<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:media="http://search.yahoo.com/mrss/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:georss="http://www.georss.org/georss">
<channel>
<title>Bedrock Add-ons - MineBrush — Minecraft Creator Tools, Resources &amp; Guides</title>
<link>https://minebrush.net/</link>
<language>en</language><item>
<title>Construct v1.2.0 for Minecraft Bedrock: Install, Holograms, and Easy Place</title>
<link>https://minebrush.net/bedrock/addons/316-construct-v1-2-0-bedrock-hologram-building-guide.html</link>
<pdalink>https://minebrush.net/bedrock/addons/316-construct-v1-2-0-bedrock-hologram-building-guide.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/316-construct-v1-2-0-bedrock-hologram-building-guide.html</guid>
<pubDate>Thu, 27 Aug 2026 14:37:38 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<section class="mb-local-downloads"> <h2>MineBrush local downloads</h2> <p>Choose the file that matches your Minecraft version and mod loader. Each link opens the separate MineBrush download page before DLE serves the attached file.</p> <ul> <li><a href="/minebrush-download.html?resource=316&amp;attachment=265&amp;edition=bedrock"><strong>Construct v1.2.0 (.mcaddon)</strong></a> — Minecraft Bedrock 26.40</li> <li><a href="/minebrush-download.html?resource=316&amp;attachment=266&amp;edition=bedrock"><strong>Construct v1.2.0 source</strong></a></li> <li><a href="/minebrush-download.html?resource=316&amp;attachment=267&amp;edition=bedrock"><strong>MIT license</strong></a></li> </ul> </section> <p class="mb-small"><a href="/minebrush-download.html?resource=316&amp;attachment=267&amp;edition=bedrock">Read the MIT license</a> · <a href="/minebrush-download.html?resource=316&amp;attachment=266&amp;edition=bedrock">Download the exact v1.2.0 source tag</a> · <a href="https://github.com/ForestOfLight/Construct/releases/tag/v1.2.0" rel="nofollow noopener external">Creator release</a></p> <h2>Exact Construct v1.2.0 release</h2> <table> <thead> <tr> <th>Field</th> <th>Verified creator-source value</th> </tr> </thead> <tbody> <tr> <td>Creator</td> <td>ForestOfLight</td> </tr> <tr> <td>Project</td> <td>Construct, CurseForge project 1283139</td> </tr> <tr> <td>Current file</td> <td><code>Construct-v1.2.0.mcaddon</code></td> </tr> <tr> <td>File ID</td> <td><code>8584271</code></td> </tr> <tr> <td>Release date</td> <td>August 5, 2026</td> </tr> <tr> <td>Exact size</td> <td>1,234,238 bytes</td> </tr> <tr> <td>Bedrock label</td> <td>26.40</td> </tr> <tr> <td>Channel</td> <td>Release</td> </tr> <tr> <td>License</td> <td>MIT License</td> </tr> <tr> <td>Required experiment</td> <td>Beta APIs</td> </tr> <tr> <td>Required external dependencies</td> <td>None listed; Canopy is optional</td> </tr> </tbody> </table> <p>A successful import does not prove that the add-on works on every Bedrock device or future build. The file record supports Bedrock 26.40. Treat Android, iPhone/iPad, console, Realm, server, achievement, and multiplayer behavior as unverified until the exact file is tested there.</p> <h2>What Construct does</h2> <p>Construct is often described as the closest Bedrock equivalent to a schematic-assisted builder such as Litematica, but it is its own Bedrock add-on with a different workflow. It uses Minecraft's structure system: save or import a structure, create a Construct instance, position the hologram, and build against that reference.</p> <ul> <li><strong>Structure Hologram:</strong> shows the planned build in the world.</li> <li><strong>Easy Place:</strong> helps place blocks in the correct orientation.</li> <li><strong>Block Validation:</strong> highlights blocks that do not match the structure.</li> <li><strong>Material Grabbing:</strong> pulls required materials from chests through the builder workflow.</li> <li><strong>Layered Building:</strong> breaks a large structure into easier construction slices.</li> <li><strong>Structure Management:</strong> creates, edits, selects, and removes multiple instances.</li> <li><strong>Structure Importing:</strong> brings <code>.mcstructure</code> files into the add-on's structure list.</li> </ul> <p>Construct does not automatically create a finished build from nothing, and it is not a Java mod. The value is guidance, checking, and a more controlled survival-building route.</p> <h2>What changed in v1.2.0</h2> <p>The 1.2.0 release targets Bedrock 26.40. Its headline change is textured block previews: the hologram can render recognized blocks with their in-game model and texture instead of only plain cubes. The creator also added four rendering choices:</p> <ul> <li><strong>Default:</strong> combines hologram and performance behavior.</li> <li><strong>Performance:</strong> uses block outlines without textures for better responsiveness.</li> <li><strong>Hologram Only:</strong> prioritizes the visual structure display but is described as less responsive.</li> <li><strong>Classic:</strong> keeps Construct's earlier visual style.</li> </ul> <p>Builder Options can set the default for new instances. The release also adds Pick Structure Block, an instance refresh-rate option, a whole-structure Layer 0 view, support-aware Easy Place checks, and several interface/API improvements.</p> <h2>Before installing</h2> <ol> <li>Confirm that the exact world is expendable or has a tested backup.</li> <li>Record the Bedrock build shown on the title screen. The current file is labeled for 26.40.</li> <li>Remove older Construct test packs from the copy so two versions cannot compete.</li> <li>For the first pass, disable unrelated building, UI, script, inventory, and structure tools.</li> <li>Confirm the creator URL and exact filename before opening the package.</li> </ol> <p>If you need device-specific file-opening help, use MineBrush's <a href="https://minebrush.net/minecraft-bedrock-mobile/60-how-to-install-minecraft-bedrock-addons-android-iphone-ipad.html">Android, iPhone, and iPad add-on install guide</a>. If the extension is confusing, compare <a href="https://minebrush.net/minecraft-bedrock-addons/65-mcaddon-vs-mcpack-vs-mcworld-bedrock-file-formats.html"><code>.mcaddon</code>, <code>.mcpack</code>, and <code>.mcworld</code></a> before renaming or extracting anything.</p> <h2>Install Construct safely</h2> <ol> <li>Open the exact <code>Construct-v1.2.0.mcaddon</code> with Minecraft and wait for the import result.</li> <li>Create a new flat test world or duplicate an existing world.</li> <li>Open the test world's settings and inspect both Behavior Packs and Resource Packs. Activate the matching Construct components the import actually supplied.</li> <li>Open Experiments and enable <strong>Beta APIs</strong>, because the creator states it is required.</li> <li>Accept Minecraft's experiment warning only for the test copy.</li> <li>Load the world and wait for scripts and resources to initialize.</li> <li>Run <code>/construct:construct</code>. The creator says this gives the Construct item that opens the menu; the item is also listed in Creative inventory under Items.</li> </ol> <p>If the command is unavailable, first check cheats/command permission, pack activation, Beta APIs, and version matching. Re-importing the same file repeatedly is not a diagnostic.</p> <h2>Your first small structure</h2> <p>Use a tiny, disposable test before importing a castle. A 5×5 wall or compact cabin section is enough to prove the workflow.</p> <ol> <li>Save the build with a vanilla structure block or the <code>/structure</code> command.</li> <li>Open the Construct menu and create a new structure instance.</li> <li>Select the saved structure and move its hologram to clear ground.</li> <li>Start in Default or Performance mode.</li> <li>Place one correct block and one deliberately wrong block to verify placement and validation feedback.</li> <li>Switch to a layer view and confirm the expected slice changes.</li> <li>Save, leave the world, fully close Minecraft, and reopen the same copy.</li> <li>Confirm the instance, settings, and hologram persist before using a valuable world.</li> </ol> <h2>Import a structure from another world</h2> <p>The creator documents three routes. Pick the one your device actually supports.</p> <h3>Route A: save inside the same world</h3> <p>Use a structure block or <code>/structure save</code>. This is the simplest path, but the creator notes that it saves the structure only to the current world.</p> <h3>Route B: direct file access</h3> <ol> <li>Move <code>Construct[BP]</code> into <code>com.mojang/development_behavior_packs</code>.</li> <li>Place the <code>.mcstructure</code> file in <code>Construct[BP]/structures</code>.</li> <li>Restart the world.</li> <li>Check that the structure appears in Construct's structure list.</li> </ol> <p>This creator route assumes access to Minecraft's pack folders. It may be impractical or unavailable on locked-down devices.</p> <h3>Route C: no structure export or no file manager</h3> <p>For a device that cannot export <code>.mcstructure</code>, the creator points to HoloPrint's “Extract From World” workflow. For a device that cannot manage Minecraft files, the creator points to Sea of Stars Studio's generator, which makes a separate <code>.mcpack</code> containing the structure. Those are external tools, not Construct dependencies. Review their current privacy and file-handling terms before uploading a world or structure.</p> <h2>Choose a rendering mode without guessing</h2> <table> <thead> <tr> <th>Goal</th> <th>Start with</th> <th>What to verify</th> </tr> </thead> <tbody> <tr> <td>Everyday guided building</td> <td>Default</td> <td>Textures are readable and interaction remains responsive.</td> </tr> <tr> <td>Weak device or very large structure</td> <td>Performance</td> <td>Outline visibility, frame consistency, and input response.</td> </tr> <tr> <td>Showcase or planning view</td> <td>Hologram Only</td> <td>Visual clarity and the creator-noted responsiveness tradeoff.</td> </tr> <tr> <td>Prefer the older appearance</td> <td>Classic</td> <td>Expected visual behavior after restart.</td> </tr> </tbody> </table> <p>Change one variable at a time. If performance drops, reduce the refresh rate or switch rendering mode before removing unrelated packs. Test the same camera route and structure size so the comparison means something.</p> <h2>Easy Place, validation, and materials</h2> <p>Easy Place is designed to handle orientation-sensitive placement more reliably. Version 1.2.0 adds a support check so a block should not be placed where it would immediately pop off. Pick Structure Block can quickly select the real item for a hologram block by hitting it with the Construct item.</p> <p>Block Validation is a separate job: it identifies a mismatch between the hologram and the real structure. Test it with a deliberately wrong block before relying on it for a large build. Material Grabbing should also be proven with a small labeled chest first. The creator page does not establish every supported container, search radius, permission case, or multiplayer inventory rule, so do not treat it as an unlimited networked storage system.</p> <h2>Troubleshooting by symptom</h2> <table> <thead> <tr> <th>Symptom</th> <th>Check first</th> <th>Safe next step</th> </tr> </thead> <tbody> <tr> <td>Import says failed or duplicate</td> <td>Exact extension, free storage, older Construct packs</td> <td>Remove only the stale test copy, restart Minecraft, and import once.</td> </tr> <tr> <td><code>/construct:construct</code> is unknown</td> <td>Behavior Pack, permissions, Beta APIs, Bedrock 26.40</td> <td>Test in a new world with only Construct active.</td> </tr> <tr> <td>Menu opens but no saved structure appears</td> <td>Structure name, current world, or documented <code>structures</code> folder</td> <td>Save a tiny structure in the same world to separate import from menu problems.</td> </tr> <tr> <td>Hologram is blank or wrong</td> <td>Matching Resource Pack, render mode, unknown custom blocks</td> <td>Switch to Classic or Performance and test vanilla blocks only.</td> </tr> <tr> <td>Placement feels slow</td> <td>Structure size, render mode, refresh rate</td> <td>Use Performance mode and a slower refresh before expanding the test.</td> </tr> <tr> <td>Easy Place chooses the wrong behavior</td> <td>Target block, support, interaction conflict</td> <td>Reproduce with one vanilla block and report the exact tuple to the creator.</td> </tr> <tr> <td>Another add-on breaks the UI or script</td> <td>Pack order and overlapping building/script tools</td> <td>Use the <a href="https://minebrush.net/minecraft-bedrock-addons/70-combine-multiple-bedrock-addons-resolve-conflicts.html">Bedrock conflict checklist</a> and restore one pack at a time.</td> </tr> </tbody> </table> <h2>Update and rollback</h2> <p>Keep v1.2.0 and its known-good world copy until a later Construct release passes the same test. Before updating, record pack versions, instance names, structure names, rendering mode, refresh rate, and active dependencies. Replace packs only in a duplicated world, then re-run command, menu, hologram, validation, material, save/restart, and removal checks. MineBrush's <a href="https://minebrush.net/minecraft-bedrock-addons/69-update-bedrock-addon-without-breaking-world.html">Bedrock add-on update guide</a> provides the general rollback sequence.</p> <p>To remove Construct from a test, close the world, deactivate its behavior/resource components, reopen, and confirm ordinary world behavior. Do not delete structures or pack data until the clean world opens repeatedly and the backup remains recoverable.</p> <h2>Download and license</h2> <p>Canopy is listed as an optional dependency, not a requirement for the base Construct workflow. Do not download a random bundle that adds Canopy or another pack without explaining why.</p> <h2>Frequently asked questions</h2> <h3>Is Construct the same as Litematica?</h3> <p>No. Construct is an independent Bedrock add-on with structure holograms and guided building. Litematica is a Java mod with its own ecosystem and controls.</p> <h3>Does Construct v1.2.0 need Beta APIs?</h3> <p>Yes. ForestOfLight's project and repository say to enable Beta APIs. Use a copied test world because Microsoft warns that experimental worlds can break and cannot be returned to a non-experimental state.</p> <h3>What command opens Construct?</h3> <p>Run <code>/construct:construct</code> to receive the Construct item, then use the item to open the menu. It is also listed in the Creative Items tab.</p> <h3>Can it import <code>.mcstructure</code> files?</h3> <p>Yes. The creator documents placing them in <code>Construct[BP]/structures</code> when direct file access is available, then restarting the world.</p> <h3>Does it build the structure automatically?</h3> <p>The documented workflow is assisted building: holograms, Easy Place, validation, layers, and material tools. Do not present it as a one-click automatic builder.</p> <h3>Which rendering mode is fastest?</h3> <p>The creator describes Performance mode as outlines only and suitable for FPS and responsiveness. Actual results still depend on the device and structure size.</p> <h3>Is Canopy required?</h3> <p>No. CurseForge lists Canopy as an optional dependency.</p> <h3>Does Construct work on Realms or consoles?</h3> <p>The current public evidence reviewed here does not establish the exact v1.2.0 Realm or console workflow. Treat both as unverified until the exact setup is tested.</p> <h3>Will achievements stay enabled?</h3> <p>Do not assume so. Construct requires an experimental Beta APIs toggle; verify the world's displayed eligibility and current platform rules before committing a survival save.</p> <h3>Where should I report a reproducible bug?</h3> <p>Use ForestOfLight's GitHub issues or creator community route, and include Bedrock build, Construct version, active packs, structure size, render mode, refresh rate, and the smallest repeatable steps.</p> <h2>Bottom line</h2> <p>Construct v1.2.0 is a unusually focused Bedrock building tool: exact 26.40 release, structure holograms, validation, layer controls, multiple render modes, and a clear creator-maintained source repository. Its best first use is a tiny structure in a disposable Beta API world. Prove the command, hologram, one wrong-block check, restart persistence, and rollback before scaling up. Browse more verified tools in <a href="https://minebrush.net/minecraft-bedrock-addons/">Minecraft Bedrock add-ons</a>.</p>]]></content:encoded>
</item><item>
<title>The End Solar Apocalypse Add-on: 26.40 Survival Setup and Difficulty Timeline</title>
<link>https://minebrush.net/bedrock/addons/280-the-end-solar-apocalypse-bedrock-setup.html</link>
<pdalink>https://minebrush.net/bedrock/addons/280-the-end-solar-apocalypse-bedrock-setup.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/280-the-end-solar-apocalypse-bedrock-setup.html</guid>
<pubDate>Wed, 26 Aug 2026 12:39:00 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<p class="mb-lede">Verify the current 351.7 MB release, protect a world copy, understand the creator’s seven-day trigger, and plan the survival systems without claiming a runtime result.</p> <h2>Freeze the 351.7 MB release identity</h2> <p>The current creator page binds this guide to project 1418402 and Release file 8636182, named The End ! 1.26.40 v1.0.mcaddon and displayed at 351.7 MB. That is unusually large for a quick experiment, so confirm storage, download source, and backup space before importing.</p> <p>The file is labeled 26.40 while the official stable hotfix source is 26.45. A label gap is not proof of failure or success. Recheck the project and test only a copied world on the current build.</p> <h2>Respect the rights boundary</h2> <p>Bounet_045_Fr publishes the project as All Rights Reserved and explicitly forbids republication without permission. MineBrush links to the creator page and stores no archive, gallery image, video, recipe screenshot, audio, or creator logo.</p> <p>Do not re-upload the 351.7 MB file to a file host, chat attachment, or guide download. MineBrush does not host the creator archive; keep only your own notes and original evidence, and return to the creator page for the file.</p> <h2>Use a fresh copy before the trigger</h2> <p>The creator says Pandora’s Box is crafted, placed, and broken to summon the Totem of Armageddon. Treat that break as a one-way test boundary. Back up the world immediately before it and label the copy clearly.</p> <p>Do not activate the apocalypse in the only survival world. Confirm the add-on pair, pack order, experimental requirements if current instructions expose them, and a clean spawn first.</p> <h2>Plan the seven-day preparation window</h2> <p>The creator describes seven days between activation and the severe environment. Build a checklist for shelter, renewable food, safe water, fire-resistance supplies, storage, spare gear, and an indoor route. Record what the project states and what your test actually observes.</p> <p>Do not invent exact event probabilities from screenshots or unparsed graphics. If a probability table matters, cite the current creator page and transcribe only after independent verification.</p> <h2>Separate survival systems</h2> <p>Thirst, unsafe water, environmental sound, player voices, animals, fog, meteors, tornadoes, and the sun are separate systems. Test one representative behavior per checkpoint. A working thirst bar does not prove events or multiplayer work.</p> <p>The creator describes purified water and dangerous outdoor conditions. Treat those as attributed mechanics until an exact current-build run records them.</p> <h2>Treat recommended settings as recommendations</h2> <p>The project recommends Vibrant Visuals, volumetric fog, audio choices, render distance, simulation distance, and top add-on priority. Those settings can stress a mobile device. Start with the creator baseline in a copy, then change one variable.</p> <p>Minecraft’s official page still defines Vibrant Visuals device support. An add-on recommendation cannot enable unsupported hardware or guarantee smooth performance.</p> <h2>Use the timeline as a checkpoint log</h2> <p>At each in-game day, record shelter state, resources, active effects, events, deaths, warnings, and save/reopen behavior. Keep commands disabled in the survival pass. A separate debug copy may use creator-documented functions with every command recorded.</p> <p>Do not trust a “day seven guide” assembled only from creator screenshots as if it were a completed playthrough. The steps below are a survival plan, not a claimed run.</p> <h2>Test multiplayer independently</h2> <p>The creator calls the add-on multiplayer compatible, but that is not a MineBrush Realm or device result. Verify matching builds, exact pack transfer, join behavior, event synchronization, voice choice, death/respawn state, and persistence with permitted test accounts.</p> <p>Avoid inviting players into a destructive test without warning and backups. A large add-on can also create download pressure; record member experience separately from gameplay.</p> <h2>Watch performance without fake numbers</h2> <p>Use a route through normal shelter, a weather event, a dense sound scene, and an animal area. Record sustained roughness, input delay, disconnects, memory warnings, and session heat. Do not publish FPS or “lag-free” claims without measurement.</p> <p>The 351.7 MB displayed archive size does not equal memory use. Do not infer RAM cost from download size.</p> <h2>Rollback and update</h2> <p>Keep the pre-trigger world, prior authorized add-on file, and pack-order record. If the current stable build produces an import error or broken state, stop and report the exact tuple. Do not edit or redistribute the archive.</p> <p>When a new creator file appears, recheck its identity and repeat the copied-world checks. Never apply observations from the older file to the newer one without verification.</p> <h2>What this guide can and cannot confirm</h2> <p>The confirmed source boundary covers the creator facts, rights, and survival plan. Runtime behavior, performance, persistence, Realms compatibility, and original gameplay captures remain unverified.</p> <p>Treat every hands-on outcome as unknown until the exact file is run on a declared Bedrock build and copied world. Use only original screenshots from that declared run.</p> <h2>Build a seven-day preparation board</h2> <p>The creator describes a seven-day preparation window after the Pandora trigger. Convert that into checkpoints instead of inventing a speedrun. Before activation, list water or thirst supplies, food, shelter blocks, navigation markers, storage, tools, replacement gear, safe travel routes, and a recovery plan. During each in-game day, record only the systems the exact copy exposes. If thirst or events do not appear, do not fabricate a timeline from the description.</p> <p>Keep the original world and an untriggered copy. A pre-trigger save lets you repeat the same preparation route after a failure, while a post-trigger copy can preserve the observed stage. Name copies clearly so the group does not open the only clean baseline. Multiplayer testing should start with two declared players, not a full Realm.</p> <h2>Treat destructive events as a world-risk boundary</h2> <p>An apocalypse add-on is supposed to damage or transform the play space. Run the first trigger far from valued builds or in a purpose-built test world. Record whether destruction affects terrain, structures, inventories, entities, spawn, dimensions, or only presentation. Do not assume a normal world reset will undo behavior-pack state. Save/reopen and death/respawn need their own checks.</p> <p>If the add-on offers debug functions, use only commands documented by the creator and only in the disposable copy. Preserve the exact command and build in private notes. A command that skips stages can invalidate a survival review, so label debug observations separately from ordinary play.</p> <h2>Plan pack order and group readiness</h2> <p>The creator asks for top pack priority. Capture the active Behavior Pack and Resource Pack order before the first run and avoid stacking another overhaul. If the project imports multiple packs, verify each identifier and dependency. A texture symptom, missing sound, absent thirst bar, or event failure can come from a different half of the stack.</p> <p>For multiplayer, make every tester use the same stable/preview channel and visible Bedrock build. Confirm the Realm or hosted world has finished applying the packs before invitations go out. Record disconnects and download prompts per member without publishing gamertags. No multiplayer result is claimed here.</p> <h2>Freeze the exit criteria before triggering</h2> <p>Write a stop condition for severe input loss, repeated crashes, unrecoverable spawn damage, missing critical UI, lost inventory, or failed save/reopen. The group should know which copy is disposable and who owns the next checkpoint. A dramatic apocalypse is not permission to risk the only valued save.</p> <p>These steps provide planning, not a promise that every described event appears on the current game build. Record exact observations against project 1418402/file 8636182 and keep absent or ambiguous behavior labeled unknown.</p> <h2>Source and rights boundary</h2> <p>This article links to current primary sources and summarizes only the facts needed for player decisions. External project names and trademarks identify their owners. MineBrush has not copied creator archives, project images, gallery screenshots, logos, or documentation pages. Follow creator and platform terms at the source.</p> <p>This guide is based on the linked primary sources and includes no creator archive, account data, world file, or third-party image. Unless a hands-on result is stated with an exact device, game build, and repeatable scene, treat compatibility, performance, persistence, and Realm behavior as unverified. Recheck the official or creator page before downloading, updating, or changing a valuable world.</p> <h2>Continue on MineBrush</h2> <p><a href="/minecraft-bedrock-addons/">Browse Bedrock add-ons</a> <a href="/minecraft-guides/">Open safe setup guides</a> <a href="/minecraft-updates/bedrock-mobile/">Check the current Bedrock version</a></p>]]></content:encoded>
</item><item>
<title>Core Craft v1.2.4 Bedrock: 26.40 Setup, Progression and First-Day Guide</title>
<link>https://minebrush.net/bedrock/addons/249-core-craft-1-2-4-bedrock-26-40-setup-first-day-guide.html</link>
<pdalink>https://minebrush.net/bedrock/addons/249-core-craft-1-2-4-bedrock-26-40-setup-first-day-guide.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/249-core-craft-1-2-4-bedrock-26-40-setup-first-day-guide.html</guid>
<pubDate>Wed, 26 Aug 2026 01:33:30 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<p class="mb-article-note"><strong>Evidence boundary:</strong> MineBrush statically inspected the current creator file named <code>core-craft_v1.2.4.mcaddon</code> (CurseForge file ID 8698525) and replayed an original two-pack manifest fixture. We did not launch Minecraft, enter a world, test a device, join a Realm, measure performance, or verify gameplay. The creator archive is All Rights Reserved and is not included or mirrored here.</p> <p>Core Craft is not a small single-feature pack. The creator describes it as a Bedrock survival expansion with quests, structures, new creatures, farming, cooking, furniture, and other systems. The current catalog file is version 1.2.4 for Bedrock 26.40 and several earlier 2026 builds. That breadth is exactly why the safest first session is controlled: keep the behavior and resource packs together, use a copied or disposable world, and learn one system before adding more variables.</p> <h2>Core Craft 1.2.4 at a glance</h2> <table> <thead> <tr> <th>Field</th> <th>Source-day fact</th> <th>What it means for you</th> </tr> </thead> <tbody> <tr> <td>Creator route</td> <td>CoreCraft project on CurseForge</td> <td>Use the creator-owned project page; MineBrush does not host the add-on.</td> </tr> <tr> <td>Current file</td> <td><code>core-craft_v1.2.4.mcaddon</code>, file ID 8698525, uploaded August 21, 2026</td> <td>Record the filename and file ID before importing so an old or repackaged copy is obvious.</td> </tr> <tr> <td>Catalog versions</td> <td>26.40, 26.30, 26.20, 26.13, 26.12, 26.11, and 26.10</td> <td>This is catalog labeling, not a MineBrush runtime compatibility result.</td> </tr> <tr> <td>License</td> <td>All Rights Reserved</td> <td>Link to the creator page; do not re-upload the file, screenshots, or pack art.</td> </tr> <tr> <td>Pack shape</td> <td>One behavior-pack root and one resource-pack root with matching 1.2.4 dependencies</td> <td>Import and activate the exact pair from the same release.</td> </tr> <tr> <td>Runtime code</td> <td>The behavior manifest declares a script module plus current server API dependencies</td> <td>Static inspection can see declarations; only a real Bedrock run can prove execution.</td> </tr> </tbody> </table> <p>The file page is the authority for the downloadable release. The official Core Craft wiki is the better place to check individual systems. On the source day, the wiki exposed sections for quests, farming, cooking, weapons, furniture, utility, biomes, and other features. Treat this article as a start route, not a substitute for that living reference.</p> <h2>Install without mixing releases</h2> <ol> <li>Open the creator-owned CurseForge project and confirm the project owner, filename, file ID, upload date, and supported-build labels.</li> <li>Back up the world you care about. For the first import, prefer a new disposable world rather than the only copy of a long-running save.</li> <li>Open the <code>.mcaddon</code> file through Bedrock's normal import flow. Do not rename another archive and assume it is equivalent.</li> <li>In the disposable world's settings, inspect <strong>Behavior Packs</strong> and <strong>Resource Packs</strong> separately. The current archive contains both.</li> <li>Activate the matching 1.2.4 pair from this one release. Do not combine a 1.2.4 behavior pack with an older resource pack that merely has a similar display name.</li> <li>Start with no unrelated add-ons or visual packs. Save that clean baseline before experimenting with a larger stack.</li> </ol> <p>Bedrock manifests identify packs by UUID and version. Microsoft's manifest reference says a declared dependency must match the other pack's header identity and version. MineBrush's private static inspection found a two-way 1.2.4 link between the behavior and resource roots in file 8698525. That is a file-structure result, not proof that the pack imports or runs on your device.</p> <p>If you want a deeper explanation of the two layers, read <a href="https://minebrush.net/minecraft-bedrock-addons/66-behavior-pack-vs-resource-pack-minecraft-bedrock.html">Behavior Pack vs Resource Pack in Minecraft Bedrock</a>. The practical rule here is simple: never “repair” a creator release by inventing UUIDs, lowering versions, or editing the manifest until you have ruled out an old, incomplete, or mismatched download.</p> <h2>A spoiler-light first-day route</h2> <p>This route is MineBrush editorial guidance, not a claimed optimal strategy and not a gameplay test. It deliberately avoids exact loot, spawn-rate, damage, or boss advice that would require a reproducible world run.</p> <h3>1. Prove the vanilla baseline first</h3> <p>Spawn, collect ordinary wood and food, place a small shelter, and sleep when you safely can. The goal is not speed. It is to confirm that movement, saving, basic crafting, and reopening the world behave normally before you chase a custom system. If the world fails before you touch Core Craft content, that distinction matters when you troubleshoot.</p> <h3>2. Find the guide path before spending rare materials</h3> <p>The creator page says Core Craft includes a built-in guidebook, and the official wiki documents a craftable Quest Book that stores quests. Use those first-party references as your glossary. If a recipe or system is not clear, check the current wiki instead of relying on an old video or an item list copied from another release.</p> <h3>3. Choose one early lane</h3> <table> <thead> <tr> <th>Lane</th> <th>First-session goal</th> <th>Stop condition</th> </tr> </thead> <tbody> <tr> <td>Quest lane</td> <td>Learn how the Quest Book records a task and how the Quest Master relationship is described.</td> <td>Stop before converting every reward or pursuing late-game targets you do not understand.</td> </tr> <tr> <td>Farm lane</td> <td>Reserve a small plot and observe one crop or food loop while keeping vanilla food available.</td> <td>Stop if the world or pack state changes unexpectedly; do not expand the test.</td> </tr> <tr> <td>Exploration lane</td> <td>Mark the base, travel lightly, and inspect one nearby custom point of interest.</td> <td>Return before risking the only copy of valuable gear or the world.</td> </tr> <tr> <td>Build lane</td> <td>Try a small furniture or utility sample away from irreplaceable structures.</td> <td>Do not redesign the main base until save/reopen persistence is known on your setup.</td> </tr> </tbody> </table> <p>The wiki says the Quest Master appears in a special Quest Tower, accepts completed quests, rewards Rubies, and connects those Rubies to Market items. It also describes the Quest Book as the place that contains your quests. Those are creator-published facts. MineBrush did not verify tower generation, reward amounts, persistence, or multiplayer synchronization.</p> <h3>4. Save, exit, and reopen before expanding</h3> <p>After a short session, record the Bedrock build, Core Craft filename, active BP/RP names, device, world name, and any other packs. Save, exit, fully close the game, reopen the same disposable world, and check the small area you changed. This is a proposed test plan. Until someone records the result with a linked Capture Lab tuple, the article must not call it tested or verified.</p> <h2>What the static inspection proves</h2> <p>The downloaded file had SHA-256 <code>a34e3f288e63b5a08490f1e2704c4dfc9a7c286c087602784e2318cb4ef08128</code>, measured 33,659,044 bytes, and passed ZIP integrity testing. It contained exactly two top-level roots: a behavior pack and a resource pack. Both manifests declared version 1.2.4 and <code>pack_scope</code> <code>world</code>. The behavior pack declared data and script modules; the resource pack declared a resources module. Their UUID/version dependencies matched in both directions.</p> <p>The archive also contained world-generation-related directories, scripts, structures, recipes, and PNG, OGG, and TGA files. Directory presence only proves that the file contains those classes of data. It cannot prove where content generates, how often it appears, whether a script runs, how a mechanic feels, or whether a particular device stays stable.</p> <p>MineBrush's original fixture models a generic behavior/resource pair with invented UUIDs and no Core Craft bytes. Its validator accepts the complete pair and rejects eight controlled faults, including a missing companion, wrong UUID, wrong version, absent script entry, incomplete script dependencies, wrong scope, missing product type, and invalid minimum-engine shape. This validates the checklist logic only.</p> <h2>Troubleshooting by symptom</h2> <table> <thead> <tr> <th>Symptom</th> <th>First safe check</th> <th>Do not conclude yet</th> </tr> </thead> <tbody> <tr> <td>Import finishes but the pack is not active in the world</td> <td>Check Behavior Packs and Resource Packs separately in the copied world.</td> <td>Do not assume both halves activated together.</td> </tr> <tr> <td>Custom behavior appears but visuals are absent</td> <td>Confirm the matching 1.2.4 resource pack is active and test without unrelated visual packs.</td> <td>Do not edit paths or UUIDs first.</td> </tr> <tr> <td>Nothing custom appears</td> <td>Record the exact source file and active-list state, then try the clean disposable baseline.</td> <td>Do not call the release broken from one stacked world.</td> </tr> <tr> <td>The world changes after an update</td> <td>Return to the pre-update backup and compare release notes, filenames, and active versions.</td> <td>Do not overwrite the last known-good copy.</td> </tr> <tr> <td>A Realm or device behaves differently</td> <td>Preserve a minimal reproduction and report the exact platform/build to the creator or Mojang Support.</td> <td>This page contains no Realm or device compatibility result.</td> </tr> </tbody> </table> <p>For a broader symptom tree, use MineBrush's <a href="https://minebrush.net/minecraft-bedrock-addons/67-minecraft-bedrock-addon-not-working-troubleshooting.html">Bedrock add-on troubleshooting checklist</a>. Before importing a newer release into a valuable world, use <a href="https://minebrush.net/minecraft-bedrock-addons/69-update-bedrock-addon-without-breaking-world.html">the rollback-first Bedrock add-on update workflow</a>. Mobile players can pair this entity guide with <a href="https://minebrush.net/minecraft-bedrock-mobile/60-how-to-install-minecraft-bedrock-addons-android-iphone-ipad.html">the Android, iPhone, and iPad import guide</a>.</p> <h2>Update notes for 1.2.4</h2> <p>The creator's current file page presents 1.2.4 as an August maintenance release for the larger 1.2 End Update. The visible notes include fixes and adjustments for the Advanced Bed, certain piston drops, multi-placement item consumption, metal-weapon smelting recipes, bonemealable foliage, ritual-zombie variants, and Forgotten Pickaxe rarity. Read the live file page before updating; release text can change, and this summary does not replace it.</p> <p>Because the two manifests carry the same 1.2.4 version and depend on one another, treat them as one release unit. Keep your old download and a pre-update world copy until the new pair has passed your own save/reopen check. Catalog version labels and a clean ZIP do not guarantee compatibility with another add-on, a Realm, or every device.</p> <h2>Bottom line</h2> <p>Use the creator-owned file, keep the 1.2.4 behavior and resource packs together, start in a disposable world, and make the first session small enough to diagnose. The best first-day route is not a sprint through every feature: establish a safe vanilla base, use the current guide and quest references, choose one custom lane, then save and reopen before expanding. That gives you a useful record without pretending a static archive inspection is gameplay evidence.</p> <p>Primary sources: <a href="https://www.curseforge.com/minecraft-bedrock/addons/core-craft" rel="external noopener">Core Craft creator project</a>, <a href="https://www.curseforge.com/minecraft-bedrock/addons/core-craft/files/8698525" rel="external noopener">Core Craft 1.2.4 file page</a>, <a href="https://wiki.corecraft.gg/" rel="external noopener">official Core Craft wiki</a>, <a href="https://wiki.corecraft.gg/cc/quest_master/" rel="external noopener">Quest Master reference</a>, <a href="https://wiki.corecraft.gg/cc/quest_book_wiki/" rel="external noopener">Quest Book reference</a>, and <a href="https://learn.microsoft.com/en-us/minecraft/creator/reference/content/addonsreference/packmanifest?view=minecraft-bedrock-stable" rel="external noopener">Microsoft's Bedrock manifest reference</a>. Sources were checked on August 26, 2026.</p>]]></content:encoded>
</item><item>
<title>Ultimate Elemental Swords 1.13.3: Bedrock Setup Guide</title>
<link>https://minebrush.net/bedrock/addons/178-ultimate-elemental-swords-1-13-3.html</link>
<pdalink>https://minebrush.net/bedrock/addons/178-ultimate-elemental-swords-1-13-3.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/178-ultimate-elemental-swords-1-13-3.html</guid>
<pubDate>Mon, 03 Aug 2026 18:54:19 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<p class="mb-eyebrow">Minecraft Bedrock · Elemental weapon add-on</p> <p class="mb-lead">Ultimate Elemental Swords 1.13.3 is built around weapons that change the fight, not merely the damage number. Iced_Fox_Studios describes fire, blue-fire, water, air, earth, plant, ice, lightning, and void blades with different crowd-control or area effects. Before committing a survival world, match the resource and behavior components, confirm your Bedrock build, and prove one weapon at a time in a disposable arena.</p> <h2>The current release changed on August 23</h2> <table> <tbody> <tr> <th>Creator</th> <td>Iced_Fox_Studios</td> </tr> <tr> <th>CurseForge project</th> <td>1300863</td> </tr> <tr> <th>Current release family</th> <td>v1.13.3</td> </tr> <tr> <th>Exact main file</th> <td><code>Elemental_Swords_Complete_RP_v1.13.3_29_Languages.mcpack</code></td> </tr> <tr> <th>File ID</th> <td>8710726</td> </tr> <tr> <th>Channel and date</th> <td>Release · August 23, 2026</td> </tr> <tr> <th>Displayed size</th> <td>156.8 KB</td> </tr> <tr> <th>Main build label</th> <td>Bedrock 26.30</td> </tr> <tr> <th>Rights</th> <td>All Rights Reserved</td> </tr> </tbody> </table> <p>Older notes that name v1.13.2 are already stale. The exact resource-pack record lists a wider set of labels from 26.30 down through several 1.21.x releases, but those labels are creator metadata rather than MineBrush test results. They do not prove that controls, scripts, particles, multiplayer, and persistence behave identically on every device.</p> <p>The v1.13.3 changelog is localization-focused: it completes Russian, Korean, and Simplified Chinese text for the Metal, Poison, and Frost swords and says the fixes were applied to both behavior- and resource-pack localization files. That makes matching versions important even if you play in English.</p> <h2>Do not treat the main file as the whole add-on</h2> <p>CurseForge identifies file 8710726 as the resource pack. A resource pack can supply textures, particles, sounds, and language strings; gameplay behavior normally lives in a behavior pack or another companion component. The checked page refers to both pack types, but MineBrush did not confirm the exact current behavior-pack filename, file ID, size, or activation order.</p> <p>Use the creator's current project page to identify the matching v1.13.3 pair. Do not combine a v1.13.3 resource pack with a v1.13.2 behavior pack simply because both import. A mixed pair can look correct in menus while leaving recipes, abilities, or language keys out of sync.</p> <p>If Bedrock presents both packs after import, create a blank world, attach the matching components, and follow any order shown by the creator. If no order is stated, record what you selected instead of inventing a universal rule. The MineBrush guide to <a href="https://minebrush.net/minecraft-bedrock-mobile/60-how-to-install-minecraft-bedrock-addons-android-iphone-ipad.html">installing Bedrock add-ons on mobile</a> covers the general import route, while the <a href="https://minebrush.net/minecraft-bedrock-addons/65-mcaddon-vs-mcpack-vs-mcworld-bedrock-file-formats.html">Bedrock file-format guide</a> explains why an <code>.mcpack</code> is not automatically a complete add-on.</p> <h2>What the swords are meant to do</h2> <p>The creator groups the arsenal by battlefield role. These are source descriptions, not measured damage or cooldown results:</p> <ul> <li><strong>Fire</strong> ignites an area, while <strong>Blue Fire</strong> is presented as a stronger blue-flame variant.</li> <li><strong>Water</strong> applies slowing pressure and a water-themed effect.</li> <li><strong>Air</strong> lifts or launches mobs with wind and tornado particles.</li> <li><strong>Earth</strong> produces an earthquake-style blast that disrupts nearby enemies.</li> <li><strong>Plant</strong> uses a poisonous cloud and vegetation-themed particles.</li> <li><strong>Ice</strong> encloses targets in a frozen cage.</li> <li><strong>Lightning</strong> calls bolts around the fight.</li> <li><strong>Void</strong> creates a black-hole effect ahead of the player, pulls nearby entities, applies negative effects, and ends by throwing targets outward.</li> </ul> <p>The Void description is unusually specific: the creator says the rift appears eight blocks ahead, pulls within 15 blocks, lasts 30 seconds, and finishes with an explosion-like launch. Those numbers provide a useful acceptance test. They do not tell us whether protected mobs, players, bosses, pets, dropped items, or terrain follow the same rules.</p> <h2>Recipes and controls need the creator's current build</h2> <p>The project page contains crafting images and videos, but the checked text does not expose a dependable recipe table for every v1.13.3 sword. It also does not give one complete control map for keyboard, controller, and touch. Rewriting visual recipes from memory would be more dangerous than leaving them unknown.</p> <p>Open the creator's current craft reference after the matching packs are selected. Confirm the item name in your language, exact ingredients, crafting station, output count, and whether the weapon appears in Survival. For controls, test normal use, attack, sneak-use, hold-use, and any on-screen ability button without assuming that a PC instruction maps cleanly to mobile.</p> <p>Keep a plain vanilla sword on the hotbar. If the custom item appears but never triggers an effect, first suspect a missing or mismatched behavior component, not a bad recipe or weak weapon.</p> <h2>Build a useful ability test lane</h2> <ol> <li>Create a new Creative world with no other add-ons or texture packs.</li> <li>Mark a flat lane in one-block intervals and place targets at five, eight, 15, and 20 blocks.</li> <li>Use one sword against one ordinary mob. Record the input, visible effect, range, delay, duration, damage, and item durability.</li> <li>Repeat with two nearby mobs to expose area targeting, then test a wall, water, fire-sensitive blocks, and a named passive mob.</li> <li>Save, close Minecraft completely, reopen the world, and repeat the same action.</li> <li>Only after the solo result is stable, invite one player and repeat with friendly fire both enabled and disabled.</li> </ol> <p>This lane separates three different failures: the item did not load, the input did not trigger, or the effect began but targeted the wrong thing. A short clip and a note of the selected pack versions are more useful than “the sword is broken.”</p> <h2>Combat cost matters more than spectacle</h2> <p>Particles can hide the practical tradeoffs. Measure how long an ability controls a target, whether it consumes durability, whether the user can move during activation, how quickly it can be repeated, and whether the effect damages the player or allies. For Void, also check whether the 30-second field stacks with a second cast and whether pulled entities can cross walls.</p> <p>Do not publish exact damage, cooldown, or durability numbers until they are visible in current creator documentation or reproduced against the exact file pair. The project description sells the fantasy; a player guide should show how to verify the cost.</p> <h2>Multiplayer has an authority problem to test</h2> <p>Area weapons may be calculated by the host, the user, or a script that behaves differently when a joining client activates it. Run a two-player test with both people taking turns as the attacker. Compare effect origin, target selection, knockback, status duration, particles, and inventory durability.</p> <p>For a Realm or server, use a copy and test only after a local host session passes. The checked sources provide no Realm, dedicated-server, console, or cross-play matrix. A correct animation on one client is not proof that damage and movement were synchronized.</p> <h2>Conflicts to isolate</h2> <p>Weapon overhauls, combat scripts, custom enchantments, animation controllers, player-action handlers, damage systems, mob AI packs, particle replacements, language packs, and other custom-item projects can touch the same layers. Restore them one at a time after the clean-world baseline.</p> <p>If the effect works but the sword is invisible, inspect the resource side. If the sword looks right but behaves like a vanilla item, inspect the behavior side. If both fail only after another pack is added, record the first conflicting pair and their order rather than cycling through every add-on at once.</p> <h2>Updating and removing the pack</h2> <p>Export the world before replacing either component. Update the resource and behavior sides as a matched release, then load a copy and check old swords in inventories, containers, item frames, and equipped slots. Craft one new copy and compare it with an existing item.</p> <p>For removal, clear active fields, projectiles, fires, summoned entities, and custom items in a test copy before disabling the packs. Reopen the world and visit the combat lane. Exact cleanup behavior is unknown because MineBrush did not inspect the package internals.</p> <h2>Fast troubleshooting</h2> <table> <thead> <tr> <th>Symptom</th> <th>First useful check</th> </tr> </thead> <tbody> <tr> <td>Swords are invisible or use fallback textures</td> <td>Confirm resource-pack file 8710726 and a matching v1.13.3 behavior component.</td> </tr> <tr> <td>Items exist but abilities never fire</td> <td>Verify the behavior component, world activation, input method, and a clean test world.</td> </tr> <tr> <td>Names are missing or show raw keys</td> <td>Remove mixed releases; v1.13.3 specifically changes localization on both pack sides.</td> </tr> <tr> <td>Void pulls from an unexpected location</td> <td>Mark eight blocks ahead, use one target, and record the user's facing at activation.</td> </tr> <tr> <td>Only joining players fail</td> <td>Repeat with roles reversed and compare host versus client authority.</td> </tr> <tr> <td>Performance drops during effects</td> <td>Test one blade, one target, and no visual packs; log the first repeatable particle or entity threshold.</td> </tr> </tbody> </table> <h2>Rights and evidence boundary</h2> <p>CurseForge displays All Rights Reserved. MineBrush therefore points to the creator project and exact resource-file record instead of mirroring downloads or copying gallery media. The existing article cover is editorial artwork; it is not an original gameplay capture and must not be filed as one.</p> <p>No package bytes, screenshots, runtime results, device tests, Realm sessions, or performance measurements were available locally. The private DLE attachment allowlist is empty.</p> <h2>Primary sources</h2> <ul> <li><a href="https://www.curseforge.com/minecraft-bedrock/addons/ultimate-elemental-swords" rel="external noopener">Ultimate Elemental Swords creator project</a></li> <li><a href="https://www.curseforge.com/minecraft-bedrock/addons/ultimate-elemental-swords/files/8710726" rel="external noopener">Exact v1.13.3 resource-pack record</a></li> </ul> <p>Source metadata was checked August 25, 2026. Recheck the project immediately before editing DLE because this project changed releases one day before the package was prepared.</p> <p>Browse more weapon projects in the <a href="/minecraft-bedrock-addons/">Minecraft Bedrock add-ons hub</a>.</p>]]></content:encoded>
</item><item>
<title>Hammers, Excavators &amp; Scythes v1.0.11 Setup</title>
<link>https://minebrush.net/bedrock/addons/177-hammers-excavators-and-scythes-for-minecraft-bedrock-crafting-and-balance-guide.html</link>
<pdalink>https://minebrush.net/bedrock/addons/177-hammers-excavators-and-scythes-for-minecraft-bedrock-crafting-and-balance-guide.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/177-hammers-excavators-and-scythes-for-minecraft-bedrock-crafting-and-balance-guide.html</guid>
<pubDate>Mon, 03 Aug 2026 18:54:18 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<section class="mb-article-intro"> <p><strong>Hammers + Excavators + Scythes v1.0.11</strong> adds purpose-built 3×3 tools to Minecraft Bedrock. Hammers mine groups of pickaxe-type blocks, Excavators clear soft terrain, and Scythes work a wider farm area. The value is speed; the risk is removing nine blocks when you meant to touch one.</p> <p>The current release is a two-file install, not a single add-on. Match the v1.0.11 resource entry displayed as <strong>RS Pack</strong> with the v1.0.11 behavior entry displayed as <strong>BH Pack</strong>. Their exact filenames identify them as RP and BP files. Import both, then test the matching pair in a disposable world.</p> </section> <h2>What each 3×3 tool is for</h2> <ul> <li><strong>Hammers:</strong> 3×3 alternatives to pickaxes for pickaxe-type blocks. Use them for broad mining faces, not precision work around builds or valuable blocks.</li> <li><strong>Excavators:</strong> 3×3 shovels for dirt, sand, gravel, snow, and other soft terrain described by the project.</li> <li><strong>Scythes:</strong> prepare a 3×3 farmland area, harvest mature crops, automatically replant, and clear grass or weeds.</li> </ul> <p>The checked project page advertises multiple material tiers, but it does not publish a complete current tier, recipe, durability, mining-level, enchantment, or repair matrix for v1.0.11. Use the in-game recipes and a test world as the authority for the exact pair you import.</p> <h2>v1.0.11 needs two matching files</h2> <ul> <li><strong>Resource entry:</strong> <code>Simplest_Hammers_Excavators_Scythes_RP_v1.0.11_29_Languages.mcpack</code>, CurseForge file <code>8710596</code>, displayed as RS Pack V1.0.11, <code>139,452</code> bytes by header-only check.</li> <li><strong>Behavior entry:</strong> <code>Simplest_Hammers_Excavators_Scythes_BP_v1.0.11_29_Languages.mcpack</code>, CurseForge file <code>8710592</code>, displayed as BH Pack V1.0.11, <code>145,785</code> bytes by header-only check.</li> </ul> <p>Both were published August 22, 2026. The current files list the same Bedrock labels, from 26.30 through several earlier 26.x and 1.21.x builds. Matching version numbers matter more than combining a new behavior file with an older resource file that merely imports successfully.</p> <p>CurseForge's dependency page lists zero related project dependencies. That does not make either sibling file optional: the project distributes its own visual and behavior components as two separate file records rather than a dependency relation.</p> <h2>Safe import route</h2> <ol> <li>Open the creator's file list and select the v1.0.11 resource and behavior records named above.</li> <li>Import both <code>.mcpack</code> files. Confirm Minecraft reports successful imports and that both v1.0.11 entries appear in storage.</li> <li>Create a flat disposable world and activate the matching resource and behavior entries.</li> <li>Craft or obtain one tool from each family, then test its intended vanilla block group away from structures and containers.</li> <li>Save, fully restart, and confirm the tools, durability, farmland, crops, and dropped items persist.</li> </ol> <p>The creator does not publish an exact priority instruction between these two matching components. Do not invent a priority rule. If another resource pack changes tool textures or names, record the active stack and test which visual layer wins.</p> <h2>Test the 3×3 mining boundary</h2> <p>Stand in front of a plain wall made from a single common block and mark the center. Break once, then count the removed area. Repeat while looking at the floor, ceiling, and edge of a mixed-material patch. This reveals how the tool orients its plane and which neighboring blocks qualify.</p> <p>Do not begin beside a chest, redstone build, portal frame, decorative wall, or exposed ore vein. The checked release text does not establish protection against every tile entity, custom block, claim system, vein-mining pack, or accidental edge case. Keep a normal pickaxe on the hotbar for precision work.</p> <h2>Excavator checks for gravity blocks</h2> <p>Sand and gravel can fall after a 3×3 break, exposing lava or dropping a larger column than expected. Test from a safe angle with an escape route. Compare dirt, sand, gravel, and snow separately rather than assuming every shovel-type block follows the same rule.</p> <p>Measure durability after one 3×3 action and count actual drops. The creator page does not state whether durability cost is one point, one point per block, or tier-dependent, nor does it define Silk Touch, Fortune, Mending, hunger, or XP behavior for every target.</p> <h2>Scythe checks before using a real farm</h2> <p>Build a small test plot with mature and immature crops, empty farmland, grass, and a barrier at one edge. Use the scythe once in each situation. Confirm which crops are harvested, which are left alone, whether seeds are consumed during auto-replant, where drops land, and whether hydration or trampling state changes.</p> <p>Automatic replanting can conflict with crop expansions, custom seeds, protection systems, and automation packs. The checked description supports the general feature but not every vanilla crop, add-on crop, age property, inventory-full state, or server permission boundary.</p> <h2>What v1.0.11 changes</h2> <p>The resource-file changelog updates Japanese material and tool names and the Spanish pack description. That is useful for the project's advertised 29-language presentation, but it is not a mechanics or balance change. The exact behavior-file changelog was not independently available in the checked page output, so this guide does not invent one.</p> <p>Players upgrading for localization should still match both v1.0.11 files. A new resource file can correct text while leaving an old behavior pack's recipes or mechanics unchanged.</p> <h2>Multiplayer and pack conflicts</h2> <p>No exact Realm, dedicated-server, joining-client, permissions, claim-plugin, reconnect, or cross-device matrix was verified for v1.0.11. Before community rollout, have a second account join, obtain the tools, break a controlled 3×3 area, harvest a test crop, die, reconnect, and repeat after a server or host restart.</p> <p>Likely overlaps include vein miners, connected-block breakers, tree capitators, custom tool systems, crop harvesters, auto-replant scripts, durability rewrites, recipe packs, and protection layers. MineBrush's <a href="/minecraft-bedrock-addons/166-edds-veincapitator-for-minecraft-bedrock-install-features-and-compatibility-guide.html">VeinCapitator guide</a> covers a different connected-block mechanic; do not combine the two until each works alone.</p> <h2>Get both creator file records</h2> <p>CurseForge displays the project under the MIT license, but MineBrush has not inspected the archives for bundled notices or third-party assets and does not mirror them. Open the creator's <a href="https://www.curseforge.com/minecraft-bedrock/addons/hammers-excavators-scythes/files/all" rel="nofollow sponsored noopener external" target="_blank">complete file list</a>, then verify the exact <a href="https://www.curseforge.com/minecraft-bedrock/addons/hammers-excavators-scythes/files/8710596" rel="nofollow sponsored noopener external" target="_blank">v1.0.11 resource file</a> and <a href="https://www.curseforge.com/minecraft-bedrock/addons/hammers-excavators-scythes/files/8710592" rel="nofollow sponsored noopener external" target="_blank">v1.0.11 behavior file</a>. Microsoft's <a href="https://learn.microsoft.com/en-us/minecraft/creator/documents/addonpackinstallation" rel="nofollow noopener external" target="_blank">Bedrock add-on installation guide</a> explains standard pack import.</p> <p>More Bedrock resource guides are organized in the <a href="/minecraft-bedrock-addons/">MineBrush Bedrock add-on library</a>.</p> <h2>Unknowns that block stronger promises</h2> <ul> <li>Archive hashes, manifests, UUIDs, module versions, scripts, namespaces, bundled notices, and exact activation priority.</li> <li>The complete v1.0.11 recipe, tier, mining-level, durability, repair, enchantment, hunger, drop, XP, and custom-block matrix.</li> <li>Scythe behavior for every vanilla or add-on crop, immature crop, empty inventory, protected plot, and auto-replant edge case.</li> <li>Support for Bedrock builds not listed on the two exact file records.</li> <li>Realm, server, second-client, reconnect, achievement, device, and measured performance behavior.</li> </ul> <p><br></p>]]></content:encoded>
</item><item>
<title>Otherworldly v1.9.7: Progression and Safe Setup</title>
<link>https://minebrush.net/bedrock/addons/176-otherworldly-for-minecraft-bedrock-progression-bosses-and-safe-world-setup.html</link>
<pdalink>https://minebrush.net/bedrock/addons/176-otherworldly-for-minecraft-bedrock-progression-bosses-and-safe-world-setup.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/176-otherworldly-for-minecraft-bedrock-progression-bosses-and-safe-world-setup.html</guid>
<pubDate>Mon, 03 Aug 2026 18:54:17 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<section class="mb-article-intro"> <p><strong>Otherworldly v1.9.7</strong> is a Bedrock survival expansion built around new bosses, caves, mobs, structures, equipment, fishing, luck, accessories, and a reworked difficulty system. It is broad enough to shape a playthrough, so treat it as a world foundation rather than a pack to drop casually into your only long-running save.</p> <p>The current creator file is <code>Otherworldly(1.9.7).mcaddon</code>, CurseForge file <code>8716369</code>, published August 23, 2026. The exact file lists Bedrock <code>26.40</code> and <code>26.30</code>. Ve1ak describes the project as working on 26.30 or above, but MineBrush limits this guide's verified release tuple to the exact labels on file 8716369.</p> </section> <h2>What kind of playthrough does it create?</h2> <p>Otherworldly spreads its progression across exploration, combat, mining, fishing, accessories, and risk management. New caves and structures provide destinations; new mobs and bosses raise the combat ceiling; custom items, blocks, and mechanics connect those encounters back to survival. This is not just a boss add-on or a cave pack.</p> <p>The in-game guide book matters because several systems are not self-explanatory. The Spectral Amulet identifies characteristics of Otherworldly enemies and shows the required tool for Otherworldly blocks. It is not documented as a universal scanner for vanilla or third-party add-on blocks.</p> <h2>Current v1.9.7 release record</h2> <ul> <li><strong>Creator:</strong> Ve1ak</li> <li><strong>Release:</strong> Otherworldly 1.9.7</li> <li><strong>Exact file:</strong> <code>Otherworldly(1.9.7).mcaddon</code></li> <li><strong>CurseForge IDs:</strong> project <code>1157181</code>, file <code>8716369</code></li> <li><strong>Exact file labels:</strong> Bedrock 26.40 and 26.30</li> <li><strong>Listed project dependencies:</strong> none</li> <li><strong>License:</strong> All Rights Reserved</li> <li><strong>Creator-documented languages:</strong> Spanish, English, Portuguese, Chinese, Japanese, and Turkish</li> </ul> <p>A header-only delivery check reported <code>19,702,905</code> bytes. MineBrush did not download or inspect the archive, so its manifests, internal packs, scripts, UUIDs, storage components, and world-generation definitions remain unverified.</p> <h2>What v1.9.7 changes</h2> <p>The v1.9.7 release focuses on interface and localization cleanup. Inventory buttons are disabled by default on mobile, inventory-switch controls return inside the guide book, Japanese localization is corrected, and a mobile button-duplication problem is fixed.</p> <p>If you used 1.9.6 or an earlier build, include the guide-book inventory route in your regression test. A button moving or being disabled by default can look like lost storage even when the underlying inventory data still exists. Do not update the only copy of a world merely to inspect the new layout.</p> <h2>Luck changes bonuses, not base drops</h2> <p>The creator explains that Otherworldly's luck system affects bonus rewards only. Good luck can add extra ore, XP, crop yield, rare fish, and treasure; Fortune further boosts extra rewards. Bad luck removes those bonuses, but it does not remove the ordinary base drop.</p> <p>This distinction is useful when troubleshooting. If a normal block drops nothing at all, do not assume bad luck is working as designed. Reproduce the issue with no competing loot or progression packs, record the tool and enchantments, and compare a base drop against the missing bonus.</p> <h2>Fishing, accessories, and recovery</h2> <p>The fishing system introduced six rods and more than 35 aquatic species. The Fire Fishing Rod enables lava fishing, while rare catches and bonus treasure interact with luck. Exact catch rates, durability, and every biome or dimension condition were not published in the checked current file record.</p> <p>Amulets belong in the Accessory Bag, which opens a dedicated menu. The Recovery Totem is described as a keep-inventory-style safeguard: it sends the player's items to spawn and also protects items in the add-on's alternate inventories. This is a creator-described mechanic, not a guarantee for every death cause, dimension, server restart, unload, or conflict.</p> <h2>Cursed Cemetery warning</h2> <p>Breaking objects in a Cursed Cemetery triggers the Nocturnal Shade curse. The creator documents Melon Red Pie, crafted with red slimeballs, as the cure. That is the kind of persistent gameplay state worth testing before rolling the pack onto a shared world.</p> <p>In a disposable world, trigger the mechanic only after noting spawn and keeping an exported copy. Test death, cure use, save/reload, dimension travel, and reconnect. The checked sources do not establish whether every curse state clears identically after an update or pack removal.</p> <h2>Difficulty is more than mob health</h2> <p>Otherworldly changes AI, detection range, equipment durability, loot, XP, and boss behavior across its difficulty tiers. The creator's current descriptions distinguish them this way:</p> <ul> <li><strong>Easy:</strong> 50% loot, basic AI, 16-block detection, and vanilla armor durability.</li> <li><strong>Normal:</strong> 75% loot, balanced AI, 16-block detection, and 25% more armor durability.</li> <li><strong>Hard:</strong> up to 100% loot, advanced AI, new boss attacks, and 50% more armor durability.</li> <li><strong>Expert:</strong> equipment-targeting AI, 32-block detection, 75% more armor durability, 50% more loot, and double XP.</li> </ul> <p>After a boss is defeated, the creator says the world becomes slightly harder through more hostile health and resistance. Test that transition with ordinary mobs before and after the boss; do not rely on a single visual impression.</p> <h2>Start with a clean new world</h2> <ol> <li>Import file 8716369 and create a disposable world with only Otherworldly active.</li> <li>Confirm the guide book opens, the intended inventory controls appear on your device, and one accessory can be equipped and removed.</li> <li>Explore newly generated terrain until you can verify one advertised structure or cave route.</li> <li>Test a normal drop plus one luck-sensitive bonus, then save and reopen the world.</li> <li>Use a second account to test resource delivery, first join, alternate inventory state, death, reconnect, and one combat encounter.</li> </ol> <p>The creator says the add-on does not use <code>player.json</code> and needs no experimental toggles. Those are helpful compatibility signals, but they do not prove compatibility with every world-generation, UI, inventory, loot, boss, or progression pack.</p> <h2>Existing saves and conflict boundaries</h2> <p>No complete migration, old-chunk, upgrade, downgrade, or removal matrix was found for v1.9.7. Caves and structures may require new terrain, while inventory, curse, boss, luck, accessory, and difficulty state can persist with a world or player. Export the world before adding the pack and keep that clean backup after the first successful launch.</p> <p>Likely overlaps include other cave and structure generators, boss packs, difficulty or AI rewrites, fishing tables, custom inventory systems, accessory slots, death-recovery packs, loot modifiers, and guide-book or HUD add-ons. Introduce one competing system at a time and repeat the same acceptance route.</p> <h2>Get the current creator file</h2> <p>CurseForge labels Otherworldly All Rights Reserved, so MineBrush does not mirror the archive, gallery, or creator artwork. Open the exact <a href="https://www.curseforge.com/minecraft-bedrock/addons/survival-expansion-otherworldly/files/8716369" rel="nofollow sponsored noopener external" target="_blank">Otherworldly v1.9.7 file record</a> and confirm file ID <code>8716369</code>, filename, and Bedrock labels. Microsoft's <a href="https://learn.microsoft.com/en-us/minecraft/creator/documents/addonpackinstallation" rel="nofollow noopener external" target="_blank">Bedrock add-on installation guide</a> covers the standard import process.</p> <p>For a different large Bedrock survival overhaul, compare MineBrush's <a href="/minecraft-bedrock-addons/168-bedrock-reimagined-for-minecraft-bedrock-install-features-and-compatibility-guide.html">Bedrock Reimagined setup and risk guide</a>. These are separate projects with different progression, UI, world-generation, and compatibility boundaries.</p> <h2>Unknowns that block stronger promises</h2> <ul> <li>Archive hashes, manifests, modules, UUIDs, scripts, storage model, and exact behavior/resource activation.</li> <li>Compatibility with any Bedrock build not listed on file 8716369.</li> <li>Existing-world migration, old chunks, upgrades, downgrades, pack removal, boss progression, curse cleanup, and player-state rollback.</li> <li>Realm, dedicated-server, joining-client, reconnect, achievements, console, and second-player behavior.</li> <li>Measured performance plus exact rates for luck, fishing, structure generation, loot, and every difficulty calculation.</li> </ul> <p><br></p>]]></content:encoded>
</item><item>
<title>SWAILA v5.8.2 for Bedrock: HUD Setup and Testing</title>
<link>https://minebrush.net/bedrock/addons/175-swaila-for-minecraft-bedrock-hud-setup-block-data-and-performance-guide.html</link>
<pdalink>https://minebrush.net/bedrock/addons/175-swaila-for-minecraft-bedrock-hud-setup-block-data-and-performance-guide.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/175-swaila-for-minecraft-bedrock-hud-setup-block-data-and-performance-guide.html</guid>
<pubDate>Mon, 03 Aug 2026 18:54:16 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<section class="mb-article-intro"> <p><strong>SWAILA v5.8.2</strong> adds a compact “what am I looking at?” HUD to Minecraft Bedrock. Aim at a block, entity, or item and the add-on surfaces context without turning the screen into a full debug panel. The current release also reports whether a mob type is tameable.</p> <p>The exact creator file is <code>SWAILA.5.8.2.mcaddon</code>, CurseForge file <code>8682467</code>, released August 19, 2026. Its current Bedrock labels include <code>26.40</code> through several earlier 26.x builds. Use the exact file record instead of treating the project-wide version list as a promise for every future Bedrock update.</p> </section> <h2>What SWAILA actually adds</h2> <p>SWAILA stands for Simple What Am I Looking At. Its job is narrow: provide quick information about the block, entity, or item under the player's crosshair. That makes it useful while learning an add-on-heavy world, checking an unfamiliar mob, or identifying a block without opening another menu.</p> <p>The creator also documents a tame-status field that displays <code>Tameable: true</code> or <code>false</code>. Read that as a property of the target type, not proof that the individual mob is already owned, has been fed, or will accept a particular taming item. Those details were not established by the checked release page.</p> <h2>Current v5.8.2 release record</h2> <ul> <li><strong>Creator:</strong> ZorroCraft</li> <li><strong>Release:</strong> SWAILA 5.8.2</li> <li><strong>Exact file:</strong> <code>SWAILA.5.8.2.mcaddon</code></li> <li><strong>CurseForge IDs:</strong> project <code>1149950</code>, file <code>8682467</code></li> <li><strong>Exact file labels:</strong> Bedrock 26.40, 26.30, 26.20, 26.13, 26.12, 26.11, 26.10, 26.3, 26.0.02, 26.0, and 1.21.80</li> <li><strong>Listed project dependencies:</strong> none</li> <li><strong>License shown by CurseForge:</strong> All Rights Reserved</li> </ul> <p>A header-only delivery check reported <code>70,913</code> bytes. MineBrush did not download or inspect the add-on body, so its manifest, module types, scripts, UUIDs, internal pack layout, and exact UI injection method remain unknown.</p> <h2>What changed in v5.8.2</h2> <p>ZorroCraft's v5.8.2 changelog says the release fixes health-bar errors, reduces background checks to once every 10 ticks, and improves block detection. These are creator-reported implementation changes, not an independent MineBrush performance benchmark.</p> <p>The ten-tick interval suggests less frequent background work than an every-tick check, but it does not establish a specific FPS gain, memory reduction, battery improvement, or delay on every device. Test the HUD on the hardware that will actually run the world.</p> <h2>A five-minute clean-world test</h2> <ol> <li>Import the exact v5.8.2 file and create a disposable world with no other interface add-ons enabled.</li> <li>Aim at several vanilla blocks from different distances and angles. Confirm the HUD changes when the crosshair moves.</li> <li>Check a passive mob, a hostile mob, and a tameable mob. Verify that the panel remains readable and does not cover health, hotbar, or touch controls.</li> <li>Hold or drop an item and confirm the creator-described item information appears only in the contexts the add-on supports.</li> <li>Save, fully close Minecraft, reopen the world, and repeat one block and one entity check.</li> </ol> <p>This route separates basic loading from persistence and layout problems. If the HUD works in the clean world but not in your main stack, add other packs back one at a time.</p> <h2>HUD conflicts and screen layout</h2> <p>SWAILA can overlap with health-bar add-ons, damage-number displays, inventory or crosshair replacements, WAILA-style panels from larger survival packs, and other UI resource packs. Pack priority may decide which visual definition wins, but priority alone does not prove that two behavior layers cooperate.</p> <p>Check every screen size and control mode your group uses. A desktop layout that stays clear of the hotbar may cover touch buttons, split-screen safe areas, chat, status effects, or accessibility UI. The creator page does not provide a verified matrix for touch presets, controller prompts, split-screen, UI scale, or every language length.</p> <h2>Achievement-friendly is a creator claim</h2> <p>The project title labels SWAILA achievement friendly. MineBrush has not imported file 8682467 or verified achievements in a survival world. Bedrock can also disable achievements because of world settings, cheats, experimental features, or unrelated packs. Check the world's achievement state before installation, keep a backup, and verify it again after activation instead of attributing every state change to this one add-on.</p> <h2>Multiplayer and Realm checks</h2> <p>No exact Realm, dedicated-server, host/client, reconnect, or joining-player matrix was found for v5.8.2. A host seeing the panel does not prove that every joining player receives the same UI resources or that the information updates correctly after reconnecting.</p> <p>For a shared world, join with a second account and test one block, one mob, a tame-status target, death/respawn, and reconnect. Keep the add-on optional until the weakest supported device can display the panel without hiding important controls.</p> <h2>Troubleshooting by symptom</h2> <ul> <li><strong>No panel appears:</strong> confirm the exact file imported, inspect active behavior and resource packs, then test SWAILA alone in a new world.</li> <li><strong>Panel appears but block detection is inconsistent:</strong> test vanilla blocks at close range before blaming compatibility with custom blocks.</li> <li><strong>Textures load but data does not update:</strong> fully restart Minecraft and remove other UI/data-display packs from the test profile.</li> <li><strong>Touch buttons or the hotbar are covered:</strong> record device, UI scale, control preset, and screenshot the overlap for the creator; do not assume another pack is the only cause.</li> <li><strong>A custom add-on block has no useful details:</strong> SWAILA's coverage for every third-party namespace was not documented; reproduce with a vanilla block first.</li> </ul> <h2>Get the current creator release</h2> <p>CurseForge displays an All Rights Reserved license, while the creator's description says the project is free to use with credit. That wording does not give MineBrush a sufficiently precise redistribution grant, so this page does not mirror the archive or creator media. Open the exact <a href="https://www.curseforge.com/minecraft-bedrock/addons/swaila/files/8682467" rel="nofollow sponsored noopener external" target="_blank">SWAILA v5.8.2 file record</a> and verify file ID <code>8682467</code> and the filename before importing it. Microsoft's <a href="https://learn.microsoft.com/en-us/minecraft/creator/documents/addonpackinstallation" rel="nofollow noopener external" target="_blank">Bedrock add-on installation guide</a> explains the standard import flow.</p> <p>Browse the <a href="/minecraft-bedrock-addons/">MineBrush Bedrock add-on library</a> for other player-tested setup routes. Treat every UI pack as a separate compatibility decision rather than stacking several overlays at once.</p> <h2>Unknowns that block stronger promises</h2> <ul> <li>The archive's hashes, manifests, UUIDs, module inventory, script use, UI hooks, and internal behavior/resource relationship.</li> <li>Support for Bedrock builds not listed on file 8682467 and behavior after a future client update.</li> <li>Exact coverage for custom blocks, custom entities, item contexts, languages, touch layouts, controllers, split-screen, Realms, and dedicated servers.</li> <li>Measured CPU, frame-time, FPS, memory, battery, heat, storage, latency, and long-session impact.</li> <li>Whether the creator's credit sentence permits third-party archive or media redistribution beyond ordinary use.</li> </ul> <p><br></p>]]></content:encoded>
</item><item>
<title>BONY162&#039;s Backpacks 1.6: Storage and Upgrade Guide</title>
<link>https://minebrush.net/bedrock/addons/174-bony162-backpacks-1-6.html</link>
<pdalink>https://minebrush.net/bedrock/addons/174-bony162-backpacks-1-6.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/174-bony162-backpacks-1-6.html</guid>
<pubDate>Mon, 03 Aug 2026 18:54:15 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<p class="mb-eyebrow">Minecraft Bedrock · Portable storage system</p> <p class="mb-lead">BONY162's Backpacks v1.6 is more than an extra inventory screen. Its backpacks can be worn in the offhand, placed for direct access, expanded across pages, locked to an owner, used to pull nearby items, sorted, filtered, and connected to a Totem of Undying. Every one of those conveniences touches player possessions, so the first successful result must be “all test items survived,” not merely “the menu opened.”</p> <h2>Exact v1.6 record</h2> <table> <tbody> <tr> <th>Creator</th> <td>bony162 / BONY162</td> </tr> <tr> <th>CurseForge project</th> <td>1400215</td> </tr> <tr> <th>Selected file</th> <td>8474740</td> </tr> <tr> <th>Filename</th> <td><code>BONY162's Backpacks v1.6.mcaddon</code></td> </tr> <tr> <th>Channel and date</th> <td>Release · July 20, 2026</td> </tr> <tr> <th>Displayed size</th> <td>6.1 MB</td> </tr> <tr> <th>License</th> <td>All Rights Reserved</td> </tr> </tbody> </table> <p>The MCPEDL listing was updated August 13 and shows the same v1.6 family. That listing date does not replace the exact CurseForge file date. Older v1.3 records expose separate BP and RP files, but they are historical packaging, not components to mix with v1.6.</p> <h2>Exact compatibility boundary</h2> <p>File 8474740 carries 34 discrete Bedrock labels. The 26-series set is 26.0, 26.0.02, 26.3, 26.10, 26.11, 26.12, 26.13, 26.20, and 26.30. Its 1.21 labels are grouped at .60/.61; .70/.71/.72/.73; .80/.81/.82; .90/.92/.93/.94; .100/.101/.111/.114; .120/.121/.122/.123/.124; and .130/.131/.132.</p> <p>Those are source labels, not permission to assume 26.40 or later. The creator also states that experiments are not required and achievements remain enabled. MineBrush did not run the file, so treat those as creator claims tied to v1.6 rather than an independent guarantee.</p> <h2>One .mcaddon, two required pack roles</h2> <p>The creator repeatedly says both the Resource Pack and Behavior Pack are required. The v1.6 file page exposes one <code>.mcaddon</code> and reports no additional files. A <code>.mcaddon</code> can bundle multiple internal packs, but MineBrush did not inspect this one and cannot name its manifests, UUIDs, dependencies, or priority.</p> <p>Import v1.6 through the creator route and confirm that Minecraft exposes both matching roles. If only one appears, stop. Do not add an older standalone v1.3 BP or RP, because cross-version storage logic can put saved items at risk.</p> <h2>Wear, place, and open are different states</h2> <p>The creator says to wear a backpack by placing its item in the offhand. A backpack on the ground can be hit to auto-equip it; if the player already wears one, the current item should drop. The upgrade menu can be opened either by sneaking and interacting with a placed backpack or by holding it and interacting.</p> <p>Test each transition with an empty pack first: item to offhand, offhand to placed, placed to equipped, and replacement while another backpack is worn. Record the old and new entities/items after every change and after a complete restart.</p> <h2>Never begin with valuable or nested storage</h2> <p>Use a numbered set of replaceable items: one block, a partial stack, a tool, food, and an empty container. The creator has warned in an MCPEDL reply that items inside filled bundles or shulker boxes placed into the backpack may be deleted. Until the precise nesting rule is documented and reproduced, keep filled containers out.</p> <ol> <li>Photograph or list every test slot before placing the backpack.</li> <li>Move between worn and placed state, then compare all items.</li> <li>Travel across a chunk boundary and return.</li> <li>Save, close Minecraft fully, reopen, and recount.</li> <li>Only after a clean pass, test one upgrade in a new copy of the world.</li> </ol> <h2>Extra Storage uses pages</h2> <p>The Extra Storage upgrade adds inventory pages. When the backpack is placed, arrows should let the player switch between them. A useful test places a different numbered item set on every page, changes pages repeatedly, closes the interface, moves the backpack, restarts, and verifies each page in the same order.</p> <p>Do not test maximum capacity until the small-page route survives. Page UI, storage serialization, and mobile touch targets are separate failure points.</p> <h2>Magnet and Auto-Sort change item flow</h2> <p>The Magnet upgrade pulls nearby items and can be toggled in the upgrade menu. Test one item at measured distances with an empty player inventory, a full player inventory, another player nearby, and a hopper or container in the scene. Record who receives the item and where it lands when storage is full.</p> <p>Auto-Sort works only while the backpack is placed, according to the creator. It can sort the current page by name or amount. Populate one page with split stacks and intentionally mixed names, sort once, and verify that total counts—not just visible order—remain unchanged.</p> <h2>Security Lock is a multiplayer contract</h2> <p>Purchasing Security Lock sets the buyer as owner. Locked state is intended to prevent other players from opening or picking up the backpack; unlocking allows anyone to access it. Test with one owner and one ordinary joining account, not two operators.</p> <p>Check open, pickup, break, move, death, disconnect, owner absence, and world reopen. The source does not define transfer, owner reset, lost-account recovery, or simultaneous-access behavior. A lock that works before restart but not after reconnect has failed.</p> <h2>Void Filter needs a sacrificial inventory</h2> <p>The Void Filter deletes selected items from the backpack inventory. That is intentionally destructive. Start with one cheap block and confirm the selected identity, page, quantity, toggle state, and result. Never configure it while rare items or visually similar resources share the test page.</p> <p>There is no recovery promise in the checked source. Backups and a small test set are the only safe rollback.</p> <h2>Auto Totem and death placement</h2> <p>v1.6 adds Auto Totem, allowing a Totem of Undying to be used from backpack storage. The changelog also says backpacks are placed when the player dies. These features meet at the exact moment the player most needs predictable state.</p> <ol> <li>Use a second disposable world with one backpack, one totem, and no valuable items.</li> <li>Record the backpack state, selected upgrade, player offhand, and death coordinates.</li> <li>Trigger a controlled lethal event and verify whether the totem fires.</li> <li>If death still occurs, inspect the placed backpack, ownership, contents, and pickup route.</li> <li>Restart and repeat once before trusting the result.</li> </ol> <p>MineBrush has not verified upgrade priority, multiple totems, simultaneous damage, dimension changes, void death, or multiplayer ownership.</p> <h2>Performance and conflict tests</h2> <p>No benchmark exists for this article. Measure UI opening, page switching, sorting, magnet pickup, placing, death recovery, save time, and reconnect on the weakest intended device. Large item counts and several players are more relevant than an empty backpack in a screenshot.</p> <p>Other inventory UIs, offhand tools, graves, death chests, item magnets, auto-sorters, bundle/shulker changes, player models, and ownership systems can overlap. Restore them one function at a time after v1.6 works alone.</p> <h2>Update and removal without losing items</h2> <p>Before updating, empty every backpack into vanilla containers, remove destructive filters, disable the magnet, unlock or document ownership, and export the world. Keep the old v1.6 file and backup until the new release passes the entire persistence sheet.</p> <p>Before removal, empty and pick up every placed backpack in a copied world. Deactivate both matching resource and behavior roles, restart, and inspect the old locations and inventories. Exact cleanup behavior is unknown because the archive was not inspected.</p> <h2>Troubleshooting by storage risk</h2> <table> <thead> <tr> <th>Symptom</th> <th>First useful action</th> </tr> </thead> <tbody> <tr> <td>Backpack is visible but will not open</td> <td>Confirm the matching behavior component imported with the v1.6 resource component.</td> </tr> <tr> <td>Items disappear from a nested container</td> <td>Stop saving, restore the backup, and keep filled bundles/shulkers outside backpacks; the creator warns of deletion.</td> </tr> <tr> <td>Another player opens a locked pack</td> <td>Retest with the buyer as owner and a non-operator second account after reconnect.</td> </tr> <tr> <td>Auto-Sort loses a count</td> <td>Stop using the upgrade, preserve the before/after page record, and return to the pre-upgrade copy.</td> </tr> <tr> <td>Backpack is missing after death</td> <td>Return to the recorded death coordinates in the copied world and check placed state before saving again.</td> </tr> <tr> <td>Current build is newer than 26.30</td> <td>Do not extend the support label. Wait for a creator record or test only with replaceable items.</td> </tr> </tbody> </table> <h2>Rights and media boundary</h2> <p>CurseForge labels BONY162's Backpacks All Rights Reserved. MineBrush does not mirror the archive, split its internal packs, or republish gallery images. The CTA goes to project 1400215 and exact file 8474740.</p> <p>The local scan found no v1.6 archive and no original or creator-supplied backpack capture. The existing page cover is editorial art, not storage-persistence evidence.</p> <h2>Primary sources</h2> <ul> <li><a href="https://www.curseforge.com/minecraft-bedrock/addons/bony162backpacks" rel="external noopener">BONY162's Backpacks creator project</a></li> <li><a href="https://www.curseforge.com/minecraft-bedrock/addons/bony162backpacks/files/8474740" rel="external noopener">Exact v1.6 file record</a></li> <li><a href="https://mcpedl.com/bony162backpacks/" rel="external noopener">BONY162 MCPEDL listing</a></li> </ul> <p>Source metadata was rechecked August 24, 2026. This package does not change the page's existing index-control state and does not claim a tested storage result.</p> <p>Browse more storage and utility projects in the <a href="/minecraft-bedrock-addons/">Minecraft Bedrock add-ons hub</a>.</p>]]></content:encoded>
</item><item>
<title>Twixxel&#039;s Stalkers 2.1.0: Bedrock Horror Guide</title>
<link>https://minebrush.net/bedrock/addons/173-twixxels-stalkers-2-1-bedrock.html</link>
<pdalink>https://minebrush.net/bedrock/addons/173-twixxels-stalkers-2-1-bedrock.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/173-twixxels-stalkers-2-1-bedrock.html</guid>
<pubDate>Mon, 03 Aug 2026 17:39:14 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<p class="mb-eyebrow">Minecraft Bedrock · Scripted psychological horror</p> <p class="mb-lead">PnTMC's Twixxel's Stalkers turns observation into the survival mechanic. The Stalker waits at a distance, through windows or between trees, stays still while a player looks directly at it, and moves when attention slips. The premise works only if the exact project is identified and the player actively accepts its sound, pursuit, and surprise-event design.</p> <h2>Lock the project identity before the story</h2> <table> <tbody> <tr> <th>Exact project</th> <td>Twixxel's Stalkers - Bedrock Edition</td> </tr> <tr> <th>Creator</th> <td>PnTMC</td> </tr> <tr> <th>CurseForge project</th> <td>1567781</td> </tr> <tr> <th>Selected file</th> <td>8406408</td> </tr> <tr> <th>Displayed filename</th> <td><code>Twixxel's Stalkers 2.1.0 by PnTMC [Add-on] - V26+.mcaddon</code></td> </tr> <tr> <th>Channel and date</th> <td>Release · July 10, 2026</td> </tr> <tr> <th>Displayed size</th> <td>18.6 MB</td> </tr> <tr> <th>Rights</th> <td>All Rights Reserved</td> </tr> </tbody> </table> <p>Other creators publish projects with “Twixxel,” “Stalker,” or “Stalkers” in their names. A newer date or similar thumbnail does not make them this project. Creator PnTMC, project 1567781, and file 8406408 are the identity tuple for this page; features and files from another project must not be mixed in.</p> <h2>Exact Bedrock labels</h2> <p>The release card lists twenty builds, descending from 26.30: 26.30, 26.20, 26.13, 26.12, 26.11, 26.10, 26.3, 26.0.02, 26.0, 1.21.132, 1.21.131, 1.21.130, 1.21.124, 1.21.123, 1.21.122, 1.21.121, 1.21.120, 1.21.114, 1.21.101, and 1.21.100. It does not list 26.40 or later.</p> <p>The filename says “V26+,” but the discrete version list is the safer boundary. A plus sign in a name is not permanent forward compatibility, especially for a project that advertises thousands of script lines and many JSON files.</p> <h2>What the creator says changed</h2> <p>The exact release notes say the update adds more than 20 events, more appearances, and more sounds; improves chase AI; adds a book to the bonus chest; changes some creatures; and adds entity names. The short notes do not enumerate every trigger, probability, creature, audio cue, or migration rule.</p> <p>Create the test world with the bonus chest enabled and read the supplied book before seeking an encounter. If the book is missing, do not wander randomly for an hour: confirm the correct file and active components first.</p> <h2>The core look-away loop</h2> <p>The project description gives the Stalker an unusual weakness: it cannot move while someone looks directly at it. When the player looks away, it advances. It can appear in forests, caves, ruins, or outside a home after sunset.</p> <p>A useful baseline uses one well-lit cabin, two windows, a short tree line, and a marked escape route. Record the first appearance, distance, whether direct view stops movement, what counts as breaking attention, and how the chase begins. Repeat after saving and reopening. Do not claim perfect line-of-sight behavior from a single cinematic encounter.</p> <h2>Sensory safety comes before suspense</h2> <p>This project is designed around darkness, unsettling appearances, sounds, and pursuit. It may be a poor fit for children, players sensitive to jump scares, loud or sudden audio, paranoia themes, or sustained chase pressure. Headphones are not a default recommendation.</p> <ol> <li>Start with device volume low and Minecraft music reduced or off.</li> <li>Use a short daytime session before testing night, caves, or enclosed spaces.</li> <li>Keep pause/exit controls accessible and agree on a stop signal in multiplayer.</li> <li>Do not test alone if the player is uncertain about the premise.</li> <li>Stop at dizziness, panic, headache, sleep disruption, or persistent discomfort.</li> </ol> <p>The source does not provide content toggles, sound categories, flashing-light controls, or an event blacklist in the checked description. Their availability is unknown.</p> <h2>Import without assuming the internal pack graph</h2> <p>CurseForge presents one <code>.mcaddon</code> and reports no additional files. That does not prove the archive contains only one internal pack or has no script/resource dependency. MineBrush did not inspect its manifests.</p> <ol> <li>Match the creator, project ID, file ID, filename, and one of the listed Bedrock builds.</li> <li>Open the creator-sourced <code>.mcaddon</code> with Minecraft and record the import result.</li> <li>Create a fresh world with a bonus chest; do not use the only copy of a survival save.</li> <li>Record each behavior and resource component Minecraft exposes, plus any experiment prompt.</li> <li>Activate only this project's components, restart the game, and verify the guide book.</li> <li>Run one short observation/escape scene, save, restart, and repeat.</li> </ol> <p>A missing book, invisible entity, silent event, or nonmoving chase can identify different broken layers. Do not fix them by importing a resource pack from another similarly named project.</p> <h2>Test events without spoiling the whole project</h2> <p>For editorial verification, you do not need to catalog every surprise. Select four evidence points: one distant appearance, one direct-view stop, one look-away advance, and one chase/escape. Add the bonus-chest book and a complete restart as setup checks.</p> <p>Record coordinates, time, weather, difficulty, render and simulation distance, active packs, volume settings, and the shortest action before the event. If the trigger is random, record observation duration and failed attempts rather than turning absence into a defect.</p> <h2>Audio, visibility, and accessibility checks</h2> <p>Test speakers and headphones separately only with informed consent. Note whether dialogue, footsteps, ambient cues, and attack sounds remain understandable at a comfortable master volume. Capture peaks or missing cues with device volume and in-game categories recorded.</p> <p>Darkness is part of the presentation, but an entity that becomes impossible to see for a player with low vision is an accessibility boundary, not extra difficulty. Check brightness, UI scale, subtitles if available, color/contrast, motion sensitivity, and the ability to exit safely. No universal accessibility rating is claimed.</p> <h2>Multiplayer changes the observation mechanic</h2> <p>With two players, one person may be looking while another turns away. The creator page does not explain whether line-of-sight, event state, sound, or chase target is global or per player. Test one host and one joining client in the same marked scene.</p> <p>Compare what each player sees and hears, who the Stalker follows, what happens at different distances, and whether reconnecting resets or preserves the event. Realms and dedicated servers remain unverified, and a local host result should not be generalized.</p> <h2>Performance needs an event-density test</h2> <p>No benchmark was produced for this package. The project advertises 3,500+ script lines, multiple entities, JSON data, audio, and more than 20 events; those descriptors do not predict cost by themselves.</p> <p>Measure a calm five-minute baseline and a controlled event/chase route on the weakest intended device. Record frame time, input response, audio delay, entity behavior, memory pressure, heat, and recovery after the event. Test again after a full restart. “No lag in the first minute” is not enough.</p> <h2>Conflicts and removal</h2> <p>Build the conflict ladder in this order: ambient audio, entity and spawn logic, player scripts, animation systems, darkness effects, bonus-chest behavior, then difficulty. Keep the Stalker-only result recorded between additions so the first changed layer stays visible.</p> <p>Before removal, exit any active chase, move away from custom entities, save a world export, and work only on a copy. Deactivate every imported component, restart, and inspect the test area, sound, entities, book, and logs. Exact event-state cleanup is unknown because the archive was not acquired.</p> <h2>Troubleshooting by earliest evidence</h2> <table> <thead> <tr> <th>Symptom</th> <th>First useful action</th> </tr> </thead> <tbody> <tr> <td>Wrong Stalker behavior or features</td> <td>Confirm PnTMC project 1567781 and file 8406408; do not identify the add-on by title alone.</td> </tr> <tr> <td>Bonus-chest book is absent</td> <td>Create a fresh world with bonus chest enabled and only the imported components from file 8406408.</td> </tr> <tr> <td>Entity is invisible</td> <td>Check the imported resource component and remove unrelated entity/animation packs before changing scripts.</td> </tr> <tr> <td>No events occur</td> <td>Record the test duration, time, location, and difficulty; random absence is not automatically an import failure.</td> </tr> <tr> <td>Audio is overwhelming</td> <td>Exit the world, lower volume before returning, and do not continue a comfort test without consent.</td> </tr> <tr> <td>Build is newer than 26.30</td> <td>Do not expand the version label from the filename's plus sign. Wait for a source update or use a disposable test.</td> </tr> </tbody> </table> <h2>Credits, rights, and media boundary</h2> <p>PnTMC identifies the project as heavily inspired by Twixxel's video series and credits LCrandom for designs plus MrPerkasc, OmarZuriel, SomeoneWithaName, Taquitos, and Gloriouskingavr for sounds, assets, or ideas. Inspiration and credit do not mean those people endorse MineBrush.</p> <p>The project is All Rights Reserved and explicitly forbids reuploading, redistribution, or public modification without permission; private personal modifications are allowed by the creator's note. MineBrush hosts no archive or gallery media.</p> <p>The workspace holds neither file 8406408 nor a MineBrush-owned or creator-supplied Stalker capture. The existing cover is editorial art and not a captured event.</p> <h2>Primary sources</h2> <ul> <li><a href="https://www.curseforge.com/minecraft-bedrock/addons/twixxels-stalkers-bedrock-edition" rel="external noopener">PnTMC's Twixxel's Stalkers project</a></li> <li><a href="https://www.curseforge.com/minecraft-bedrock/addons/twixxels-stalkers-bedrock-edition/files/8406408" rel="external noopener">Exact file 8406408</a></li> </ul> <p>Source metadata was rechecked August 24, 2026. This is a source-grounded test guide, not a claim that MineBrush ran the add-on or verified its horror events on a specific device.</p> <p>Browse more carefully scoped projects in the <a href="/minecraft-bedrock-addons/">Minecraft Bedrock add-ons hub</a>.</p>]]></content:encoded>
</item><item>
<title>Rise and Survive 1.2: Zombie Progression Guide</title>
<link>https://minebrush.net/bedrock/addons/172-rise-and-survive-for-minecraft-bedrock-install-features-and-compatibility-guide.html</link>
<pdalink>https://minebrush.net/bedrock/addons/172-rise-and-survive-for-minecraft-bedrock-install-features-and-compatibility-guide.html</pdalink>
<guid>https://minebrush.net/bedrock/addons/172-rise-and-survive-for-minecraft-bedrock-install-features-and-compatibility-guide.html</guid>
<pubDate>Mon, 03 Aug 2026 17:39:13 +0300</pubDate>
<category>index</category>

<content:encoded><![CDATA[<p class="mb-eyebrow">Minecraft Bedrock · Progressive survival horror</p> <p class="mb-lead">Rise and Survive 1.2 is built for a dedicated apocalypse world, not a quick zombie reskin. Its difficulty climbs each day, stronger behavior arrives on eight-day milestones, and Blood Moons force horde encounters that can bypass ordinary base assumptions. The current file is labeled for Bedrock 1.21.130 only, so start by deciding whether your game version and appetite for persistent progression fit the project at all.</p> <h2>Exact project and release</h2> <table> <tbody> <tr> <th>Creator</th> <td>Ranzie</td> </tr> <tr> <th>CurseForge project</th> <td>1400032</td> </tr> <tr> <th>Selected release</th> <td>Rise and Survive 1.2</td> </tr> <tr> <th>Filename</th> <td><code>Ranzie Rise and Survive 1.2.mcaddon</code></td> </tr> <tr> <th>File ID</th> <td>7379125</td> </tr> <tr> <th>Channel and date</th> <td>Release · December 26, 2025</td> </tr> <tr> <th>Displayed size</th> <td>16.6 MB</td> </tr> <tr> <th>Supported build</th> <td>Bedrock 1.21.130</td> </tr> </tbody> </table> <p>MCPEDL shows a January 19, 2026 page update and the same v1.2 family, but that page date is not a new artifact release. CurseForge still identifies file 7379125 from December 26 as the main release. Two older files are explicitly labeled outdated; they are not fallback recommendations.</p> <h2>There is no current 26.x claim</h2> <p>The exact release card lists only 1.21.130. Importing on a 26.x client may succeed at the archive level while scripts, spawning, UI, blocks, or persistence fail later. MineBrush therefore does not expand the label into an assumed range.</p> <p>If you already upgraded beyond the listed build, use a disposable test profile only or wait for a creator update. Do not present an unsupported personal test as proof for every phone, console, Realm, or dedicated server.</p> <h2>The calendar is part of the game system</h2> <p>The creator describes a dynamic difficulty bar that rises every day and increases zombie spawn rates. Every eight days, zombies can become faster and stronger and unlock new abilities. Higher difficulty also increases the chance that enemies arrive with armor or weapons.</p> <p>That means a five-minute launch check misses the central feature. Record day 1, day 8, and at least one later milestone in separate copied worlds or controlled time advances. Track the displayed difficulty, ordinary spawn rate, equipment rate, movement, damage, and whether the same world keeps its progression after a complete restart.</p> <h2>Know what can breach your base</h2> <p>Rise and Survive assigns different jobs to its zombies:</p> <ul> <li>Miners break blocks and become faster at higher difficulty.</li> <li>Block Placers tower and bridge toward elevated players.</li> <li>Witch Zombies use potions; Bombers throw damage-only TNT.</li> <li>Ender Zombies teleport, Jumpers leap, and Crawlers use small spaces.</li> <li>Revealers expose a player's location and retreat; Spitters attack from range.</li> <li>Giant, Tank, and Necromancer leaders add jumping/fangs, durability, or summoned reinforcements.</li> </ul> <p>A test base should therefore include a low wall, overhang, narrow opening, elevated platform, ordinary door, and one protected storage area. “Nothing reached me on the roof” is not a useful conclusion until the relevant class has actually spawned at the intended difficulty.</p> <h2>Blood Moon acceptance test</h2> <p>The source says a Blood Moon occurs every eight days, disables sleep, guarantees one or two horde events, and makes zombies aware of the player's location. Ordinary hordes are described as spawning about 15 blocks away, with size scaling through customizable difficulty settings.</p> <ol> <li>Use a new world with no other mob, sleep, time, or difficulty add-on.</li> <li>Record the day and difficulty before the expected event.</li> <li>Stand at a measured base position and note first spawn distance, horde size, classes, and path.</li> <li>Try sleep once, then follow the intended escape route without changing difficulty.</li> <li>Save after the event, close Minecraft fully, and verify the next day and difficulty state.</li> </ol> <p>Do not use a valuable base for this test. Block breaking, bridging, explosives, and persistent progression make rollback more important than visual spectacle.</p> <h2>Infection changes the failure condition</h2> <p>Zombie hits can infect players. The creator says infection probability can be configured from 0 to 100 percent, infected players collapse after a timer, and a Golden Apple is the only cure. The checked source does not expose every default, permission, timer, multiplayer, or persistence rule.</p> <p>Test with an empty inventory in a marked area. Record the configured chance, first hit, visible feedback, timer, cure, death/collapse result, reconnect, and whether another player sees the same state. If the configuration is unavailable or unclear, do not guess commands in a live community.</p> <h2>World interaction and defenses</h2> <p>Horns and bells attract zombies immediately, while taking damage creates a blood scent detectable up to ten blocks. The add-on also advertises faster Java-style regeneration, craftable gunpowder, structures with loot, melee weapons, and a rotten-flesh progression from raw flesh to cooked flesh to leather.</p> <p>Defensive blocks include wired and cheval fences, wired walls, chain fencing, spiked plates, and spiked fencing. One source-specific boundary says zombies cannot break chain fencing until difficulty 75. Treat that number as a targeted checkpoint: test below, at, and above the threshold rather than assuming every reinforced block behaves alike.</p> <h2>Visual extras are not required dependencies</h2> <p>The project describes blood-screen effects with compatible visual packs, Fresh Animations-inspired zombie art, block-breaking particles, and glowing eyes with Vibrant Visuals. These statements do not prove that a separate visual pack is required for the core apocalypse or that every visual combination is compatible.</p> <p>Prove v1.2 alone first. Add one visual pack only after spawning, infection, progression, and defenses pass. If glowing eyes or blood effects change without affecting AI, classify that as a visual-layer difference rather than rewriting the gameplay verdict.</p> <h2>Multiplayer and performance need a horde test</h2> <p>The source supplies no MineBrush benchmark. One player on day 1 is not representative of two clients during a Blood Moon. Record the host device, joining device, simulation distance, difficulty, horde size, entity count if available, frame time, tick delay, memory symptoms, heat, and reconnect behavior.</p> <p>Run the same marked route on the weakest device before and during a controlled event. Watch block breaking, projectile timing, inventory response, infection messages, and whether both players see the same classes. Realm and dedicated-server behavior remain unknown.</p> <h2>Conflicts to isolate</h2> <p>Other mob replacers, spawn controllers, difficulty systems, time/sleep packs, structures, loot tables, regeneration changes, player-health scripts, animation packs, and weapon add-ons can touch the same layers. Restore them one group at a time after the solo baseline.</p> <p>The creator's Overgrown Cities project is described as a companion atmosphere, not a required file for v1.2. Treat it as a separate world-generation test with its own version support and backup. Never merge its compatibility statement into Rise and Survive.</p> <h2>Update and removal are world migrations</h2> <p>Progression counters, structures, custom blocks, mobs, loot, and infection state may survive in a save. Export the world before an update. Do not replace the current file with one of the older “outdated” archives or mix internal components across releases.</p> <p>For removal, use a copy. Finish the active horde, cure or clear the test player, move away from custom structures, remove add-on items, deactivate every component, restart, and revisit the test area. Exact cleanup is unknown because the archive was not inspected.</p> <h2>Troubleshooting the first broken layer</h2> <table> <thead> <tr> <th>Symptom</th> <th>First useful action</th> </tr> </thead> <tbody> <tr> <td>No progression appears</td> <td>Confirm file 7379125 on Bedrock 1.21.130, then record day and difficulty in a fresh solo world.</td> </tr> <tr> <td>Zombies cannot tower correctly</td> <td>Verify the selected December 26 release; its changelog specifically fixes towering behavior.</td> </tr> <tr> <td>Vanilla hostile mobs disappear</td> <td>This is creator-described behavior; their loot is shifted to zombie kills. Do not treat it as a random conflict.</td> </tr> <tr> <td>Blood Moon timing looks wrong</td> <td>Remove time/sleep packs, record the day counter, and reproduce across a full save/reopen.</td> </tr> <tr> <td>Current 26.x client behaves badly</td> <td>Return to a disposable copy. The exact release lists only 1.21.130.</td> </tr> <tr> <td>Multiplayer freezes during hordes</td> <td>Reduce to host plus one client and record event size, simulation distance, tick delay, and the earliest repeatable trigger.</td> </tr> </tbody> </table> <h2>Rights and media boundary</h2> <p>CurseForge displays “Creative Commons 4.0” without exposing the exact variant or asset scope in the checked page. MineBrush does not infer a mirroring right from that shortened label and leaves the archive and gallery on the creator route.</p> <p>The workspace contains neither the real v1.2 archive nor an original or creator-supplied gameplay capture for this project. The current cover is editorial artwork, not a tested horde scene.</p> <h2>Primary sources</h2> <ul> <li><a href="https://www.curseforge.com/minecraft-bedrock/addons/rise-and-survive" rel="external noopener">Rise and Survive creator project</a></li> <li><a href="https://www.curseforge.com/minecraft-bedrock/addons/rise-and-survive/files/7379125" rel="external noopener">Exact v1.2 file record</a></li> <li><a href="https://mcpedl.com/rise-and-survive/" rel="external noopener">Ranzie MCPEDL listing</a></li> </ul> <p>Source metadata was rechecked August 24, 2026. This guide records creator-described mechanics and a safe evaluation route; it does not claim a successful import, horde, server, or performance result.</p> <p>Browse more survival projects in the <a href="/minecraft-bedrock-addons/">Minecraft Bedrock add-ons hub</a>.</p>]]></content:encoded>
</item></channel></rss>