MTI-1.20.1-1.0.0.jar
Curse Maven Snippet
What's new
## What it adds
The 1.21 Trial Chambers, structure and gameplay, generating naturally in 1.20.1 worlds and registered under
the `minecraft:` namespace.
- **Trial Chambers** — the full vanilla 1.21.11 structure. Every room, corridor and decoration component, with
the same jigsaw graph, the same piece weights and the same loot tables as the original.
- **Trial spawners** — player detection, waves, the cooldown, the ejected rewards, and the per-chamber mob
families (a chamber picks one melee, one small-melee and one ranged family and keeps them throughout).
- **Vaults** — trial keys, one reward per player per vault, and the display item spinning inside the cage.
- **Ominous trials** — ominous bottles, Bad Omen becoming Trial Omen at a spawner, ominous spawners with
trimmed armour on their mobs, ominous item spawners, ominous vaults and ominous trial keys.
- **Raid entry the 1.21 way** — a pillager captain drops an ominous bottle, drinking it gives Bad Omen, and
entering a village turns that into a 30-second Raid Omen before the raid starts.
- The **tuff** block family, the **mace**(obtaining method) and its enchantments, the 1.21 pottery sherds, banner patterns and the armor trims the chambers hand out.
## Configuration
In-game under Mods → More Trial Integration → Config, or `config/mti-common.toml`.
- **Raids** — modern raid mechanics, the legacy 1.20.1 trigger, and whether a captain killed *during* a raid
drops a bottle (on by default, which is vanilla).
- **World generation** — Trial Chamber protection (on by default: world generation features such as geodes
and springs may not carve into a chamber; vines and glow lichen may still grow where they only fill air),
and the encounter-room draw weight.
- **Compatibility** — mace enchantment trades.
- **Structure add-ons** — optional rooms built from another mod's mobs. **All off by default**, so a default
install generates exactly the rooms this mod owns. Currently one: Parched as a fourth skeleton family,
using Modern Content Backport's mob. Only chambers generated after switching it on are affected; existing
ones are never rewritten.
## Notes
- Chambers that already exist in a save are never rewritten by a config change.
- Structures are not affected by the chamber protection — a stronghold can still cut into a chamber, as a
vanilla structure always could. The protection stops world generation *features* only.
- Multiplayer: the config is common to both sides and is not sent to clients. On a server, the server's file
is what applies; the config screen there shows your own local file and says so.
This mod has no additional files

