Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Links
Creators
Details

This mod and any future mods / work can also be found on our website: Dreamland Studios
About the mod.
This mod is the first public release from Dreamland Studios. Itās built around one simple idea: taking what already exists in Minecraftās survival mode and pushing it further. The focus is on expanding existing mechanics and progression so they feel more meaningful, better connected, and more worthwhile during normal play. A lot of Minecraftās systems have a ton of unused potential, and this mod aims to explore that by adding depth where it fits and improving how different features work together.
Over time, the goal is to shape survival into something richer and more cohesive, while introducing new features that naturally support and build on that experience.
Enchanting Overhaul
This system replaces direct gear enchanting with a book-first progression flow. Enchantments are rolled onto books using fixed-cost tiers and bookshelf-based readability gates, creating controlled progression and clearer scaling.
Key Terms
Normal Book ā Rolls from the full enchantment pool using tier-weighted logic.
Specialised Book ā Rolls only enchants valid for a specific item category (sword, bow, armour piece, tool type, etc.).
Option 1 / 2 / 3 ā Fixed-cost enchant tiers:
Option 1 ā 1 level + 1 lapis (low-tier weighting)
Option 2 ā 2 levels + 2 lapis (mid-tier weighting)
Option 3 ā 3 levels + 3 lapis (high-tier weighting)
Hidden options still function but display unreadable glyph text.
How To Use
Place a single normal or specialised book in the enchanting table. Add lapis lazuli. Select Option 1, 2, or 3. Apply the enchanted book to gear using an anvil.
Anvil Enchanting, Runes & Tomes
This system introduces enchant slot limits, rune-based upgrades, and controlled enchanted-book manipulation through tomes. Gear progression is capped and expandable within defined limits.
Key Terms
Default Slots ā 3 enchant slots per item.
Max Slots ā Expandable up to 6 using Slot Runes.
Slot Rune ā Increases maximum enchant slots by +1 (hard capped at 6).
Power Rune ā Increases existing enchant levels by +1 where allowed, without exceeding natural maximum.
Protection Rune ā Converts item destruction into a Shattered state. Cannot be combined with Mending.
Tome of Renewal ā Rotates an enchanted book to the next valid enchant in its internal cycle (single-use per book).
Tome of Reversal ā Restores the previously stored enchant state of a book.
How To Use
Place the target gear or enchanted book in the left anvil slot. Place a rune, tome, or compatible book in the right slot. If valid and within slot limits, take the output item. If no result appears, the action was blocked due to cap or compatibility rules.
Shattered Items & Ashes oā Enchanting
Protection Rune replaces full item deletion with a Shattered state. Shattered items are preserved but restricted until repaired using Ashes.
Key Terms
Shattered ā Item reaches 0 durability but is not destroyed. It cannot mine, deal normal damage, or function properly until repaired.
Ashes oā Enchanting ā Repair currency obtained by smelting enchanted books (1 book ā 2 Ashes).
Repair Stages ā Full repair requires 5 Ashes. Each Ash restores partial durability.
How To Use
Apply Protection Rune to compatible gear. When durability reaches zero, the item becomes Shattered instead of breaking. Place the Shattered item in an anvil with Ashes. Repeat until fully restored (5 total uses).
Soul Bottle
A controlled XP banking system that stores and returns experience with durability limits and death-loss reduction.
Key Terms
Max Storage ā Stores up to the total XP required to reach level 30.
Uses ā 5 total store/withdraw cycles before breaking.
Death Loss ā If held at death, only 15% of stored XP is lost.
How To Use
Right-click while empty to store your current XP (up to cap). Right-click again while filled to return stored XP. After 5 uses, the bottle breaks and must be replaced.
Villagers and Trading Economy
The trading system has been rebalanced to support the new enchanting progression, rune system, and horse equipment tiers. Villagers now act as structured progression gates instead of random enchant sources.
Key Terms
Specialised Books ā Blank category books sold by Librarians (Levels 2ā4). Cost: 12 Emeralds + 1 Book. ~50% chance per trade slot.
Enchant Cap Rule ā
Enchants with max level 1 can sell at level 1.
All other enchants are capped at max level minus 1.
Armorer Horseshoes ā Sold by profession tier:
Level 2 ā Iron
Level 3 ā Gold
Level 4 ā Diamond
Level 5 ā Netherite
Wandering Trader Pool ā Common: Copper/Iron Horseshoes + Tomes Special: Gold/Diamond/Netherite Horseshoes + Runes
How To Use
Level up villagers to unlock new trades. Purchase blank specialised books to control enchant categories. Use wandering traders for rune and tome acquisition.
Custom Enchantments
Adds a suite of new combat, utility, movement, and survival enchants integrated into the slot-cap system.
Key Terms
Auto Smelt ā Pickaxe only (Level I). Automatically smelts eligible mined drops using existing furnace recipes.
Backstab ā Sword/Axe (Levels IāIII). +25% / +50% / +75% bonus damage from behind.
Burst ā Bow (Levels IāIII). 20% / 40% / 60% chance to fire 1ā3 extra arrows.
Double Hit ā Sword/Axe (Levels IāIV). 15%ā60% chance to trigger a second strike.
Explosive ā Bow (Levels IāIV). 15%ā60% chance for arrows to explode (TNT-strength capped).
Leech ā Tools (Levels IāIV). 10%ā40% chance to heal 1 heart on successful damage.
Lucky Orb ā Armour (Levels IāIII). +25% / +50% / +75% XP from collected orbs.
Marathon ā Boots (Levels IāIII). 10% / 20% / 30% reduced sprint exhaustion.
Petrify ā Bow (Levels IāV). 10%ā50% chance to freeze targets briefly.
Retreat ā Boots (Levels IāIII). Grants Speed while sprinting below health thresholds (50% / 33% / 25%).
Siphon ā Tools (Level I). Block drops go directly into inventory.
Sneak ā Boots (Level I). Prevents new mobs from acquiring you as a target while sneaking.
How To Use
Obtain enchanted books through the enchanting system or trades. Apply to compatible gear via anvil. Effects trigger during normal use.
Wither Materials & Corruption System
Adds a progression path tied to Wither Skeletons and destructive terrain clearing.
Key Terms
Wither Bone ā Drops from Wither Skeletons instead of normal bones.
Wither Bonemeal ā Crafted from 1 Wither Bone ā 3 Wither Bonemeal.
Clearing Radius ā Clears a 5Ć5 area of:
Grass
Flowers
Bushes
Vines
Leaves (up to 3 blocks high)
Does not affect stone, wood, ores, or placed blocks.
How To Use
Defeat Wither Skeletons to obtain Wither Bones. Craft Wither Bonemeal. Use it on natural terrain to clear organic overgrowth instantly.
Environmental Pressure
Extreme environments now apply gradual survival pressure instead of relying purely on temperature visuals.
Key Terms
Heat Pressure ā Desert and exposed hot biomes.
Cold Pressure ā Snowy mountains and freezing regions.
Depth Pressure ā Deep ocean and extreme underwater zones.
Grace Period ā Short delay before pressure begins building.
Escalation ā Higher pressure applies increasing negative effects.
How To Use
Enter extreme biomes to trigger pressure buildup. Monitor the boss bar for stress level. Manage exposure with preparation, gear, and retreating when necessary.
Farming and Growth Systems
Expands crop interaction, growth control, and peaceful XP progression.
Key Terms
Growth Lock ā Using Shears on supported crops prevents further growth (ignores random ticks and bonemeal).
Crop XP ā Mature crops grant small XP when manually harvested.
Rabbit Foraging ā Rabbits that eat fully grown carrots gain breeding charge and may breed naturally.
Poisonous Crops ā Adds Poisonous Carrots and Poisonous Beetroots with identical poison behaviour to Poisonous Potatoes.
Permanent Growth Freeze ā Feeding poisonous food to baby animals permanently stops maturation.
How To Use
Use shears on crops to lock their growth stage. Harvest mature crops manually to gain XP. Breed rabbits naturally through carrot foraging. Use poisonous crops intentionally for permanent baby mobs.
Mob / AI / Entity Systems
Adds subtle, survival-integrated behaviour changes to existing mobs.
Key Terms
Ocelot Trust ā Breeding two ocelots creates a Trusted variant that:
Follows/sits toggle
Suppresses hostile spawns in small radius
Harasses mobs (light damage only)
Fox Burying ā Foxes holding items may bury them in dirt/grass. One stash per fox. No duplication.
Dolphin Reef Logic ā Feeding Tropical Fish prioritises coral reef discovery before treasure.
Sniffer Relics ā Sniffers can uncover rare plants, smithing templates, and pottery shards (low chance).
Silent Name Tag ā Rename a name tag to āSilentā to:
Silence mob sounds
Hide nameplate Renaming again restores behaviour.
Brushable Birds ā Chickens and Parrots can be brushed for feathers (cooldown applies, no damage).
How To Use
Interact with mobs naturally. Each feature triggers under specific behavioural conditions.
Horses, Horn Recall, and Horseshoes
Horses are expanded beyond simple transport and gain progression, equipment scaling, recall mechanics, and mounted combat interaction.
Key Terms
Recall Horn ā A goat horn bound to your last ridden tamed horse. Only one horse can be linked at a time. Recall has a cooldown and only works for owned horses.
Horseshoes ā Equipable horse gear placed in a dedicated slot. Each material provides stat bonuses:
Copper ā Minor balanced boost
ron ā Moderate speed & armor
Gold ā High speed, lower durability
Diamond ā High armor & jump stability
Netherite ā Maximum overall stats
Trample ā While sprinting at full speed, colliding with mobs deals minor damage and knockback. Damage scales with velocity and does not exceed controlled limits.
Mounted Enchants ā Horse armour can be enchanted. Effects only apply while mounted and do not stack with player armor.
How To Use
Ride a tamed horse to bind it automatically to a horn. Use the horn to recall your horse (cooldown applies). Equip horseshoes in the horse slot to apply stat modifiers. Sprint at full speed into mobs to trigger trample knockback.
Minecart Overhaul (This system will be redone in next update)
Minecarts now use a weight-based physics model with throttle control, linking, terrain interaction, and upgraded furnace logic.
Key Terms
Weight Model ā Cart type and carried inventory affect acceleration and max speed.
Rail Logic ā
Normal Rails ā Base speed
Powered Rails ā Acceleration boost
Curved Rails ā Speed cap
Ice Under Rails ā Speed multiplier
Soul Sand Under Rails ā Speed reduction
Honey Under Rails ā Momentum brake
Throttle Control ā Manual speed control while riding.
Furnace Minecart Upgrade ā
Accepts any fuel
Stronger push force
Optional: powered rails can stop it
Increased max fuel time
Optional chunk loading while fueled
Redstone Lock ā Powered hopper minecarts stop transferring items.
How To Use
Link carts together. Use throttle input to control speed. Design tracks intentionally using terrain and rail types. Fuel furnace carts for sustained powered movement.
Fletching Table Overhaul
The fletching table becomes a functional workstation for potion-based arrow crafting.
Key Terms
Batch Processing ā Arrows are modified in groups of 8.
Potion Combination ā Up to 3 potions can be inserted and combined.
Scaling ā Potion strength and duration directly influence arrow output.
How To Use
Open the fletching table. Insert at least 8 arrows. Insert 1ā3 potions. Each potion batch modifies 8 arrows at a time. Output reflects combined potion effects.
Cauldron Overhaul
Cauldrons now function as infusion stations, dye basins, washing units, environmental reactors, and slow processing blocks.
Key Terms
Infused Water ā Adding potions to water creates effect-infused liquid. Emits particles and slowly decays unless bottled.
Dye Water ā Adding dye tints water color and can recolor items.
Mini Processing ā Insert 4 items to create:
4 Slime Balls ā Slime Block
4 Magma Cream ā Magma Block
4 Honey Bottles ā Honey Block
Environmental Reaction ā
Freezes in cold biomes
Evaporates in Nether
Fills from beehives placed 2 blocks above
Washing ā Removes dye color from:
Armor
Wool
Terracotta
Concrete
Banners Water absorbs removed dye color.
How To Use
Right-click supported items into cauldrons. Insert 4 processing items to craft blocks. Bottle infused water to preserve potion effects. Use biome conditions strategically.
Blocks, Slabs, and Placement Systems
Adds new block behaviors without cluttering the block list.
Key Terms
Vertical Slab ā Place slab against side face to create upright orientation.
Mixed Slab ā Combine vertical + horizontal slab of same type into one block state.
Double Vertical ā Two opposite vertical slabs combine into full block.
Rotatable Planks ā Placement face determines grain direction. Sneak cycles orientation.
TNT Barrel ā Crafted with 1 Barrel + 4 TNT (shapeless). Connected barrels merge into one explosion event. Explosion scales linearly with connected count. Hard cap at power 20. Entity damage capped to TNT-equivalent. Drops are merged post-blast to reduce lag.
How To Use
Place slabs normally or against side faces for vertical form. Sneak-place to force vanilla orientation. Craft TNT Barrel and connect multiple for controlled scaling explosions.
Phantom Membrane Utility
Adds invisibility toggles for display entities.
Key Terms
Membrane Toggle ā Right-click with Phantom Membrane to hide or unhide:
Item Frames (frame invisible, item visible)
Signs (post hidden, text visible)
Banners (cloth hidden, pattern visible)
Each toggle consumes 1 membrane.
How To Use
Right-click supported entity with Phantom Membrane to toggle invisibility. Right-click again to restore visibility.
Clean Filled Maps
Allows resetting filled maps through water cauldrons.
Key Terms
Map Washing ā Right-click filled map on water cauldron.
Consumes 1 water level. Returns empty map. Does not work on locked maps.
How To Use
Right-click a filled map on a water cauldron to reset it.
Flower Duplication
Bonemeal now duplicates the exact small flower targeted instead of rolling random variants.
Key Terms
Spread Radius ā ~2 block random attempts (8 placement checks).
Only spreads the clicked flower. Consumes bonemeal only if placement succeeds.
Does not affect tall flowers or dead bushes.
How To Use
Use bonemeal directly on a small flower to duplicate it nearby.
Wet Sponge Climate Drying
Wet sponges now dry naturally in warm biomes.
Key Terms
Warm Biomes ā Desert, Badlands, Savanna, Jungle, warm coasts.
Placed sponge dries faster than inventory sponge.
Does not dry in rain, underwater, or cold biomes.
Furnace remains fastest method.
How To Use
Place wet sponge in warm biome and wait for natural drying.
New Music Disks
- squid coast (From Minecraft dungeons)
- Free walk (From Minecraft storymode)
Future Planned features.
- Future Confirmed Updates to come:
- Farming Overhaul
- Graves System
- Archaeology & Relics System / Overhaul
- Fishing Overhaul
- Spawners Overhaul
- World / Demension revamp
- Emissive Materials + new lighting
We are also planning to add a lot more features and fix / change any current features that make the survival experience better and fun. So always keep a eye. š



