • Removed a now unused tick command; this should help with frame rate for users with older setups.
  • Fixed A Major Trial of Strength advancement having it's icon changed erroneously.
  • Fixed a structure piece for the Mangrove Well being misspelled.
  • Removed a now unused template file that was accidentally being called upon still.
[6+mod] Dungeons and Taverns 6 by NovaWostra on Oct 07, 2026
Download
# 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
  • 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_us lang 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_only enchantment; 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 dnt id 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...”
[6+mod] Dungeons and Taverns 6 by NovaWostra on Oct 07, 2026
Download
# 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
  • 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_us lang 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_only enchantment; 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 dnt id 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...”
[6+mod] Dungeons and Taverns 6 by NovaWostra on Oct 07, 2026
Download
# 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
  • 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_us lang 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_only enchantment; 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 dnt id 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...”
[6] Dungeons and Taverns 6 by NovaWostra on Oct 07, 2026
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# 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
  • 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_us lang 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_only enchantment; 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 dnt id 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...”
Fixed a bug causing some custom trial keys to have incorrect textures.
this is the last update for 26.2, any future update will be for 26.3 onwards
Fixed a bug causing some custom trial keys to have incorrect textures.
this is the last update for 26.2, any future update will be for 26.3 onwards
Fixed a bug causing some custom trial keys to have incorrect textures.
this is the last update for 26.2, any future update will be for 26.3 onwards
Fixed a bug causing some custom trial keys to have incorrect textures.
this is the last update for 26.2, any future update will be for 26.3 onwards
Updated localization files for ko_kr
Updated localization files for ko_kr
Updated localization files for ko_kr
Updated localization files for ko_kr
# Dungeons and Taverns v5.3.0 #
  • Updated pack to 26.2, duh
  • Updated Creeping Crypt:
  • Most of the gravel filled rooms have been cleaned up
  • Same with the hallways
  • the floor can now have suspicious gravel and gravel additionally to the cobblestone, coarse dirt and mossy cobblestone
  • added a few new rooms, some directly taken over as best as i can from Minecraft Dungeons Creeping Crypt
  • Spawn now 1 in a 50x50 chunks radius with at least 25 chunks between 2 instances instead of 55x55 separated by 30
  • added another Crypt Entry House variant
  • added 2 new Crypt Entry Halls variants
  • deadends now lead to a small room with 1-4 grave chests, like in minecraft dungeons. unless it cant generate those, then it just uses the old fallback piece
  • vaults and trial spawner have been moved around to be in more deliberate places that make more sense than in a random corner
  • Stair rooms have been removed, rebuild and re-added
  • most candles aren't lit anymore to not prevent natural mob spawning
  • Creeping Crypt Keys rate has been reduced from trial spawners (before 3/5, now 1/6)
  • Spider amount from trial spawner has been increased
  • loot tables for vaults, graves and hallway chests have been rewritten
  • some chests are trapped now :)
  • New Structure has been added: Creeper Homestead Remnant.
  • It's a remnant so dont expect to find it.
  • It's only located in badlands, I tried my best to spawn it only above sulfur caves but that lead to most of them spawning in oceans...
  • it spawns creepers like pillager outpost spawns pillagers
  • Updated The Pale Residence
  • in an attempt to fix MC-308792 before I could properly diagnose what it was, I assumed that the mossy features where causing the issue, so I removed those features and manually placed all leafblocks and moss carpets instead
  • due to MC-308792 creaking hearts aren't guaranteed anymore by a capped amount but instead set with a template pool, you can set yourself how likely you want them, also no more grass or flowers inside.
  • Same Updates to the Pale Taverns as to the Pale Residence
  • Updated Birch Village, Tavern and Firewatch Tower
  • the style has been changed of them to look like the Squid Coast Villages since the previous style was based of the Pumpkin Pastures Villages. their style will return in a **future update** when the Dappled Village will be added
  • Villages are rarer now, they all share now a structure set and spawn now 1 in a 51x51 chunks radius with at least 16 chunks between 2 instances instead of36x36 separated by 8
  • Updated Conduit Ruins and Archeology Cave Chambers
  • Changed how suspicious sand/gravel generates. instead of capped processor it now uses a chance based processor due to MC-308792
  • this means as example: instead of 5 sand/gravel with generic loot and 1 sand/gravel with treasure its now 5% and 1%. not optimal but nothing i can fix about it. take that up with mojang
# Dungeons and Taverns v5.3.0 #
  • Updated pack to 26.2, duh
  • Updated Creeping Crypt:
  • Most of the gravel filled rooms have been cleaned up
  • Same with the hallways
  • the floor can now have suspicious gravel and gravel additionally to the cobblestone, coarse dirt and mossy cobblestone
  • added a few new rooms, some directly taken over as best as i can from Minecraft Dungeons Creeping Crypt
  • Spawn now 1 in a 50x50 chunks radius with at least 25 chunks between 2 instances instead of 55x55 separated by 30
  • added another Crypt Entry House variant
  • added 2 new Crypt Entry Halls variants
  • deadends now lead to a small room with 1-4 grave chests, like in minecraft dungeons. unless it cant generate those, then it just uses the old fallback piece
  • vaults and trial spawner have been moved around to be in more deliberate places that make more sense than in a random corner
  • Stair rooms have been removed, rebuild and re-added
  • most candles aren't lit anymore to not prevent natural mob spawning
  • Creeping Crypt Keys rate has been reduced from trial spawners (before 3/5, now 1/6)
  • Spider amount from trial spawner has been increased
  • loot tables for vaults, graves and hallway chests have been rewritten
  • some chests are trapped now :)
  • New Structure has been added: Creeper Homestead Remnant.
  • It's a remnant so dont expect to find it.
  • It's only located in badlands, I tried my best to spawn it only above sulfur caves but that lead to most of them spawning in oceans...
  • it spawns creepers like pillager outpost spawns pillagers
  • Updated The Pale Residence
  • in an attempt to fix MC-308792 before I could properly diagnose what it was, I assumed that the mossy features where causing the issue, so I removed those features and manually placed all leafblocks and moss carpets instead
  • due to MC-308792 creaking hearts aren't guaranteed anymore by a capped amount but instead set with a template pool, you can set yourself how likely you want them, also no more grass or flowers inside.
  • Same Updates to the Pale Taverns as to the Pale Residence
  • Updated Birch Village, Tavern and Firewatch Tower
  • the style has been changed of them to look like the Squid Coast Villages since the previous style was based of the Pumpkin Pastures Villages. their style will return in a **future update** when the Dappled Village will be added
  • Villages are rarer now, they all share now a structure set and spawn now 1 in a 51x51 chunks radius with at least 16 chunks between 2 instances instead of36x36 separated by 8
  • Updated Conduit Ruins and Archeology Cave Chambers
  • Changed how suspicious sand/gravel generates. instead of capped processor it now uses a chance based processor due to MC-308792
  • this means as example: instead of 5 sand/gravel with generic loot and 1 sand/gravel with treasure its now 5% and 1%. not optimal but nothing i can fix about it. take that up with mojang
# Dungeons and Taverns v5.3.0 #
  • Updated pack to 26.2, duh
  • Updated Creeping Crypt:
  • Most of the gravel filled rooms have been cleaned up
  • Same with the hallways
  • the floor can now have suspicious gravel and gravel additionally to the cobblestone, coarse dirt and mossy cobblestone
  • added a few new rooms, some directly taken over as best as i can from Minecraft Dungeons Creeping Crypt
  • Spawn now 1 in a 50x50 chunks radius with at least 25 chunks between 2 instances instead of 55x55 separated by 30
  • added another Crypt Entry House variant
  • added 2 new Crypt Entry Halls variants
  • deadends now lead to a small room with 1-4 grave chests, like in minecraft dungeons. unless it cant generate those, then it just uses the old fallback piece
  • vaults and trial spawner have been moved around to be in more deliberate places that make more sense than in a random corner
  • Stair rooms have been removed, rebuild and re-added
  • most candles aren't lit anymore to not prevent natural mob spawning
  • Creeping Crypt Keys rate has been reduced from trial spawners (before 3/5, now 1/6)
  • Spider amount from trial spawner has been increased
  • loot tables for vaults, graves and hallway chests have been rewritten
  • some chests are trapped now :)
  • New Structure has been added: Creeper Homestead Remnant.
  • It's a remnant so dont expect to find it.
  • It's only located in badlands, I tried my best to spawn it only above sulfur caves but that lead to most of them spawning in oceans...
  • it spawns creepers like pillager outpost spawns pillagers
  • Updated The Pale Residence
  • in an attempt to fix MC-308792 before I could properly diagnose what it was, I assumed that the mossy features where causing the issue, so I removed those features and manually placed all leafblocks and moss carpets instead
  • due to MC-308792 creaking hearts aren't guaranteed anymore by a capped amount but instead set with a template pool, you can set yourself how likely you want them, also no more grass or flowers inside.
  • Same Updates to the Pale Taverns as to the Pale Residence
  • Updated Birch Village, Tavern and Firewatch Tower
  • the style has been changed of them to look like the Squid Coast Villages since the previous style was based of the Pumpkin Pastures Villages. their style will return in a **future update** when the Dappled Village will be added
  • Villages are rarer now, they all share now a structure set and spawn now 1 in a 51x51 chunks radius with at least 16 chunks between 2 instances instead of36x36 separated by 8
  • Updated Conduit Ruins and Archeology Cave Chambers
  • Changed how suspicious sand/gravel generates. instead of capped processor it now uses a chance based processor due to MC-308792
  • this means as example: instead of 5 sand/gravel with generic loot and 1 sand/gravel with treasure its now 5% and 1%. not optimal but nothing i can fix about it. take that up with mojang
# Dungeons and Taverns v5.3.0 #
  • Updated pack to 26.2, duh
  • Updated Creeping Crypt:
  • Most of the gravel filled rooms have been cleaned up
  • Same with the hallways
  • the floor can now have suspicious gravel and gravel additionally to the cobblestone, coarse dirt and mossy cobblestone
  • added a few new rooms, some directly taken over as best as i can from Minecraft Dungeons Creeping Crypt
  • Spawn now 1 in a 50x50 chunks radius with at least 25 chunks between 2 instances instead of 55x55 separated by 30
  • added another Crypt Entry House variant
  • added 2 new Crypt Entry Halls variants
  • deadends now lead to a small room with 1-4 grave chests, like in minecraft dungeons. unless it cant generate those, then it just uses the old fallback piece
  • vaults and trial spawner have been moved around to be in more deliberate places that make more sense than in a random corner
  • Stair rooms have been removed, rebuild and re-added
  • most candles aren't lit anymore to not prevent natural mob spawning
  • Creeping Crypt Keys rate has been reduced from trial spawners (before 3/5, now 1/6)
  • Spider amount from trial spawner has been increased
  • loot tables for vaults, graves and hallway chests have been rewritten
  • some chests are trapped now :)
  • New Structure has been added: Creeper Homestead Remnant.
  • It's a remnant so dont expect to find it.
  • It's only located in badlands, I tried my best to spawn it only above sulfur caves but that lead to most of them spawning in oceans...
  • it spawns creepers like pillager outpost spawns pillagers
  • Updated The Pale Residence
  • in an attempt to fix MC-308792 before I could properly diagnose what it was, I assumed that the mossy features where causing the issue, so I removed those features and manually placed all leafblocks and moss carpets instead
  • due to MC-308792 creaking hearts aren't guaranteed anymore by a capped amount but instead set with a template pool, you can set yourself how likely you want them, also no more grass or flowers inside.
  • Same Updates to the Pale Taverns as to the Pale Residence
  • Updated Birch Village, Tavern and Firewatch Tower
  • the style has been changed of them to look like the Squid Coast Villages since the previous style was based of the Pumpkin Pastures Villages. their style will return in a **future update** when the Dappled Village will be added
  • Villages are rarer now, they all share now a structure set and spawn now 1 in a 51x51 chunks radius with at least 16 chunks between 2 instances instead of36x36 separated by 8
  • Updated Conduit Ruins and Archeology Cave Chambers
  • Changed how suspicious sand/gravel generates. instead of capped processor it now uses a chance based processor due to MC-308792
  • this means as example: instead of 5 sand/gravel with generic loot and 1 sand/gravel with treasure its now 5% and 1%. not optimal but nothing i can fix about it. take that up with mojang
## 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
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