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Saturated

Saturated

by Bro-Omg56977 • Downloads: 0 • Followers: 0
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This datapack adds Saturated, a new dimension (and The Void as a bonus)

in a nutshell, this project adds a dimensions with various biomes, structures, and a medicore magic system

in the overworld, get stuck in some gravel or normal sand to teleport to the void dimension. In the void dimension, go through a oak door to go back to the overworld. In the void dimension, use a warped door to go to saturated. in saturated, go through an iron door to go back to the void.

there are about 18 biomes:

16 in Saturated:

-The Enchanted: Is suppose to be an enchanted forest. The bigger trees that tower over the normal ones and have fruit hanging off of them, the normal trees have soul lanterns hanging off of them, and the forest floor has some decorations on it.

-Stranger Flats: Has large "jellyfish" floating in the air, and has shrubs on the ground.

-Bone canyon: A hot desert made out of red sand related blocks. Has bones sticking out of the ground.

-Bone cavern: Bone canyon but cave edition. has trees made out of bone and red blocks with an a lot of shroomlights. ceiling has stuff hanging from it. usually generates at the deeper parts of the world and / or under Bone Canyon.

-Boreal Valley: A thicket of tall spruce trees, along with normal-sized trees. Has occasional lanterns on the ground

-Glacial Carve: an icy cave biome, has a large amount of icicles, packed/blue ice, and small patches of vegetation.

-Moss Basin: Has bushes and trees on the ground. The trees have either vines or droopy leaves and there's massive dead trees.

-Underground Jungle: Lush Caves ++, ceiling has hanging vines and the ground is made out of several blocks, Trees have several variants, and there's occasional 'big roots.'

-Basalt Climb: basically a slopes biome made out of just smooth basalt and Blackstone. has a normal basalt path, which is the only place where the "trees" can grow.

-Freezer: The top of the basalt climb. A peaks biome made of warped wart, powdered snow, and smooth blackstone streaks.

-Crystalized Peaks: A peaks biome made out of stone with Blackstone stripes and crystals coming out of the ground. the crystals occasionally have growstone floating near them.

-Crystalized Cavity: a cave biome inspired by crystalized peaks, has blackstone 'trees' scattered around, with gilded blackstone paths and crystals on the ceiling and floors.

-Oceanic: Think of a warm ocean with even more life. The land that's close to breaching the surface becomes dead coral. The parts that do breach the surface have large dead coral trees that use to grow on them.

-Littoral Hollow: a cave biome that vaguely resembles a swamp mixed with volcanic elements. contains alot of basalt, mud, and strange pillars. oh yeah, and trees

-Sunken Depths: a deep ocean biome that has very tall kelp, along with some ruins of an unknown origin. these ruins can occasionally have ancient debris ontop of them.

-Verdant Spires: very rare ocean biome. made up of very tall stony spikes. covered in moss-related blocks, and looks very cool imo. inspired by lush stacks from BYG

-The River: a generic river biome. if it spreads to land, then it makes bushes.

and 2 in The Void:

-Void: mostly empty, sometimes has pillars of Deepslate Bricks. All items disappear in this biome / dimension. Used as a gateway between dimensions, as you use doors to cross into the overworld or saturated from here. If you didn't bring a door, there's a new funky liminal space structure that has what you're looking for. Just walk around for long enough and you can probably find an entrance to one.

-Inverse: same as the Void, but the ground and fog colors are inversed. very simple.

You can find roads littered around in some biomes, like the enchanted and stranger flats, and almost all biomes have something floating in the air, like glass, ice, lanterns, etc.

There are about nine structured included.

8 in Saturated:

-cave ruins: Generic Small structure that generates at the bottom of the world. Has a chest that always contains an explorer map to another structure

-Sewers: You can find it generating commonly in the enchanted. it's underground, and contains mostly generic undead enemies with equally generic loot.

-Tower of Sloni: A tall structure. generates rarely in The Enchanted. Contains several towers that connect to eachother via bridges, and smaller offshoot rooms. enemies found are mostly powerful illagers, with a miniboss at the top.

-Babel Coven Hideout: A deep structure. Generates rarely in the Stranger Flats. Mostly underground, you can only notice its existence via a small pillar-like tower on the surface. the center of the structure resembles a large library, with many branching hallways and sub-sections. contains trial spawners, and is mostly occupied by witches.

-Prosperous Skeletown: A town-like structure. Generates uncommonly in the Boreal Valley. contains a sprawling town that surrounds a central keep-like structure. The center of the keep seems to have a fountain, containing something locked away... (boss fight) Occupied by mostly skeletons, although some of them seem to have tricks up their sleeve.

-Villantis: a town-like structure (but underwater this time) generates uncommonly in deep Oceanic and Sunken Depths. contains villagers with decently useful trades, explorer maps, and more. occupied by mostly villagers, but heavily defended by enchanted golems and guardians.

Aquarius Digsite: A large, sub aquatic and subterranean structure that generates rarely within of the Sunken Depths. A central drill has several smaller, abandoned housing posts. these bright areas contain lore and sometimes a water-breathing potion. The main part of the structure is what lies below. Beneath the drill are some damaged hallways that twist and turn almost endlessly, with the occasional room and flooded sections. has unique enchantments and a renewable bossfight.

-Sinkhole Ruins: idk it's the largest and rarest structure in the datapack. generates rarely in the Moss basin. Has about... three layers? the first is the ruins, and it generates on the surface. it's mostly ruins of a long gone city, filled with suspicious blocks and decorated blocks, and archaeologists from other factions trying to uncover secrets. at the center is a strange sinkhole. Layer two is the sunken city, which is filled with arching walkways and multi-layered towers. layer 3 is the undercity, which are basements under the towers with a few different sub-sections. also contains a boss fight under the center. occupied mostly by archaeologists from other factions, and the "spectrals" of the original residents of the city.

and 1 in The Void:

-Liminal: A confusing, maze-like structure that generates everywhere within the void. contains no loot, but many liminal spaces to walk through, and some hints as to how to enter saturated and/or return to the overworld.

Paper / Spigot and branches of the two have a chance to not work with the datapack version. This is also unsupported for realms.

This datapack/mod doesnt add any new blocks, or things like that

All Versions

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Name Game version Platforms Published Downloads Actions
1.21.4
Fabric Forge Neoforge Quilt
22h ago 1
1.21.4
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.4
Fabric Forge Neoforge Quilt
22h ago 1
1.21.4
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.4
Fabric Forge Neoforge Quilt
22h ago 1
1.21.4
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.4
Fabric Forge Neoforge Quilt
22h ago 1
1.21.4
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21.x
Fabric Forge Neoforge Quilt
22h ago 1
1.21.x
Datapack
22h ago 1
1.21
Fabric Forge Quilt
22h ago 1
1.21
Datapack
22h ago 1
1.21
Fabric Forge Quilt
22h ago 1
1.21
Datapack
22h ago 1
1.21
Fabric Forge Quilt
22h ago 1
1.21
Datapack
22h ago 1
1.21
Fabric Forge Quilt
22h ago 1
1.21
Datapack
22h ago 1
1.21
Fabric Forge Quilt
22h ago 1
1.21
Datapack
22h ago 1
1.20.4
Fabric Forge Quilt
22h ago 1
1.20.4
Datapack
22h ago 1
1.19.x
Fabric Forge Quilt
22h ago 1
1.20.x
Fabric Forge Quilt
22h ago 1
1.20.x
Datapack
22h ago 1
1.19.4
Fabric Forge Quilt
22h ago 1
1.19.4
Datapack
22h ago 1
1.19.x
Datapack
22h ago 1
1.19.4
Fabric Forge Quilt
22h ago 1
1.19.4
Datapack
22h ago 1
1.19.4
Fabric Forge Quilt
22h ago 1
1.19.4
Datapack
22h ago 1
1.19.4
Fabric Forge Quilt
22h ago 1
1.19.4
Datapack
22h ago 1
1.19.4
Fabric
22h ago 1
1.19.4
Forge
22h ago 1
1.19.4
Datapack
22h ago 1
1.19.4
Datapack
22h ago 1
1.18.2
Datapack
22h ago 1
1.18.2
Datapack
22h ago 1
1.18.2
Datapack
22h ago 1
1.18.2
Datapack
22h ago 1
1.18.2
Datapack
22h ago 1
1.18.2
Datapack
22h ago 1
  • Please note that this will be the last update for this version of minecraft, and future updates will be on future versions of minecraft!*

  • fixed most soul enchants removing souls from all players instead of just themself

  • reduced the amount of markers the electric aura spell made

  • made most tellraws from soul enchantments into actionbar as per a request
  • Please note that this will be the last update for this version of minecraft, and future updates will be on future versions of minecraft!*

  • fixed most soul enchants removing souls from all players instead of just themself

  • reduced the amount of markers the electric aura spell made

  • made most tellraws from soul enchantments into actionbar as per a request
[1.1.1+mod] Saturated v1.1.1 by Bro-Omg56977 on Oct 13, 2026
Download
  • Please note that this will be the last update for this version of minecraft, and future updates will be on future versions of minecraft!*

  • 1.21.1 hopefully fixed digsite spawners to actually eject keys to vaults now

  • fixed most soul enchants removing souls from all players instead of just themself

  • reduced the amount of markers the electric aura spell made

  • made most tellraws from soul enchantments into actionbar as per a request
[1.1.1] Saturated v1.1.1 by Bro-Omg56977 on Oct 13, 2026
Download
  • Please note that this will be the last update for this version of minecraft, and future updates will be on future versions of minecraft!*

  • 1.21.1 hopefully fixed digsite spawners to actually eject keys to vaults now

  • fixed most soul enchants removing souls from all players instead of just themself

  • reduced the amount of markers the electric aura spell made

  • made most tellraws from soul enchantments into actionbar as per a request
  • New Structure: Aquarius Digsite***

  • a new structure that generates within the Sunken Depths

  • has something left behind from those who found it before you

  • the main part of said structure contains rooms, twisting halls, and occasional flooded sections



  • magic stuff*

  • loot from said structure can occasionally come with a magic-based enchantment

  • said enchantments can give you an extra hit of electric/lightning damage

  • some of the higher level enchantments are rather unpredictable and deadly



  • other things*

  • it has some lore, if you care about that

  • useage of trial spawners and vaults

  • has a renewable bossfight

  • there are some easter eggs

  • explorer maps to said structure have been added to cave ruins, sewers, and cartographer loot pools






  • General Changes***

  • made certain ores more common, depending on the cave biome

  • nerfed the "oil" generation inside bone caverns

  • added ominous bottles to most spawner and vault loot tables

  • villantis should no longer generate in the sunken depths

  • fix the desert pillars generating in water

  • the bug where players get removed from teams may or may not be fixed

  • soul scythe's enchantment font should be the right color

  • some void lqhp event were made to not destroy blocks

  • aura duration for the Sinkhole boss enchantment has been halves

  • nerfed weakness from soul mark of death

  • nerfed damage from the "implosion" master spells

  • nerfed the explosion from the "creeper" master spells

  • updated readme

  • updated pack.mcmeta
  • New Structure: Aquarius Digsite***

  • a new structure that generates within the Sunken Depths

  • has something left behind from those who found it before you

  • the main part of said structure contains rooms, twisting halls, and occasional flooded sections



  • magic stuff*

  • loot from said structure can occasionally come with a magic-based enchantment

  • said enchantments can give you an extra hit of electric/lightning damage

  • some of the higher level enchantments are rather unpredictable and deadly



  • other things*

  • it has some lore, if you care about that

  • useage of trial spawners and vaults

  • has a renewable bossfight

  • there are some easter eggs

  • explorer maps to said structure have been added to cave ruins, sewers, and cartographer loot pools






  • General Changes***

  • made certain ores more common, depending on the cave biome

  • nerfed the "oil" generation inside bone caverns

  • added ominous bottles to most spawner and vault loot tables

  • villantis should no longer generate in the sunken depths

  • fix the desert pillars generating in water

  • the bug where players get removed from teams may or may not be fixed

  • soul scythe's enchantment font should be the right color

  • some void lqhp event were made to not destroy blocks

  • aura duration for the Sinkhole boss enchantment has been halves

  • nerfed weakness from soul mark of death

  • nerfed damage from the "implosion" master spells

  • nerfed the explosion from the "creeper" master spells

  • updated readme

  • updated pack.mcmeta
  • New Structure: Aquarius Digsite***

  • a new structure that generates within the Sunken Depths

  • has something left behind from those who found it before you

  • the main part of said structure contains rooms, twisting halls, and occasional flooded sections



  • magic stuff*

  • loot from said structure can occasionally come with a magic-based enchantment

  • said enchantments can give you an extra hit of electric/lightning damage

  • some of the higher level enchantments are rather unpredictable and deadly



  • other things*

  • it has some lore, if you care about that

  • useage of trial spawners and vaults

  • has a renewable bossfight

  • there are some easter eggs

  • explorer maps to said structure have been added to cave ruins, sewers, and cartographer loot pools






  • General Changes***

  • made certain ores more common, depending on the cave biome

  • nerfed the "oil" generation inside bone caverns

  • added ominous bottles to most spawner and vault loot tables

  • villantis should no longer generate in the sunken depths

  • fix the desert pillars generating in water

  • the bug where players get removed from teams may or may not be fixed

  • soul scythe's enchantment font should be the right color

  • some void lqhp event were made to not destroy blocks

  • aura duration for the Sinkhole boss enchantment has been halves

  • nerfed weakness from soul mark of death

  • nerfed damage from the "implosion" master spells

  • nerfed the explosion from the "creeper" master spells

  • updated readme

  • updated pack.mcmeta
  • New Structure: Aquarius Digsite***

  • a new structure that generates within the Sunken Depths

  • has something left behind from those who found it before you

  • the main part of said structure contains rooms, twisting halls, and occasional flooded sections



  • magic stuff*

  • loot from said structure can occasionally come with a magic-based enchantment

  • said enchantments can give you an extra hit of electric/lightning damage

  • some of the higher level enchantments are rather unpredictable and deadly



  • other things*

  • it has some lore, if you care about that

  • useage of trial spawners and vaults

  • has a renewable bossfight

  • there are some easter eggs

  • explorer maps to said structure have been added to cave ruins, sewers, and cartographer loot pools






  • General Changes***

  • made certain ores more common, depending on the cave biome

  • nerfed the "oil" generation inside bone caverns

  • added ominous bottles to most spawner and vault loot tables

  • villantis should no longer generate in the sunken depths

  • fix the desert pillars generating in water

  • the bug where players get removed from teams may or may not be fixed

  • soul scythe's enchantment font should be the right color

  • some void lqhp event were made to not destroy blocks

  • aura duration for the Sinkhole boss enchantment has been halves

  • nerfed weakness from soul mark of death

  • nerfed damage from the "implosion" master spells

  • nerfed the explosion from the "creeper" master spells

  • updated readme

  • updated pack.mcmeta
same as the other version, but ported to 1.21.4. mostly just a milestone and (probably) won't affect development



  • _particle stuff_**

  • reduced particles in most biomes

  • added particles to the plains

  • change particles in the river



  • _structure changes_**

  • made stronger enemies (like evokers) have less weight when spawning

  • there should be less mobs overall in structures

  • the ascendant miniboss should no longer one-shot the player

  • sewers should no longer generate in plains



  • _general changes_**

  • made cave biome surface indicators slightly more rare

  • added surface indicators to cave biomes that did not have them

  • fixed a biome just spamming sound effects

  • fixed shoals of pillagers spawning underwater in certain biomes instead of a shoals of squid

  • soul lanterns in The Enchanted have a slightly higher count now
same as the other version, but ported to 1.21.4. mostly just a milestone and (probably) won't affect development



  • _particle stuff_**

  • reduced particles in most biomes

  • added particles to the plains

  • change particles in the river



  • _structure changes_**

  • made stronger enemies (like evokers) have less weight when spawning

  • there should be less mobs overall in structures

  • the ascendant miniboss should no longer one-shot the player

  • sewers should no longer generate in plains



  • _general changes_**

  • made cave biome surface indicators slightly more rare

  • added surface indicators to cave biomes that did not have them

  • fixed a biome just spamming sound effects

  • fixed shoals of pillagers spawning underwater in certain biomes instead of a shoals of squid

  • soul lanterns in The Enchanted have a slightly higher count now
mostly just a milestone and (probably) won't affect development



  • _particle stuff_**

  • reduced particles in most biomes

  • added particles to the plains

  • change particles in the river



  • _structure changes_**

  • made stronger enemies (like evokers) have less weight when spawning

  • there should be less mobs overall in structures

  • the ascendant miniboss should no longer one-shot the player

  • sewers should no longer generate in plains



  • _general changes_**

  • made cave biome surface indicators slightly more rare

  • added surface indicators to cave biomes that did not have them

  • fixed a biome just spamming sound effects

  • fixed shoals of pillagers spawning underwater in certain biomes instead of a shoals of squid

  • soul lanterns in The Enchanted have a slightly higher count now
mostly just a milestone and (probably) won't affect development



  • _particle stuff_**

  • reduced particles in most biomes

  • added particles to the plains

  • change particles in the river



  • _structure changes_**

  • made stronger enemies (like evokers) have less weight when spawning

  • there should be less mobs overall in structures

  • the ascendant miniboss should no longer one-shot the player

  • sewers should no longer generate in plains



  • _general changes_**

  • made cave biome surface indicators slightly more rare

  • added surface indicators to cave biomes that did not have them

  • fixed a biome just spamming sound effects

  • fixed shoals of pillagers spawning underwater in certain biomes instead of a shoals of squid

  • soul lanterns in The Enchanted have a slightly higher count now
  • this datapack should be virtually indistinguishable from the other 0.23 version, with the exception that it is ported to minecraft version 1.21.4

  • does not work for 1.21.2 or 1.21.3
[0.23p] Saturated v0.23 for 1.21.4 by Bro-Omg56977 on Oct 13, 2026
Download
  • this datapack should be virtually indistinguishable from the other 0.23 version, with the exception that it is ported to minecraft version 1.21.4

  • does not work for 1.21.2 or 1.21.3
  • _Cave Ruins_**

  • cave ruins are a new tiny structure that generates at the bottom of the dimension.

  • they have a guaranteed explorer map that leads to a different structure. the map usually leads to villantis, Skeletown, or the Sewer, but can rarely lead to others

  • the Sewer loot can now include an explorer map, and has a much better chance of leading to said other structures



  • _General changes_**

  • amethyst paths in the empty caves are now much larger/more common

  • finally adds grass to cave biomes that makes sense to include grass

  • cave features (trees pillars, etc) should no longer generate underwater in aquafers



Note: this update is also called pre-release 1, because i'm pretty sure that after this update i'll stop marking saturated as "Beta"
  • _Cave Ruins_**

  • cave ruins are a new tiny structure that generates at the bottom of the dimension.

  • they have a guaranteed explorer map that leads to a different structure. the map usually leads to villantis, Skeletown, or the Sewer, but can rarely lead to others

  • the Sewer loot can now include an explorer map, and has a much better chance of leading to said other structures



  • _General changes_**

  • amethyst paths in the empty caves are now much larger/more common

  • finally adds grass to cave biomes that makes sense to include grass

  • cave features (trees pillars, etc) should no longer generate underwater in aquafers



Note: this update is also called pre-release 1, because i'm pretty sure that after this update i'll stop marking saturated as "Beta"
  • This version is has a simple bandage patch where most of the loot tables have been modified to remove the custom enchantments / magic stuff

  • this leaves behind a lot of junk files, as the enchantments themselves are still present within the pack, and are still used by certain mobs / bosses

  • this version made from a similar request from several different people, and will most likely not be maintained :pensive:
  • This version is has a simple bandage patch where most of the loot tables have been modified to remove the custom enchantments / magic stuff

  • this leaves behind a lot of junk files, as the enchantments themselves are still present within the pack, and are still used by certain mobs / bosses

  • this version made from a similar request from several different people, and will most likely not be maintained :pensive:
  • _General Changes_**

  • doubled average cheese cave size i think

  • changed the trees in littoral hollow to be more unique

  • changed the dimension crossing tp to be at y=300 instead of y=320

  • added sinkhole ruins explorer map to villantis loot tables

  • removed a very small amount of junk files

  • some other changes that i forgot

  • testing forceload stuff, tell me if it impacts the performance



  • finished glacial carve**

  • very icy cave ngl

  • has alot of blue ice and some ancient debris

  • there are small grassy areas where trees can grow



  • finished crystalline cavity**

  • underground version of crystallized peaks

  • mixed of blackstone mushrooms and colorful "crystals"

  • fairly lit up
  • _General Changes_**

  • doubled average cheese cave size i think

  • changed the trees in littoral hollow to be more unique

  • changed the dimension crossing tp to be at y=300 instead of y=320

  • added sinkhole ruins explorer map to villantis loot tables

  • removed a very small amount of junk files

  • some other changes that i forgot

  • testing forceload stuff, tell me if it impacts the performance



  • finished glacial carve**

  • very icy cave ngl

  • has alot of blue ice and some ancient debris

  • there are small grassy areas where trees can grow



  • finished crystalline cavity**

  • underground version of crystallized peaks

  • mixed of blackstone mushrooms and colorful "crystals"

  • fairly lit up
  • fixed hero of the brine phase change functions not firing properly when there's no minions present (hopefully)

  • fixed the animate husk enchantment

  • other summoning magic fixes

  • removed the unluck effect from evil disintegration wave

  • changed the cold biome to look a lil better

  • potentially fixed a bug with vindication... again

  • very, very small optimizations

  • fixed mysterious spell fragments deleting the entire stack

  • may or may not have fixed some team issues (idk)

  • made towers, babel, and sinkhole like almost 2x more common
  • fixed hero of the brine phase change functions not firing properly when there's no minions present (hopefully)

  • fixed the animate husk enchantment

  • other summoning magic fixes

  • removed the unluck effect from evil disintegration wave

  • changed the cold biome to look a lil better

  • potentially fixed a bug with vindication... again

  • very, very small optimizations

  • fixed mysterious spell fragments deleting the entire stack

  • may or may not have fixed some team issues (idk)

  • made towers, babel, and sinkhole like almost 2x more common
  • added some compatability with Void:Expansion

  • changed some biomes to look a lil better

  • potentially fixed a bug with vindication
  • added a potential patch to lqhp events firing outside of the void

  • the dimensional crossing teleport should be slightly less random
  • added a potential patch to lqhp events firing outside of the void

  • the dimensional crossing teleport should be slightly less random
  • changed mob spawning for basically every biome:**

  • less spamming of pillagers literally everywhere

  • climate based mobs spawn in their respective biomes (like husks in hot biomes, strays in cold biomes, etc.)

  • there's some rare mobs that can spawn only in certain biomes (like blazes in bone canyon, and pillagers in the enchanted forest)



  • other changes:**

  • fixed a bug with the firesight enchantment where you could use it infinitley

  • music should cut off when changing biomes less often

  • villantis cartographer will offer 1 new explorer map per trade instead of all of them at once



...yup, that's it
  • changed mob spawning for basically every biome:**

  • less spamming of pillagers literally everywhere

  • climate based mobs spawn in their respective biomes (like husks in hot biomes, strays in cold biomes, etc.)

  • there's some rare mobs that can spawn only in certain biomes (like blazes in bone canyon, and pillagers in the enchanted forest)



  • other changes:**

  • fixed a bug with the firesight enchantment where you could use it infinitley

  • music should cut off when changing biomes less often

  • villantis cartographer will offer 1 new explorer map per trade instead of all of them at once



...yup, that's it
  • _added 1 new structure, soul enchantments for tools, some other magics, and more spooky events in the void_**



  • new structure: Sinkhole ruins **

  • are you getting tired of me saying that every update adds the biggest structure yet? because this is my biggest structure yet

  • a new, rare multi-layered structure that generates in the moss basin. it is quite large, and can reach down to bedrock.

  • it consists of 3... i suppose sub-sections would be the right word. they consists of the surface ruins, sunken city, and the undercity

  • The Surface ruins are more of an archaeological site that's already been discovered by other factions. come with a brush...

  • The Sunken City is, of course, a very large underground city, filled with large arches and towers. the towers, of course, have interiors with loot. it can be accessed below the central archaeology site.

  • the undercity is a general area that can be accessed by climbing into the basements of the towers, and below the central area. the themes of these areas can vary between labratories, to mines, to a boss arena.

  • use of trial spawners and vaults, along with decent loot

  • a multi-phase boss battle with a cool drop



  • partial merger with lqhp:**

  • lqhp (low-quality horror project) is a different mod i created

  • specifically, i merged some of the fuctions

  • now when you go into the void, an occasional spooky event should happen

  • (specifically only in the void. tell me if the spooky events happen elsewhere)



  • Minor magics:**

  • added soul enchantments for tools

  • firesight: gives fire resist and gives nearby enemies glowing

  • mining fever: gives saturation and a high level of haste

  • quarry: breaks a large amount of nearby blocks

  • new master spells vindication and santification: the boss drop from Sinkhole Ruins. each time you attack or get hit, you get a specific short buff, up to 14 times. once you attack/get hit 15 times, you get an extended large buff, and occasionally "slash" at nearby entities



  • other changes:**

  • nerfed alotta soul enchantments

  • small changes to soul finishers

  • villantis cartographers should now have explorer maps for sinkhole ruins
  • _added 1 new structure, soul enchantments for tools, some other magics, and more spooky events in the void_**



  • new structure: Sinkhole ruins **

  • are you getting tired of me saying that every update adds the biggest structure yet? because this is my biggest structure yet

  • a new, rare multi-layered structure that generates in the moss basin. it is quite large, and can reach down to bedrock.

  • it consists of 3... i suppose sub-sections would be the right word. they consists of the surface ruins, sunken city, and the undercity

  • The Surface ruins are more of an archaeological site that's already been discovered by other factions. come with a brush...

  • The Sunken City is, of course, a very large underground city, filled with large arches and towers. the towers, of course, have interiors with loot. it can be accessed below the central archaeology site.

  • the undercity is a general area that can be accessed by climbing into the basements of the towers, and below the central area. the themes of these areas can vary between labratories, to mines, to a boss arena.

  • use of trial spawners and vaults, along with decent loot

  • a multi-phase boss battle with a cool drop



  • partial merger with lqhp:**

  • lqhp (low-quality horror project) is a different mod i created

  • specifically, i merged some of the fuctions

  • now when you go into the void, an occasional spooky event should happen

  • (specifically only in the void. tell me if the spooky events happen elsewhere)



  • Minor magics:**

  • added soul enchantments for tools

  • firesight: gives fire resist and gives nearby enemies glowing

  • mining fever: gives saturation and a high level of haste

  • quarry: breaks a large amount of nearby blocks

  • new master spells vindication and santification: the boss drop from Sinkhole Ruins. each time you attack or get hit, you get a specific short buff, up to 14 times. once you attack/get hit 15 times, you get an extended large buff, and occasionally "slash" at nearby entities



  • other changes:**

  • nerfed alotta soul enchantments

  • small changes to soul finishers

  • villantis cartographers should now have explorer maps for sinkhole ruins
[0.19+mod] Saturated v19 for FFNFQ by Bro-Omg56977 on Oct 13, 2026
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  • _added 2 new structures, a cave biome (technically 3 but the other 2 are unfinished), soul enchantment for tridents, and some other minor magics_**



  • _first structure: Prosperous Skeletown_**

  • as the name points out, its a rich town filled with unfriendly residents

  • generates in the boreal valley, it has a central 'keep' surrounded by towering townhouses

  • most of the loot is in the attics

  • some residents seem to have special abilities...

  • the centeral keep seems to have some kind of fountain. getting too close breaks a seal...

  • yup, it has a boss fight

  • (bonus: there seems to be a way to make the residents not attack you... but how?)



  • Second Structure: Villantis**

  • villantis (villager atlants) is, of course, filled with villagers and iron golems

  • the central bubble has 4 villagers, each with unique and decent trades

  • trade in some loot you get from other structures for a new "favor tablet" currency

  • added gambling

  • villagers have considerably decent trades (or atleast for the first level)

  • iron golems are enchanted with randomness

  • (bonus: it seems the central cartographer has some useful maps for you if you trade with them first...)



  • soul enchantments for tridents**

  • as it says, trident soul enchantment. can be aquired by trading for it in Villantis. except for the finisher, which is adrop from Sloni boss vaults or Babel spawners

  • first one buffs you and debuffs the enemies

  • second one damages enemies nearby in a similar way to how a conduit does

  • third one buffs you, debuffs enemies, and forces some of them to attack eachother

  • the finisher condenses a portion of their life into an end crystal



  • new cave biome: littoral Hollow**

  • cave biome that's usually found near the surface or under oceans

  • a bog and volcanic-themed cave biome

  • you can find some volcanic pillars mixed with trees and mud+water on the ground

  • also the floor and ceiling have a large amount of basalt



  • Minor magics**

  • summon skeleton/zombie: summons a lightly armored undead to fight for you. found as a 1st phase boss drop from skeletown

  • enigmatic spells Wabbajack and Sheogorath: has a 50% chance to cause a completely random effect on the victim. can be benifical or damaging. is also the enchantment found on villantis golems. can be obtained as a jackpock from the standard villantis lottery

  • suspicous spell fragment: is found as a 1st phase boss drop from skeletown or as a jackpot from Villantis. if from skeletown then it is enchanted with an enigmatic spell: evil disintigration wave. If from Villantis then it is enchanted with enigmatic spell: i hate you 3000

  • evil disintigration wave is a 1-time spell that forces certain mobs to dissapear, functionally working as a one-shot. however, the mob effected doesnt drop loot or xp, and the user gets unluck and bad omen

  • i hate you 3000 is a one time spell that summons a tnt, lightning, and end crystal on the victim on top of doing 100 raw damage. has a con that the user is usually caught in the crossfire



  • other changes:**
  • soul enchantment gathering should be per-player based instead of everyone getting a soul
  • changed the salts of the structures
  • other bugfixes that i forgot about whilst making this
  • added the bare bones of the cave biome: glacial carve
  • added the bare bones of the cave biome: crystalline cavity

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