
Trial Chambers: More Encounters
This datapack boosts the generation frequency of hallways and encounters in Trial Chambers.
- Загрузки
- 443
- Подписчики
- 5
- Обновлён
- 4 июля 2026 г.
- Лицензия
- All-Rights-Reserved
Опубликован 23 августа 2025 г.
In vanilla Trial Chambers, hallways and encounters are quite rare. This datapack increases their generation frequency, creating larger, more complex, and more varied Trial Chambers. It does not add any new room.

Note: Generation remains random; some Trial Chambers may not differ much from vanilla. You may need to explore several Trial Chambers to notice a change.
Changes
- Increases the generation weight of hallways and encounters relative to chambers
- Adds a cross-shaped hallway piece to allow hallways to branch
Planned Updates & Feedback
Feedback from players is highly appreciated. Feel free to share your thoughts on hallway and encounter frequency, on specific hallways pieces, or any other aspect you think could be tuned.
Considered updates I would appreciate feedback on:
- Allowing encounters 1 and 5 to occasionally branch into separate hallways
- Making intersections lead to hallways instead of directly leading into a chamber
- Increasing the weight of dead ends (rubble) with chests to make dead ends less frustrating
You can submit your feedback or bug reports on my Feedback Form.
No additional content such as rooms, encounters, or hallway pieces will be added.
Additional Information
If my math is correct, this should be the frequency difference between Vanilla and this datapack:
| Type of room | Vanilla | Datapack |
|---|---|---|
| Chamber | 97.48% | 28.24% |
| Hallway | 1.30% | 38.82% |
| Encounter | 0.41% | 23.53% |
| Dead end | 0.81% | 5.88% |
Contrary to what it might seem, it does not reduce the number of chambers; it only results in slightly longer hallways before reaching one.
Encounters being extremely rare has been reported as a bug (MC-275407). You can vote for it on the bug tracker so that everyone can experience encounters without the need of a datapack.
Ченджлог
2.0Релиз26.1.1, 26.1.2, 26.2 · 4 июля 2026 г.
- Split hallways into two distinct types: classic and "out"
- Classic hallways generate from corridors and have:
- 25% chance to lead to a chamber
- 75% chance to lead to an encounter
- "Out" hallways generate from encounters and always lead to a chamber
- As a result, only 1 encounter can appear between a corridor and a chamber
- Classic hallways generate from corridors and have:
- Adjusted the hallway piece pool
- Decreased the length of hallways significantly
- Decreased the frequency of staircase pieces
- Added two new branching hallway pieces:
- A T-junction (right-facing)
- A T-junction (left-facing)
On average, 2/3 chamber will now be preceded by a single encounter.
Feedback regarding this update can be submitted on my Feedback Form.
1.1Релиз26.1.1, 26.1.2, 26.2 · 30 сентября 2025 г.
- Updated to 1.21.9
- Increased the encounter generation frequency
- Most structures should now generate at least one encounter
- Decreased the cross-shaped hallway generation frequency
- This change was made to limit (frustrating) dead-end branches, while still allowing hallways to branch out
1.0Релиз1.21.8 · 23 августа 2025 г.
- Increases the generation weight of hallways and encounters relative to chambers
- Adds a cross-shaped hallway piece to allow hallways to branch
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