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Mineforgian

Not Enough Trials

A completely overhauled trial chambers

72K загрузок147 подписчиковMITdatapackfabricforgeneoforge

Обновлён 17 июня 2026 г. · опубликован 30 октября 2024 г.

  • Corridor
  • Trial Chambers
  • Trial Chambers
  • Vertical Trial Chambers
  • Vertical Trial Chambers

1.21.1 Neoforge version requires Yung's API

NET

Not Enough Trials is a mod or datapack that completely revamps the trial chambers. The goal is to add more content, mechanics and variety while refining the difficulty and rewards to be more consistent.

  • Redesigned chambers
  • 5 new original chambers
  • Huge mob variety
  • Restructured and rebalanced loot
  • Boss chambers
  • Secret chambers
  • Mod integrations
  • Vertical trial chambers Variant
  • 4 new rare enchantments

General Changes

  • Rooms are generally more open to get rid of the maze-like traversal of the original
  • Every chamber generates consistently instead of constantly colliding into eachother, ending hallways with just dead ends 
  • Wind charge usage is more encouraged, from activating out of reach buttons to more efficiently opening groups of trapdoors
  • Dispensers are way more powerful so that you can strategically use them against enemies
  • Every block of chiseled copper activates something when scraped, so scrape every one you see!
  • Luck potions will be rewarded after completing non-combat challenges in secret rooms, and its effect increases vault loot
  • Each chamber will always have exactly 4 spawners (gives more consistency to the amount of keys you get per structure)
  • Trial Chambers are now exposed in caves so you can find them without needing a map

Chambers

Spoiler

Corridors 
Corridor Bottom FloorCorridor Middle FloorCorridor Top Floor

  • Pots, vaults and doors to chambers line the walls
  • Arrow and fire charge dispensers that can be shot at spawners
  • Only part of the structure where the amount of spawners are random
  • Dripstone can generate on the bottom to punish falling from the higher levels
  • Spawners can have zombie variants, skeleton variants, spiders, slimes and pillagers

Ledge (originally called chamber 1)
Ledge

  • Similar ledge layout but platforms are lower
  • Normal spawners: skeleton variants
  • Tough spawner: jockeys

Chasm (originally called chamber 2)
Trench

  • Original was just ledge but with powder snow, this is a new layout with a powder snow pit on the bottom
  • Holes and trapdoors to drop down mobs
  • NS: zombie variants, spiders, zoglins
  • TS: big slimes

Cubic (originally called chamber 4)
Cubic

  • Basic layout like original but randomly generated
  • NS: zombie variants, zoglins, slimes
  • TS: wither skeletons

Crawl (originally called chamber 8)
Crawl

  • Mostly unchanged from original but added wind charge launchers to get to the next floor for fun
  • NS: skeleton variants
  • TS: ranged wither skeletons

Eruption
Eruption

  • Press every button on all 4 sides of the room to make lava pour from the center in a guided path
  • NS: vindicators, slimes, pillagers
  • TS: breezes

Pedestal
Pedestal

  • Try to cross the gap to the spawners with trapdoors and unique extending platforms
  • NS: slimes, pillagers, phantoms
  • TS: witches (remember: honey bottles cure poison)

Assembly
assembly

  • Fight a breeze on the bottom, climb up the parkour section at the back, then fight ranged mobs on the hanging platforms at the top
  • Bottom section has traps for breezes to trigger such as potion dispensers, trapdoor pits, and deadly rocket dispensers
  • Throw wind charge on the hanging platforms to expand their size
  • NS: zombie variants (bottom), skeleton variants, pillagers (top)
  • TS: breezes

Slanted
Slanted

  • Chamber is split into mini chambers in each corner designed for fighting a specific mob type
  • More of a maze-like layout between enemy rooms
  • NS: skeleton variants, spiders, phantoms, vindicators, drowned, creepers
  • TS: vexes

Ladder (new!)
ladder

  • Climb up the ladder of platforms, each with a spawner, along with blazes shooting at you from the top
  • Create staircases with the chiseled copper mechanic
  • Knock mobs down the middle to land on dripstone
  • NS: spiders, zoglins, pillagers, slimes
  • TS: blazes

Channel (new!)
channel

  • Water themed chamber
  • Soul sand shoots mobs above water incase you try to escape
  • NS: drowned, trident drowned
  • TS: guardians

Crash (new!)
crash

  • Explosive themed chamber about destroying the terrain you fight on
  • Chamber is trapped to punish reckless explosions
  • Ghasts shoot you while kept in place
  • NS: creepers, zombies
  • TS: ghasts

Cargo (new!)
cargo

  • Mobs and the player can ride along constantly shifting rails
  • Activate the secret to ride to the top rails and fight the tough spawner
  • NS: skeleton variants, pillagers, spiders, phantoms
  • TS: rocket pillagers

Streak (new!) (1.21.4+)
streak

  • Use speed potions and soul speed to avoid fast melee skeletons
  • Avoid tripwires that open the tough spawner's cage
  • NS: melee skeletons, husks
  • TS: creakings

Loot

Spoiler

Base vaults are split into three: armor, valuables, and weapons. This will let you (partially) customize your loot and opt out of stuff you don't want. All 3 vault types will always be found grouped together. The structure will generate plenty of these incase a player wants to use all of their keys on only one category. Luck adds a 33% chance to dispense double the loot. Aesthetic based loot (sherds, banner patterns, trims) are moved to hidden chests in intersections so that they don't get in the way of the more useful vault loot.

Armor table

One of:
35% - Piece of iron armor (any enchants except for frost walker, swift sneak, soul speed and mending)
20% - Armor book (protection, feather falling, respiration, thorns, depth strider, aqua affinity)
20% - Shield (unbreaking 1-3, half chance of mending)
13% - Piece of diamond armor (same as iron)
6% - Turtle helmet (unbreaking 1-3)
6% - Turtle master potion

Valuables table

One of:
33% - 6-8 Emeralds
33% - 6-8 Iron ingots
13% - 2-4 Diamonds
13% - Random book (any enchants, levels 13-18)
8% - Golden apple

Weapons table

One of:
30% - 8-12 Spectral arrows
30% - 8-12 Tipped arrows (slowness, weakness, long poison)
10% - Iron axe (sharpness 1-3, unbreaking 1-3)
9% - Bow (unbreaking, punch, power)
9% - Crossbow (unbreaking, quick charge, piercing)
4% - Diamond axe (sharpness 1-2, unbreaking 0-2)
4% - Trident book (impaling, loyalty, riptide)
4% - Sword book (sharpness, fire aspect, knockback, sweeping edge)

Ominous vaults are still a single category. You will get both types of keys from ominous spawners so the ominous vaults will act as an enhancement to the loot the other vaults give you. 

Ominous table

One of:
100% - 4-12 Wind charges

One of: 
33% - Ominous bottle (level 1-3)

One of (if player has luck effect):
40% - Luck potion

One of:
13% - Iron block
13% - Emerald block
11% - Diamond axe (sharpness 1-4, unbreaking 1-3)
11% - Piece of diamond armor (same enchants from armor table, but higher levels)
10% - Bow (any enchants levels 20-25)
10% - Crossbow (any enchants levels 20-25)
10% - 4-12 Tipped arrow (Harming 2)
6% - Mace book (breach 1-3 with wind burst 1 or density 1-3 with wind burst 1)
6% - Rare enchant book (too many to list)
6% - Mending book
4% - Enchanted golden apple

One or two of:
22% - 6-8 Iron ingots
22% - 6-8 Emeralds
14% - 4-12 Tipped arrows (slowness 2)
13% - Golden apple
13% - Common enchant book (sharpness, protection, efficiency, power, piercing, unbreaking)
8% - 6-8 Diamonds
8% - 1-3 Ender pearls

One of (if player has luck effect):
25% - Special trial chambers enchantment book (daredevil, storm front, equity or razor tip)

Pots can hold wind charges or less valuable ores, such as lapis, coal and redstone. You'd likely find this structure while mining, so this is meant to synergize with that. 

Tridents and heavy cores are reserved for bosses. Once defeated, the main boss spawner will dispense a trident on normal difficulty or a heavy core on ominous. This gives you a 100% chance of getting these items per trial chamber (unlike the very low chances per vault from vanilla) in exchange of the added difficulty from the bosses.

Food will be ejected by tough spawners instead of them filling up vault loot tables. 

This is something I particularly want to balance well, so feedback would be appreciated!


Enchantments

Spoiler

Trial chambers contain 4 exclusive enchantments to act as another incentive for grinding vaults. All are single level, situationally powerful, and changes the behavior of the weapon sort of in the same vein as channeling or silk touch. Ominous vaults have a 25% chance of ejecting a book containing one of these but only if the player has the luck effect.

Daredevil: Creates an explosion on the opponent if hit with a mace's smash attack and deals massive damage, but also damages you depending on how close you are.

Storm Front: Causes a wind charge explosion wherever a trident is thrown. Acts as a renewable wind charge. Incompatible with riptide.

Equity: Axes mimic Flame II and Knockback II (along with a small damage increase) when attacking an entity holding a sword.

Razor Tip (1.21.11+): Spears deal 2x damage if a hit is landed right at the tip of your attack range. The bonus damage range increases if the player's attack reach also increases (including creative mode). 


Bosses

Spoiler

There are 5 different boss chambers at the end of every trial chambers, each with unique mechanics and difficult mobs. I want most of these to stay a surprise so there won't be much detail here. Defeating a boss on normal difficulty will reward each player a trident. Ominous difficulty will reward a heavy core instead. While you always can run straight to the boss to get a trident/heavy core if you really wanted to, you'll be missing out on all the other loot the structure has.

Unlike normal chambers, you typically only need to complete the main boss spawner. Usually the other spawners are supporting the boss and sometimes spawn mobs forever.

boss


FAQ

FAQ

Q: Why am I getting normal trial keys when I have trial omen?
A: This is intended. All ominous spawners have a 1/4 chance of ejecting an ominous trial key. Normal and ominous vaults are meant to be used together.

Q; What am I supposed to do in the secret chambers?
A: Figuring out what your goal is meant to be part of the puzzle, but here's some tips:

  • The keys found in secret chambers can only be used on the vaults found within the same room.
  • A sign with a number next to a vault means you need that many keys to open it.
  • The main mechanic of the chamber is typically revealed in front of you as you enter the room.

Q: Where do I find trial chambers exclusive disks, armor trims and sherds?
A: All of these are no longer in any of the vaults' loot tables. They can instead be found in secret barrels in intersections (the area between the two main corridors).

Q: Does this replace vanilla trial chambers?
A: Yes, the structure minecraft:trial_chambers is completely overridden by this. The vertical trial chambers are in their own namespace notenoughtrials:vertical_trial_chambers

Q: How do I get the new enchantments?
A: Ominous vaults have a 25% chance of ejecting a book containing one of these enchantments if you have the luck effect.

Q: Why are vertical trial chambers not generating at all or extremely rarely in my world with modded biomes?
Vertical trial chambers begin generating underground, so it checks if it is in the correct biomes (hills/mountains) at that position. If a cave biome generates over that space, the structure cannot confirm it is under a highland biome so it cannot generate. Biome mods and datapacks may add several cave biomes that heavily reduces the chances of the structure generating for this reason. If you are having this issue I would recommend using /place structure notenoughtrials:vertical_trial_chambers ~ ~ ~ over any highland area you prefer. This issue is known to happen with Terralith.


Mod Integrations

Mod Integrations

Not Enough Trials has integrations with several mods! The following is available for ONLY 1.21.1 Neoforge


Not Enough Trials Mod Integrations

circuitdissipaterelayballista

"the ultimate adventure" -some guy from Hungary

use this in a modpack idc

Версии

ВерсияКаналИграЗагрузчикиДатаСкачать
6.0Релиз26.2fabric, forge, neoforge17 июня 2026 г.Скачать (4.8 МБ)
6.0Релиз1.21.11, 26.1, 26.1.1, 26.1.2fabric, forge, neoforge3 июня 2026 г.Скачать (4.8 МБ)
6.0Релиз1.21.9, 1.21.10fabric, forge, neoforge3 июня 2026 г.Скачать (4.8 МБ)
6.0Релиз1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge3 июня 2026 г.Скачать (4.8 МБ)
6.0Релиз1.21.5fabric, forge, neoforge3 июня 2026 г.Скачать (4.8 МБ)
6.0Релиз1.21.4fabric, forge, neoforge3 июня 2026 г.Скачать (4.7 МБ)
6.0Релиз1.21.2, 1.21.3fabric, forge, neoforge3 июня 2026 г.Скачать (10.2 МБ)
6.0Релиз1.21, 1.21.1fabric, forge3 июня 2026 г.Скачать (10.2 МБ)
6.4Релиз1.21, 1.21.1neoforge3 июня 2026 г.Скачать (10.2 МБ)
5.1Релиз1.21.11, 26.1fabric, forge, neoforge24 марта 2026 г.Скачать (4.7 МБ)
5.0Релиз1.21, 1.21.1fabric, forge, neoforge15 января 2026 г.Скачать (4.6 МБ)
5.0Релиз1.21.2, 1.21.3fabric, forge, neoforge15 января 2026 г.Скачать (4.6 МБ)
5.0Релиз1.21.4fabric, forge, neoforge15 января 2026 г.Скачать (4.7 МБ)
5.0Релиз1.21.5fabric, forge, neoforge15 января 2026 г.Скачать (4.7 МБ)
5.0Релиз1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge15 января 2026 г.Скачать (4.7 МБ)

Показаны последние 15 из 67 версий.

Ченджлог

6.0Релиз26.2 · 17 июня 2026 г.

26.2 release

6.0Релиз26.1, 26.1.1, 26.1.2 · 3 июня 2026 г.

This update adds the framework for various mod integration addons
As of now all mod integration features (outside of enchantment descriptions and tips added in a previous update) are only available for 1.21.1 neoforge
1.21.1 neoforge and 1.21.1 forge/fabric are now seperate downloads
1.21.1 neoforge now requires yung's api
Links to the mod integrations can be found below or on the mod page

The following changes apply to all versions of Not Enough Trials

-reworked slanted
   -the chamber now has 4 spawners like everything else
   -one of the quadrants is now preset which contains the vex spawner
   -moved the ominous spawner to this quadrant
   -gave the center piece for climbing different variants

-reworked crawl
   -each platform now has 4 different variants
   -brought back from vanilla the spawners being slower than others

-ominous vaults are more generous
-added a map that leads to vertical trial chambers inside the secret barrels in intersections
-players with the trial omen effect will no longer recieve iron tools and armor when unlocking normal vaults, instead they will recieve an enchanted book with the enchantments the weapon/armor would have had
-tough mobs no longer drop food since it appeared strange
   -food loot is now ejected by spawners with tough mobs instead
   -the spawner's chances of dropping a key are unchanged
-gave mobs with sequence breaking, unbalanced, undesirable, or inventory clogging drops a "generic drop" that drops various common hostile mob drops 
   -ominous mobs have a chance to give experience bottles
   -luck effect allows for rarer mob drops
-secret keys have been named properly (no longer with italics like it was renamed with an anvil), can now be translated, and are visually distinguishable from normal keys.
   -[1.21.4+] secret keys have new textures
   -[1.21.3-] secret keys have an enchantment glint
-made all trial chambers generate slightly less frequently
-added a "premature ending" to vertical trial chambers incase they generate low enough to not have enough room for the second corridor
   -these will be the ending pieces from the normal trial chambers and allow you to fight a boss chamber
-made the entrance caps on chambers look nicer
-added deepslate bases to spawners to fit into boss chambers bette
-added a wall of glass with a door at the entrance of medley to stop mobs from walking out of the chamber
-added grates to the cieling of medley to prevent jockeys from climbing up to the ceiling and suffocating their skeleton
-made the hallways in certain parts of vertical trial chambers have an upwards or downwards staircase to ensure no collisions happen

-added an ominous vault to intersection 4 to be consistent with other intersections
-made the secret chest location in intersection 2 more obvious
-removed ladder from all vertical trial chambers to prevent other chambers from not having any room to generate
-slightly changed the layout of ledge and cargo to be more consistent with trial chambers architecture
-made ominous spiders spawn quicker
-removed the bulbs and lighting function for creeper spawners because they get destroyed anyway
-lowered the amount of ominous fast skeletons that can be spawned simultaneously
-changed the ceiling near typhoon's wind charge launcher tutorial to prevent players from bumping their head on it
-increased big magma cube's following range
-removed the pots with copper in them because the structure is already made of it
-pushed the reliefs in the atrium back one block so they look more seperated (same for the vertical trial chambers atrium)
-reduced the amount of dripstone that can generate at the bottom of the corridors due to it confusing some mob ai
-various decoration changes

-fixed intersection 4's secret entrance not opening correctly
-fixed the random hole in the corner of streak
-fixed some version ranges in mod files not being correct
-fixed various armor and attribute mistakes made from the porting process of previous versions
-fixed certain mobs having resin trims in versions of the game before resin existed
-fixed vault pools not adding luck bonuses correctly
-fixed rocket pillagers being unable to spawn in medley
-fixed some corner pieces in pedestal not generating
-made the piston no longer visible in the vertical trial chambers entrance
-fixed a missing copper block in intersection 2 causing the entire structure to be unplayable

The following changes apply to the 1.21.11+ versions

-rework and major difficulty decrease for boss 5 (pursuit)
   -zombie horses are much smaller
   -all zombie horses have decreased movement speed
   -the trapdoor "bridges" across gaps are replaced with chains
   -replaced the dropped strong swiftness potion with a normal swiftness potion
   -removed the dolphin because they kept suffocating and didn't make much sense
   -zombie nautilus spawners will instead drop lingering dolphin's grace potions on ominous difficulty
   -support blazes have less health and spawn slower
   -support blazes appear slightly smaller than normal to communicate this
   -reduced the total amount of zombie nautilus per spawner
   -heavily slowed down the spawning rate of zombie nautilus

-disabled secret 4 for the time being in 26.1 and 26.2 due to the rabbit model change breaking certain things

The fllowing changes apply to only the 1.21.1 neoforge version

-this version now requires yung's api

-added mod integration support for the following addons

Create X Not Enough Trials: 2 new chambers, loot and decor integrations
Twilight Forest X Not Enough Trials: 2 new chambers, 7 new spawner types, loot and decor integrations
Quark X Not Enough Trials: A new chamber, 2 new spawner types, loot and decor integrations
Supplementaries X Not Enough Trials: A new chamber, A new spawner type, decor integrations
Vanilla Backport X Not Enough Trials: backports features from 1.21.4+ versions of NET, including the streak chamber
Not Enough Trials Miscellaneous Compat: integrates loot from various other mods, and adds features from certain utility mods like waystones and openblocks elevators

6.0Релиз1.21.9, 1.21.10 · 3 июня 2026 г.

This update adds the framework for various mod integration addons
As of now all mod integration features (outside of enchantment descriptions and tips added in a previous update) are only available for 1.21.1 neoforge
1.21.1 neoforge and 1.21.1 forge/fabric are now seperate downloads
1.21.1 neoforge now requires yung's api
Links to the mod integrations can be found below or on the mod page

The following changes apply to all versions of Not Enough Trials

-reworked slanted
   -the chamber now has 4 spawners like everything else
   -one of the quadrants is now preset which contains the vex spawner
   -moved the ominous spawner to this quadrant
   -gave the center piece for climbing different variants

-reworked crawl
   -each platform now has 4 different variants
   -brought back from vanilla the spawners being slower than others

-ominous vaults are more generous
-added a map that leads to vertical trial chambers inside the secret barrels in intersections
-players with the trial omen effect will no longer recieve iron tools and armor when unlocking normal vaults, instead they will recieve an enchanted book with the enchantments the weapon/armor would have had
-tough mobs no longer drop food since it appeared strange
   -food loot is now ejected by spawners with tough mobs instead
   -the spawner's chances of dropping a key are unchanged
-gave mobs with sequence breaking, unbalanced, undesirable, or inventory clogging drops a "generic drop" that drops various common hostile mob drops 
   -ominous mobs have a chance to give experience bottles
   -luck effect allows for rarer mob drops
-secret keys have been named properly (no longer with italics like it was renamed with an anvil), can now be translated, and are visually distinguishable from normal keys.
   -[1.21.4+] secret keys have new textures
   -[1.21.3-] secret keys have an enchantment glint
-made all trial chambers generate slightly less frequently
-added a "premature ending" to vertical trial chambers incase they generate low enough to not have enough room for the second corridor
   -these will be the ending pieces from the normal trial chambers and allow you to fight a boss chamber
-made the entrance caps on chambers look nicer
-added deepslate bases to spawners to fit into boss chambers bette
-added a wall of glass with a door at the entrance of medley to stop mobs from walking out of the chamber
-added grates to the cieling of medley to prevent jockeys from climbing up to the ceiling and suffocating their skeleton
-made the hallways in certain parts of vertical trial chambers have an upwards or downwards staircase to ensure no collisions happen

-added an ominous vault to intersection 4 to be consistent with other intersections
-made the secret chest location in intersection 2 more obvious
-removed ladder from all vertical trial chambers to prevent other chambers from not having any room to generate
-slightly changed the layout of ledge and cargo to be more consistent with trial chambers architecture
-made ominous spiders spawn quicker
-removed the bulbs and lighting function for creeper spawners because they get destroyed anyway
-lowered the amount of ominous fast skeletons that can be spawned simultaneously
-changed the ceiling near typhoon's wind charge launcher tutorial to prevent players from bumping their head on it
-increased big magma cube's following range
-removed the pots with copper in them because the structure is already made of it
-pushed the reliefs in the atrium back one block so they look more seperated (same for the vertical trial chambers atrium)
-reduced the amount of dripstone that can generate at the bottom of the corridors due to it confusing some mob ai
-various decoration changes

-fixed intersection 4's secret entrance not opening correctly
-fixed the random hole in the corner of streak
-fixed some version ranges in mod files not being correct
-fixed various armor and attribute mistakes made from the porting process of previous versions
-fixed certain mobs having resin trims in versions of the game before resin existed
-fixed vault pools not adding luck bonuses correctly
-fixed rocket pillagers being unable to spawn in medley
-fixed some corner pieces in pedestal not generating
-made the piston no longer visible in the vertical trial chambers entrance
-fixed a missing copper block in intersection 2 causing the entire structure to be unplayable

The following changes apply to the 1.21.11+ versions

-rework and major difficulty decrease for boss 5 (pursuit)
   -zombie horses are much smaller
   -all zombie horses have decreased movement speed
   -the trapdoor "bridges" across gaps are replaced with chains
   -replaced the dropped strong swiftness potion with a normal swiftness potion
   -removed the dolphin because they kept suffocating and didn't make much sense
   -zombie nautilus spawners will instead drop lingering dolphin's grace potions on ominous difficulty
   -support blazes have less health and spawn slower
   -support blazes appear slightly smaller than normal to communicate this
   -reduced the total amount of zombie nautilus per spawner
   -heavily slowed down the spawning rate of zombie nautilus

-disabled secret 4 for the time being in 26.1 and 26.2 due to the rabbit model change breaking certain things

The fllowing changes apply to only the 1.21.1 neoforge version

-this version now requires yung's api

-added mod integration support for the following addons

Create X Not Enough Trials: 2 new chambers, loot and decor integrations
Twilight Forest X Not Enough Trials: 2 new chambers, 7 new spawner types, loot and decor integrations
Quark X Not Enough Trials: A new chamber, 2 new spawner types, loot and decor integrations
Supplementaries X Not Enough Trials: A new chamber, A new spawner type, decor integrations
Vanilla Backport X Not Enough Trials: backports features from 1.21.4+ versions of NET, including the streak chamber
Not Enough Trials Miscellaneous Compat: integrates loot from various other mods, and adds features from certain utility mods like waystones and openblocks elevators

6.0Релиз1.21.6, 1.21.7, 1.21.8 · 3 июня 2026 г.

This update adds the framework for various mod integration addons
As of now all mod integration features (outside of enchantment descriptions and tips added in a previous update) are only available for 1.21.1 neoforge
1.21.1 neoforge and 1.21.1 forge/fabric are now seperate downloads
1.21.1 neoforge now requires yung's api
Links to the mod integrations can be found below or on the mod page

The following changes apply to all versions of Not Enough Trials

-reworked slanted
   -the chamber now has 4 spawners like everything else
   -one of the quadrants is now preset which contains the vex spawner
   -moved the ominous spawner to this quadrant
   -gave the center piece for climbing different variants

-reworked crawl
   -each platform now has 4 different variants
   -brought back from vanilla the spawners being slower than others

-ominous vaults are more generous
-added a map that leads to vertical trial chambers inside the secret barrels in intersections
-players with the trial omen effect will no longer recieve iron tools and armor when unlocking normal vaults, instead they will recieve an enchanted book with the enchantments the weapon/armor would have had
-tough mobs no longer drop food since it appeared strange
   -food loot is now ejected by spawners with tough mobs instead
   -the spawner's chances of dropping a key are unchanged
-gave mobs with sequence breaking, unbalanced, undesirable, or inventory clogging drops a "generic drop" that drops various common hostile mob drops 
   -ominous mobs have a chance to give experience bottles
   -luck effect allows for rarer mob drops
-secret keys have been named properly (no longer with italics like it was renamed with an anvil), can now be translated, and are visually distinguishable from normal keys.
   -[1.21.4+] secret keys have new textures
   -[1.21.3-] secret keys have an enchantment glint
-made all trial chambers generate slightly less frequently
-added a "premature ending" to vertical trial chambers incase they generate low enough to not have enough room for the second corridor
   -these will be the ending pieces from the normal trial chambers and allow you to fight a boss chamber
-made the entrance caps on chambers look nicer
-added deepslate bases to spawners to fit into boss chambers bette
-added a wall of glass with a door at the entrance of medley to stop mobs from walking out of the chamber
-added grates to the cieling of medley to prevent jockeys from climbing up to the ceiling and suffocating their skeleton
-made the hallways in certain parts of vertical trial chambers have an upwards or downwards staircase to ensure no collisions happen

-added an ominous vault to intersection 4 to be consistent with other intersections
-made the secret chest location in intersection 2 more obvious
-removed ladder from all vertical trial chambers to prevent other chambers from not having any room to generate
-slightly changed the layout of ledge and cargo to be more consistent with trial chambers architecture
-made ominous spiders spawn quicker
-removed the bulbs and lighting function for creeper spawners because they get destroyed anyway
-lowered the amount of ominous fast skeletons that can be spawned simultaneously
-changed the ceiling near typhoon's wind charge launcher tutorial to prevent players from bumping their head on it
-increased big magma cube's following range
-removed the pots with copper in them because the structure is already made of it
-pushed the reliefs in the atrium back one block so they look more seperated (same for the vertical trial chambers atrium)
-reduced the amount of dripstone that can generate at the bottom of the corridors due to it confusing some mob ai
-various decoration changes

-fixed intersection 4's secret entrance not opening correctly
-fixed the random hole in the corner of streak
-fixed some version ranges in mod files not being correct
-fixed various armor and attribute mistakes made from the porting process of previous versions
-fixed certain mobs having resin trims in versions of the game before resin existed
-fixed vault pools not adding luck bonuses correctly
-fixed rocket pillagers being unable to spawn in medley
-fixed some corner pieces in pedestal not generating
-made the piston no longer visible in the vertical trial chambers entrance
-fixed a missing copper block in intersection 2 causing the entire structure to be unplayable

The following changes apply to the 1.21.11+ versions

-rework and major difficulty decrease for boss 5 (pursuit)
   -zombie horses are much smaller
   -all zombie horses have decreased movement speed
   -the trapdoor "bridges" across gaps are replaced with chains
   -replaced the dropped strong swiftness potion with a normal swiftness potion
   -removed the dolphin because they kept suffocating and didn't make much sense
   -zombie nautilus spawners will instead drop lingering dolphin's grace potions on ominous difficulty
   -support blazes have less health and spawn slower
   -support blazes appear slightly smaller than normal to communicate this
   -reduced the total amount of zombie nautilus per spawner
   -heavily slowed down the spawning rate of zombie nautilus

-disabled secret 4 for the time being in 26.1 and 26.2 due to the rabbit model change breaking certain things

The fllowing changes apply to only the 1.21.1 neoforge version

-this version now requires yung's api

-added mod integration support for the following addons

Create X Not Enough Trials: 2 new chambers, loot and decor integrations
Twilight Forest X Not Enough Trials: 2 new chambers, 7 new spawner types, loot and decor integrations
Quark X Not Enough Trials: A new chamber, 2 new spawner types, loot and decor integrations
Supplementaries X Not Enough Trials: A new chamber, A new spawner type, decor integrations
Vanilla Backport X Not Enough Trials: backports features from 1.21.4+ versions of NET, including the streak chamber
Not Enough Trials Miscellaneous Compat: integrates loot from various other mods, and adds features from certain utility mods like waystones and openblocks elevators

6.0Релиз1.21.5 · 3 июня 2026 г.

This update adds the framework for various mod integration addons
As of now all mod integration features (outside of enchantment descriptions and tips added in a previous update) are only available for 1.21.1 neoforge
1.21.1 neoforge and 1.21.1 forge/fabric are now seperate downloads
1.21.1 neoforge now requires yung's api
Links to the mod integrations can be found below or on the mod page

The following changes apply to all versions of Not Enough Trials

-reworked slanted
   -the chamber now has 4 spawners like everything else
   -one of the quadrants is now preset which contains the vex spawner
   -moved the ominous spawner to this quadrant
   -gave the center piece for climbing different variants

-reworked crawl
   -each platform now has 4 different variants
   -brought back from vanilla the spawners being slower than others

-ominous vaults are more generous
-added a map that leads to vertical trial chambers inside the secret barrels in intersections
-players with the trial omen effect will no longer recieve iron tools and armor when unlocking normal vaults, instead they will recieve an enchanted book with the enchantments the weapon/armor would have had
-tough mobs no longer drop food since it appeared strange
   -food loot is now ejected by spawners with tough mobs instead
   -the spawner's chances of dropping a key are unchanged
-gave mobs with sequence breaking, unbalanced, undesirable, or inventory clogging drops a "generic drop" that drops various common hostile mob drops 
   -ominous mobs have a chance to give experience bottles
   -luck effect allows for rarer mob drops
-secret keys have been named properly (no longer with italics like it was renamed with an anvil), can now be translated, and are visually distinguishable from normal keys.
   -[1.21.4+] secret keys have new textures
   -[1.21.3-] secret keys have an enchantment glint
-made all trial chambers generate slightly less frequently
-added a "premature ending" to vertical trial chambers incase they generate low enough to not have enough room for the second corridor
   -these will be the ending pieces from the normal trial chambers and allow you to fight a boss chamber
-made the entrance caps on chambers look nicer
-added deepslate bases to spawners to fit into boss chambers bette
-added a wall of glass with a door at the entrance of medley to stop mobs from walking out of the chamber
-added grates to the cieling of medley to prevent jockeys from climbing up to the ceiling and suffocating their skeleton
-made the hallways in certain parts of vertical trial chambers have an upwards or downwards staircase to ensure no collisions happen

-added an ominous vault to intersection 4 to be consistent with other intersections
-made the secret chest location in intersection 2 more obvious
-removed ladder from all vertical trial chambers to prevent other chambers from not having any room to generate
-slightly changed the layout of ledge and cargo to be more consistent with trial chambers architecture
-made ominous spiders spawn quicker
-removed the bulbs and lighting function for creeper spawners because they get destroyed anyway
-lowered the amount of ominous fast skeletons that can be spawned simultaneously
-changed the ceiling near typhoon's wind charge launcher tutorial to prevent players from bumping their head on it
-increased big magma cube's following range
-removed the pots with copper in them because the structure is already made of it
-pushed the reliefs in the atrium back one block so they look more seperated (same for the vertical trial chambers atrium)
-reduced the amount of dripstone that can generate at the bottom of the corridors due to it confusing some mob ai
-various decoration changes

-fixed intersection 4's secret entrance not opening correctly
-fixed the random hole in the corner of streak
-fixed some version ranges in mod files not being correct
-fixed various armor and attribute mistakes made from the porting process of previous versions
-fixed certain mobs having resin trims in versions of the game before resin existed
-fixed vault pools not adding luck bonuses correctly
-fixed rocket pillagers being unable to spawn in medley
-fixed some corner pieces in pedestal not generating
-made the piston no longer visible in the vertical trial chambers entrance
-fixed a missing copper block in intersection 2 causing the entire structure to be unplayable

The following changes apply to the 1.21.11+ versions

-rework and major difficulty decrease for boss 5 (pursuit)
   -zombie horses are much smaller
   -all zombie horses have decreased movement speed
   -the trapdoor "bridges" across gaps are replaced with chains
   -replaced the dropped strong swiftness potion with a normal swiftness potion
   -removed the dolphin because they kept suffocating and didn't make much sense
   -zombie nautilus spawners will instead drop lingering dolphin's grace potions on ominous difficulty
   -support blazes have less health and spawn slower
   -support blazes appear slightly smaller than normal to communicate this
   -reduced the total amount of zombie nautilus per spawner
   -heavily slowed down the spawning rate of zombie nautilus

-disabled secret 4 for the time being in 26.1 and 26.2 due to the rabbit model change breaking certain things

The fllowing changes apply to only the 1.21.1 neoforge version

-this version now requires yung's api

-added mod integration support for the following addons

Create X Not Enough Trials: 2 new chambers, loot and decor integrations
Twilight Forest X Not Enough Trials: 2 new chambers, 7 new spawner types, loot and decor integrations
Quark X Not Enough Trials: A new chamber, 2 new spawner types, loot and decor integrations
Supplementaries X Not Enough Trials: A new chamber, A new spawner type, decor integrations
Vanilla Backport X Not Enough Trials: backports features from 1.21.4+ versions of NET, including the streak chamber
Not Enough Trials Miscellaneous Compat: integrates loot from various other mods, and adds features from certain utility mods like waystones and openblocks elevators

6.0Релиз1.21.4 · 3 июня 2026 г.

This update adds the framework for various mod integration addons
As of now all mod integration features (outside of enchantment descriptions and tips added in a previous update) are only available for 1.21.1 neoforge
1.21.1 neoforge and 1.21.1 forge/fabric are now seperate downloads
1.21.1 neoforge now requires yung's api
Links to the mod integrations can be found below or on the mod page

The following changes apply to all versions of Not Enough Trials

-reworked slanted
   -the chamber now has 4 spawners like everything else
   -one of the quadrants is now preset which contains the vex spawner
   -moved the ominous spawner to this quadrant
   -gave the center piece for climbing different variants

-reworked crawl
   -each platform now has 4 different variants
   -brought back from vanilla the spawners being slower than others

-ominous vaults are more generous
-added a map that leads to vertical trial chambers inside the secret barrels in intersections
-players with the trial omen effect will no longer recieve iron tools and armor when unlocking normal vaults, instead they will recieve an enchanted book with the enchantments the weapon/armor would have had
-tough mobs no longer drop food since it appeared strange
   -food loot is now ejected by spawners with tough mobs instead
   -the spawner's chances of dropping a key are unchanged
-gave mobs with sequence breaking, unbalanced, undesirable, or inventory clogging drops a "generic drop" that drops various common hostile mob drops 
   -ominous mobs have a chance to give experience bottles
   -luck effect allows for rarer mob drops
-secret keys have been named properly (no longer with italics like it was renamed with an anvil), can now be translated, and are visually distinguishable from normal keys.
   -[1.21.4+] secret keys have new textures
   -[1.21.3-] secret keys have an enchantment glint
-made all trial chambers generate slightly less frequently
-added a "premature ending" to vertical trial chambers incase they generate low enough to not have enough room for the second corridor
   -these will be the ending pieces from the normal trial chambers and allow you to fight a boss chamber
-made the entrance caps on chambers look nicer
-added deepslate bases to spawners to fit into boss chambers bette
-added a wall of glass with a door at the entrance of medley to stop mobs from walking out of the chamber
-added grates to the cieling of medley to prevent jockeys from climbing up to the ceiling and suffocating their skeleton
-made the hallways in certain parts of vertical trial chambers have an upwards or downwards staircase to ensure no collisions happen

-added an ominous vault to intersection 4 to be consistent with other intersections
-made the secret chest location in intersection 2 more obvious
-removed ladder from all vertical trial chambers to prevent other chambers from not having any room to generate
-slightly changed the layout of ledge and cargo to be more consistent with trial chambers architecture
-made ominous spiders spawn quicker
-removed the bulbs and lighting function for creeper spawners because they get destroyed anyway
-lowered the amount of ominous fast skeletons that can be spawned simultaneously
-changed the ceiling near typhoon's wind charge launcher tutorial to prevent players from bumping their head on it
-increased big magma cube's following range
-removed the pots with copper in them because the structure is already made of it
-pushed the reliefs in the atrium back one block so they look more seperated (same for the vertical trial chambers atrium)
-reduced the amount of dripstone that can generate at the bottom of the corridors due to it confusing some mob ai
-various decoration changes

-fixed intersection 4's secret entrance not opening correctly
-fixed the random hole in the corner of streak
-fixed some version ranges in mod files not being correct
-fixed various armor and attribute mistakes made from the porting process of previous versions
-fixed certain mobs having resin trims in versions of the game before resin existed
-fixed vault pools not adding luck bonuses correctly
-fixed rocket pillagers being unable to spawn in medley
-fixed some corner pieces in pedestal not generating
-made the piston no longer visible in the vertical trial chambers entrance
-fixed a missing copper block in intersection 2 causing the entire structure to be unplayable

The following changes apply to the 1.21.11+ versions

-rework and major difficulty decrease for boss 5 (pursuit)
   -zombie horses are much smaller
   -all zombie horses have decreased movement speed
   -the trapdoor "bridges" across gaps are replaced with chains
   -replaced the dropped strong swiftness potion with a normal swiftness potion
   -removed the dolphin because they kept suffocating and didn't make much sense
   -zombie nautilus spawners will instead drop lingering dolphin's grace potions on ominous difficulty
   -support blazes have less health and spawn slower
   -support blazes appear slightly smaller than normal to communicate this
   -reduced the total amount of zombie nautilus per spawner
   -heavily slowed down the spawning rate of zombie nautilus

-disabled secret 4 for the time being in 26.1 and 26.2 due to the rabbit model change breaking certain things

The fllowing changes apply to only the 1.21.1 neoforge version

-this version now requires yung's api

-added mod integration support for the following addons

Create X Not Enough Trials: 2 new chambers, loot and decor integrations
Twilight Forest X Not Enough Trials: 2 new chambers, 7 new spawner types, loot and decor integrations
Quark X Not Enough Trials: A new chamber, 2 new spawner types, loot and decor integrations
Supplementaries X Not Enough Trials: A new chamber, A new spawner type, decor integrations
Vanilla Backport X Not Enough Trials: backports features from 1.21.4+ versions of NET, including the streak chamber
Not Enough Trials Miscellaneous Compat: integrates loot from various other mods, and adds features from certain utility mods like waystones and openblocks elevators

6.0Релиз1.21.2, 1.21.3 · 3 июня 2026 г.

This update adds the framework for various mod integration addons
As of now all mod integration features (outside of enchantment descriptions and tips added in a previous update) are only available for 1.21.1 neoforge
1.21.1 neoforge and 1.21.1 forge/fabric are now seperate downloads
1.21.1 neoforge now requires yung's api
Links to the mod integrations can be found below or on the mod page

The following changes apply to all versions of Not Enough Trials

-reworked slanted
   -the chamber now has 4 spawners like everything else
   -one of the quadrants is now preset which contains the vex spawner
   -moved the ominous spawner to this quadrant
   -gave the center piece for climbing different variants

-reworked crawl
   -each platform now has 4 different variants
   -brought back from vanilla the spawners being slower than others

-ominous vaults are more generous
-added a map that leads to vertical trial chambers inside the secret barrels in intersections
-players with the trial omen effect will no longer recieve iron tools and armor when unlocking normal vaults, instead they will recieve an enchanted book with the enchantments the weapon/armor would have had
-tough mobs no longer drop food since it appeared strange
   -food loot is now ejected by spawners with tough mobs instead
   -the spawner's chances of dropping a key are unchanged
-gave mobs with sequence breaking, unbalanced, undesirable, or inventory clogging drops a "generic drop" that drops various common hostile mob drops 
   -ominous mobs have a chance to give experience bottles
   -luck effect allows for rarer mob drops
-secret keys have been named properly (no longer with italics like it was renamed with an anvil), can now be translated, and are visually distinguishable from normal keys.
   -[1.21.4+] secret keys have new textures
   -[1.21.3-] secret keys have an enchantment glint
-made all trial chambers generate slightly less frequently
-added a "premature ending" to vertical trial chambers incase they generate low enough to not have enough room for the second corridor
   -these will be the ending pieces from the normal trial chambers and allow you to fight a boss chamber
-made the entrance caps on chambers look nicer
-added deepslate bases to spawners to fit into boss chambers bette
-added a wall of glass with a door at the entrance of medley to stop mobs from walking out of the chamber
-added grates to the cieling of medley to prevent jockeys from climbing up to the ceiling and suffocating their skeleton
-made the hallways in certain parts of vertical trial chambers have an upwards or downwards staircase to ensure no collisions happen

-added an ominous vault to intersection 4 to be consistent with other intersections
-made the secret chest location in intersection 2 more obvious
-removed ladder from all vertical trial chambers to prevent other chambers from not having any room to generate
-slightly changed the layout of ledge and cargo to be more consistent with trial chambers architecture
-made ominous spiders spawn quicker
-removed the bulbs and lighting function for creeper spawners because they get destroyed anyway
-lowered the amount of ominous fast skeletons that can be spawned simultaneously
-changed the ceiling near typhoon's wind charge launcher tutorial to prevent players from bumping their head on it
-increased big magma cube's following range
-removed the pots with copper in them because the structure is already made of it
-pushed the reliefs in the atrium back one block so they look more seperated (same for the vertical trial chambers atrium)
-reduced the amount of dripstone that can generate at the bottom of the corridors due to it confusing some mob ai
-various decoration changes

-fixed intersection 4's secret entrance not opening correctly
-fixed the random hole in the corner of streak
-fixed some version ranges in mod files not being correct
-fixed various armor and attribute mistakes made from the porting process of previous versions
-fixed certain mobs having resin trims in versions of the game before resin existed
-fixed vault pools not adding luck bonuses correctly
-fixed rocket pillagers being unable to spawn in medley
-fixed some corner pieces in pedestal not generating
-made the piston no longer visible in the vertical trial chambers entrance
-fixed a missing copper block in intersection 2 causing the entire structure to be unplayable

The following changes apply to the 1.21.11+ versions

-rework and major difficulty decrease for boss 5 (pursuit)
   -zombie horses are much smaller
   -all zombie horses have decreased movement speed
   -the trapdoor "bridges" across gaps are replaced with chains
   -replaced the dropped strong swiftness potion with a normal swiftness potion
   -removed the dolphin because they kept suffocating and didn't make much sense
   -zombie nautilus spawners will instead drop lingering dolphin's grace potions on ominous difficulty
   -support blazes have less health and spawn slower
   -support blazes appear slightly smaller than normal to communicate this
   -reduced the total amount of zombie nautilus per spawner
   -heavily slowed down the spawning rate of zombie nautilus

-disabled secret 4 for the time being in 26.1 and 26.2 due to the rabbit model change breaking certain things

The fllowing changes apply to only the 1.21.1 neoforge version

-this version now requires yung's api

-added mod integration support for the following addons

Create X Not Enough Trials: 2 new chambers, loot and decor integrations
Twilight Forest X Not Enough Trials: 2 new chambers, 7 new spawner types, loot and decor integrations
Quark X Not Enough Trials: A new chamber, 2 new spawner types, loot and decor integrations
Supplementaries X Not Enough Trials: A new chamber, A new spawner type, decor integrations
Vanilla Backport X Not Enough Trials: backports features from 1.21.4+ versions of NET, including the streak chamber
Not Enough Trials Miscellaneous Compat: integrates loot from various other mods, and adds features from certain utility mods like waystones and openblocks elevators

6.0Релиз1.21, 1.21.1 · 3 июня 2026 г.

This update adds the framework for various mod integration addons
As of now all mod integration features (outside of enchantment descriptions and tips added in a previous update) are only available for 1.21.1 neoforge
1.21.1 neoforge and 1.21.1 forge/fabric are now seperate downloads
1.21.1 neoforge now requires yung's api
Links to the mod integrations can be found below or on the mod page

The following changes apply to all versions of Not Enough Trials

-reworked slanted
   -the chamber now has 4 spawners like everything else
   -one of the quadrants is now preset which contains the vex spawner
   -moved the ominous spawner to this quadrant
   -gave the center piece for climbing different variants

-reworked crawl
   -each platform now has 4 different variants
   -brought back from vanilla the spawners being slower than others

-ominous vaults are more generous
-added a map that leads to vertical trial chambers inside the secret barrels in intersections
-players with the trial omen effect will no longer recieve iron tools and armor when unlocking normal vaults, instead they will recieve an enchanted book with the enchantments the weapon/armor would have had
-tough mobs no longer drop food since it appeared strange
   -food loot is now ejected by spawners with tough mobs instead
   -the spawner's chances of dropping a key are unchanged
-gave mobs with sequence breaking, unbalanced, undesirable, or inventory clogging drops a "generic drop" that drops various common hostile mob drops 
   -ominous mobs have a chance to give experience bottles
   -luck effect allows for rarer mob drops
-secret keys have been named properly (no longer with italics like it was renamed with an anvil), can now be translated, and are visually distinguishable from normal keys.
   -[1.21.4+] secret keys have new textures
   -[1.21.3-] secret keys have an enchantment glint
-made all trial chambers generate slightly less frequently
-added a "premature ending" to vertical trial chambers incase they generate low enough to not have enough room for the second corridor
   -these will be the ending pieces from the normal trial chambers and allow you to fight a boss chamber
-made the entrance caps on chambers look nicer
-added deepslate bases to spawners to fit into boss chambers bette
-added a wall of glass with a door at the entrance of medley to stop mobs from walking out of the chamber
-added grates to the cieling of medley to prevent jockeys from climbing up to the ceiling and suffocating their skeleton
-made the hallways in certain parts of vertical trial chambers have an upwards or downwards staircase to ensure no collisions happen

-added an ominous vault to intersection 4 to be consistent with other intersections
-made the secret chest location in intersection 2 more obvious
-removed ladder from all vertical trial chambers to prevent other chambers from not having any room to generate
-slightly changed the layout of ledge and cargo to be more consistent with trial chambers architecture
-made ominous spiders spawn quicker
-removed the bulbs and lighting function for creeper spawners because they get destroyed anyway
-lowered the amount of ominous fast skeletons that can be spawned simultaneously
-changed the ceiling near typhoon's wind charge launcher tutorial to prevent players from bumping their head on it
-increased big magma cube's following range
-removed the pots with copper in them because the structure is already made of it
-pushed the reliefs in the atrium back one block so they look more seperated (same for the vertical trial chambers atrium)
-reduced the amount of dripstone that can generate at the bottom of the corridors due to it confusing some mob ai
-various decoration changes

-fixed intersection 4's secret entrance not opening correctly
-fixed the random hole in the corner of streak
-fixed some version ranges in mod files not being correct
-fixed various armor and attribute mistakes made from the porting process of previous versions
-fixed certain mobs having resin trims in versions of the game before resin existed
-fixed vault pools not adding luck bonuses correctly
-fixed rocket pillagers being unable to spawn in medley
-fixed some corner pieces in pedestal not generating
-made the piston no longer visible in the vertical trial chambers entrance
-fixed a missing copper block in intersection 2 causing the entire structure to be unplayable

The following changes apply to the 1.21.11+ versions

-rework and major difficulty decrease for boss 5 (pursuit)
   -zombie horses are much smaller
   -all zombie horses have decreased movement speed
   -the trapdoor "bridges" across gaps are replaced with chains
   -replaced the dropped strong swiftness potion with a normal swiftness potion
   -removed the dolphin because they kept suffocating and didn't make much sense
   -zombie nautilus spawners will instead drop lingering dolphin's grace potions on ominous difficulty
   -support blazes have less health and spawn slower
   -support blazes appear slightly smaller than normal to communicate this
   -reduced the total amount of zombie nautilus per spawner
   -heavily slowed down the spawning rate of zombie nautilus

-disabled secret 4 for the time being in 26.1 and 26.2 due to the rabbit model change breaking certain things

The fllowing changes apply to only the 1.21.1 neoforge version

-this version now requires yung's api

-added mod integration support for the following addons

Create X Not Enough Trials: 2 new chambers, loot and decor integrations
Twilight Forest X Not Enough Trials: 2 new chambers, 7 new spawner types, loot and decor integrations
Quark X Not Enough Trials: A new chamber, 2 new spawner types, loot and decor integrations
Supplementaries X Not Enough Trials: A new chamber, A new spawner type, decor integrations
Vanilla Backport X Not Enough Trials: backports features from 1.21.4+ versions of NET, including the streak chamber
Not Enough Trials Miscellaneous Compat: integrates loot from various other mods, and adds features from certain utility mods like waystones and openblocks elevators

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