Bedrock's Better Adventures - 1.21.50 Compatibility
Go to filesBetter Adventures Mod is an add-on whose goal is to expand Minecraft’s world to make it seem less repetitive by adding many new biomes, variations to vanilla biomes, new cultures and people, structures, ruins, fixed structures and animals or even new bosses! It’s not fixated on realism but rather on fantasy, having also many powerful magical items and many creatures that are able to preform magic of some sort. Most of the biomes are also supposed to feel either very (almost exaggeratedly) natural or, those who are controlled used by the monster or illagers, completely devastated, basically adding a great deal of fantasy romanticism to the game.
!IMPORTANT! However, because of the current MCPE-100700 bug custom biome creators are right now having a huge problem. In conclusion, the "bug" basically makes custom biomes to not generate in versions 1.18 or higher.
That’s why, if you want to experience this mod's custom biomes in their full glory, you have to use the downgraded world template (which is also downloaded with the mod) that generates a Minecraft world stuck in version 1.17.40 (last version this bug did not occur on). The mod is still playable also on normal worlds, with tons of new additions also to the vanilla Minecraft biomes, but you'll be missing out a great deal.
So, I would like to ask all of you who read this to vote for this issue on the report on the official bugs.mojang.com website (link also in the downloads), so it gets resolved as fast as possible. Thank you for doing it (if you did so).
Info
Founder: KZBMM
- Join our discord server! (Link also in the downloads)
Permission for ModBay:
Better Adventures add-on is a huge project focused on diversifying Minecraft with adding many more biomes and biome variants, and along with those comes a great quantity of new trees, blocks, ores mobs and even new cultures!
I cannot go into extensive detail about everything here, otherwise you'd never finish reading this. Since this mod is about exploration, adventure and mystery, I will leave you to figure it out (or you can join our discord with the complete documentation to the mod).
Screenshots
Many of Minecraft's basic features such as Villagers are also reworked to provide a fresh new experience with new professions, variants and such.
And whilst we may stray a lot from vanilla-style features, we tend to keep them down enough for the game to feel still as Minecraft, just more mysterious, more varied full of questions as if you played it for the first time.
You cannot really know what awaits you around the corner, what are you going to find behind that mountain, what are those creatures in the shadows. Only place you know is your house, and the nights are dangerous. Still, the world is full of mystery and beauty, waiting for you to explore.
This mod adds huge amount of new wood types and subtypes (and many new stone types of course...), various new materials to make tools and weapons from, artifact items foundable as loot, magic books and multiple new civilizations to the game. To just get hold of the amounts of content this add-on adds I'd strongly recommend looking at the recipe book, creative inventory, or trying /give @s better: and see what it recommends you.
The amount of content of this mod is, of course, not just limited to blocks, entities and items, it also contains various structures that can be found throughout your world. From the smallest dwellings of the smallest people through the grandious cities of the kings, towns of the villager-folk bustling with trade, to the ethereal halls of the fairies.
Of course, we are not forgetting about the more combat-oriented fraction of Minecraft players. This add-on adds whole bunch of new challages and even gigantic coordinate locked dungeons with foes and loot beyond count.
The weapons and armour, either as a tools used to win the challanges or rewards gained from them are also many to choose from.
So craft your own path! Travel around the world, settle on a farm, open up a tavern or lead armies against the darkness. Nothing's stopping you from becoming a king or a stone-mason. Brew wine, drink beer, and eat mutton-cheese dumplings. This mod gives you just the canvas. You make the story.
(except the armour, weapon and block previews, all footages are of places naturally generated, you can find in the mod)
That's not all!
As I've already mentioned, it would be impossible to document the entire add-on just on this page. So if you want to get a better picture about the mod or even some more detailed information, join our discord server, where you can chat with the creators, players, or check the mod guides for proper documentation to the mod. I strongly recommend also checking the changelogs here below where there's a detailed information what's added each update. You can also check out my YT channel, where I post from time-to-time development videos or videos explaining the game mechanics. Follow me on Twitter and Instagram to get regular updates on the development, if you wish to. If you wish to contact us directly and privately or report urgent bugs, you can use, as mentioned, our discord, or write to this e-mail: [email protected]
Credits
- Founder: KZBMM
- Coding: KZBMM, SplinedWelshman
- Textures: Bubblybahan (Discord: bubblybahan)
- Translations: NinjAnanas4086 (Discord)
- A girl-for-everything: Huhuuk
- Structures: KZBMM, Darkwave, Deleted User
- Sponsored by: Morshu's Shop LLC
Follow these steps to install mod correctly!!
- Remove all older version of the mod from your game.
- Download the mod.
- Import the mod into Minecraft (if playing on a gaming console rename the file from .mcaddon to .zip and extract: server to behavior packs, client to resource packs, db to world templates in com.mojang folder).
- Now you have two options:
4.1 If you want to play with custom biomes:
- Go to create world screen.
- Scroll down to imported world templates.
- Select one with the default name "Bette Adventures Base Game Versioned Template", with an image of Roadmeet castle in Finland biome.
- Click "Create World". This will create world stuck in MC version 1.17.40, therefore custom biomes will generate, however no 1.18 or later vanilla additions will be in the game.
4.2 If you want to play with the newest Minecraft features:
- Create new world or choose already existing one.
- Activate behavior pack.
- Resource pack will activate automatically.
- 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.
Experimental Gameplay Required:
- Beta API's, Custom Biomes and Upcoming Creator Features are required.
- Data-driven Jigsaws are optional, i.e. not allowing them causes only two rather unimportant structures not to generate.
Huhuuk has recorded for us an installation tutorial for the mod. If you prefer it that way, you can see it here on my YT channel:
Updated on December 13
--1.21.50 Compatibility--
- Reimagined Sunflower Plains
- Changed the grass colour in the biome to be brighter and sunnier than ever
- Aspen trees now generate in sunflower plains
- Chestnut trees are much more common in sunflower plains than in the regular biome
- Some regions of sunflower plains generate without any sunflowers - others are densely covered in them
- Fixed some odd generations of Villager Towns and the County Fields structures.
- Redesigned the Wizard's Tower and Old Fortress structures using jigsaw generation
- Roofed Forest once again has its custom fog
- Updated Advancements preview
- Added 6 new Advancements
- Updated the "The Tallest Tree" advancement description
- Fix: Mogus no longer has the chance not to spawn when player joins the world for the first time.
- Replaced the 1.16.0-beta scripting API minecraft/server module with the up-to-date version 1.17.0-beta.
--1.21.40 Compatibility--
- Reimagined Road generation
- Villager towns now generate in smaller size, rarer and with fortifications
- Castle counties now tend to generate around towns, approximately 512 blocks apart from each other
- Billager towns now generate in more compact and predictable way on road intersections
- Updated Birch Forests and their variants
- Birch Forests now fit within all the other biomes better with new colours, trees and foliages
- Reworked Villager names
- Removed some ugly name patterns
- Some villages now generate villagers with surnames
- When a baby villager is born to a village with surnames, it will gain the surname of its father
- If a villager has only one name, his/her first name is counted also as a surname
- Added Advancements preview
- This update features a preview of the not yet complete advancement mechanic - give feedback and report bugs on our Discord server!
- Added 11 new advancements
- Added Quester's Guide - an item listing all the advancements
- Added Mogus - hello world!
- Replaced the 1.15.0-beta scripting API minecraft/server module with the up-to-date version 1.16.0-beta.
--1.21.30 Compatibility--
- Replaced the 1.14.0-beta scripting API minecraft/server module with the up-to-date version 1.15.0-beta.
- Replaced the 1.3.0-beta scripting API minecraft/server-ui module with the up-to-date version 1.4.0-beta.
--The Magic Update pt. 2--
- Players can once again join the Illager side
- Added a hidden player stat counting how many villagers/illagers have they killed
- A player becomes an illager upon killing a villager, and is able to redeem themselves by killing (considerably more) illagers
- Added the ability for Illager aligned players to lead illager patrols
- Added Illager Captain Headbanner - allows the player to hire pillagers with emeralds, if worn as a chestplate
- Pillagers and Sollillagers can now be hired
- Added Sollillager dialogue
- Added Pillager barter - Pillagers can barter, similarly to the Piglins, by exchanging emeralds for random items
- Added Illager themed armours that can be worn by the player
- Improved the Illager Hierarchy
- Evokers, Illusionists and Illusioners have updated trade tables
- Re-added a way to summon the Illusioner
- Added loot to Villagers
- Villagers drop items that they would otherwise sell/buy
- Updated the Illager Mage
- Added illager-themed weapons
- Added the Bow of Illusions
- Added Ring of Corruption
- Added Ring of Evocation
- Added Illager Raid Horn - allows players to call raids
--1.21.20 Compatibility Update--
- Updated all of the block and items to be available even without Holiday Creator Features experiment
- Comes also with many bug fixes
- Warhammers now deal splash damage
- Daggers give speed effect upon hitting an entity
- Pickaxe and axe mining speeds are now once again correct (bronze: 6, steel: 7, silver: 8, adamant: 10, lead: 16)
- Upgraded version of the scripting API server module to support MC 1.21+ versions
- Retextured steel-tier armour and weapons
- Retextured Golden Warhammer item
--Unsupported features--
This update features a few items and mechanics that are not yet fully released. All of the items can be found in the creative inventory:
- Evoker, Pillager and Illusionist Robes - are special illager themed armours
- Illager Headbanner - allows the player to hire pillagers with emeralds, if worn as a chestplate
- Fixed sheep overbreeding
- Updated the Castle Counties
- There is one new variant of the Castle structure
- Added the fields structure
- Re-added the wastelands biome
- Added 6 variants of the biome: Forgotten Plains, Forgotten Highlands, Maple Forest, Beech Forest, Autumn Forest and Pumpkin Patch
- Added 5 new ruin structures to the Wastelands and the Meadow biomes
- Added suspicious gravel to some of the older ruin structures
- Added Rune Tablets - Can be found as loot in the ruins
- Added Waypoints
- Added the "Connection" Magic Book
- Added the ancient waypoint structures that generate alongside roads
- Revamped the Magic Books
- All Magic Books now have a new texture, and are classified as Rare or Epic items
- Magic books now have new crafting recipes, using the new Rune Tablets
- Changed which Magic Books can be crafted and which have to be found somehow differently
- Added new locations where players can find Magic Books
- Added limits to how many times a Magic Book may be used
- Polished or completely changed functionalities of some of the spells, making them aesthetically more pleasing and overall better functioning
- Added Enchanted Scrolls
- Added 5 new enchants for specific swords: Unseen Swordsman, Slash of Health, Magic Dodger, Wither Away and Weakening Touch
- Added the scrolls with the new enchantments to the loot tables of: Nether Fortresses, Plains Temples, Wood-folk houses, Roofed Forest Hideouts and Ruins
- Redesigned the Plains Temples
- Remade the trade tables of some of the custom Villagers:
- Wizard - now sells potions and Guides to Magic
- Enchanter - now enchants items for emeralds, sells biome-dependent Enchanted Books and sells Magic Books
- Fixed chicken overbreeding
- Fixed Billagers not spawning in their cities
- Reduced the mod file size by removing unnecessary sound files
- Reduced the number of birds spawning during the day
- Remade some villager country structures
- Remade the Great Warmonger boss fight
- The x0 road is no longer considered as a main road:
- Towns and other such structures now no longer generate also 9000 blocks around the x-axis
- Gnome villages now can generate closer to x0 if z is lower or higher than -9000 or 9000
- Added the Questing Mechanic:
- Quests are a new type of items that can be acquired throughout your world
- There are two types of quests: "Hunt" and "Gather"
- Each quest has a task for the player that they need to complete. When completed the player can be variusly rewarded
- Currently only kind of quests are the Villager Town Quests, that are found on the bounty boards in villager towns. They are given out by the "Town Coucil" (all the villager Country Masters in the town). Once returned the completed quest item to a council memeber, he will reward the player by emeralds. Generally, the rewards for Hunt quests are higher than those given out for Gather quests
- Changed road generation:
- Roads now are made of biome-depended materials
- Roads are thinner than before. However they are denser (there is more roads) in the area from x9000 to x-9000 and z9000 to z-9000
- There is a new road that follows the x0 coordinate
- Placement of certain structures is now affected by road generation
- Changed Villagers:
- Made goldsmiths and lumberjack to share jobsite blocks with toolsmiths and stone masons. Same as with Framers and Ranchers, there is 50% chance that a villager will choose one proffesion and 50% the other.
- You are now able to cut wood logs on stonecutters
- Added profession tokens
- Villager professions Baker, Cook, Banker, Gemtrader and Enchanter are no longer randomly selected if a villager has been unemployed for too long. Instead they need to be manually assigned to a villager by a player using profession tokens
- Added Country Masters - a type of villager that sells profession tokens and also rewards player for doing villager quests. If a villager Count is killed, the nearest Master becomes the new count
- Added Sword of János - a poweful weapon that makes villager guards follow you if held.
- Villager Counts now sell Sword of János
- Remade Villager Towns:
- Villager towns have a more polished generation
- Country Masters now spawn in the towns
- Bounty boards can now be found on the town squares
- Added the "Fire of Guard" block
- Remade Villager Guards:
- Archers now have a female variant
- Villager Guards can be created by promoting specified villagers using the Ceremonial Sword sold by Villager Counts
- They can no longer be hired, insted they follow every plazer holding the Sword of János
- Villager Guards now light the "Fire of Guard" block if danger is nearby
- The guards now spawn, or are promoted, without proper armour and weapos. They can only acquire those themselves by trading with villager Weaposmiths and Armorers
- Revamped the Northern Lakelands biome (Canada)
- Changed the generation of the "Alps" biome:
- Alpine dwarfs now spawn underground only in their cities with also a reduced spawn rate, instead of all around the caves of the biome, reducing the overall lag in the area
- Updated the general appearance of the biome to look more "natural" and suited for its climate
- Changed the generation of the "The Mountain" biome:
- Added new types of the Mountain Dwarf houses
- Mountain dwarfs now spawn in their houses once per world, instead of all around the biome, reducing the overall lag in the area
- Updated the general appearance of the biome to look more "natural" and suited for its climate
- Added genders to some animals:
- Added Bulls
- Added Rams
- Added Roosters
- Added Ganders
- Revamped breeding mechanics of some animals:
- Added egg nest blocks
- Added Wild Boars
- Added the Chalk Downs biome
- Added Wine
- Added Wine-making mechnics (sweetness, strength)
- Added Beer-brewing mechanics
- Added Wodka
- Added new crops:
- Onions
- Garlic
- Cabbage
- Rice
- Changed already existing crops in the mod to have biome-dependent growth
- Improvements to "nordic" and "southern" biomes:
- Added Chrysanthemum
- Added Hibiscus
- Added Fireweed
- Added the Fells Biome
- Remade the Subtropics biome
- Added multiple new foods and changed cooking mechanics:
- Added cooking utensils
- Added Stoves
- Changed Tea to be crafteable
- Added numerous new foods
- Added the Men of the East
- Added numerous variants to Savanna biomes east of the Wild Mountains
- Added support for MC version 1.20.30