You can find the datapack version here

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.
Corridors 


Ledge (originally called chamber 1)
Chasm (originally called chamber 2)
Cubic (originally called chamber 4)
Crawl (originally called chamber 8)
Eruption
Pedestal
Assembly
Slanted
Ladder (new!)
Channel (new!)
Crash (new!)
Cargo (new!)
Streak (new!) (1.21.4+)
All mobs are split into the "normal" and "tough" category. Each chamber has 3 normal mob spawners and 1 tough mob spawner. A good amount of the mobs have been altered for balance and convenience.
("O." is short for "ominous")Normal category
Zombies
O. adds rebalanced armor and ench. bowsHusks
^Drowned
^Skeletons
O. adds rebalanced armor and ench. bowsStrays
^Bogged
^Spiders
O. changes some spiders to cave spidersSlimes
O. changes to magma cubesPillagers
O. crossbows gain multishot and quick chargeVindicators
Base attacks with hands
O. gains wooden swordZoglins
O. increases damage and knockbackCreepers
O. changes to (nerfed) charged creepersPhantoms
Trident Drowned
Melee Skeletons
O. gains soul speed boots
(baby zombies and silverfish are completely removed)
Tough category
Breezes
Jockeys
O. changes to stray riding cave spiderBlazes
Big slimes
O. changes to magma cubesWither skeletons
O. adds iron armor and iron swordsRanged wither skeletons
O. adds iron armor and ench. bowsGhasts
Always kept still in a cage
O. has more powerful explosionsGuardians
O. increases damageWitches
Vexes
Glowing, has a larger hitbox, dies after a bit of time if it gets lost
O. gets diamond swordRocket pillagers
Creakings
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 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, copper 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 dropped by tough mobs instead of them filling up vault loot tables.
This is something I particularly want to balance well, so feedback would be appreciated!
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).
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.

"the ultimate adventure" -some guy from Hungary
use this in a modpack idc
| VERSION | DOWNLOADED DATE | VERSION TYPE | TYPE | SIZE | GAME VERSION | DOWNLOADS | |
|---|---|---|---|---|---|---|---|
| 1.21-v5.0 | 14.01.2026 | neoForge, fabric, forge | R | 4 MB | 1.21.1, 1.21 | 51 | Download |
| 1.21.2-v5.0 | 14.01.2026 | neoForge, fabric, forge | R | 4 MB | 1.21.3, 1.21.2 | 0 | Download |
| 1.21.4-v5.0 | 14.01.2026 | neoForge, fabric, forge | R | 4 MB | 1.21.4 | 8 | Download |
| 1.21.5-v5.0 | 14.01.2026 | neoForge, fabric, forge | R | 4 MB | 1.21.5 | 7 | Download |
| 1.21.6-v5.0 | 14.01.2026 | neoForge, fabric, forge | R | 4 MB | 1.21.8, 1.21.7, 1.21.6 | 16 | Download |
| 1.21.9-v5.0 | 14.01.2026 | neoForge, fabric, forge | R | 4 MB | 1.21.10, 1.21.9 | 34 | Download |
| 1.21.11-v5.0 | 14.01.2026 | neoForge, fabric, forge | R | 4 MB | 1.21.11 | 294 | Download |
| 1.21.11-v4.2 | 16.12.2025 | neoForge, fabric, forge | R | 4 MB | 1.21.11 | 118 | Download |
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