The Graveyard adds new spooky structures, mobs and blocks to make your minecraft adventure more thrilling and challenging.
Every structure, mob and biome was built with a lot of attention to detail to create an immersive experience for you.
Versions: 1.16.4, 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2 (FABRIC)
The biomes of this mod are now an independent mod - The Graveyard Biomes (FABRIC).
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As a thank you for your kind donation all supporters' names will be put on a gravestone somewhere in this mod for others to discover!
Cinematic mod showcase:
Configuration:
The Graveyard comes with a config file to allow high customization, for example:
- Structures: set structure frequency, the biomes it will generate in (white- and blacklist), and if it can spawn graveyard mobs.
- Mobs: enable/disable natural graveyard mob spawning, their weight and group size on spawn and in which biomes/mods mobs can spawn.
- And much more in the config file!
Biomes:
- The Graveyard Biomes is now an independent mod, found here!
Structures:
- Haunted House: uncover the secrets of this run down house.
- Small Grave: a final resting place encountered frequently while exploring.
- Small Graveyard: a cemetery that comes in multiple variants.
- Medium Graveyard: a quite large cemetery in the woods surrounding a minecraft temple. It holds a lot to explore and to gather, but nothing comes without a risk. Especially at night.
- Mushroom Grave: an overgrown grave, spawning in swamps, jungles and mushroom islands.
- Memorial Birch Tree: an imposing tree found in birch forests.
- Large Graveyard: an immense jigsaw structure generating in forests. But be warned - it is full of dangers.
Mobs:
- Skeleton Creeper: a faster undead variant of the creeper. It may has lost his destructive powers, but its haunting appearance will blind you.
- Acolyte: a darker representative of the illager family. If he'll find you, your bones will serve him as a new weapon.
- Reaper: Ghosts? Here, in a spooky graveyard mod? No... The reaper takes this place.
- Ghoul: a deformed revenant, hold together only by his rage on the living.
- Revenant: the animated remains of a once human being.
- Nightmare: a deformed creature that moves quicker than it seems. Better stay away and never look at it.
Events:
- Horde: a large crowd of monsters, spawned at night, with one goal: to find your home and to destroy it.
Blocks and Items:
- Corruption: ↸ᔑ∷ꖌ ᔑリ↸ ᒷ⍊╎ꖎ ᒲᔑℸ ̣ ℸ ̣ ᒷ∷
- Sarcophagus: a final resting place now turned into storage space.
- Coffin: a final wooden resting place in all wood variants.
- Glazed Urn: a beautiful ornated urn, that serves as storage.
- Small Urn: a simple urn, that serves as storage.
- Fire Brazier: a dark cryptic iron bowl, displaying soul flames or flames when ignited.
- Dark Iron Ingot: an ashen version of iron
- Dark Iron Block: decorative steel-like block
- Dark Iron Door/Trapdoor: dark version of the iron door and trapdoor, but no need for redstone to open them.
- Dark Iron Bars: like vanilla iron bars, but dark and matching the theme.
- Skeletons: a fragile decoration block in many different forms that can be found in graveyard structures.
- Gravestone: edit the gravestone to create a memorial for your lost minecraft dog or horse.
- Ceramics: vases to decorate the graveyards (not craftable).
- Bone Dagger: crafted with bones, this weapon is used in dark rituals. It may also be useful for breaking glass.
Checkout my youtube channel and/or the discord server for upcoming features, showcases and support of this mod!
Reviews:
Could you make it be configurable via ModMenu?
No structures spawning with the latest version of the mods.
In reply to ChemicalCoyote_:
Try deleting your config.If the issue still occurs, open an issue and post your logs or go on discord, so I can have a look
Can you make it so we do not have to reconfigure the config on every single update? It's time consuming when you are updating modpacks and this happens. Most mods will concat the new config entries into the config, or make a backup of the current one and add whats in the backup into the new config with the new entries.
Is this mod and the The Graveyard Biomes mod compatible with Terrestria, Traverse, Repurposed Structures mod?
In reply to amiektagadha:
Terrestria is on 1.16, Traverse on 1.17 and Repurposed Structures on 1.18. So what version do you want to use? Before 1.18 The Graveyard and The Graveyard Biomes were one mod.
Is it not possible to pick up the ceramics? I'd really like to take some to decorate my home, but they seem to break, even with a Silk Touch pickaxe.... I'd really love to take some home to decorate
In reply to rootytooty:
Unfortunately not. If you could craft them, you'd be able to "farm" diamonds and other resources due to their loot tables. If you want to use them in decoration, maybe give yourself a stack of them via command?
Understandable! I'm not really looking to craft or farm them (though, if you had to craft them with a diamond, I think that would balance out?)
But, if that is at all doable, maybe you could consider making the ceramics silk touch-able? If you hit them with a silk touch tool, you simply pick up the ceramics, if you hit them with anything else, they break?
Idea: Acolytes prioritize Clerics above other villagers
If the mod is supposed to feel vanilla, maybe you could remove the, well, blood on some of the creatures? Don't get me wrong, I LOVE this mod, and everything feels so nice (If getting you head torn off by spicy skeletons fits your bill of nice), but the blood just doesn't feel... vanilla. It makes more of a horror game idea - which would be natural for a freakin' graveyard, but what I am trying to say is Minecraft isn't a horror game. (Flashbacks of being mauled by an undead behemoth of the Deep Dark starts to intensify) But it does have its fair share of scary features. This mod could not be a bloody horror spooky game, just a... scary mod without blood. That's all I'm saying. Hope you think about it! (:
One last thing, though. I realize that blood is a main feature of the Nightmare, being a flippin' freakshow. But without blood, it would essentially be a shadow with the munchies. So, maybe it could be remodeled to better match its term "nightmare" without being too scary - but still scary. I always thought that it could maybe be a black shadow reaper skeleton with scythes for hands... now that would be dope. But scary.
Joy.
Also, with the Revenant's mouth, dried, brown blood wouldn't be too obvious, go with it!
Of course, you could just make a setting to toggle blood on and off!
Just trying to help out! Also, if you want to know, I've got an idea for a scary graveyard boss, with lore and everything! If you want to ask, of course. (:
Ciao!
In reply to sn0mmersnommers:
Hey! I really like your idea. I'll think about a config option to switch between "not so bloody" and normal mob textures. And I'd love to hear about your ideas! There is discord link in the description if you like to share it :)
where to find nightmare and reaper naturally?
In reply to icewallowdirt:
Unless you changed the config file, the nightmare spawns everywhere naturally; the reaper doesn't. But all of this can be changed and specified in the config
In reply to finallion_13:
ok yeah i find the but very rarely haha , like only 1 on 2nights unlike the ghoul and revenant which i can found like around 10ish , maybe i,ll change the config and make it spawn as frequent as
revenant and ghoul
i downloaded the latest version of this and geckolib (1.18.2) but for some reason its not working
are you able to help me?
edit: solved it
I created a discord server for this mod - https://discord.gg/MsMXN9aSCd
If you have questions, need support or want to share ideas, you can head over there, as it is quite a lot easier there to respond!
Hello! I love the setting of this mod, though wanting to keep the vanilla aspect as much as possible mob-wise I had to disable the spawning of custom mobs entirely in the config. Unfortunately, from what I'm reading, it's not possible to prevent spawning of said mobs from the spawners present in some of the structures.
With that being the case, is there nothing I could modify within the mod's .jar itself to either remove the spawners or ensure they generate with a different mob variant? Thanks for the help!
In reply to coornio:
Hey - thanks for you feedback! There are only three structures affected by non-vanilla spawns: the medium graveyard, the large graveyard and the haunted house. The last one has two spawner in the structure, so it would be easy to just destroy them. For the other two structures: you have to either disable them or live with the occasional spawn. I'm wouldn't advise changing the .jar file, as I don't know what might break, but if you'd still want to you can text me on the discord server (link in the mod description)
anyway to disable urns, they're quite overpowered