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Verox' RPG Runestones

Ancient runestones that link the world - travel with your friends in a bubble of magic.
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verox_rpg_runestones-1.21.1-0.0.2.jar

File nameverox_rpg_runestones-1.21.1-0.0.2.jar
Uploaded
Oct 6, 2026
Downloads
54
Size
252.3 KB
Mod Loaders
NeoForge
File ID
9079949
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:verox-rpg-runestones-1729130:9079949"

Learn more about Curse Maven

What's new

Verox' RPG Runestones - Changelog

Ancient Runestones

New: Runestones in the World

  • Ancient Runestone Pavilions now generate in the Overworld - an open stone pavilion with a copper roof, amethyst and a runestone in its center.
  • They are rare and only appear on dry land: plains, forests, taiga, jungles, savannas, deserts, badlands, hills, meadows and cherry groves, plus modded biomes using the common biome tags. Never on oceans, rivers, lakes or in swamps.
  • Every village has exactly one pavilion. Works with all five vanilla village types and village mods that use the vanilla house pools.
  • Ancient runestones get a random fantasy name the first time someone touches them and belong to nobody - every player can awaken and use them.
  • Ancient runestones are protected: only operators and creative players can break or rename them, so villages can't be stripped of their runestones.

Fixes

  • Dormant runestones no longer show see-through gaps where the glowing crystal sits once awakened - while asleep, those spots are now filled with stone.
  • Water and lava can no longer flow into a runestone and wash it away.

Technical

  • Locate the pavilion with /locate structure verox_rpg_runestones:ancient_runestone.
  • Datapacks can change where pavilions spawn through the biome tag verox_rpg_runestones:has_structure/ancient_runestone.
  • Pavilions only generate in newly explored chunks.

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