!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.
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+)
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!
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.
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.
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:
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.
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

A completely overhauled trial chambers