CrawlSpace 0.2.0+mc26.2
Curse Maven Snippet
What's new
For Minecraft 1.21.11, 26.1.2, 26.2 and 26.3. On 26.3 it now needs NeoForge 26.3.0.58-beta or newer; for 26.3.0.33-beta to 26.3.0.36-beta, stay on 0.1.0. Your config carries over unchanged.
- Puzzle rooms. Some levels turn a plain room into a maze of one-wide paths over the void. Step off the path and the void throws you back to a restart block at the centre. Paths lead to every doorway, and the deepest dead end holds a hoard chest. On the first levels nothing needs a jump.
- Deeper puzzle rooms get harder. From level 2, paths have gaps to jump, crumbling stone bricks that give way a moment after you step on them (and re-form a few seconds later), and big dripleaf that tips you off if you stand still.
- Leap of faith (level 3 and deeper): the whole floor shows void, and the path over it is invisible. Throw things to find it: what lands on the path stays put; what falls in comes back to you.
- Pit traps. A 3x3 patch of stone brick in a room cracks and crumbles under you in about half a second, into a four-deep pit of dripstone spikes. A ladder appears so you can climb out. Spotted, hinted and disarmed like the other traps.
- With LegendQuest (2.9.1 or newer), stepping off a puzzle path, or standing on a pit as it goes, is an Athletics (Strength) check: pass and you are back on the block you last stood on.
CrawlSpaceApi:Perception.recovers(player, depth), optional, for that check. Mods that registered before it keep working.- Datapacks: new roles
puzzle_void(end portal by default),puzzle_restart(crying obsidian),puzzle_hidden(barrier),puzzle_crumbleandpit_tile(stone bricks). - Fixed: a stair right outside a doorway, which could not be climbed either way; corridors now meet every doorway level. New dungeons only: ones already generated keep their stairs.
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