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Beginner's Delight

Generates a small starter house at the world spawn point with a bed, chest of supplies, and torches. Helps beginners survive their first night safely. Built with vanilla blocks only — safe to remove anytime. Supports Fabric, NeoForge and Forge.
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Beginner's Delight 0.5.0

File namebeginnersdelight-0.5.0+1.21.11-fabric.jar
Uploader
ksoichiroksoichiro
Uploaded
Jul 17, 2026
Downloads
86
Size
463.9 KB
Mod Loaders
Fabric
File ID
8451167
Type
R
Release
Supported game versions
  • 1.21.11

Curse Maven Snippet

Fabric

modImplementation "curse.maven:beginners-delight-1449883:8451167"

Learn more about Curse Maven

What's new

Added

  • Village Mode — an opt-in feature that grows a village around the world spawn as players join. Enable it with /beginnersdelight village enable; each new player gets their own house connected by dirt paths, with decoration buildings (well, shed, storehouse, farm) placed periodically. Includes per-player house binding with respawn-at-house support, status/test commands, and a config/beginnersdelight.toml config file (plot size, height tolerance, path generation, respawn behavior) that can be re-read at runtime with /beginnersdelight config reload. Available on all supported versions (Fabric, NeoForge, and Forge)
  • Minecraft 26.2 support (Fabric + NeoForge)
  • Minecraft 26.1.2 support (Fabric + NeoForge)
  • Minecraft 26.1.1 support (Fabric + NeoForge)
  • Minecraft 26.1 support (Fabric + NeoForge)
  • Migrate saved generation state to the new data/<namespace>/<path>.dat layout used by MC 26.1+, copying the legacy flat file so worlds upgraded from older versions do not regenerate the starter house or village

Fixed

  • Improve starter house terrain blending: flatten the surrounding terrain before filling the foundation and carve down corner pillars to match the surrounding ground, preventing tall corner pillars on uneven terrain
  • Relocate the starter house to nearby flat, solid ground when the world spawn lands over a large void such as a dripstone cave (or on uneven pit/ravine edges), where the detected ground was only a thin ceiling or spike above empty space and terrain blending produced a broken, spike-covered foundation (the world spawn follows the house, so the player still spawns inside)
  • Stop houses from floating: only raise placement to sea level when the ground is actually submerged (ocean/lake). Dry ground that merely sits below sea level (deep valleys, cave areas) now keeps its real height instead of being lifted to sea level over an open void
  • Avoid placing village houses over large voids such as dripstone caves, where the detected ground is only a thin ceiling or spike above empty space and terrain blending produced broken, spike-covered foundations
  • Stop terrain blending and foundation filling from extending dirt into adjacent voids (cave edges next to a house), which produced unnatural dirt pillars, floating slabs, and lone floating surface blocks hanging into the cave; such columns are now left as a natural cliff and surface caps are only placed where there is solid support beneath them
  • Replace bare dirt left on the surface when leveling and blending terrain around starter houses and village buildings with grass: any surface dirt connected to surrounding grass now becomes grass, so the generated ground blends naturally instead of showing patches of dirt next to grass

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