Dark vales of Herobrines lands and their armies
The High mountains biome. Forested foothills are also visible.
Woodland generated as valley in high mountains. You can also see a woodland hut structure.
The dead volcanos of creeper lands biome with lot of zombies and generated structure zombie house.
The weird looking creeper hills. No structures and vegetation are there.
The grassy hills biome. You can find lot of sheeps there.
High Mountains form the top.
One of "structures" that appear from time to time in Herobrines Lands.
Alps and their foothills. You can find spruce trees here as well as mega fir trees.
Castle counties biome, populated by villagers.
Wasteland biome with lot of tallgrass and ruins
Lakeland Mountains biome. There are lakes... and mountains.
Clearing in lower woods biome.
Extreme Hills are also updated in this mod.
Woodland Mountains Biome.
Fir forest. Fir is only tree generating there.
Pine taiga biome.
Another picture of High Mountains.
Subtropical plains biome with mangos, oranges and occasionally olives.
Hot lava pools in Volcano biome.
Highland biome. It is plateau-like version of plains. Some fortresses and towers built by either illagers or villagers can be found.
The Mountain biome. Tin and iron is more common here than in another biomes.
Rivers running through deserts are now transformed into dry rivers.
Hot desert mountains biome.
Desert oasis is only place in desert where you can find wood and water.
Abandoned saloon is new structure found in mesa.
Beautiful waterfalls in highlands.
Day in dense forest biome.
In Red plains biome you can find very rare structure - the Red town. It is inhabited by plains folk.
Another view at castle counties with castle in background. Heavy villager warrior probably decided that he will protect the castle.
Mountainous landscape and Illager watchtower in background.
The rarest biome in the overworld are Emerald hills.
There is new variant of savanna - colourful savanna plateau.
Dungeon Entrance in Herobrines lands biome. I wonder what's inside.
Spiders liar in the Sick enchanted forest.
Beautiful vale in Taiga Highlands.
Tall and shattered red mountains.
Temperate hills in Larch taiga biome. Larch is most common tree in this biome, but pines and spruces can also been found.
Wizards tower in extreme hills.
Wood-folk lives in their woods.
Swampland marsh biome at night.
Ruined castle in wastelands with its inhabitants.
Illusioner's tower in Sick enchanted forest.
Beech forest biome that contains beech trees.
Lake biome. It generates near taigas or wilderland.
Deserted savanna inhabited by its dangerous inhabitants - the Billagers.
The white mountains biome is composed of three types of stone, those stones are marble, calcite and diorite.
Orchard, houses and mountain.
Ruined fortress in forest.
What would it be biome adding add-on without sakura cherry groves. Right?
Outstandingly tall mountain in alps.
Nice, quiet and mostly harmless. Best place to build a house!
Why are illagers building a beacon towers on the coastlines?
This mod also adds some new content to the end dimension.
Who are they and what are they doing in my cave?
Watch out! They came for you. They are looking for you. Their master wants you dead.
You wander the world and come across of a ruined settlement. Hmm...
Wonderfull spruce highlands are the only place, where you can find blueberries.
Pines are new type of wood added in this mod. Pine trees are generating in taigas and high mountains. Pine wood is very resistant to fire but by hand you can destroy it very quickly. You can craft planks, bark, stairs, slabs, fences and fence gates. blocks from it. More features will be added in future.
Pine bark, leaves, wood and planks.
Naturally generated pine tree.
Fir is new type of wood found in fir forest and Lakeland Mountains. You can craft planks, bark, stairs, slabs, fences and fence gates from it. It has higher resistance from explosions than pines but fire can destroy it much faster.
Fir stairs, bark, log, planks, fence and fence gate.
Fir tree.
Fruit wood is used in every fruit tree in mod. You can craft planks, bark, stairs, slabs, fences and fence gates from it. If you shear leaves of apple tree or pear tree you can get apples or pears.
Fruit stairs, bark, log, planks, fence and fence gate.
Beech is new tree similar to oak generating in beech forests. Can be used as any other wood. Their leaves can change colour over the time.
Cherries are new trees generating in cherry flower forests. Their wood can be used as any other type of wood. If you shear their leaves you can get cherry berries.
Cherry wood.
This mod adds lots of new food items. There are wines, cakes, fruits, meats and some vanilla foods have changed recipes.
Example of how to make salted meat.
Bacon is made from three salted porkchops.
Crafting recipe for flour.
Pastry. It is default ingredient for lot of baked stuff.
Bread is made from three pastries.
Recipe for Sachertorte.
Now you can cut bread into three loafs.
This mod also adds new magic books and items to minecraft. Magic books are similar to enchanted books, however they are used not to enchant weapons, but to magically change the environment. There are around 15 new magic books in this mod. Some are used to summon bosses. Those cannot be crafted and must be found. There are also some special magic books that cannot be crafted and must be obtained by killing mobs or looting chests. Those which can be crafted are crafted on new workbench called "Writer's Desk". It can be found in ruins in either frozen tundra or volcano biomes. Recipes can be viewed in-game on writer's desk, so I will not show them all here. But there is one common item used in all recipes and that is Guide to Magic and Advanced Guide to Magic. These two items can be obtained by trading with wizard villager, wandering wizard or bartering with pillagers in exchange of rubies(yes you can now barter with pillagers if you are o their side). These guides are not lost after you use them in crafting recipe and after crafting of the book, they will return to your inventory. They have same texture s books so it is easy to confuse them with books. They are always used in middle of every recipe.
Because of magic books being very powerful, there is also a danger connected with them. That is the Specter. Specter is ghost-like creature teleporting around destroying, making terrible sounds Killing you, summoning monsters and such evil things.
How is the Specter summoned?
Specter can be rarely summoned by magic books that can change the time of day or by the "random"magic book that executes random magic.
How to know i've accidentaly summond the Specter?
Water will start freezing even if he is in hot biomes. He will change all cobblestone to mossy and all planks to jungle planks. He will destroy light sources and windows. Sometimes you may see a ghostly figure looking like hreobrine but don't worry it's just a Specter. You will also hear footsteps and ambeint sound randomly, invisible creature will open doors and even attack you!
How to prevent it?
Villager female priests and wizards have abilities to destroy specters. So to prevent such a disaster happening do this:
Steel is stronger variant of iron. Damage and armour protection is same as iron.
Durability: 500
Steel ingot can be crafted by putting iron ingot into blast furnace.
Is weaker than iron but easier to make. Bronze ingot is made from two copper ingots and one tin ingot. Both ores can be mined by any pickaxe.
Durability: 260
Recipe of bronze ingot.
Silver is material stronger than diamond but weaker than netherite.
Durability: 1800
Adamantit is strongest material in game, but with very hard recipe. Adamantit ore can be found in high mountains and End.
Example of crafting adamantit weapon.
Adavnced tools are special weapons that can be only crafted on ancient crafting table which can be found in wastelands.
Heavy Armor and sword of 42 dimensions.
Heavy armour is variant of steel armour with super high knockback resistance. I will not show the recipe you can view it on ancient crafting table.
Sword of 42 dimensions is strongest sword in game. It deals 90 damage and has 4042 durability.
Crafting of the sword.
Crafting of the swords blade.
Crafting of the swords jewelled handle.
Other pieces of the sword can not be crafted you must find them in structures like strongholds or end cities. It will be a challenge for you to craft this sword but it is only sword that can defeat herobrine.
Warhammers are strong weapons that can be crafted from any metal. They have rather specific combat. You must first right-click to recharge them and then you can attack with them. Cooldown and durability is depending on metal you made them from.
Example of crafting a warhammer.
Daggers are similar to sword, however they have much shorter blade. They can be obtained by killing ghouls (variant of zombie). If you right-click with them, you will gain speed effect.
Gems are precious rocks that can be sold to Gemtraders. Price depends on rarity. You can find Amber, Topaz, Ruby, Opal and Sapphire. You can make block from them and coloured lanterns. You can make coloured lanterns by putting lantern in middle of crafting table and surround it by 8 selected gems.
Recipe for coloured lanterns.
Gem blocks.
This mod adds 11 new villager professions. You can find this villagers spawning in Castle counties or there is a chance they will be born. You can breed them by feeding them with bread. They can only breed with villager females. Most of them resupply trades on crafting table or chest but there are some exceptions:
From left to right: Gemtrader, Cook, Blacksmith, Goldsmith, Enchanter, Wizard, Miner, Lumberjack, Money Exchanger, Baker, Rancher.
Female villager don't have trades. Their function is to breed them with new villager professions or to use them as a delivery system. How does that work? Right click on them and their inventory will be opened. Put things like food or emeralds into their inventories and they will share them with entire village. Why is that important? More of this items villagers have, more they are willing to breed. Villagers can also regenerate their health if they have some food in their inventory. You can also pick things up from female villagers inventory.
This mod also changes vanilla villagers. There is list of all changes:
Some villagers.
Wizards are humanoid entities, who will trade various items in exchange of emeralds. Items they trade are mostly items you can find when killing mobs or completing difficult quests. They will give you nice amount of emeralds for them. They can be found in castle counties or in sick enchanted forests. They come in both evil and good variant. Good wizards attack you when you are illager and vice versa. They are very powerful and their teleportation skills are outstanding.
Some good wizards.
Hireable warriors are entities that can be hired in exchange of emeralds. There are 10 hireable entities. You can halt them by right-clicking them (similar to wolfs).
From left to right: Vildicator (weaker vindicator created when lightning strikes new profession villager), Pillager, Sollillager, Female villager priest (heals other villagers), Female and male villager warrior (you can breed them by giving them emeralds), Villager archer, Woodland knight, Red knight, Woodland warrior.
How do they look hired.
The first three can only be hired if you are allied with illagers.
Wandering traders are probably the most hated villager profession in minecraft. This mod aims to change it. It adds new variants to them and each variant sells and buys different things.
Oddment Trader - Good old wandering trader we all (except me) hate. Has two llamas.
Food Trader - Sells foodstuff. Has two mules.
Explorer - Sells maps to various structures. Has two tamed wolfs.
Wandering Smith - Sells the best weapons and armour in the known world. Has a donkey.
Wandering Philosopher - Sells enchanted books, normal books and stuff like that. He is wise. Has two llamas.
Traveling Trader - Buys various thing villagers may craft. Has one horse.
Wandering Warrior - If you right click him with emerald he will become villager warrior. After that you can hire him and take his horse.
Some of them wandering around.
Dangerous folks who attack you no matter on who side you are. They spawn in deserted savanna biome.
They are very different from each other, but one thing they have in common: Kill everybody you see!
Pirates are illagers spawning on the beaches and islands. They can spawn with sword or crossbow. They have 20 health points and deals 8 damage.
Herobrine's Wraights are the strongest illagers spawning only in armies of Herobrine, most commonly in Herobrine's lands. It is hard to overlook thems because they are 4 blocks tall and their health bar will be displayed same as withers or ender dragons. They have 200 health points and they deal 24 damage to you. Also their voices are terrible. Best way to kill them is to push them by your shield off the cliff or into ravine. They don't have fall damage so i probably will not kill them but they will not be dangerous to you anymore (of course if you will not fall into ravine with them).
Ghosts are spooky mobs spawning in ghostly biomes. I will not tell you everything about them but you shall not forget to believe into people that do not exist.
Wood folk are player-like magical people living in Glory Woods. They have female and male variants same as Villager Warriors. They have three professions- Mages: they sell yu magical and good items, Warriors: They protect the woods, you can hire them with emeralds but not breed them, Scouts: Good archers protecting woods and other people there.
Similar to wood folk, plains-folk are also humanoid creatures. They spawn in Castle counties or Red towns and have male and female variant. They can be bred by bread. They also have Red knight variant what the strongest ranged unit that is hireable.
This add-on adds two new crops: Corn and tomatoes. Both can be foun in farm in castle counties or their seed can be bought from food traders.
This mod adds several new ores that can be found in overworld and end. Every ore must be smelted in furnace.
From upper left to down right: Deepslate adamantit ore, Ender adamantit ore, Amber ore, Deepslate tin ore, Lead ore, Opal ore, Salt ore, Ruby ore, Sapphire ore, Deepslate silver ore, Sulphure ore, Tin ore, Topaz ore, Overworld glowstone block.
Generation
Lead is new mineral that generates high up in high mountains. It can only be mined by adamantit pickaxe. It is used to create lead block, what is block that can be destroyed only by lead pickaxe, that is also crafted from lead. Lead pickaxe must be crafted on advanced crafting table.
This mod adds five new stone that can be found in various biomes.
If you kill heavy villager warrior (spawning in castle counties), you will gain item called "Become bad". Use this item and it will appear on your head. Now every illager will stop attacking yo but villagers will. Doing this has advantages (you will be on stronger side), but also it has disadvantages (you will not be able to trade with villagers).
The end dimension has been updated in this mod, to make it little more interesting, however to still keep the typical end boringness. These are few new features that have been added to the end:
Preview of the diamond and coal in End.
Bears are very similar to polar bears. You can find them in forest caves at night. When you get too close to their children, every parent in range of 80 blocks will attack you.
Ducks are passive mobs found in rivers. When killed they will drop feathers and duck meat. They hate cods, so they are eating them.
Deers are animals found in forests. You can breed them with wheat and carrots. when you kill them they will drop leather.
This mod adds several new bosses to minecraft. They can be summoned if you find item that when used summons them.
First of all bosses is Ugha-Khyzrdumh. He is gigantic billager with a shield and a mace. He attacks everyone.
Next is Herobrines wraight. He is only boss that spawns naturally. Attacks everyone, no matter who side they are on.
Third is Illusioner. He attacks you only if you are not illager. He spawns illusion that disappear after few seconds. He can be summoned by blowing his horn, found in his tower.
Then we have Herorbine. He is probably the hardest boss and attacks you always. He has 2500 health points. Can be killed only with sword of 42 dimensions.
Next is Il-Ar-Ner. He summons other illagers. Attacks you only if you are not illager.
Sixth boss is Jhens. He attack you only if you are illager.
Seventh is Baba Jaga. She throws a potion of wither at you, heals herself and summons witches. She attacks you no matter who you are.
After her you can meet the Wildfire. He spawns in nether fortresses. Drops "Crow of the King of the Nethter" item after killed, that when used appears on your head and gives you fire resistance. Is as good as netherite helmet.
Then there is the Giant. It is a giant zombie found in desert mountains. He isn't particularly wise.
Last but not least is the Eyes of the City. He only attacks when you look into his eyes, because he ins an Enderman. He looks like and enderman with blue eyes and blue stripes going down from his shoulders.
From all the bosses you can get very good loot.
Armies are events similar to pillager patrols that spawn in the world. You can find small villager and illager armies spawning all around the world. Bigger illager armies can be found in creeperlands. Big zombie and skeleton armies with herobrines wraights as their leaders.
The beta version of the mod is still in development, so you might see some things visibly missing or being unfinished/unpatched.
The info about how to update to this version under the current circumstances can be found in Installation Description at the bottom of this page.
This section of the page is something like extended changelog. Unless stated otherwise, all features from 1.1.5 version of the mod are also present in this version.
Dwarfs are small villager like creatures living in The Mountain biome and Alps biome. They are a great miners and crafters, and more than happy to trade with you. By trading with the dwarfs you are able to acquire medium-good weapons and armour also with top-tier pickaxes.
However there is a catch to these jolly people. Most importantly that they are split into two clans (Mountain and Alpine respectively), that are waging a war against each other, and only you can be the one to stop it.
Mountain Clan
Dwarfs from the mountain clan are know by their love of trade and exploring what's beyond their borders. That's why you are able to find many dwarfish merchants wandering the world that are from this clan. Their other specification is work with silver, that, as you can see they use for their armour. Amber is most beloved gem of these people and therefore they use it as their currency.
Alpine Clan
Alpine dwarfs love gold. They dig deep under their mountains to find it, and it is very uncommon to see one above ground, or even more, abroad. They are smaller than the Mountain Clan, and are scared of (but don't attack) wood folk and gnomes. Their most beloved gem is ruby. These dwarfs are also know for their strong beer, in fact strongest in the world.
Dwarfish Kings and Peace
The war of the two dwarfish clans is not permanent. And there is a pretty easy way to stop it. All you have to do, is go to the Black mountain (generates in every world around x=10900, z=10900), fight through the dungeon's of ancient dwarfish fortress, defeat the three-headed dragon, get the two crowns and take them with you. Easy, right?
Once you have done that, find the nearest dwarf lords and crown them (gold to the alpine and silver to the mountain one). They will not be hard to find amongst other dwarfs, since they wear longer beards and have decorated clothing with their clan's metal. Once you crown them, the word will immediately start to spread, and everyone will be too busy celebrating to fight. But you might have a little problem communicating with them, but don't worry, google translator can help.
Billagers are getting a huge revamp in 1.1.6 version of Better Adventures. They are no longer a mixed folk of random-villager looking people living in small village looking houses in a savanna landscape. Now they are a proud and evil people living in huge cities, that have nothing like them in the world. Their weapons are powerful and their cities hold many riches. But don't expect they will let you take them!
There is no way that you will get on their side. They are hostile no matter who's side you are on. To conquer their cities you have to defeat or enslave (by clicking with lead on them if they don't try to attack you) all their inhabitants, which is without some help impossible, and then destroy all their flag posts (hence image below), so they will stop spawning.
There are two ways how you would do that. Either you align with the gnomes and lead them to the battle or (if you are an illager), you use the great magic wisdom and power of illagers and destroy both of them and take their land and possessions.
Gnome are elf-like savanna people, that are, in some sense the anti-billagers. They live in a simple tent built villages, mostly with a circular shape and hole in the middle. They are not hostile toward you unless you are aligned with the illagers, but whenever they see a billager, they attack him.
Gnomes can be used as a powerful weapon against the billagers. They can be lead by just simply holding a silver sword or Sword of the Day. Or they can be hired by interacting with their captain and then giving the gnomes he called some emeralds. By trading with them you can also acquire precious things like, for example tea.
Kneeling is a creature from western Slavic folklore. It's an old looking fragile lady, standing far in the night and when she sees a child that's not home at such a late hour, she eats it. They can be heard coming from afar for their significant high-pitched bells.
I've made them spawn only in plains. They are not as much dangerous as zombies or skeletons for you, but are very for any kind of baby mob that walks alone in the night. if you kill them, you can get kneeling's staff dust, which can be used for potion brewing.
Dragons can be found in the wild mountains region of the world, which generates on every seed between the coordinates x 10900 and 11800, spanning infinitely in the z axis. Green and grey dragons spawn around the abandoned dwarfish mine entrances, and red dragons can be found in the mines. Green and red dragons drop no loot, since they only guard the loot in the mines, but grey dragons drop keys to the Black Mountain (read more that about it below). Colour of the dragon represents its type. Those are:
The Count is a villager, that is respected by many villagers. He can be found in castle counties structure in plains, more specifically, he can be summoned by blowing a horn in a barrel next to his seat in the castle buildings (which are quite rare). If you are a friend of his, he can, for some price, make you some favours, like promote by you chosen villagers to warriors. If you, on the contrary wish to kill him, you can get a "Count's Jewel" from him. This item can be with the help of evokers be crafted into a powerful weapon.
I've completely scrapped the previous Better Adventures three villager mobs and implemented them all into the vanilla one. That means that vanilla villagers now have genders and 9 more professions. The new professions are however a bit different from the vanilla ones, by the fact that you don't have a complete control over them. Now the villager professions are split into three categories:
Vanilla - unemployed villager becomes this profession if jobsite block is available:
Random - unemployed villager has a chance taking this profession if jobsite block is available:
Backup - Villager has a random chance choosing one of these after being unemployed for roughly two days:
In this version of Better Adventures, many vanilla biomes have been reworked to fit better with other features of the mod, and also to not make them look so repetitive. For that I've introduced something called "biome variations". It's a simple concept, that one biome can look different on different places. That makes the world more interesting, without the need to add more biomes (plus it is a cool way to have more varied world with MCPE-100700 bug). If you need to know, here is a list of every reworked biome and their variants:
Examples:
Wizard's tower in Pine + Oak + Birch + Fruit Trees variant of Flower Forest.
Beech + Oak variant of Forest.
Tall Fir + Tall Spruce + Fir variant of Old Growth Spruce Taiga
Oak Woods variant of plains.
Dark Forest (to the right) and Dense Forest (to the left) variants of Roofed Forest.
Beech + Oak + Birch + Chestnut Forest variant of Old Growth Birch Forest.
Berry Bush Meadow variant of Meadow.
Barley Savanna variant of Savanna.
Trees in one of taiga's variants.
Highland Pine Forest variant of Meadow.
Castle Counties variant in Tall-Grass variant of plains.
Town in Castle Counties.
Wild Update artwork inspired Birch Forest variant of old Growth Birch Forest.
Hideout in Dark Forest variant of Roofed Forest.
Because of the MCPE-100700 bug, I couldn't have advanced much in updating/adding some more custom biomes without downgrading the world, which would be counterproductive, since I wanted to use some o the new Wild Update blocks. So all changes I did to custom biomes was that I remove those that were no longer necessary from the time they were remade to variants of the vanilla ones. Those are:
Magic accessories can be a powerful weapons if they get into your hands. They can be found all thought the world. Currently there are 5 magical accessories, but I do plan on greatly increasing their number in future updates.
Beechfoot, Birchleaf, Bluebell, Lavender, Marigold and Moonflower are new flowers added to the Better Adventures Mod. They serve mainly decorative purposes, but from all of them, suspicious stew can be crafted.
Hornbeam is a decorative log that does no have it's own planks - uses oak instead.
Same goes for elm. These trees exist only for purposes of decoration and variation.
Maple is a new wood type, growing everywhere east of Wild Mountains fixed structure instead of chestnut.
Chestnut grows in many temperate biomes west of the Wild Mountians. Wizard towers are built using this wood, since it has this "magical purple" to it.
Fixed structures are buildings or terrain features that generate looking almost exactly the same on exactly the same coordinate in every generated world.
The Wild Mountains are a group of fixed structures generated in the area from x 10900 to x 11800.
Wild Mountains mountain range is a permanent adjustment of Minecraft's terrain from x 10900 to x 11800, spanning infinitely in the z direction. It generates extremely high mountainous terrain, no matter what biome has generated there. It splits the world into two parts, the west and the east, which in future updates will have more distinct features (currently it's just minor difference in flora). Trees are also generated in this region independently from biomes, with on the west slopes it being larch, fire, pine and spruce and on the east slopes it's maple, spruce and pine. Wildflowers grow in the entire mountain region. Their suspicious stew might be very useful when trying to cross them.
Valley on the east side of the mountains.
Hill in the western foothills. Wildflowers can be seen growing on it's slopes.
High up on the peaks. The whole range is covered in powder snow.
Black Mountain is a dungeon in the from of a gigantic mountain, that reaches the top of Mincraft's world at y 319. Whole Mountain is made of black stone, only breakable by lead pickaxe (lead can be found in high mountains biome, to melt it you have to use melting furnace from the black mountain dungeon powered by lava). On its west slope there is a small entrance that needs to be unlocked by key dropped by grey dragons. Once you get in, your only way out is killing the three-headed golden dragon. But as your reward you will get the crowns necessary for the coronation of the dwarf lords. I should also remind you that once you die inside the mountain, there is no way to get back in there, so bring some beds to be able to respawn inside. The mountain itself can be found around coordinates x 10900, z 10900.
The Black Mountain, towering over all the world.
Exit opened on the eastern slope once you defeat the dragon.
The long corridor at the entrance.
Dungeons in the deep.
Zombie dwarf guarding its home.
Ancient halls.
There are two waypoint looking fixed structures in the wild mountains. First one is on the Main Road before the first hill of the range from that direction, on a crossroad. Second finger-looking one is fund couple hundred blocks from the first one, if you follow the road labeled as "Im Himmel". Those waypoints serve no function in the current version of the mod, but soon they will play an important role.
The finger-like one.
Roadmeet Castle generates in the literal center of the world, at x 0, z 0 and therefore should be your default spawning location, unless it generated in middle of the ocean. The castle is made of four outer identical towers, four inner identical towers and some wall, but overall it's in pretty desolate state.
Roadmeet has some generic start game loot like planks or bronze nuggets. As with all fixed structures in the mod yet, it's not completely finished and will serve a more interesting purpose in the future.
Weird pillar, similar to the waypoints, is currently a purposeless fixed structure that generates around x 420, z 420. It towers into the sky with its top being snow-covered no matter what biome you are in. It has a spiral path to the top alongside which are scattered ruins on some old fortress.
Roads are a fixed structures generated to help the player navigate around the world. There are two types of roads, with all of them emerging from the Roadmeet Castle.
Road passing through forest.
Road in a swamp.
Pillager outpost just down the road.
The beta version of the mod is still in development, so you might see some things visibly missing or being unfinished/unpatched.
The info about how to update to this version under the current circumstances can be found in Installation Description at the bottom of this page.
This section of the page is something like extended changelog. Unless stated otherwise, all features from 1.1.5 and beta 1.1.6 version of the mod are also present in this version.
Get ready to experience a whole new level of medieval warfare with the latest update to the Plains-Folk! This update brings exciting additions to the world of Minecraft, including the introduction of clans, kings, and lords, adding depth and strategy to your gameplay.
Clans have been added in six different colors: Red, Blue, Brown, Green, Black, and Count's clan. Each clan has its own unique abilities and characteristics. The Red clan, led by the powerful kings, is considered the ruling clan and has the most formidable armor. Kings have the ability to turn other lords into lords of their own clan, expanding their influence and power.
The Count's clan, on the other hand, doesn't engage in direct combat with other clans. However, their warriors have the unique ability to convert into members of the Red clan, since the counts are inferior to the kings and if they are reminded they prove their allegiance.
Knights, the loyal soldiers of the clans, are now assigned to a clan that matches the color of the lord whose territory they spawn in. Count's knights are spawned alongside the Count in Castle Counties, ready to defend their territory and spread the peace (untill the king breaks it all).
Speaking of kings, they now spawn in newly redesigned red towns. If a king dies, another lord is selected to be the new king. If the new king is from the Red clan, they become a powerful king with the ability to command other lords. However, if the new king is not from the Red clan, they become the "Overthrower king," wielding no actual power and serving as a puppet king under the player's control.
This unique mechanic adds a strategic element to the game, as players can manipulate the dynamics of power among the clans.
Lords are at the head of their local clan and play a crucial role in spreading their clan's influence. The more knights a lord converts from unfactioned to their clan's color, the more influence they gain.
But that's not all! Players now have the option to join a clan by wearing their helmet, allowing them to fight alongside and hire warriors from their chosen clan, and expand their influence in the game world.
What would it be an update for Better Adventures mod, without adding some new villager mechanic? This time it is the ageing mechanic. This mechanic is made to prevent villagers from being able to have infinitely many children, with infinitely many villagers. It works like this:
You may have noticed that this mechanic breaks all the inhumane villager-breeder farms. I wonder if it was intentional...
Even though no biomes have been added in this beta version, many have been reworked providing new fresh experience in otherwise old loved biomes. Those biomes are:
However, this beta started the well-necessary remake of all the biomes currently in the mod, so that means all that have not been renewed are currently hidden even on the base-game-versioned template. As more beats get released, more biomes get renewed and made available again (and lets hope that not just on the template).
Finland west of the Wild Mountains.
Finland east of the Wild Mountains.
New wilderland.
Alps biome has been completely reworked featuring beautiful natural scenery with many variants. Alpine dwarves have also finally received their own generated structures in which they can now be found.
Mountain dwarves, even though their biome has been already mostly finished, still received some improvements.
Ancient Woods, the gorgeous biome of the Wood-Folk now has game-changing number of over twenty variants and a ton of new structures.
Ghostly biome has been remade to feature 100% more underground dungeons with 400% better loot and to be 800% more dangerous (you can't possibly survive there without some special equipment...). Also dead beech trees have been added to the biome making it look 200% better. Currently the biome generates in colder climate conditions, but don't get used to it! In future version it is planned to generate as islands in the sea.
Castle of the dead is a mysterious castle found on the western slopes of the Wild Mountains around coordinates x: 10500 and z: -48000. As you approach into the valley you see a castle high up in the clouds, with no windows but two spiky towers with ornaments and a wall blocking the further entrance into the basin. There are multiple entrances in, whether it is the bridge from the nearest peak leading to the entrance to the lower halls, or by the mountain ridge, leading you directly to the acropolis.
This is the residence of the Gwarcheidwad-Yr-Cysgodion, Lord of the Dead, by men commonly known as just Khris Þe Healdere ("The Holder") and his fellow followers. He is NOT EVIL nor does he fight for the good, his main job is, well, he will tell you what it is... Whatever his intentions might be, his help is necessary when you wish to enter the Ghostly biome and loot it's riches. He might be found at the throne room in the acropolis of the castle.
This beta version introduces something completely new, never seen in the history of this mod. It is the "Better Adventures Scripts Pack", an another behaviour pack installed when you download the mod. It is not auto-enabled on the base-game-template, since it uses the new expanded gametest scripting API, which is still in the development.
This API allows me, as a creator, to posses far more powerful tools with which I can mod Minecraft, creating more immersive and unique experience, different from other mods. Currently only feature included in this behaviour pack are randomized entity names, but this is just the start. In future updates this pack will be necessary for the proper function of this mod, implementing new core features, that are currently in design.
Randomized entity names are exactly what they sound like. NPCs can now be identified as individuals by having their own unique name, displaying over them, as if you named them with a name tag. The entities that have been given this privilege are:
In the future, more entities will get more unique names, such as the Gnomes. This method is still in testing and can potentially create lag spikes on weaker devices, sometimes causing scripting watchdog to shut down the server.
The beta version of the mod is still in development, so you might see some things visibly missing or being unfinished/unpatched.
The info about how to update to this version under the current circumstances can be found in Installation Description at the bottom of this page.
This section of the page is something like extended changelog. Unless stated otherwise, all features from 1.1.5, beta 1.1.6 and beta 1.1.7 versions of the mod are also present in this version.
This update fixes critical bugs that occurred when updating worlds playing this add-on to Minecraft version 1.19.80, causing many blocks to disappear.
In this update, the oldest biome added to this mod has received the biggest update yet. It is no longer a boring barren wasteland with gravel and obsidian making up the most of the biome. Now it's a devastated country in which ruled over by the Billagers!
Creeperlands are subdivided into two more biomes. The Creeperlands Valley and Creeperlands Volcano.
The Volcanic Mountains are a challenging place to live in. Up there, there is absolutely nothing that would help you survive. The entire hills are made of many volcanic stones such as tuff and obsidian. Deespalte and regular stone do make up some areas and streams of magma running like rivers can be spotted on surface. No animals and even almost no monsters can be found up there, making it a very lonely place and the fumes of white ash do complete the depressing atmosphere. However these mountains hold the richest iron deposits in all the world, making their wider area attractive to Billagers.
The valleys are constantly under the ashfall from the volcanic mountains around, making it a hard place to breathe in. The grass is yellowish dry but on some places it gets replaced by bare stone. Oaks however managed to survive and are growing pretty commonly though many of them had already seen their best days. But the most defining aspect of those valleys are the great Billager slave camps, a circular structures with Billager watchtower in the middle surrounded by huts, fields and mines where poor villagers have to work hard under the harsh supervision of the Billagers. Red and black flags of Billagers do fly in the air reminding the slaves of who they are working for and spreading despair. It's said that sometimes on evil place such as this, you can see a ghostly figure, an ancient horror, a man with glowing eyes looking from afar, controlling, checking upon his servants.
Slave caravan transporting slaves to the camps. As you can see, Billagers are not afraid at all to work with the monsters.
The beta version of the mod is still in development, so you might see some things visibly missing or being unfinished/unpatched.
The info about how to update to this version under the current circumstances can be found in Installation Description at the bottom of this page.
This section of the page is something like extended changelog. Unless stated otherwise, all features from 1.1.5, beta 1.1.6, beta 1.1.8 and beta 1.1.9 versions of the mod are also present in this version.
Usually I split the additions and changes into multiple categories such as Mobs and Biomes, but this time it would just be useless, since this update has been fixed upon only one feature: The Herobrine.
Some of you may have noticed that Herobrine has been a feature of this mod for a few years now. But he felt incomplete, and so we have decided to give him some love that this feature deserves. From the almost unnoticeable side-boss that many people have never encountered throughout their gameplay at all, we have made the final, late game boss fight and spread his (Herobrine's) influence all over the Minecraft world. Here's how what we have done.
You can now feel Herobrine's influence all over the overworld, much stronger than before. Billagers, monsters and evil (corrupted) piglins now have the tendency to raid lands far and wide, sometimes taking creepers with them for destructive effects. It is said that amidst those raid, you can sometimes see a tall man-like figure with glowing eyes...But that just scratches the surface of what Herobrine's presence in the overworld is. In the previous beta, we have added the Creeperlands, a biome where evil Billagers use their villager slaves to work for them. In that biome you are also able to get glimpses of Herobrine, standing somewhere on the horizon. But now, this biome has gained (or re-gained) a new subbiome: The Herobrine's Lands.
This place is a living hell, feeling more like a biome suit for the nether than the overworld. Evil creatures roam the place, and lighting is a common occurrence. The biome feature ominous buildings serving evil purposes, and many portals leading to the nether are open, from where the dreadful beasts are exported. That place is pure evil and survival in there is hardly possible (or at least when Herobrine is still undefeated). Yet this is a place you need to travel to if you want to meet Herobrine face-to-face and end his terror.
There is a certain type of tower in the Herobrine's lands. It's bigger than the others and much more special. It is this tower you want to find (keep in mind that there will be a lot of fighting both inside and out). Inside this tower there is somewhere on an upper floor a nether portal. But not just a normal nether portal. It's a special one, leading to a very special place. A very dark place. The Hells of the Nether.
The Hells of the Nether are a huge corridoor-prison maze-like complex in the far east of the nether, with an area comparable to German capital of Berlin (with the assumption that 1m^2 corresponds to one block). Unlike Berlin, It's the residence of Herobrine. The portal takes you to the central, and the only actually important chamber in the complex - the throne room.
Herobrine is a hard nut to crack - so should say my grandfather. But it is generally true. Along the entire process you will probably require a Sword of 42 Dimensions (Info about it in the 1.1.5 full version spoiler) - more than one if you care to die, and a very good armour, possibly diamond or better. Here I provide you with a step-by-step guide on how to beat Herobrine:
Once you have defeated Herobrine, you will be given worthy reward item. Mogus the Wizard will after the fight spawn at the end of the bridge before Herobrine's throne. Talk to him and he will take you back to the overworld and also tell you what to do with your reward. Once you are back to the overworld you might notice some changes. Zombies and skeletons stop spawning so armored and altogether spawn less frequently. Corrupted piglins and creepers disappear entirely, shadowy figures of Herobrine are nowhere to be seen and Herobrine's lands become empty of all the mobs once spawning there. You have rid the world of Herobrine's curse.
If you will discover new bug or want to write a suggestion write it to me on twitter or on our email [email protected]. If you have some idea what can be in the next update write it on email [email protected]. Maybe your idea will be featured in the next update! If you have discovered Easter egg write it also on better adventures email!
Follow these steps to install mod correctly!
1. Download your desired version of the mod.
In case of downloading version 1.1.5 (1.17.0 - 1.17.30):
2. Create new world or choose already existing one.
3. Activate behavior pack.
4. Resource pack will activate automatically.
In case of downloading beta versions (1.19.60 and above):
2. Download the mod in the download files section, either the 1.1.8 or 1.2.1 beta.
3. Import the mod into Minecraft (if playing on a gaming console rename the file from .mcaddon to .zip and extract: server and script(for 1.2.0 and higher the script is merged into server) to behavior packs, client to resource packs, db to world templates in com.mojang folder).
If you want to play with custom biomes:
1. Go to create world screen.
2. Scroll down to imported world templates.
3. Select one with the default name "Bette Adventures Base Game Versioned Template", with an image of Roadmeet castle in Finland biome.
4. Click "Create World". This will create world stuck in MC version 1.17.10, therefore custom biomes will generate, however no 1.18 or later vanilla additions will be in the game.
If you want to play with the newest Minecraft features:
1. Create new world or choose already existing one.
2. Activate behavior pack.
3. Resource pack will activate automatically.
4. If you create the world, it will have all the Minecraft's newest features corresponding with your version of the game, but none of this mod's custom biomes will generate until MCPE-100700 gets fixed.
If you want to play with the experimental "BETTER ADVENTURES SCRIPTS PACK" just activate the behaviour pack on you selected world.
1.2.2 The Features & Blocks Hotfix
Unsupported features: