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Моды/Sengoku Jidai Mod
Sengoku Jidai Mod

Sengoku Jidai Mod

A Japanese-themed mod that overhauls every aspect of the game into the world of Japanese history, culture, and mythology.

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Все версииSengoku Jidai Mod 2.1.3

Sengoku Jidai Mod 2.1.3

Release26.06.2026

Список изменений

🌊 New Mobs

Umi Inu (Sea Dog)

  • Vicious sea predators with shark-like behavior
  • Spawn in deep oceans and gnaw on boats
  • Faster swimming speed than the player, but not faster than boats.

Ikuchi

  • A giant eel that spawns very deep in the ocean.
  • Massive health, barely faster than boats.
  • Has a unique attack pattern that involves circling the player in between attacks, so the fight doesn't take place inside the eel's model.
  • Made up of multiple entities similar to Omukade and Ryujin.

Umi-Bōzu (The actual one)

  • Finally got around to adding the most iconic sea monster in Japanese folklore.
  • Will emerge from the depths on calm nights and apply a huge slow debuff to your boat and attempt to sink it.
  • Attacking Umi-Bōzu will break you free from the boat's slow debuff for a few seconds.
  • Throwing a Barrel (Similar to Gold and Piglins) into the water will cause Umi-Bōzu to get completely distracted, allowing you a chance to escape.
  • The current Umi-Bōzu (Retextured elder guardian) will be renamed to Uo-Bōzu and will remain as an in-lore variant of Umi-Bōzu, since it is still based on the depiction of Umi-Bōzu in the Bakemono no e series of artworks.
  • I made all three of these mobs over an extended weekend, so if you feel like they're underdeveloped, don't worry, they will probably get some changes.
    • Pls no suggestions, I need to add stuff on my own accord.
    • Fan art suggestions are appreciated.

🦎 Mob Changes

  • Umi Nyobu — More aggressive with attacks. Now spawn in Ryujin's Second Phase.
  • Bandits — Slightly nerfed attack damage.
  • Ronin — Will now "slowly aurafarm" walk towards you during patrols, giving you time to kill the savage bandits before facing them.
  • Akugyo — Added the circling attack AI used for Ikuchi.
  • Kojin and Ningyo — Much faster when in water.

Ryujin Rework

  • Reworked boss fight in overall thematics.
    • The music track (From Sekiro) has been properly organized into phase 1 and phase 2.
    • Lighting and violent winds shake up the boss island during the second phase.
    • Umi Nyubo will now spawn during Ryujin's second phase.
    • Particles for the dragon's breath have been changed.
    • Adjusted its movements so the pieces don't offset during vertical movements (most of the time).

⚔️ Combat Changes

  • Added a vertical slash to the Yari to make it less boring.
  • Adjusted and polished overall weapon combos.

🌿 New Biomes

Cave Biomes

  • Caverns — A light mix of Dripstone Caves and Lush Caves. Features large mushrooms, grassy floors, stone lanterns, and sometimes trees. Serves as the main cave biome for Verdant Regions.
  • Dripstone Caves (Reworked) — Heavily modified to mimic the caves in Akiyoshido. All Vanilla Red Sand blocks have been reworked into a limestone thematic, serving as the "base stone." Features luminous green pools that light up the caverns. New Limestone Variants for each Ore block in a similar style to Deepslate. Serves as the main cave biome for Autumnal Regions.
  • Suisho Caves — Loosely based on the real-life "ice caves" in Narusawa. Features an immense amount of Suisho Crystal (Reworked Amethyst) clusters and stalactites which illuminate the caverns. Packed Ice Stalactites also appear in the higher areas. Serves as the main cave biome for Wintry Regions.

Surface Biomes

  • Autumnal River — River but autumnal.
  • Autumnal Beach — Beach but autumnal. This is just to keep water and foliage color consistent with neighboring biomes.

General Biome Changes

  • The super-tall sugi trees now have a maximum height they can spawn at.
  • Old Growth Pine Taiga has slightly shifted from the Autumnal category and more to the Verdant > Autumnal transition biome category. The overall biome itself is still the same.
  • Removed the mud from Windswept Gravelly Hills and renamed the biome to Gravely Shores.
  • Made the transitions between ocean biomes smoother and less abrupt.

🌍 World Gen Changes

  • This may be another "you might want to start a new world" type update.
  • Smoothened the mountains once again.
  • Replaced the wacky terrain that normally spawns in vanilla windswept biomes with more natural mountains.
  • Touch-ups to Ryugu features.

🏯 Structure Changes

New Structure: Bandit Camps

  • I woke up one night and realized that the only dedicated structure the bandits have happened to be the largest castle in the game. Didn't make sense.
  • Follows a similar style to current lesser samurai outposts, but much more rugged and has no castle.
  • Serves as an early game version of Samurai Outposts without the consequence of getting an entire clan to hate you.
  • Loot contains stolen village crops, sake, and maps leading to other villages.

Other Structure Changes

  • Inari Shrines — Mobs that hunt foxes, such as wolves and bears, will now be repelled from this structure. Allowing the non-moving Foxes in the shrine to be completely protected.
  • Lighthouses — Now has a dedicated loot table containing fermented water breathing sake, paper lanterns, and maps to villages and other structures.
  • Swamp Huts — Also have their own randomized loot table, containing multiple variants of medicines.
  • Boats — No longer spawn in Deep Oceans and just regular Oceans.
  • Yomi Castles — Reduced Goryo spawning to reduce the FPS drops they cause.
  • Loot Chest Placements — Most chest placements in each structure are now randomized to make things less repetitive and urge players who have seemingly memorized structures (such as myself) to explore other areas for chests.

🌕 Moon Cycle Feature

  • Surface monster spawn rate is drastically changed depending on the moon phase.
    • Full Moon monster spawn rates start at 0%.
    • Spawn rates gradually increase to 100% at a Blood Moon (New Moon) and back to 0% when at a Full Moon.
    • Certain mobs that are spawned manually like Oni Patrols, Omukade, and Kuchisake-Onna will still spawn.
    • Underground mob spawn rate will remain the same.
  • I know this game was made as a zombie survival game, but with the amount of tree canopies and dark spaces allowed monster spawns to linger even during the daytime. Besides, there's beauty in the Night, both in real life and in-game. And it's hard to bask in the nice nighttime ambience when you're constantly getting interrupted by combat music shifts and the Sekiro "spotted by enemy" sound effect. I needed some nighttime serenity that didn't require me to place torches everywhere, which would defeat the purpose.
    • I'll probably make a config slider on this in the future, but with the amount of valid criticisms of mobs overspawning, I think this change will be viewed positively.

🎨 Block/Item Texture Changes

Red Sand Blocks (Reworked)

  • Red Sandstone → Cobbled Limestone
  • Smooth Red Sandstone → Limestone
  • Red Sand → Graveled Limestone
  • Cut Red Sandstone → Limestone Bricks
  • Chiseled Red Sandstone → Chiseled Limestone

Other Texture Changes

  • Amethyst Blocks and Shards — Budding Amethyst Blocks and Amethyst Shards now glow with emissive textures.
  • All Purpur Blocks — Now reworked to Crystal Shingles. To be crafted from an excessive amount of Amethyst Blocks.
  • Dripstone Blocks
  • Stonecutter
  • All Rails
  • Green and Purple Wool (Linen) Block
  • Horn Coral — Now teal instead of yellow.
  • Sandstone Bricks
  • All 'Chiseled' Blocks
  • Shears
  • Clock
  • Heart of the Sea
  • Glowstone Dust

🎵 Sounds

  • Replaced Sarugami Sounds
  • All combat music has been snipped and divided into many 60-second music clips, removing repetition.
  • While the system usually revolves around 3 or more mobs being aggro to the player, larger mobs are now enough to trigger the music by themselves.

🐛 Bug Fixes

  • Fixed the bug that caused the exit portal after the dragon fight to not spawn.
    • I think at least — this wasn't an easy bug to recreate, so I don't know if it 100% worked.
  • Fixed bug that had Ryugu music playing during end credits.
  • Fixed bug that caused Mist Weather to spread to other worlds when switching sessions.
  • Fixed bug that prevented the End City achievement.
  • Copper doors now use the vanilla hitbox instead of the sliding door hitbox.
  • Fixed bug that prevented Shides from working.

⚠️ Known Issues

  • Missing Subtitle translations
  • Shinobi Lord Boss room not 100% spawning
  • Abandoned Dojo coming in contact with the Abandoned Mineshaft and other underground structures.

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Файлы

sengokuFabric-2.1.3+1.21.1-Fabric.jar(460.92 MiB)
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Метаданные

Канал релиза

Release

Номер версии

2.1.3

Загрузчики

Fabric

Версии игры

1.21.1

Загрузок

2.9K

Дата публикации

26.06.2026

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