Not Enough Trials - Complete Overhaul of Trial Chambers
Not Enough Trials is a modification that drastically changes trial chambers in Minecraft. The creator decided to expand this content by adding new mechanics and variety while improving the balance of difficulty and rewards.

Main Changes
The chambers have become more open and less confusing compared to the original version. Each room now always generates without conflicts, eliminating dead ends in corridors. Wind charge usage is encouraged for activating hard-to-reach buttons and simultaneously opening groups of trapdoors.
Dispensers have become significantly more effective - they can be strategically used against enemies. Every chiseled copper block activates something when scraped, so scrape every block you see! Luck potions can be found in secret rooms - they increase loot from vaults.
The structure no longer uses blocks for camouflage, making trial chambers easier to discover while mining resources. Each hall always generates exactly four spawners for more predictable key acquisition.
Trial Chambers
Corridors

- Walls decorated with pots, vaults, and doors to chambers
- Arrow and fire charge dispensers for shooting at spawners
- Only part of the structure with random number of spawners
- Dripstone on bottom level punishes falls
Ledge (originally chamber 1)

- Similar ledge layout but platforms are positioned lower
- Normal spawners: skeleton variants
- Tough spawners: jockeys
Chasm (originally chamber 2)

- New layout with powder snow pit at the bottom
- Holes and trapdoors for dropping mobs down
- Normal spawners: zombie variants, spiders, zoglins
Cubic (originally chamber 4)

- Basic layout like original but gameplay is diversified.
New Enemies
All creatures are divided into "normal" and "tough" categories. Many mobs have been modified for better balance:
Normal mobs: zombies, skeletons, phantoms, storm walkers, illusionists and others Tough mobs: breezes, jockeys, wither skeletons, vexes, ghasts and formidable pillagers
Loot System
Basic vaults are now split into three categories: armor, valuables, and weapons. This allows partial customization of found items. All three vault types always generate grouped together.
Armor table: iron armor, enchantment books, shields, diamond armor and protective items Valuables table: emeralds, iron ingots, diamonds, books and golden apples Weapons table: spectral arrows, enchanted axes, bows, crossbows and upgrades
Bosses
Upper levels contain boss chambers with unique mechanics. Defeating a boss awards each player - trident on normal difficulty or heavy core on challenging difficulty.
