
Not Enough Trials
A completely overhauled trial chambers
Screenshots





About this Mod
1.21.1 Neoforge version requires Yung's API

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 


- 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)
- Similar ledge layout but platforms are lower
- Normal spawners: skeleton variants
- Tough spawner: jockeys
Chasm (originally called chamber 2)
- 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)
- Basic layout like original but randomly generated
- NS: zombie variants, zoglins, slimes
- TS: wither skeletons
Crawl (originally called chamber 8)
- 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
- 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
- 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
- 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
- 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!)
- 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!)
- Water themed chamber
- Soul sand shoots mobs above water incase you try to escape
- NS: drowned, trident drowned
- TS: guardians
Crash (new!)
- 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!)
- 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+)
- 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.

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
"the ultimate adventure" -some guy from Hungary
use this in a modpack idc
Available Versions
How to Install Not Enough Trials on Your Server
Order Server
Order a Minecraft Java server with at least 4 GB RAM (6 GB recommended).
Set datapack Loader
In the panel under "Egg", select the datapack loader and matching Minecraft version (26.1.2).
Install Mod
Open the mod browser in the dashboard and search for "Not Enough Trials". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.
Compatibility
Mod Loaders
Minecraft Versions
26.1.2, 26.1.1, 26.1 (+12 more)
Server-side
✓ RequiredRecommended RAM
6 GB(min. 4 GB)Frequently Asked Questions
Not Enough Trials server crashes on startup – what to do?
Most common cause: wrong datapack version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 4 GB RAM is allocated and the loader matches the mod version (26.1.2). You can switch loaders with one click in the panel.
Is Not Enough Trials compatible with datapack and fabric and forge and neoforge?
Not Enough Trials officially supports datapack, fabric, forge, neoforge for Minecraft 26.1.2, 26.1.1, 26.1. Note: Forge and Fabric mods are NOT cross-compatible – pick one loader and stick with it. The Mado dashboard automatically detects incompatible loader combinations.
Server lagging with Not Enough Trials – how to optimize performance?
Recommended RAM: 6 GB (per 5 players). Use /spark profiler to check if Not Enough Trials consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.
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