Windchimes

This is a lightweight mod that adds wind chimes to the game!

They sway in the wind, and aren’t just static blocks, they are chimes and they do chime – and even more if it’s raining.

![Wind chimes on a balcony](https://github.com/Hibiii/Windchimes/raw/main/.pretty-readme/screenshot_1.png)
![Wind chimes on a post](https://github.com/Hibiii/Windchimes/raw/main/.pretty-readme/screenshot_2.png)

So far, there’s only iron pipe chimes, copper pipe chimes, and bamboo chimes. More are to come, maybe also perhaps a dreamcatcher? Here are the crafting recipses:

![Crafting recipe for Iron Chimes](https://github.com/Hibiii/Windchimes/raw/main/.pretty-readme/iron_chime_recipe.png) ![Crafting recipe for Bamboo Chimes](https://github.com/Hibiii/Windchimes/raw/main/.pretty-readme/bamboo_chime_recipe.png) ![Crafting recipe for Copper Chimes](https://github.com/Hibiii/Windchimes/raw/main/.pretty-readme/copper_chime_recipe.png)

**Windchimes requires Fabric API to run!!**
This mod is available under the Unlicense license. Feel free to learn from it and incorporate it in your own projects.

Discord: https://discord.gg/Zef3c27dN2

Wind Boost Enchantment

Allows one to enchant the harness with Wind Boost (I – IV).

### How to Install/Use:
– Server:
> Download the Datapack or the Mod. Depending on the server software you use, if it’s Paper or Spigot, use the Datapack and put the .zip in the Datapacks folder. If it’s Fabric or NeoForge, use the Mod and put it in the Mods folder.

– Singleplayer
> Download the Datapack or the Mod, depending on what you want! If you choose the Datapack, you will need to select the Datapack manually when creating a new world, or place it inside the Datapacks folder of an existing world. If you choose the Mod, you can simply put it inside your client’s Mod folder, and the Datapack should be active in every single-player world you join.

In both situations (singleplayer/server), it’s important to restart the world/server after adding the datapack/mod! Data-driven enchantments are an experimental feature and **cannot** simply be reloaded by `/reload`.

To check if the Datapack/Mod is installed correctly, either craft a new harness or recolor an old one. After that, the item should have “Enchantable” inside its lore. If it does, you can simply put the harness inside an enchanting table and enchant it with Wind Boost I-IV! If it doesnt you did something wrong ¯_(ツ)_/¯

#### Feedback, Suggestions and Bug Reports:

![github](https://github.com/VincPlyz-MC/Wind-Boost-Enchantment/issues)

Wind Waker Sky

This datapack changes sky color & lighting according to Zelda: The Wind Waker.

– The nights are brighter and have a bluer sky, with brighter stars
– The sunsets have red lighting
– The days have a slightly bluer sky
– You can do /time set minecraft:sunset

**Compatible with worldgen datapacks/mods**

Overly Realistic

![Overly Realistic title](https://cdn.modrinth.com/data/cached_images/b7b90b75963f23a452cfcdb8f76c9a379523719c.png)

Overly Realistic is a datapack & mod that adds a variety of features to minecraft, its goal is to make the game.. well.. overly-realistic! This takes inspiration from Civilization’s Beginnings and Joyful’s video on the problem with simulating civilizations in minecraft

The project is also inspired by real human evolutionary history and how it ultimately unfolded; a core idea for this project is to make lone survival extremely hard, meaning, players need to be grouping into tribes in order to more easily progress and survive..

Note that this makes the progression system in the game intentionally slower and more difficult!

If you’re unsure on how to progress, please check out the **advancements tab** in-game!

[ ! ] Also note that if you are using the datapack version of Overly-Realistic, you will need to use the resourcepack found here

Overly Realistic has pretty frequent updates (updated every 1-2 weeks currently!) – Make sure you check up on this page from time to time!!

While the versions uploaded for this project are marked as releases, such versions should be considered as beta updates! There is still a lot I haven’t done/changed/added!

#
![Overly Realistic features](https://cdn.modrinth.com/data/cached_images/fc5e09dbc4c73185e20f25e44af107a44c7c90e5.png)

* ![advancement icon](https://cdn.modrinth.com/data/cached_images/c276e50bbe834777ce36b02c20a8780a86622672.png) **New advancement system as a progression tree**
* Minecraft’s vanilla advancements have been removed and replaced with Overly-Realistic’s advancements, which act as a progression tree to help players know what they should be doing to progress
* All advancements fully explain and describe the next progression milestones, so players are able to play without tabbing into a wiki all the time or remaining hopeless
* ![progression icon](https://cdn.modrinth.com/data/cached_images/b074af1dd4b0819f34365c4c5cc79e7014778726.png) **Progression overhaul**
* Progression is now much more realistic, making it both harder but also more complex, although, in a way that is easy to understand and follow
* ![player stats icon](https://cdn.modrinth.com/data/cached_images/83948567c7454ebc558b07acf8f28ff6af35d36d.png) **Various new player stats**
* Players must now care for their temperature, thirst, sanity, stamina, hygiene, vitality, and many other stats
* Players will now gain semi-randomized genetics when spawning in, which affects various stats, such as player size, attack damage, movement speed, etc
* Players are now generally much weaker and slower when spawning in, although, they can train their stats to improve them through time
* ![health icon](https://cdn.modrinth.com/data/cached_images/7add084ac9793cce2a07634dd3bf944ceaa75bc8.png) **Harsher health**
* Health is now much harder to manage: players are able to bleed, gain physical traumas, create medicinal items, get illnesses, etc
* Players are able to receive different debuffs depending on what body part they were hit on
* Natural regeneration is now slower and dependent on various factors
* ![hunger icon](https://cdn.modrinth.com/data/cached_images/70f978d9506d57727fbb9d8a43e56a23492c6efe.png) **Hunger complexity**
* Players must eat different types of foods so they are able to manage their nutrients: fats, proteins, and fats
* Players’ hunger now decreases through time, and, the lower the player’s hunger, the weaker they get
* ![wisdom icon](https://cdn.modrinth.com/data/cached_images/e95a4a645679104318d570befac12e42cf1e612b.png) **New wisdom and intelligence systems**
* Certain actions can add up onto skill experience, which allows players to be able to become better in that skill through time. Wisdom skills include combat, blacksmithing, cookery, archery, healthcare, etc
* ![animal icon](https://cdn.modrinth.com/data/cached_images/bacc58c3d973541e004ddd3ca7d294581f5a686d.png) **Animal overhaul**
* Animals are now divided into 2 types, predators and prey; predator animals are aggressive towards players, while prey animals are not, and would rather flee when near a player
* Animal behaviour is now more complex: aggressive animals may choose to flee depending on factors like its current health and the amount of players hunting it, animals may spawn in with special traits that change their mannerisms, and animals will try to flee through good terrain
* Animals now spawn in with semi-randomized genetics, this affects their size, health, speed, damage, and knockback resistance. Animals’ sizes affect their other stats: larger animals will have better health and damage but will be slower, while smaller animals will have lower health and damage genetics, but will also be faster
* Animals now have stamina, which is used up when fleeing, allowing players to exhaust animals through time, which makes them slower and more vulnerable
* Various animals now create corpses when being hunted down, allowing players to harvest hides, meats, and bones from them
* ![farming icon](https://cdn.modrinth.com/data/cached_images/5a451798427844fa5da352560d6a03dbd339e659.png) **Farming improvements**
* Crops now require specific biomes for them to be able to be successfully harvested
* Crops now need to be harvested with hoes
* Planting seeds and applying fertilizer items (such as bone meal) now takes time
* Crops can now be watered with water buckets to make them grow faster
* ![more icon](https://cdn.modrinth.com/data/cached_images/479d99229eb30c521b2d54050e4d54e64df8e7ce.png) **And much more!**
* Overly-Realistic provides a lot of content and heavily incentivizes the use of cooperation between 2 or more players!
* An official Overly-Realistic wiki is in the works, and will soon become publicized!

#

![Creator’s socials](https://cdn.modrinth.com/data/cached_images/8b73a9b4e9c477936c1c31fdea8be25a0dff5411.png)

#

– Youtube: [[YT LINK]](https://www.youtube.com/@wilozyx)
– Planet Minecraft: [[PMC LINK]](https://www.planetminecraft.com/member/wilozyx/)
– Curseforge: [[CF LINK]](https://www.curseforge.com/members/wilozyx/projects)
– Smithed: [[SMTH LINK]](https://smithed.net/Wilozyx)
– Discord: wilozyxx

#

![Addons for Overly-Realistic](https://cdn.modrinth.com/data/cached_images/842e9256a98fdbbe5c4faf662c799f2b41120c70.png)

#

## [Addons for Overly Realistic]

– Normal respawning
– Makes respawning more vanilla-esque: re-enables the death screen, disables players being downed, allows for setting respawn points, disables ghosts, re-enables respawning
– Supports v1.3.1 and above
– Disable aggressive animals
– Disables the spawning of predator/aggressive animals in the world
– Supports v1.3.1 and above
– Base textures
– Adds textures for the items added by Overly-Realistic
– Supports v1.3.5 and above
– Want me to feature your own addon? Contact me on discord! 🙂

## [Projects that work well with Overly Realistic]

– William Wythers’ Overhauled Overworld)
– Overhauls the overworld world generation as to make it more picturesque
– J6’s Mob Variants
– Adds some great animal variants to the game
– Halfstorm’s Visual Health
– Changes entities’ textures dynamically depending on their health, creates great injury-based immersion
– D3v_c’s Realistic Tree Behaviour
– Makes trees fall down when broken, includes realistic animations and sounds
– Youly’s Dynamic Crafting
– Makes crafting table recipes more in-world!

## [Additional Credits]

– Achim2393 -> For their various textures
– Cownmoonist -> For their hog texture and inspiration
– SilicatYT -> For their work on ScoreFixer, which this project uses

#

Wilderness

Wilderness is a datapack that focuses on adding small decorations to biomes, usually on the surface with bushes, flowers and ferns, but also in rivers, oceans and even the nether. Other than trees, most vanilla forest biomes don’t have many decorations in them. In Wilderness, biomes like forests look overgrown and feel much more wild. Wilderness still stays true to vanilla by only using logical natural blocks (no stone buttons for pebbles).

This pack uses an addition system that allows for extended compatibilty when used in vanilla, but it also has extra compatibiliy with Lithostitched. Whenever convenient, I recommend installing Lithostitched, for increased performance and more thorough world generation.

Wilderness does not change tree generation. For improved trees, check out Better Trees. Some of the images were taken with Better Trees.

Wilder Wild

It’s time for the hypothetical second half of the Wild Update!

We have decided to release our ideal Wild Update, including the Birch Forest update, Fireflies, Cypress Wetlands, Pollen, and much more!

# Features

– Added Cypress Wetlands biome

– Added Mixed Forest biome

– Added Mesoglea Caves biome

– Added Oasis biome

– Added Warm River biome

– Added Warm Beach biome

– Added Arid Forest biome

– Added Arid Savanna biome

– Added Parched Forest biome

– Added Birch Jungle biome

– Added Sparse Birch Jungle biome

– Added Birch Taiga biome

– Added Semi Birch Forest biome

– Added Dark Birch Forest biome

– Added Flower Field biome

– Added Rainforest biome

– Added Temperate Rainforest biome

– Added Dark Taiga biome

– Added Old Growth Birch Taiga biome

– Added Old Growth Dark Forest biome

– Added Snowy Old Growth Pine Taiga biome

– Added Dying Forest biome

– Added Snowy Dying Forest biome

– Added Dying Mixed Forest biome

– Added Snowy Dying Mixed Forest biome

– Added Maple Forest Biome

– Added Tundra Biome

– Added Sparse Forest Biome

– Added Frozen Caves biome

– Added Magmatic Caves Biome

– Added Baobab Trees

– Added Baobab Blocks

– Added Cypress Trees

– Added Cypress Blocks

– Added Willow Trees

– Added Willow Blocks

– Added Palm Trees

– Added Palm Blocks

– Added Coconut and Split Coconut Items

– Added Maple Trees

– Added Maple Blocks

– Added Maple Leaf Litter Blocks

– Added Hollowed Log and Hollowed Stem blocks

– Added Stripped Hollowed Log and Stripped Hollowed Stem blocks

– Added Chiseled, Cracked, and Mossy Mud Bricks blocks

– Added Algae and Cattail Blocks

– Added Carnation, Marigold, Datura, Milkweed, Seeding Dandelion, Pasqueflower, Hibiscus, Lantana, and Phlox flowers

– Added Milkweed Pod item

– Added Red Shelf Fungi and Brown Shelf Fungi blocks

– Added Pollen

– Added Clovers

– Added Shrub block

– Added Flowering Lilypad block

– Added Small Sponge block

– Added Copper Horns

– Added Fireflies

– Added Bottled Firefly items

– Added Display Lantern block

– Added Termite Mound Blocks and Termites

– Added Tumbleweed and Tumbleweed Stem blocks

– Added Tumbleweed entity

– Added Prickly Pear block and item

– Added Peeled Prickly Pear item

– Added Scorched Sand blocks

– Added Hanging Tendril and Osseous Sculk blocks

– Added Sculk Walls, Stairs, and Slabs

– Added the Echo Glass block

– Added Stone Chests

– Added Jellyfish

– Added Mesoglea blocks

– Added Nematocyst blocks

– Added Crabs

– Added Crab Claws

– Added Reach Boost effect

– Added Ostriches

– Added Ostrich Eggs

– Added Scorched

– Added Scorched Eyes

– Added Scorching Effect

– Added Geysers

– Added Mooblooms

– Added Butterflies

– Added Penguins

– The Warden can now swim

– Added new music made by pictochats_

– Updated and overhauled multiple biomes

– Fixed some biome placement issues

– Added Wind

## World Generation

### Cypress Wetlands

Cypress Wetlands are home to the new Cypress trees, covering flooded landscapes with tall, tightly-packed Cypress trees as far as the eye can see.

– Frogs, Pigs, Chickens, Cows, Rabbit, and Cod will spawn naturally in this biome.

– At night, Fireflies will spawn before vanishing in daylight.

– The flooded landscape is covered in Algae and Cattails, and the usual Clay, Gravel, and Sand discs have been replaced with more visually pleasing noise paths.

#### Cypress Trees

Covering the Cypress Wetlands are the Cypress Trees.

– Cypress Trees come alongside the new, full set of Cypress Wood blocks, even including brand new boats!

– These trees are tall and lush, some being covered in vines, some standing straight and tall, and some bending.

### Mesoglea Caves

A flooded, mysteriously beautiful biome hiding beneath the ocean floor.

– Filled with shallow water pools.

– Home to the two pearlescent Jellyfish.

– Nematocyst and Mesoglea patches decorate the floors and ceilings of this biome.

– Contains many Mesoglea paths and pillars, encouraging exploration to new caves and underwater mining.

– Calcite blobs can also be found here.

### Oasis

A luscious apparatus!

– A more lively variant of Deserts!

– Palms, Bushes, Sugar Cane, grass patches, moss patches, and water pools generate naturally in Oases.

– Water here is much brighter than your typical desert.

– Desert villages, Desert temples and Desert wells also generate here.

### Warm River

A sandier, brighter alternative to rivers in warmer climates.

– Generates with seagrass on the floor.

### Warm Beach

A warmer alternative to regular beaches!

– Palms and Moss Carpets frequently generate here, and Seagrass grows in the surrounding water.

### Rainforest

Flashy! Wet! Dirty!

– A new variant of Forests.

– Contains many flowers, bushes, moss patches, moss basins, moss lakes, and vine-covered trees.

### Old Growth Dark Forest

Dark and dreary, mystic-dreamy.

– A variant of the Dark Forest with taller trees.

– Contains mushroom-covered Podzol paths.

– Some trees may be covered with cobwebs.

### Old Growth Snowy Pine Taiga

– Replaces non-snowy Taigas in freezing climates.

– Covered with tall Pine trees and snow!

### Temperate Rainforest

Bright! Wet! Exotic!

– A new variant of the Taiga.

– Contains Spruce, Oak, and Birch trees, covered in vines.

– Contains mushroom-covered Podzol paths.

– Generates with moss lakes, podzol basins, and bushes.

### Transition Biomes

– These help with reducing and cleaning up sharp borders between biomes.

### Mixed Forest

Mixed Forests combine regular Forests with the Taiga, offering a nice range of wood that’s perfect in new worlds.

– Like Taigas, Mixed Forests have sprawling paths of Coarse Dirt running throughout them.

### Arid Forest

– A combination of the Desert and Forest.

### Arid Savanna

– A combination of the Desert and Savanna.

### Parched Forest

– A midway-point between the Forest and Savanna biomes.

### Birch Jungle

– A combination of the Jungle and Birch Forest.

### Sparse Birch Jungle

– A combination of the Sparse Jungle and Birch Forest.

### Birch Taiga

– A combination of the Taiga and Birch Forest.

### Old Growth Birch Taiga

– A combination of the Taiga and Old Growth Birch Forest.

### Semi Birch Forest

– A midway point between the Forest and Birch Forest biomes.

### Dark Birch Forest

– A combination of the Dark Forest and Birch Forest.

### Dark Taiga

– A combination of the Dark Forest and Taiga.

### Flower Field

– A midway point between the Plains and Flower Forest biomes.

– Appears much like Flower Forests, only without frequent trees.

### Dying Forests

– Variants of regular forests.

– Smooth out the transition between forests and cold areas.

– Are filled with dying trees.

– Pumpkins generate more commonly here.

### Frozen Caves

– Usually generates just below frozen areas of the world, most commonly inside of mountains.

– Is filled with lots of Ice, and sometimes Snow.

– Strays occasionally spawn in this biome.

### Magmatic Caves

– Generate far below, typically in warmer areas of the world.

– Filled with lots of Magma, Basalt, Fire, and Geysers.

– The Scorched mob frequently spawns here.

### Maple Forest

Fall is coming! And the leaves are falling! And the leaves are coming!

– A biome that generates in colder areas of the world, but before snowy areas.

– Maple Trees are prominent, sporting falling leaves and leaf litters.

– The Marigold can be found here, alongside Pollen.

### Sparse Forest

– An uncommon midway point between Plains and the Forest.

### Biome Changes

– Swamps and Mangrove Swamps no longer generate in low-humidity areas.

– Mangrove Swamps now longer generate strictly in very hot areas.

– Jungles now generate more commonly in areas with very high temperature and humidity.

– Windswept Savannas no longer generate in cooler and humid areas.

– Added rare, shallow underground water pools.

– Added dying trees.

– Reintroduced Beta Beaches.

– Flowers generate much more frequently throughout the world.

– Forest and Taiga biomes alongside their variants now have rare tree clearings.

#### Savanna

The Savanna houses three new features!

– Added Termites and Termite Mounds.

– Aded Ostriches.

– Added the Baobab Tree.

– Fallen Acacia and Oak trees will now also generate in all Savanna biomes.

– Tumbleweed now generate in Savanna Plateau biomes.

– Bushes now sparsely generate in all Savanna biomes.

##### Baobab Trees

Baobab Trees, much like Cypress Trees, also come alongside a brand new wood set.

– Baobab Trees are incredibly thick and tall, requiring a 4×4 area of Baobab Saplings to grow instead of the usual 2×2 for other trees.

#### Birch Forest

Birch forests have been upgraded, sporting a refreshed identity!

– Birch Trees are now taller, generate with Bee Nests more often, and will occasionally sport small branches.

– Milkweed, Datura, Carnation, Seeding Dandelion, and Glory of the Snow flowers will now generate in Birch Forests.

– Fallen Birch Trees will now generate, sometimes with Moss Carpets on top.

– Red and Brown Shelf Fungus now generate on Birch Trees.

– Pollen now generates in Birch Forests.

#### Forest

Forests have also received significant upgrades, feeling much more wild than they used to be.

– Improved vegetation of Forests, resembling Grass and Fern generation of Beta versions of Minecraft.

– Milkweed, Carnations, and Seeding Dandelions will now generate in Forests.

– Oak Trees have been improved, also sporting branches like Birch Trees.

– Massive Oak Trees will generate more often, casting a large shadow on the ground.

– Birch Trees in the Forest biome are much shorter than those in Birch Forest biomes.

– Red and Brown Shelf Fungus now generate on Oak Trees.

– Pollen now generates in Forests.

– Fallen Oak and Birch trees will now generate in Forests.

– Shrubs will now generate along the floors of all Forest-like biomes.

#### Taiga

– Taigas now contain younger and shorter trees alongside their usual taller trees.

– Taiga Vegetation is now much denser.

– Coarse Dirt Paths will now generate in Taigas.

– Fallen Spruce Trees will now generate in Taigas.

– Tall grass and large fern will now generate in Taigas.

– Smaller versions of Mega Spruce trees now occasionally generate in all Taiga biomes.

#### Swamp

Swamps have finally gotten that sweet update they were promised in 2018.

– Mud paths and discs will now generate in Swamps.

– Swamp Trees now have roots.

– Cattails, Algae, and Milkweed will now generate in Swamps.

– Brown Shelf Fungus can grow on Swamp Trees.

– Flowering Lily Pads will now generate in Swamp water.

– Fireflies will now spawn in Swamps, and won’t despawn in daylight if kept inside the Swamp.

– Adjusted biome placement.

#### Mangrove Swamp

– Cattails and Algae will now generate in Mangrove Swamps.

– Brown Shelf Fungus can grow on Mangrove Trees.

– Flowering Lily Pads will now generate in Mangrove Swamp water.

– Fireflies will now spawn in Mangrove Swamps, and won’t despawn in daylight if kept inside the Mangrove Swamp.

– Crabs will now commonly spawn here.

– Now generates Cattails, Flowers, Bushes, Mud Basins, Mud Lakes, more Grass, Fern, and rare Mud Piles.

– Adjusted biome placement.

#### Jungles

– Fireflies will now spawn in Jungle, Sparse Jungle, and Bamboo Jungle biomes.

– Moss Paths will now generate in Jungle, Sparse Jungle, and Bamboo Jungle biomes.

– Milkweed will now generate in Sparse Jungle biomes.

– Added lots of floral decoration and Bushes to all Jungle biomes.

– Moss Basins now generate in jungle and Sparse Jungle biomes.

– Podzol Basins now generate in Bamboo Jungle biomes.

– Moss Lakes now generate in all Jungle biomes.

– Cattails now generate in all Jungle biomes.

– Fallen Palm, Oak, and Jungle trees now generate in all Jungle biomes.

#### Dark Forest

– Some Dark Oak trees have bigger canopies.

– Brown and Red Shelf Fungus will sometimes generate on Dark Oak trees.

– Carnation, Milkweed, and Seeding Dandelion flowers now generate in Dark Forest biomes.

– Fallen Oak and Birch trees now rarely generate in Dark Forest biomes.

– Cattails now generate in Dark Forest biomes.

– Marigolds now generate in Dark Forest biomes.

#### Desert

– Swapped out all wooden blocks in Desert Villages for their Palm counterparts.

– Tumbleweed Stems now generate in Deserts.

– Tumbleweed now spawns naturally in Deserts.

– Scorched Sand now generates in Deserts.

#### Badlands

– Scorched Rad Sand now generates in all Badlands biomes.

– Prickly Pears now generate in all Badlands biomes.

– Large bushes now generate in Badlands biomes.

– Tumbleweed Stems now generate in all Badlands biomes.

– Tumbleweed now spawns naturally in all Badlands biomes.

#### Cherry Grove

– Pollen now generates in Cherry Grove biomes.

– Fallen Cherry trees now generate in Cherry Grove biomes.

– Cherry Trees are now more varied in height.

– Added Tall Cherry Tree variant.

– Added Dying Cherry Tree and Dying Tall Cherry Tree variants.

– Bushes now generate in Cherry Grove biomes.

– Seeding Dandelion, Datura, Rose Bush, Poppy, Lilac, Pink Tulip, and Peony flowers now generate in Cherry Grove biomes.

#### Sunflower Plains

– Added more yellow, orange, and white flora to Sunflower Plains biomes to make up for a relative lack of vegetation compared to the new Flower Field biome and the Flower Forest biome.

– Bushes can now generate in Sunflower Plains biomes.

### Plains

– Added lots more flora to Plains, no longer leaving them looking barren and repetitive.

– Shrubs will occasionally generate in Plains to fill in empty spots.

### Pale Garden

– The floor is now lined with Gravel and Pale Moss.

– Fallen and Snapped Pale Oak Trees now generate.

– Piles of Stone occasionally generate here.

– Seeding Dandelions will occasionally generate here.

## Blocks

### Algae

– Is a breeding ground for Slimes.

– Slimes will occasionally spawn from Algae, letting players farm and collect Slime Balls easily.

– Slime spawning can be stopped by placing a light source nearby the Algae.

– At least three Algae must be in the same area for a Slime to be able to spawn.

– Can only be obtained with the Silk Touch enchantment or shears.

### Coconut

– Coconuts grow and hang from Palm trees.

– Cam be knocked down with projectiles.

– When fully grown, will drops Coconuts.

– Can be planted, placing a Palm Sapling.

– Can be thrown, damaging entities.

– Upon landing, may split in two.

– Can be used as fuel.

### Bush

It’s alive!

– An alive decorative plant.

– Can grow into a 2-block-tall version of itself, giving more decorative options to players.

– Can be sheared, decreasing its growth by one stage.

– When sheared at full growth, will drop another Bush item.

### Display Lantern

A stylish hanging container!

– Can hold up to one item or four Fireflies at a time.

– Each Firefly inside will emit a bit of light, and light-emitting blocks inside will emit their expected levels of light.

– Can be used to display items and Fireflies in a fashionable way.

### Echo Glass

– Can be crafted with one Echo Shard and two Tinted Glass.

– Occludes vibrations.

– Is capable of blocking the Warden’s Sonic Boom, at the expense of cracking.

– Echo Glass is very resistant to damage, being able to crack three times before finally being broken.

– Once broken, the glass will drop in its fully-cracked state.

– Echo Glass will heal in darkness, but crack in light.

### Glory of the Snow

The Glory of the Snow comes in four different colors, all from the same block!

– Can grow with Blue, Violet, Pink, or White flowers.

– These flowers can be picked with shears, leaving the plant itself to grow more flowers.

– Once trimmed, the Flowers can be placed like Pollen, Sculk Veins, and Glow Lichen, allowing for more decoration on walls, ceilings, and floors.

– Can be grown with Bone Meal.

### Geyser

– Can be found most commonly in the Magmatic Caves biome, but is sprawled throughout Basalt Deltas and Lava Oceans in the Nether.

– Will randomly erupt, pushing entities.

– Redstone activation can trigger an eruption on command.

– Geysers placed by the player will not randomly erupt.

– Can be placed in any direction, like a Piston.

### Hanging Tendril

– Generates below Sculk Blocks.

– Can hold Sculk Charges, releasing them as XP when alt-clicked.

### Leaf Litter

– Has variants for Yellow, Orange, and Red Maple Leaves.

– Is created when a cluster of Maple Leaves fall onto the ground.

– Can be walked through and are easily broken.

– Requires Silk Touch or Shears to be obtained.

### Mesoglea

A context-dependent semi-permeable block!

– Are found generating naturally in Mesoglea Caves.

– When waterlogged, will allow all mobs to pass through it.

– Certain mobs like Jellyfish, will not be able to pass through the bottoms or sides of this block, unless they are a passenger or are leashed.

     – This is controlled by a tag, containing only Jellyfish by default.

– Putting Jellyfish on a leash or surrounding the block with water will let them pass through Mesoglea with ease.

– Emits a light level of 7.

– Can be crafted with four Nematocyst of the same color.

### Nematocyst

An atmospheric cluster.

– Can be placed on all faces of blocks and emits light.

– Can be crafted into Mesoglea.

– Dropped by Jellyfish, taking on the respective color.

### Osseous Sculk

– Generates above and below Sculk Blocks.

– Can grow into columns and pillars.

– When growing from the ceiling, branches can generate that resemble a Spine.

– These Spines have a small chance to generate a Hanging Tendril.

### Palm Crown

– Generates at the tops of Palm trees as decoration.

### Pollen

Pollen is your new best friend for creating ambient, natural environments.

– Pollen is placed just like Sculk Veins and Glow Lichens, and will slowly create floating yellow particles around itself.

– Can only be obtained with Shears.

### Prickly Pear

Ow. That hurt. A lot. Help. I ate it. Why.

– Prickly Pears generate in Badlands biomes, refreshing their dull colors a bit.

– Ripe Prickly Pears can be picked off the plant. Doing so without shears will hurt the player.

### Scorched Sand

IT BURNS.

– Comes in regular and red variants.

– Has two stages.

– When mined, the item will retain the stage of the block.

– Can be obtained by scorching sand with Lightning Bolts, Fire, Lava, or dripping Lava.

– Can be reverted by hydrating sand with Rain, Water, or dripping Water.

– Can also be reverted through brushing.

– Can be used to craft Sandstone. 

### Seeding Dandelion

– Adds more ambience to the world by occasionally spawning a Dandelion Seed particle.

– Any entity standing on the Seeding Dandelion will cause more Dandelion Seeds to spawn.

– Reverts to a regular Dandelion when Shears are used on it.

– Bone Meal now turns Dandelions into Seeding Dandelions.

### Shelf Fungi

– Comes in Red and Brown variants, alongside Crimson and Warped variants.

– Can be stacked with other Shelf Fungus of the same color like Sea Pickles and Candles.

– Can be Sheared and Bonemealed.

### Stone Chest

A new type of chest with a heavy lid, found in the ruins of Ancient Cities and Abandoned Cabins.

– Can be crafted with Cobbled Deepslate in the shape of a Boat, with three Cobbled Deepslate Slabs on top.

– Hoppers can neither pull nor insert items from/into Stone Chests.

– The Stone Chest’s heavy lid must be lifted with careful strength. Once lifted high enough, you only have a short amount of time before the lid tips and slams shut.

– All loot will shatter and crumble if the Stone Chest is broken. Note that this only applies to loot generated by loot tables; items placed in Stone Chests by players will not be lost.

### Termites

Termite Mounds are found rarely throughout Savanna biomes, where you may see them chewing bark off of trees!

– When it’s day, many Termites will be active and eating. When it’s night, however, they’ll hide inside their mound for safety.

– Placing light sources near Termite Mounds will keep all termites active throughout the night.

– When a Termite isn’t able to eat for a period of time, it will retreat to its mound.

– Termites will eat most natural Log and Wood blocks, as well as leaves.

– Naturally generating Termites will only strip and hollow logs. If the Termite Mound is placed by the player, the Termites will strip, hollow, and then break logs.

– Termites can be killed with Redstone Wire, Crimson and Warped blocks, and fluids.

– Termite Mounds can be disabled by placing one of the dangerous blocks next to them, preventing more Termites from spawning.

– Cannot eat blocks placed by players.

### Tumbleweed Stem

– Grows into a dead Tumbleweed, which can snap off and roll around.

– Will regrow.

– The Tumbleweed can be snipped off with shears.

### Tumbleweed

– Can only be obtained by hitting a Tumbleweed entity with the Silk Touch enchantment or shears.

– Once placed, can be snipped off and turned into an entity with shears.

### Block Changes

– Cacti can now be broken faster with an axe.

– Dandelions can now be grown into Seeding Dandelions with Bone Meal.

– Pointed Dripstone dripping water onto dirt will now convert it to Mud.

– Pointed Dripstone can dry out Wet Sponges.

– Reinforced Deepslate can now be rotated like Deepslate.

– Gravel now has its own custom sounds.

– Clay now has its own custom sounds.

– Pumpkins and Melons now have their own custom sounds.

– Magma now has its own custom sounds.

– Fire now creates more particles while above Magma.

– Soul Fire now plays ambient sounds.

– Chests now bubble when opened underwater.

– Chests now use unique sounds when opening and closing underwater.

– Underwater Chests in Shipwrecks now have a chance to spawn a Jellyfish when opened.

– Logs and Stems can now be hollowed by using an axe on their ends.

– Many vegetative blocks can now be potted.
 

## Mobs

### Crab

Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.

– If no players are close to a Crab and it’s not been disturbed for a while, the Crab will hide in the ground.

– If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.

– When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.

– Baby Crabs cannot attack, and will instead panic.

– Can be bred with Kelp.

– Can climb up walls.

– Can be scooped up in Buckets.

– Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.

– The Crab’s Claw can be brewed with an Awkward potion to create a Potion of Reaching.

### Firefly

Fireflies are small, two-pixel bugs that slowly fly around.

– Spawn in Swamp and Mangrove Swamp biomes during all times of day and night.

– Spawn in Cypress Wetlands, Jungle, Sparse jungle, and Bamboo Jungles at night.

– If far enough from the player and in a biome they can’t spawn in during the day, they will despawn.

– Fireflies can be captured in Glass Bottles.

### Jellyfish

A new venomous and gelatinous mob!

– Come in multiple colors.

– Are passive but will sting anything that comes into contact with them.

– Will chase after attackers if provoked.

– Like all other fish, Jellyfish can be scooped into buckets.

– Drop Nematocyst upon death.

### Ostrich

– A feathery new mob with a passion for fighting.

– Is tamed the same way as Horses, but takes a bit longer due to their feistier nature.

– Instead of charging a jump while being ridden it will attack with its beak, the strength depending on how high the meter was charged.

– Can be bred with Bushes.

– If attacked and not tamed, will chase after its attacker and peck them to death.

– If they are tamed, this behavior will only apply to non-player mobs.

– Will call other Ostriches for backup, like Wolves and Crabs.

– While provoked, cannot be ridden or fed unless it’s already tamed.

– If tamed, can be fed or ridden while provoked to calm down.

### Scorched

– A new variant of the Spider, sporting a more magmatic look.

– Will gain the Scorching effect upon contact with a Fire, Magma, or Lava block.

– Swims at the surface of lava.

– Is more resistant to fall damage than a regular Spider.

– Is slightly smaller than a regular Spider.

– Sometimes drops a Sorched Eye upon death.

### Tumbleweed

Who wants bouncy balls when you can have bouncy blocks?

– Tumbleweed are a new entity that get carried along with the wind.

– Will stop moving and eventually decay without wind.

– Will decay if left in water for too long.

– Note that Tumbleweed can safely remain in Mesoglea.

– Spawn in Desert, Badlands, Wooded Badlands, Eroded Badlands, and Windswept Savanna biomes.

– Can spawn with loot. The chances of spawning with loot increase with difficulty.

– Can pick up one item.

– Drops sticks when broken.

### Mob Changes

– The Warden can now swim, making it even harder to escape.

– The Warden immediately attacks anything that touches it.

– The Warden now has a unique death animation.

– The Warden now has a unique death animation when it dies underwater.

– The Warden’s Tendrils now move in a more visible manner, letting you see its reaction to vibrations easier.

– Projectiles will now create Block Breaking particles upon landing.

– The Enderman’s staring sound will now follow its position and stop upon death.

## Items

### Copper Horn

A new tube for your windy desires.

– Will play a single note when used, which will loop until the player stops using it.

– The pitch of the note depends on how high you’re looking.

### Firefly in a Bottle

Fireflies can be captured in Glass Bottles, letting you release them later.

– Once captured, Fireflies can be dyed to any color of your liking.

– Stacks up to a limit of 32.

– Released Fireflies will never despawn, and will stay around the area they were released in.

### Crab Claw

– Can be brewed to make a Reach Boost potion.

– Can be cooked.

### Milkweed Pod

– Can be snipped off of Milkweed plants.

– When used, will spawn a cloud of Milkweed Seed particles in the air.

### Prickly Pear

– Can be eaten, at the expense of damaging the player unless shears are used.

– Can be peeled in a crafting table to be safely eaten.

– Doing this, however, will prevent the player from replanting the Prickly Pear.

### Scorched Eye

– Gives more intense Poison than a regular Spider Eye once eaten.

– Can be fermented, and used to make the new Potion of Scorching.

### Split Coconut

Be kind around them, they lost their better halves a few weeks ago.

– Can be eaten.

– Can be crafted into Bowls.

– Can be crafted into White Dye.

– Can be used as fuel.

### Item Changes

#### Goat Horn

– Now only play while being used.

– Removed cooldown.

## Structures

### Abandoned Cabins

A small room. In Your Room.

– Generate sparsely throughout the underground world.

– Contain Barrels and Stone Chests waiting to be looted.

## Potions

### Reach Boost

– Extends the player’s reach by one-and-a-half blocks per level.

– Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.

– There is, however, a config option to let this impact attack reach.

– Can also be obtained through a Beacon.

### Scorching

– Brewed with a Fermented Scorched Eye and an Awkward Potion.

– Has a 25% chance to set an entity’s attacker on fire.

– Spawns Fire upon a mob’s death.

## Wind

Hear- no. Feel- no. See- maybe. See the effects of wind before your eyes!

– Can push and pull certain particles

– Clouds now move with the wind

– Is used to control Tumbleweed

## And much more that we don’t have space to write down!

![Use code FROZENBLOCK with Kinetic Hosting for 15% off your first month!](https://tinyurl.com/3xhmk7fb)

TheWildBackport

Using Fabric / Quilt?

CRAFT YOUR PATH

Experience Minecraft in a whole new light—or dark. Evade the warden in the deep dark if you dare. Explore the swamps together with frogs and tadpoles. Ask an allay to collect supplies to fill the chest on your boat. Build with sculk, mud, and mangrove wood. The choices are endless, and all of them yours.

There’s a 1.16.5 version of this mod in development, no ETA available, stop asking about it.

Wild Wolves

**This Datapack/mod adds Wolf Attacks, Wolf Dens and Horns that give your tamed wolves buffs.**

**You can spawn a Wolf Attack in Creative mode by typing:** /function wild_wolves:wolf_attack_spawn

**You can get all the added items in Creative mode by typing:** /function wild_wolves:give_items

**You can get all the new special Goat Horns in Creative mode by typing:** /function wild_wolves:give_goat_horns

**You can locate a Desert/Taiga Wolf Den in Creative mode by typing:**
/locate structure wild_wolves:wolf_den_desert **or** /locate structure wild_wolves:wolf_den_taiga

**Wolf Attacks:**

Wolf Attacks spawn randomly around the player every couple of days (there’s a bigger chance during a full moon).

When one happens it can be identified by the sound of many angry wolves and red text above the hotbar.

They are made up of Alpha Wolves and Pack Members
Alpha Wolves are stronger than the other members and drop Wolf Teeth when killed.

All Members of the pack have a different ability depending on the biome they spawned in

Wolf Pack Biome Abilities

– **Forests:** Spawn in packs of 5, Do more knockback
– **Sparse Jungle:** Spawn in packs of 5, Apply Poison and Nausea upon biting
– **Taiga/plains:** Spawn in packs of 5, are faster
– **Old growth Taiga:** Spawn in packs of 5, Have a dash attack
– **Snowy:** Spawn in packs of 5, apply weakness upon biting
– **Grove:** Spawn in packs of 3 but apply strong slowness upon biting
– **Savanna:** Spawn in packs of 9 but have less health and lower damage
– **Desert:** Spawn in packs of 3 but have more health, knockback resistance and deal more damage
– **Nether:** Spawn in packs of 4, but set everything on fire

![3 Types of Wolf Attacks](https://cdn.modrinth.com/data/cached_images/9701536a33f36cd80bcca6d5c4bc7a1ed5c0df10.png)

**Wolf Dens:**

Wolf Dens spawn in Deserts and Old growth Taigas and are made up of big bones sticking from the ground.

Inside them you will find a few Wolves, one Alpha Wolf, some baby Wolves and all of them are aggressive towards the player.

These Dens also have some Suspicious Sand or Gravel that contain different items, among which are some special Goat horns

![Types of Wolf Dens](https://cdn.modrinth.com/data/cached_images/4668a312f67d9bfaf8b5667cfa6e4066031b6e4d.png)

**Wolf Goat Horns:**

By brushing Suspicious Sand or Gravel found in Wolf Dens there is a chance that you uncover some Special Goat Horns of which there are 9 different types.

When blown, each different type of the Horns activates each ability which usually relates to your Tamed Wolves.

These Horns have a durability amount depending on how useful they are but they can be repaired by throwing them on the ground along with one Wolf Tooth which can be obtained by killing an Alpha Wolf or in Suspicious blocks inside Wolf Dens.

Types of Horns and Abilities

– **Horn of Sitting:** When blown it makes all tamed wolves within 16 blocks sit
– **Horn of Standing:** When blown it makes all tamed wolves within 16 blocks stand up
– **Horn of Targeting:** When blown it makes all tamed wolves within 16 blocks attack the nearest hostile mob
– **Horn of Healing:** When blown it fully heals all tamed wolves within 16 blocks
– **Horn of Powering:** When blown it makes all tamed wolves within 16 blocks stronger and faster for a little
– **Horn of Calling:** When blown it teleports all tamed wolves within 64 blocks to the player
– **Horn of Coloring:** When blown it randomly colors the collar of all tamed wolves within 16 blocks
– **Horn of Calming:** When blown it calms all angry wolves within 16 blocks
– **Horn of Attacking:** When blown it spawns a wolf attack
– _(1.21.5+)_ **Horn of Sounding:** When blown it randomly changes the sound variant of all tamed wolves within 16 blocks

![A New Horn and a Wolf Tooth](https://cdn.modrinth.com/data/cached_images/dad3c6596a83204191791cd7b942a7e5b53b6470.png)

_(1.21.2+)_ **Tooth Traps:**

By throwing a Wolf Tooth and an Iron Ingot on the ground three Tooth Traps will be crafted

They can be placed and any mobs that walk on them, including the player, will be damaged and stuck in place. The only way for a mob to escape is for the trap to be broken.

After a Tooth Trap is used it will become closed, to open it and make it usable again a player must press the button at the center of the trap

Throwing a Redstone Block on these traps will upgrade them into an Upgraded Tooth Trap. They work the same as normal ones but only Hostile Mobs will be damaged by walking on them

![Trap Items](https://cdn.modrinth.com/data/cached_images/de74f4766bcd33f783a8e502f45cd357c56a6e8e.png)

![Tooth Traps](https://cdn.modrinth.com/data/cached_images/14d982b80fe4e9b9f8850eee292403784c16f150.png)

**Tamed Alpha Wolf**

If an Alpha Wolf has been tamed with bones, it will provide a strngth and regeneration effect to all Tamed Wolves within 16 blocks

![Tamed Alpha Wolf Buffing Nearby Tamed Wolves](https://cdn.modrinth.com/data/cached_images/94e91920fabe3deb86fc875f16f1fb7133698062_0.webp)

**Illager Wolves:**

All Illager captains (Pillagers, Vindicarors, Evokers) have a 25% chance to spawn with 3 leashed Aggressive wolves.

These Wolves will attack all Players, Villagers and Iron Golems on sight

![A Pillager Captain with Leashed Wolves](https://cdn.modrinth.com/data/cached_images/8d796fcdc81afb42ed0d1065b62db91202857704.png)

_(1.21.5+)_ **Wolf Den Explorer Map:**

This map drops from Alpha Wolves when they die and can be used to easily locate a Wolf Den

![A Wolf Den Explorer Map](https://cdn.modrinth.com/data/cached_images/95712d07fb2a4a7b1af48b2d636135b7256b8dcf.png)

**Advancements:**

A few advancements related to the datapack have also been added

![advancements](https://cdn.modrinth.com/data/cached_images/0487dbc905bd13e3f259b4e6280979e1437e21b7.png)

key’s Wild Temperatures

![Logo](https://cdn.modrinth.com/data/ElQgDJsn/images/abf9b0b63c169d0c356a063c072f4a60cebbcc2e.png)

![MODLOADER – FABRIC, QUILT COMPATIBLE](https://img.shields.io/badge/MODLOADER-FABRIC%2C_QUILT_COMPATIBLE-4a9574?style=for-the-badge) ![Minecraft – 1.20.1 / 1.20.4](https://img.shields.io/badge/Minecraft-1.20.1_%2F_1.20.4-2ea44f?style=for-the-badge) ![environment – Client and Server](https://img.shields.io/badge/environment-Client_and_Server-blue?style=for-the-badge) ![License – GPL-3.0](https://)

A temperature mod expanding on vanilla mechanics to make the game a bit more difficult but doesn’t require learning complex new mechanics!

# Features

– Temperature based on vanilla temperature values
– No new items or blocks
– Make the game a more challenging without being too annoying
– Expand on temperature / weather ideas already in the game
– New enchantment, Fire Protection counterpart called Frost Protection
– Temperature HUD and overlays
– Chainmail armor recipe
– Configurable
– Left handed mode

# Quick Explainer

– Extreme cold biomes cause cold damage and you will freeze to death, to avoid this wear at least 3 pieces of leather armor, or enchant one piece of armor with Frost Protection.
– Extreme heat biomes cause heat damage and you will burn to death, to avoid this wear at least 3 pieces of chainmail armor, or enchant one piece of armor with Fire Protection, or drink a fire resistance potion
– The night in deserts are extremely cold.
– Frost protection gives you the resistance effect if it’s below 0.2 biome degrees (you can look on the vanilla wiki to find this 🙂 (this also means nights in deserts)
– Jumping in water protects you from heat (wild i know)
– Blocks, torches, lava etc. do not cause temperature to change in 1.0 (this might change in the future who knows)
– also important this is my first mod and first java project so the code is probably shit and is probably not fool proof, but it works 🙂

# FAQ

report any issues you have on the discord!

### **What do you mean with vanilla mechanics and concepts**

#### best explanation is giving some examples:

vanilla already has a mechanic for freezing with powdered snow, so i try to expand upon that in ways like this: wearing leather against the cold, freezing when you are in a extremely cold biome.

vanilla doesn’t really have a counterpart mechanic for that (aside from being on fire) so i tried to create a natural counter part to it for example: chain mail protects you against extreme heat biomes (it doesn’t make sense irl, but i think minecraft chainmail looks very airy and it gives it a new use haha)

### **New enchantment, what’s that about? I thought this was vanilla themed**

#### yes, i’ll explain my thought process for adding a new enchantment:

vanilla already has fire protection of course, which you can use to protect yourself against extreme heat in this mod, however there was no counterpart for the cold.

so i added frost protection. but when i added it i realised the enchantment had no functionality outside extreme cold protection. since there are no ice mobs or ice attacks in the game it felt weird to just make it an exact replica of fire protection but for frost.

so instead ot make it a bit more useful i added the mechanic that if you are wearing a piece of armor with cold protection in an extremely cold biome (nights in the desert count too) you receive the resistance effect!

### **Mod compatibility?**

if there is (i haven’t really tested) it will be extremely basic.

which means reading the current biome temperature at player location and using that for calculations.
there’s no functionality at all to add items, biomes or blocks to the calculations.

this is my first mod so yeah, however i might consider adding better support in the future when i get more experience and if there is a want for it

again the basics should work, but stuff like cold nights in a certain biome etc is impossible
the enchantment should be fine though since it takes the current biome temperature into account

### License
The GNU GPLv3 lets people do almost anything they want with this project, except distributing closed source versions. If you do use this, make sure to disclose the source, have a copy of the license and copyright notice, use the same license, and changes made must be documented. For more information read the LICENSE file on the github.

Feel free to use the mod in your modrinth or curseforge modpacks 🙂

Wild Liminal

# Wild Liminal

A lightweight modpack that focuses on Wilder Wild and liminal space

## Main attractions

+ Wilder Wild
+ The Corners
+ Liminal Plus
+ DimensionalDoors