v1.0.13  ·  Minecraft 1.21.11  ·  Fabric  ·  Java 21

TK10VA Mod

A D&D-themed Fabric mod — land ownership, coins, quests, mines, hazards and more.

⬇ Download mod v1.0.13

Installation

Requirements: Minecraft 1.21.11, Fabric Loader, Java 21. No extra mods are required — all dependencies are bundled in the JAR.
1
Download the mod JAR
Click the download button above. The file will be named m8jmodstk10va-1.0.13.jar.
2
Find your CurseForge mods folder
In the CurseForge app, find the modpack you use for this server. Click the (three-dot) menu in the modpack header and choose Open Folder, then open the mods subfolder.
3
Remove any old version
Delete any existing m8jmodstk10va-*.jar file from that folder before copying in the new one.
4
Copy the new JAR in
Move m8jmodstk10va-1.0.13.jar from your Downloads folder into the mods folder.
5
Restart Minecraft
Close any running Minecraft instance and launch it again from CurseForge.
6
(Optional) Better visuals
Install the Iris Shaders mod and a compatible shader pack for the best look.

Player Commands

Available to all players.

💰 Coins — /coins

CommandDescription
/coins balanceCheck your current coin balance.
/coins pay <player> <amount>Send coins to another player.
/coins drop <amount|all>Drop coins on the ground as a collectible pile.

🏡 Land — /land

CommandDescription
/land hereShow the name and type of the land section you're standing in.
/land buy <section>Purchase a land section that is listed for sale.
/land sell <section> <player> <price>Offer ownership of your land to another player for a set price.
/land acceptAccept a pending land sale offer directed at you.
/land declineDecline a pending land sale offer.

⭐ XP & Level — HUD

A server-specific XP and level system, completely separate from Minecraft's enchanting XP.

Admin Commands Requires op (level 4)

All admin commands require the executor to be in Creative mode.

🏡 Land — /land

CommandDescription
/land select Gives you a land selection stick. Right-click a block to set corner 1, Left-click to set corner 2.
/land create <name> <type> Create a rectangular land section from the two selected corners.
Types: landmark settlement dungeon house quest_area mine territory
/land fill <name> <type> Create a section by flood-filling from your position through passable blocks (air, fluids, doors, trapdoors, iron bars, copper grates, spider webs — cap 2 000 000 blocks). Useful for irregular rooms and caves.
Footprint: the section's footprint is the exact set of 3D cells visited by the flood-fill plus a one-block expansion in all six directions (so the immediate floor, ceiling, and wall blocks are claimed for adventure-mode protection). Non-convex shapes don't bulge outward to claim adjacent open terrain, and walking on top of any ceiling — even a low side tunnel inside a larger dungeon — falls outside the section.
Visualiser: the filled area is temporarily marked with ochre frog-light blocks for 2 minutes, then automatically restored (even after a server restart). On success the interior is highlighted so you can verify the captured area. On overflow (not fully enclosed) up to 100k frontier positions are marked showing the leak; fly in spectator mode to locate the gap.
/land transfer <section> <player> Transfer full ownership of a section to another player, immediately removing all previous owners. All affected players are notified.
/land set <section> purchasable <true|false> Mark a section as available (or unavailable) for player purchase.
/land set <section> price <amount> Set the coin price for purchasing a section.
/land delete <section> Permanently delete a land section.
/land info <section> Display full details: ID, world, footprint (polygon vertices, or XZ column count for fill-created sections), Y-range, price, owners, parent section.
/land list List all defined land sections.
/land shimmer on [section]
/land shimmer off [section]
Toggle the translucent boundary glow on all sections or a specific one. Useful when setting up land areas.

💰 Coins — /coins

CommandDescription
/coins balance <player>Check another player's balance.
/coins give <player> <amount>Add coins to a player's balance.
/coins take <player> <amount>Remove coins from a player's balance.
/coins spawn <amount> [delaySeconds]Spawn a coin pile entity at your position. If delaySeconds is given, the pile respawns automatically after that many seconds.
/coins spawn random <min> <max> [delaySeconds]Spawn a coin pile with a random amount rolled from the inclusive [min, max] range. Values above the pile cap (40) are clamped silently. The rolled amount is not revealed, and a fresh value is rolled on every respawn.
/coins clearrespawnRemove the respawn timer from the nearest coin pile within 10 blocks.

📜 Quest Collectibles — /quest collectible

All subcommands require Creative mode.

CommandDescription
/quest collectible place <type> "title" content… Spawn a floating collectible at your position. Players right-click it to receive the item. Title must be quoted if it contains spaces; content takes the rest of the line.
/quest collectible give <player> <type> "title" content… Place the collectible item directly in a player's inventory without spawning a world entity.
/quest collectible remove Remove the nearest quest collectible entity within 10 blocks.
/quest collectible list List all quest collectibles in the current dimension with their coordinates.

⚔️ Dungeon Zones — /dungeon zone

All subcommands require op level 4 (or the tk10va.dungeon.admin permission) and Creative mode.

CommandDescription
/dungeon zone add <name> <radius> Create a proximity-triggered spawn zone at your current position. The dungeon is inferred from where you stand. name must be unique within the dungeon. radius is the Euclidean trigger distance in blocks.
/dungeon zone addmob <zone-name> <entity-type> [count] Add a mob spawn entry to a zone in the dungeon you are standing in. Zone names and entity types have tab-completion. The mob spawns at your current position. count defaults to 1.
/dungeon zone list List all zones for the dungeon you are standing in, showing each zone's name, trigger position, radius, and number of mob entries.
/dungeon zone list <dungeon> List all zones for an explicitly named dungeon section (tab-completable).
/dungeon zone remove <zone-name> Permanently delete a zone from the dungeon you are standing in. Zone names are tab-completable.
/dungeon zone remove in <dungeon> <zone-name> Permanently delete a zone from an explicitly chosen dungeon. Both dungeon and zone name are tab-completable.
/dungeon zone test <zone-name> Instantly spawn all mobs for a zone in the current dungeon without triggering its activation flag — useful for testing placement in creative mode.

💰 Dungeon Coins — /dungeon coin

Register persistent coin piles inside a dungeon. Each pile respawns automatically 5 seconds after the dungeon resets (when all players leave or die).

CommandDescription
/dungeon coin add <amount> Register a coin pile at your current position in the dungeon you are standing in. The pile spawns immediately and will respawn after every dungeon reset. amount is the number of coins in the pile.
/dungeon coin list List all registered coin piles for the dungeon you are standing in, showing each pile's ID, coordinates, and coin amount.
/dungeon coin list <dungeon> List all registered coin piles for an explicitly named dungeon (tab-completable).
/dungeon coin remove Remove the coin pile registration nearest to your position (within the current dungeon). The live entity is also removed immediately.

🧩 Dungeon Puzzles — /dungeon puzzle

Define interactive puzzle areas inside a dungeon. When all targets are activated the reward chest behind the iron bars becomes accessible and a custom message is displayed on-screen in purple to every player in the dungeon. Long messages wrap automatically — all lines appear simultaneously with a fade-in/stay/fade-out animation. Bars and block states are automatically restored when the dungeon resets.

Puzzle types: CANDLES — light every candle in the area  |  LEVERS — flip every lever to ON  |  HEADS — right-click every custom head block in the area

Setup workflow
  1. Stand inside the dungeon section.
  2. Look at one corner of the puzzle room and run /dungeon puzzle pos1.
  3. Look at the opposite corner and run /dungeon puzzle pos2.
  4. Run /dungeon puzzle area define <id> <type> <message> to create the area.
  5. Look at each iron-bar block in front of the reward chest and run /dungeon puzzle bar add <id>.
CommandDescription
/dungeon puzzle pos1 Mark the first bounding-box corner of the puzzle area (the block you are looking at).
/dungeon puzzle pos2 Mark the second bounding-box corner.
/dungeon puzzle area define <id> <type> <message> Create a puzzle area from the two selected corners in the dungeon you are standing in.
id — unique name (e.g. puzzle1).
typeCANDLES, LEVERS, or HEADS.
message — completion text shown to all players in purple. Can be long — text wraps automatically and all lines display at once.
/dungeon puzzle area remove <id> Permanently delete a puzzle area definition.
/dungeon puzzle area list List all puzzle areas defined in the dungeon you are standing in.
/dungeon puzzle bar add <id> Register the block you are looking at as an iron-bar position for the puzzle. Repeat for each bar block.
/dungeon puzzle bar remove <id> Remove the bar position nearest to your current location from the puzzle's list.
/dungeon puzzle solved <id> Manually mark a puzzle as solved — removes bars and triggers the completion message. Safe to call from a command block.
/dungeon puzzle reset <id> Reset a single puzzle mid-run: restores bars and clears progress for that puzzle only.

🎁 Dungeon Chests — /dungeon chest

Register reward chests inside a dungeon with a vanilla loot table. On every dungeon reset each registered chest is cleared and its loot table is re-seeded so the next player to open it gets fresh randomised contents.

CommandDescription
/dungeon chest add <loot-table> Register the chest you are looking at in the current dungeon with the given loot table resource location (e.g. minecraft:chests/simple_dungeon or a custom datapack table). The chest is cleared and re-seeded automatically on every reset.

Custom loot tables bundled with this mod:
  • tk10va:dungeons/lost_cathedral — enchanted golden apple, diamonds, skeleton skull, enchanted iron armour (chestplate/boots), enchanted iron sword, wild armour trim, looting/silk touch books
  • tk10va:dungeons/reyville_sewers — golden apple, amethyst shards, enchanted iron armour (helmet/leggings), enchanted iron axe, wayfinder armour trim, protection/mending books
  • tk10va:dungeons/forgotten_reach — enchanted iron hoe, dune armour trim, ghast tear, blaze rod, lapis lazuli
/dungeon chest list List all registered chests for the dungeon you are standing in, showing each chest's loot table and coordinates.
/dungeon chest list <dungeon> List all registered chests for an explicitly named dungeon (tab-completable).
/dungeon chest remove Unregister the chest nearest to your position in the current dungeon. The chest itself is not affected — only the registration is removed.

🏁 Dungeon End Zone — /dungeon endzone

Mark a set of contiguous floor tiles at the very end of a dungeon. When a player steps on any registered tile, they earn XP — once per dungeon run. The triggered state clears when the dungeon empties and resets.

CommandDescription
/dungeon endzone set <xp> Create (or replace) the end zone for the current dungeon. The floor tile you are looking at becomes the first tile. The <xp> value is awarded to each player who steps on the zone for the first time during a run.
/dungeon endzone tile add Add the floor tile you are looking at to the end zone. The new tile must be face-adjacent (touching) to at least one already-registered tile — tiles must form a single connected group.
/dungeon endzone tile remove Remove the registered end-zone tile nearest to your position.
/dungeon endzone remove Delete the entire end zone for the current dungeon.
/dungeon endzone list Show all registered tiles and the XP reward for the current dungeon's end zone.

🔄 Dungeon Reset — /dungeon reset-dungeon

Forces a full dungeon reset from the admin side without waiting for all players to leave.

CommandDescription
/dungeon reset-dungeon Immediately triggers a full reset of the dungeon you are standing in: removes all mobs, restores pots and puzzle blocks, restores iron bars, clears puzzle progress, re-seeds all registered reward chests, and respawns dungeon coin piles after 5 seconds. Useful for testing without needing to leave the dungeon.

⭐ XP & Level — /level

Permission node: tk10va.xp.admin. All subcommands require Creative mode.

CommandDescription
/level reset <player> Resets the target player's XP and level back to 0. The HUD and tab-list name update immediately if the player is online.

🔒 Block Ownership — /owner

Requires op level 4 and Creative mode.

CommandDescription
/owner Claim the block you are looking at (ray-traces up to 5 blocks). Useful for fine-grained per-block protection within a land section.

Quest Collectible Items

Admins can place collectibles inside land areas. Each player can collect an item once — right-clicking the floating entity adds it to their inventory. Quest items cannot be dropped on the ground; they can only be stored in chests or barrels inside land areas the player owns.

📜
Parchment
type: parchment

Right-click to unroll and read the clue text in chat.

📖
Book
type: book

Right-click to open and read the book's contents in chat.

💎
Trinket
type: trinket

Right-click to examine the trinket and read its description in chat.

Example placement
/quest collectible place parchment "The First Clue" Look under the old oak tree near the river.
/quest collectible place book "Journal of Aldric" Day 1: I have hidden the key behind the waterfall.
/quest collectible place trinket "Strange Amulet" An amulet carved with an eye. It feels warm to the touch.

World Hazards

Admins can place hazard blocks in the world to create environmental dangers for encounters and exploration.

☠ Poison Water — tk10va:poison_water

A custom fluid that looks and flows like normal water but with a sickly green tint. Players who enter it are afflicted with Poison II, which starts draining health immediately on entry and reduces it down to half a heart — but cannot kill on its own. The effect lingers for 15 seconds after leaving the water.

🏊
Full water physics

You can swim and drown in it. Respiration and Aqua Affinity enchantments work normally.

💚
Green tint

Visually distinct from normal water — the green colour clearly signals danger to players.

Lingering poison

The Poison II effect persists for 15 seconds after exiting — escaping the pool is not an instant cure.

Placement (Creative mode)

The Poison Water Bucket is available in the Tools & Utilities creative tab — right-click to place it like any other bucket. For larger areas use the fill command:

/fill x1 y1 z1 x2 y2 z2 tk10va:poison_water

Scooping placed poison water with an empty bucket returns a Poison Water Bucket. The fluid obeys the waterSourceConversion game rule for infinite-source behaviour.