FIELD GUIDE / STITCHTOWN

The adventurer’s notebook

Select a mod name to expand or collapse its guide, or jump directly from the contents. Each mod stands on its own; spoilers stay collapsed.

Module guides

ICE / 0.1.6-ice.1Ice KingFreeze the water. Turn cold into power.
An ice-armored rider holds an ice sword while crossing a snowy frozen lake on an ice horse.

Minecraft 26.3 · 0.1.6-ice.1 Test release · Download available

Take on a crystalline form, gather cold, summon an ice horse and master the ice blade and frost blast.

This guide is for Minecraft 26.3. Use the matching mod version; compatibility with Minecraft 26.2 is not established.

Crafting table recipes

Each occupied cell uses one item and each recipe produces one item. Follow the displayed spear diagonal.

Ice King badge
Packed iceIcePacked ice
IcePacked iceIce
Packed iceIcePacked ice
Ice sword (Lv2)
EmptyPacked iceEmpty
EmptyPacked iceEmpty
EmptyStickEmpty
Ice spear (Lv3)
EmptyEmptyPacked ice
EmptyStickEmpty
StickEmptyEmpty

Six permanent levels

LevelCurrent resource thresholdUnlock
Lv10Snow footprints, frozen water and lava turned to obsidian
Lv210Ice sword and snowflake absorption effects
Lv330Ice spear
Lv450Summon an ice horse on water
Lv570Ice blade: costs 5 cold
Lv6100Frost blast: costs 10 energy

Cold becomes energy at Lv6. At Lv5, cold can already be spent on the ice blade.

Activate and control

Craft your own Ice King badge, select it in any hotbar slot and right-click to activate it. Each player can have one active episode per world. V toggles Ice form, J toggles the ability guide and G summons your horse.

Changing tools or putting the badge away does not deactivate the episode. Abilities require Ice form and the appropriate level; borrowed weapons do not bypass those requirements.

Cold and permanent levels

Qualifying kills grant +1 cold for neutral/passive creatures or +3 for hostile creatures. Players and tamed pets grant none. Unarmed kills, Ice weapons, normal weapons and owned weapon projectiles qualify; hits alone, environmental damage and companion damage do not.

Thresholds are 0 / 10 / 30 / 50 / 70 / 100. Unlocked levels are permanent. Spending from 70 to 65 at Lv5 keeps the ice blade unlocked, but current cold must reach 100 to unlock Lv6. Energy is capped at 100 at Lv6.

Footprints and terrain

Ice form leaves thin snow on suitable ground, freezes the water block beneath your feet and turns lava below into obsidian. Standing still expands the freezing radius by one block every 5 seconds, up to 10 blocks; moving restarts the timer. The ice horse shares these surface abilities.

Snow, ice and obsidian remain in the world; normal snow and ice melting still applies. Protected areas, containers and unsuitable blocks are avoided. Try the effects in a backed-up or test world first.

Ice sword and Ice spear

Unarmed, Ice sword and Ice spear hits slow targets by 10% / 30% / 60% for 3 seconds. Repeated hits refresh the effect; only the strongest applies. Slowed targets turn bright blue and emit snowflakes. Normal weapons do not gain the slow effect.

Tap left click for a normal attack. Hold left click for at least 1 second to charge an Ice weapon, then release to cast. This does not use R. A full charge can be held without automatically casting.

Ice horse and charged abilities

At Lv4, press G while aiming at water within 8 blocks and remain at a valid summoning position for 5 seconds. Ice crystals form a new horse. You can own one horse; no existing horse or saddle is needed. Remount within 5 seconds of dismounting to prevent it melting away. It leaves no water block.

At Lv5, charge the Ice sword and release to cast the ice blade for 5 cold/energy. The crescent is 5 blocks wide and travels up to 12 blocks. Walls stop it. Its first enemy contact causes one explosion with radius 3 and up to 20 damage, without extra direct-hit damage.

At Lv6, hold the Ice spear while riding your own ice horse. Charge, aim at a valid target within 12 blocks and release. Frost blast costs 10 energy and has an 8-second cooldown. Knockback and the first explosion happen immediately. A surviving main target freezes gradually for 3 seconds, is immobilized for 1 second, then explodes again; death cancels the second explosion.

Each actual explosion safely places thin snow across an 8×8 surface area and produces about 2 seconds of snowfall. Existing blocks and container contents remain intact; no fire is placed. Insufficient energy shows required and current amounts without charging you. Normal melee reach is unchanged.

English ability names are editorial translations.

Get the mod →
FIRE / 0.1.2-fire.1Fire KingCross the lava. Lead with flame.
A fire-armored rider carries a magma-bladed spear across a lava pool on a fire horse.

Minecraft 26.3 · 0.1.2-fire.1 Test release · Download available

Become an armored fire elemental, build heat through combat, ride a fire horse and unleash bursts of flame.

This guide is for Minecraft 26.3. Use the matching mod version; compatibility with Minecraft 26.2 is not established.

Crafting table recipes

Each occupied cell uses one item and each recipe produces one item. Follow the displayed spear diagonal.

Fire King badge
Blaze powderMagma blockBlaze powder
Magma blockBlaze powderMagma block
Blaze powderMagma blockBlaze powder
Fire sword (Lv2)
EmptyMagma blockEmpty
EmptyMagma blockEmpty
EmptyBlaze rodEmpty
Fire spear (Lv3)
EmptyEmptyMagma block
EmptyBlaze rodEmpty
Blaze rodEmptyEmpty

Six permanent levels

LevelCurrent resource thresholdUnlock
Lv10Fire footprints, underwater oxygen refill, fire and lava immunity
Lv210Fire sword and spark absorption effects
Lv330Fire spear
Lv450Summon a fire horse on lava
Lv570Combustion: costs 5 energy
Lv6100Blazing strike: costs 10 energy

Heat becomes spendable energy at Lv5. Spending it never removes an unlocked level.

Activate and control

Craft your own Fire King badge, select it in any hotbar slot and right-click. V toggles Fire form, J toggles the ability guide and G summons your horse. Each player has one active episode per world.

Fire is standalone and does not require Ice. Changing tools or putting away the badge does not deactivate the episode. Fire abilities require Fire form and the appropriate level; borrowed weapons do not bypass requirements.

Heat and permanent levels

In Fire form, kills with owned weapons or attributed Fire damage grant +1 heat for neutral/passive creatures or +3 for hostile creatures. Normal melee, owned arrows, tridents and crossbow fireworks can recharge heat. Hits alone, players, tamed pets and summoned fire horses grant nothing.

Heat thresholds are 0 / 10 / 30 / 50 / 70 / 100, capped at 100. Spending does not lower your level. Spending from 70 to 65 at Lv5 keeps Combustion unlocked; current heat must reach 100 for Lv6. Normal weapons recharge heat without adding Fire ignition.

Fire footprints and water

Fire form is immune to fire, lava and magma-block damage. Dense bubbles and white steam appear underwater and refill oxygen. The steam is visual only: no sulfur debuffs, nausea, launch force or buoyancy, and no walking on water.

Player and horse footprints leave a 5-second fire field that applies 2 seconds of burning on contact. Water and rain can extinguish it early. These are temporary damage zones, not spreading fire blocks; they do not destroy terrain.

Emissive player and weapon materials remain visible at night but do not light surrounding terrain. This version uses warm metal edges, dark grips and slowly flowing magma inside the blade, with no external weapon flames.

Fire sword, Fire spear and ignition

Unarmed, Fire sword and Fire spear hits ignite targets for 2 / 5 / 8 seconds, with 1 point of fire damage per second subject to normal resistance and damage rules. Repeated ignition keeps the longer remaining duration without stacking frequency. Added Fire damage excludes players, tamed pets and fire horses; normal melee follows vanilla rules.

Lv5 Fire sword Combustion: hold left click for 1 second, then release. It costs 5 energy with a 2-second cooldown. The 5×5 horizontal, 5-block-high zone deals explosion damage affected by cover, leaving an 8×8 fire field for 8 seconds. A valid cast still costs energy when no enemy is in range.

Lv6 Fire spear Blazing strike: sprint on your own fire horse and land a left-click hit. It does not use the Ice spear's charge-and-release input. Cost: 10 energy; cooldown: 4 seconds. A miss costs nothing. The flame front travels up to 20 blocks, reaching 3 blocks on either side; walls stop it. Each target can take at most 3 successful explosions per cast, subject to vanilla damage cooldowns.

Summon and ride the fire horse

At Lv4, press G while aiming at lava within 8 blocks and remain at a valid position for 5 seconds. A new fire horse gradually forms without consuming lava or converting an existing horse. One horse per player; no saddle or equipment is needed. It can run over lava.

After its first ride, dismounting starts a 5-second countdown to an explosion and disappearance, leaving a 3×3 fire field. Remount to cancel it. An unridden horse does not start this timer, and the explosion preserves terrain. Player death, logout, dimension changes, leaving Fire form or the horse's natural death make it disappear silently instead.

English ability names are editorial translations.

Get the mod →
Released · 0.1.4Yellow DuckThrow a duck egg onto water and watch a tiny yellow duck grow into a giant.
A giant yellow voxel duck floats on a sunlit lake surrounded by forests and mountains.

Throw a duck egg onto water and watch a tiny yellow duck grow into a giant. Damage its shell until its health runs out to trigger an explosion and collect broken yellow plastic. Burn that plastic to release spreading poisonous black smoke.

Sped-up demonstration: fall → grow → click the duck to demonstrate destruction by damage. In the game, an egg hatches on water. Ducks do not explode from growth, and an explosion at sea does not directly create persistent poison smoke.

Minecraft Java 26.3 · Java 25 · Fabric Loader 0.19.5 · Fabric API 0.161.0+26.3

Craft and hatch

Combine one yellow dye, one slime ball and one egg to make one yellow duck egg. This shapeless recipe works in either the inventory's 2×2 grid or a crafting table, in any arrangement.

Right-click to throw the egg, or drop the egg item onto an exposed water surface. Eggs that land on dry ground remain recoverable. Choose open water with plenty of room for growth.

Growing on water

A duck begins about 0.25 blocks long and keeps its original position and direction. At normal game speed, with the area continuously loaded and no obstacles, it reaches about 100 blocks in five minutes and continues growing beyond that.

Contact with a shore or solid obstacle permanently stops growth, even if the obstacle is removed. When two duck shells touch, both permanently stop growing; removing either duck does not restart the other. Unloaded areas pause growth checks; offline time does not produce catch-up growth.

The duck is a hollow visual model. You cannot stand on it or mine it block by block. This standalone item and environment mod starts with crafting an egg.

Health and explosions

Aim at an unobstructed duck shell within 64 blocks to see its current and maximum health. That distance applies to the health display; attacks retain their normal reach and obstruction rules.

Every part shares one health pool. Larger ducks have more health, up to 100 health points or 50 hearts. Growth preserves damage already taken.

When health reaches zero, the duck explodes at the final impact point, damaging and knocking back nearby creatures. The explosion radius caps at 16 blocks, leaves surrounding blocks intact and does not set the terrain on fire. Each duck drops 1–64 pieces of broken yellow plastic, depending on its size.

Ducks do not automatically explode at a particular size. The website's falling, growing and exploding loop is a sped-up feature demonstration; its explosion represents destruction by damage.

Plastic and poisonous smoke

Drop plastic into fire, soul fire, a lit campfire or lava to consume the whole stack and produce black smoke. A duck exploding at sea does not directly create this persistent poison cloud.

Smoke expands for three minutes to a maximum affected area of 100×100 blocks, centered on the source and 8 blocks high. It then shrinks and fades for one minute. Decorative puffs may extend outside the actual effect boundary.

Adding more plastic at the same source preserves the existing cloud’s current area and restarts three minutes of expansion plus one minute of fading, without adding a cloud or increasing poison strength.

The area refreshes vanilla Poison II. After leaving, the effect lasts at most two more seconds. Overlapping clouds do not increase its level; vanilla poison and immunity rules still apply. Extinguishing the source does not remove smoke already emitted. Offline time and relevant region unloading pause its clock.

0.1.4 update and installation

Reduces mesh-update stutter during growth while preserving appearance, growth and combat rules. Tested in a single-duck comparison with Complementary Reimagined r5.9.3; performance varies with hardware, resolution, view distance and scene.

Requires Java25, Fabric Loader0.19.5 and Fabric API0.161.0+26.3. Install on both server and clients for multiplayer. Close the game, back up the world and replace the old duck JAR; keep one version in mods. Updating from0.1.3 keeps the save format. Earlier duck versions use the existing data upgrade; restoring an older-format version requires the pre-upgrade backup. Retain original JARs/modsets for old recordings.

Download Yellow Duck 0.1.4

v0.3.27-bee.1 · 9 sectionsQueen BeeRaise brood, manage your hive and explore life with the swarm.
Queen Bee illustration

Updated

Queen Bee | Spoiler-free start and version notice

v0.3.27-bee.1

Queen Bee v0.3.27-bee.1 is now downloadable. Begin as an ordinary bee, care for pupae, forage, expand the hive and defend your home. Wolf is not a prerequisite.

Fixes multi-hive recall and entrance selection, and improves large-colony processing. Prevents bee entity-cramming deaths. Bees pass through each other during departure/attack; normal pushing returns when both stop attacking. Other damage, solid blocks and post-sting death remain. Fixes Flashback crashes when following a transformed bee player, preserving the queen appearance.

Supports Traditional Chinese and English in-game text. Long dialogues are paginated, and Scent text scales for smaller windows. V / J / G / R / H controls and quest progress are retained. Queen Bee clients and servers must use the same version; update them together.

Two blocky bees approach a tree-mounted nest beside flowers.

Begin as one bee and explore your own hive.

  1. Right-click no longer enters the hive. Empty-hand or non-badge right-click on a vanilla natural bee nest (BEE_NEST) still discovers the guide; Shift-right-click upgrades remain unchanged. Approach and right-click the guide to accept Q1.
  2. The guide is named “A bee that does not look suspicious at all; do not right-click to talk to me.” The name is a joke: you still need to right-click. It is visible only nearby.
  3. Accept Q1 to establish your colony and receive your own Hard Worker’s Badge. Select your own badge in any hotbar slot and right-click to enable abilities. Press V, then left-click your own nest to enter, even while holding the badge.
  4. Touch the yellow exit on the central floor or corresponding ceiling to leave; do not dig through walls. No fixed slot is required. Switching items or storing the badge preserves activation. J toggles hints for the active chapter. Inside a hive, disabling, switching chapters and returning to human form are blocked; exit the hive first.
ControlPurpose
VTransform using the active owned badge; human form is blocked inside a hive.
JToggle quest hints for the active chapter.
Right-click the selected badgeEnable/disable abilities; disabling is blocked inside.
Left-click your own nestEnter in bee form, even while holding the badge.

Before accepting Q1, you may select another natural nest. Acceptance fixes the colony association. A new world does not inherit another world’s quests. Under leaves, the guide can fly level or descend out of the nest; distinguish loading from an actual obstruction before changing terrain. Separate player ownership is not full multiplayer acceptance.

No fixed slot is required. Switching items or storing the badge preserves activation. J toggles hints for the active chapter. Inside a hive, disabling, switching chapters and returning to human form are blocked; exit the hive first. Queen Bee 0.3.27 works standalone. For Wolf King co-installation use 0.2.13-realm.1, not older badge protocols. Compatibility of this Bee version with Ocean Walker is not yet confirmed.

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Q1 | The world inside the hive

v0.3.27-bee.1

After accepting the quest, Select your own badge in any hotbar slot and right-click to enable abilities. Press V, then left-click your own nest to enter, even while holding the badge. Actually enter the hive to complete Q1. Familiar Scent helps normal bee/colony interaction; it does not grant immunity after attacking bees.

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Q2 | Be a caretaker

v0.3.27-bee.1
A bee tends pupae beside three nursery spaces.

Feed pupae and care for new life in batches; the interior layout is illustrative.

Accept Q2 to unlock honey-block breakdown. In a bee-type form, right-click to take a full honey block and use the character’s 2×2 crafting grid: one honey block yields four portions of mod Honey. No glass bottle is needed and the result is not a honey bottle. Mod Honey uses a golden honey-drop icon.

Inventory crafting · 2 × 2
Honey block × 1EmptyEmptyEmpty
ResultMod Honey × 4

The initial hive has ten adults, three unfed pupae and two full honey blocks. Feed each pupa one portion of mod Honey; it matures in 30 seconds. Personally feed and successfully hatch five different pupae. The three nursery slots can be used in batches. Worker-fed hatches do not count toward your care record.

Paused and offline time count toward the pupa clock, but actual hatching is processed when the world runs again. At full population, mature pupae wait at 100% until space is available. Replacement pupae have an approximately five-second gap plus a one-second fade-in; interact after they fully appear.

Fed pupae move more strongly as hatching progress rises; unfed pupae remain still. This visual effect does not accelerate growth or bypass a full colony. After hatching, a juvenile takes 1200 game ticks—about one minute at 20 TPS—to become an adult. Pausing or going offline does not advance juvenile growth.

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Q3 | Buzz, buzz, buzz

v0.3.27-bee.1
Bees travel between a tree nest and nearby flowers.

Flowers, workers and stored honey form a production cycle.

After Q2, accept Q3 from the guide. In bee form, right-click a real flower and remain within three blocks until the six-second bar completes (120 loaded ticks). Complete four collections, then report to the guide. An interruption restarts the current collection. Four different flower types are not required.

These are the player’s collections; workers do not contribute to the counter. Completing a collection does not directly grant a Honey item.

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Q4 | Everyone gets to work

v0.3.27-bee.1

Upgrades unlock at Q4. Prepare three portions of mod Honey and six logs, normally right-click the guide bee and choose the material-payment upgrade button. Reaching LV2 completes Q4; sneaking interaction also works. LV3 costs another six Honey and twelve logs: nine Honey and eighteen logs in total from LV1.

Keep your own badge abilities enabled and the materials in your inventory. Beehives, nests, planks and honey bottles are not substitutes. The guide remains until Q6 is complete and still offers upgrades after Q5. The builder bee appears and takes over only after A New Queen Arrives.

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Q5 | An uninvited guest

v0.3.27-bee.1
A swarm approaches a spider near its nest.

Command available adults to defeat the designated spider.

Accept Q5 after Q4. While the quest is active, approach within 48 blocks of your own external nest. A personal quest spider is placed at a dry, supported, body-clear location within 32 blocks of the nest. Peaceful difficulty or no safe location produces a message. An existing unloaded spider is not duplicated.

In bee form, aim at the designated spider and right-click to command the swarm. The target must be defeated by dispatched bees or the commanding player in bee form. One sting or environmental death does not complete Q5. The target ray reaches 32 blocks and can be blocked by walls or an intervening entity.

Dispatch includes loaded, available adults working outside, while preferentially retaining three adults inside. Thirteen available adults allow ten to be sent. Juveniles, unhatched pupae, already-stung bees, bees in combat and bees reserved for relocation are excluded. Total population is not available fighting strength.

After a successful sting, workers enter their death sequence. Players who sting in ordinary bee form also face the death consequence; returning to human form or a normal restart does not cancel it. Bees that have not successfully stung may return when the target becomes invalid. The guide remains after Q5 until Q6 is complete.

Right-click commands also accept ordinary mobs such as pigs, excluding bees, players and decorations. Range, obstruction and the three-adult reserve per nest still apply. Attacking or killing a pig does not complete Q5.

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Colony management | Population, nursery and honey storage

v0.3.27-bee.1
LevelPopulation capNursery slotsStorage platformsHoney-block capacityUpgrade cost
LV12036486Initial
LV2606129723 Honey + 6 logs
LV3 MAX10092419446 Honey + 12 logs

Each wooden platform holds 3×3×9 = 81 honey blocks, filled from the bottom upward. 6 / 12 / 24 are platform counts, not total capacities. Upgrading does not fill storage for free; each collection takes one full block. Population includes adults and juveniles, excluding unhatched pupae and service NPCs.

ClockCurrent durationOffline / paused
Pupa30 secondsTime counts; hatching is processed in a running world and waits if population is full.
Juvenile → adult1200 game ticks, about one minute at 20 TPSDoes not advance.
Flower collection120 loaded ticks, normally about six secondsComplete the current action; an interruption restarts it.

After Q2, workers forage, store honey and feed pupae automatically. Four portions of returned nectar form one full honey block; only full blocks can be collected. Production and nursery care share real inventory, not unlimited free supplies.

Flowers must be reachable and within 24 blocks horizontally of the external nest, from 24 blocks below to 18 above. Without flowers workers rest inside, resuming once flowers are found. Full storage stops new trips. Bees already carrying nectar keep it; normal production does not drop overflow nectar on the ground.

Worker traffic in 0.3.11: ordinary foragers returning inside appear at scattered safe positions in the central space and four cardinal rooms. Before leaving, they fly toward a random safe target at least 16 blocks away. Transfer outside requires both at least 60 server ticks and arrival at that target; this is not a guaranteed three-second departure. Blocked or overdue routes choose a new target, and no safe position means waiting and retrying. Only ordinary worker traffic changes; player entrances, combat and relocation routes are unchanged.

Since 0.3.13, harvesting a honey block saves the relevant native entity chunk instead of forcing a whole-world save each time. Normal autosaves and saving on exit remain. This still involves disk writes and does not promise stutter-free flight.

Version 0.3.15 reduces stalls from frequent bee-state saves: they no longer force unrelated vanilla data to be saved. Finding positions in a new hive is also optimized. Hive geometry, bee identities and item handling remain unchanged. Actual smoothness still depends on world size and computer performance.

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Queen Bee | FAQ and troubleshooting

v0.3.27-bee.1
SymptomCheck
V does nothing / no hintsSelect your own badge in any hotbar slot and right-click to enable abilities. Press V, then left-click your own nest to enter, even while holding the badge. No fixed slot is required. Switching items or storing the badge preserves activation. J toggles hints for the active chapter. Inside a hive, disabling, switching chapters and returning to human form are blocked; exit the hive first.
Right-clicking the nest does not enterSelect your own badge in any hotbar slot and right-click to enable abilities. Press V, then left-click your own nest to enter, even while holding the badge. Right-click no longer enters the hive. Empty-hand or non-badge right-click on a vanilla natural bee nest (BEE_NEST) still discovers the guide; Shift-right-click upgrades remain unchanged.
Q1 seems unavailable in a new worldBefore acceptance, select another natural nest if needed. Wait for loading and distinguish it from a blocked exit. New worlds do not inherit old quests.
Pupa stays at 100%Check population capacity. Wriggling is visual and cannot bypass the cap.
Care count does not risePersonally feed and successfully hatch five different pupae; worker-fed hatches do not count.
Builder bee missingIt appears after Q6. From Q4 until then, right-click the guide for upgrades.
Guide remains after Q5Expected: the guide stays until Q6 is complete.
Why more than six honey blocks?LV1 has six platforms, each holding 81 blocks, for 486 total. This does not grant full storage at the start.
Spider does not appearCheck Q5, the 48-block approach range, difficulty and safe dry space near the nest. An existing unloaded spider is not duplicated.
Thirteen bees cannot send tenAll thirteen must be available adults. Juvenile, stung, fighting, relocating or unloaded bees do not qualify.
Workers do not forageCheck Q2 completion, reachable real flowers, flower range and storage capacity.
Spider was stung but Q5 did not completeThe designated target must be defeated under the credit rules; one sting is insufficient.
Killing a pig does not complete Q5Ordinary mobs can be commanded targets, but only the designated spider counts for Q5.
Does every honey harvest save the entire world?No. Since 0.3.13, harvesting saves the relevant entity chunk. Normal autosaves and exit saves still occur.
Can large colonies still stutter?0.3.27 improves large-colony processing and multi-hive recall. Performance still depends on world size and hardware; no minimum FPS is guaranteed.
How do crowding and attacks affect bees?Prevents bee entity-cramming deaths. Bees pass through each other during departure/attack; normal pushing returns when both stop attacking. Other damage, solid blocks and post-sting death remain.
Flashback crashes while following a bee player?Fixes Flashback crashes when following a transformed bee player, preserving the queen appearance. Flashback 0.43.5 was tested with follow/free cameras, repeated seeks, hive dimension changes and a short export. Keep compatible mod versions for recording/playback. No minimum FPS or blanket old-recording compatibility is guaranteed. One 0.3.26 capture was verified with 0.3.27.
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Q6 | A new queen, Royal Jelly and relocation (major spoilers)v0.3.27-bee.1

Spoilers: this section reveals the hidden task after Q5, queen appearance and relocation results.

A bee-shaped queen with a small gold crown and elongated abdomen leads workers toward a new tree.

The queen leads original workers to a new home; counts and perspective scale are illustrative.

At a crafting table, surround one portion of mod Honey with eight vanilla honey blocks to craft one Royal Jelly, represented by a cream-and-gold cup icon. The center is mod Honey, not a honey block or honey bottle.

Crafting table · 3 × 3
Honey block × 1Honey block × 1Honey block × 1Honey block × 1Mod Honey × 1Honey block × 1Honey block × 1Honey block × 1Honey block × 1
ResultRoyal Jelly × 1

Construction is at 100%, but the swarm still waits? All twenty bees must gather within four blocks. Version 0.3.16 fixes the side-leaf/overhead-leaf deadlock and can resume an existing stuck relocation after upgrading. Do not break the tree or reset progress as a required workaround; unknown obstacles are not guaranteed to be passable.

After Q5, find the royal cell opposite the original nursery. Hold Royal Jelly and right-click the central pupa. Consuming one portion completes A New Queen Arrives. Empty hands, ordinary Honey and decorative parts do not trigger it. Ordinary nursery pupae still eat mod Honey. The royal cell becomes a throne; the guide leaves and the builder bee now appears to handle upgrades.

The queen remains bee-shaped, with a small golden crown and longer abdomen, approximately 1.4 times the size of an ordinary bee. She is not humanoid. The exact post-unlock form-selection interface was not confirmed in the handoff; no extra keybind is assumed.

  1. The source colony must be LV3 with 100 bees, including juveniles and bees outside, while able to select twenty available adults and leave at least three adults behind.
  2. In queen form, right-click your own throne, check the conditions and choose relocation. These are twenty original bees, not newly duplicated bees.
  3. On successful order, the selected twenty immediately discard unbanked nectar without compensation. Stored honey and nectar held by unselected bees remain. Full storage does not block relocation.
  4. Wait for recall readiness, then travel. When stationary, the swarm disperses naturally within thirty blocks of the queen; it follows while moving. Obstacles and narrow passages can delay it. New relocation movement avoids water and chooses dry positions, but does not grant immunity.
  5. Right-click the side of a log. The adjacent side block must be empty with leaves nearby. Planted or constructed trees work if they meet the checks; arbitrary solid walls do not. The exact nearby-leaf distance remains unconfirmed.
  6. Construction takes 400 loaded ticks, normally about twenty seconds. Going offline pauses it; reconnecting resumes it. Actual death of the queen or a relocating bee still cancels relocation and returns to the source nest; do not misdiagnose this as building damage.
  7. The new nest is LV1 with the twenty original adults and zero stored honey. The old nest remains a sub-colony with its level, inventory and remaining bees. An existing sub-colony can relocate again after meeting the same conditions.

The queen can mobilize available adults belonging to her own external colony nests within 300 blocks. Distance is measured to each nest’s external coordinates, not each bee, and does not grant control over wild bees. Each nest keeps three adults. Attack speed is doubled; after stinging, bees return to normal speed and enter the death sequence.

DistanceUse
32 blocksRight-click target ray, subject to obstruction.
300 blocksQueen support range measured to owned nests.
30 blocksNatural stationary swarm spread during relocation.
Spoiler FAQAnswer
Royal cell does nothingComplete Q5, hold Royal Jelly and right-click the central pupa. Empty hands, ordinary Honey or decorative parts do not work.
Must full storage be emptied?No. Normal foraging retains nectar; only the twenty selected relocation bees discard unbanked nectar.
Log interaction does not buildOrder relocation and wait for recall readiness, then check the log side, empty adjacent space and nearby leaves.
Can water-avoiding relocation still fail?Yes. Actual queen or relocating-bee death still cancels it; they are not invulnerable.
Does construction finish offline?No: it uses loaded ticks, unlike the separate pupa growth clock.

In queen form, you can sting repeatedly without a sting-induced death sequence. This does not grant damage immunity; other causes can still kill the queen. Ordinary bee-form players and workers retain their post-sting death rules.

Version 0.3.14 fixes relocation groups getting stuck above the canopy during the final construction gathering. Leaves above a valid nest site can remain in place; you do not need to break them to finish. The twenty original adult bees and 400 loaded-tick construction requirement are unchanged. Version 0.3.15 separately improves stalls caused by synchronous bee-state saving; it does not guarantee stutter-free play in every situation.

Construction still takes 400 loaded ticks, approximately 20 seconds at 20 TPS. Since 0.3.15, the countdown is saved every 20 ticks (one second at 20 TPS), with any remaining progress saved on normal exit. An abnormal shutdown may require repeating up to 19 ticks of the countdown (0.95 seconds at 20 TPS). Offline or unloaded time does not advance it. Bee identities, items, stored honey and relocation transactions retain their synchronous saving rules.

Version 0.3.16 fixes a construction-at-100% deadlock: one bee could brush a side leaf while descending diagonally, then be blocked by a leaf above when trying to rise, leaving the whole swarm waiting. Safe movement in separate components now resolves this case while retaining full collision and water checks. Trees remain intact, and all twenty original bees must still gather within four blocks after 400 loaded ticks. Existing stuck relocations can resume after upgrading; exit normally and back up the world first. The swarm still needs a passable route and cannot move through fully enclosed obstacles.

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v0.1.6-dolphin.1 · 1 sectionsOcean WalkerBecome a dolphin, grow by feeding, explore with sonar and lead your school.
Three blocky dolphins leap across a clear bay framed by green islands and rocky shores.

Updated

Ocean Walker: from first swim to ocean leaps

v0.1.6-dolphin.1

Become a dolphin, eat fish to level up, lead a school, scan the seabed and leap out of the water.

Install and activate

Requires Minecraft Java 26.3, Java 25, Fabric Loader 0.19.5 and Fabric API 0.161.0+26.3. Install the Dolphin JAR and Fabric API in your instance's mods folder. Extract the download ZIP first. Dolphin is standalone: no Wolf, Bee or shared-core JAR is required. Close the game before replacing an older Dolphin JAR; keep your saves and only one Dolphin version. Multiplayer clients and servers need matching compatible mod versions.

Tested shared-badge companions are Wolf 0.2.13-realm.1 and Queen Bee 0.3.21-bee.1. Older website downloads are not automatically compatible.

Fill all nine crafting-table slots with raw cod, salmon, tropical fish or pufferfish; mixing types is allowed. Cooked fish and fish buckets are rejected, and automated Crafters are unsupported. Claiming the dolphin-portrait badge binds it to you and unlocks LV1. Recrafting does not reset progress. Select your badge in ANY hotbar slot and right-click to enable it, then press V to transform. Changing tools, moving the badge into your inventory and reconnecting keep activation. Right-click the enabled badge again to disable it. Only one episode badge is enabled at a time.

Controls

Default inputAction
Selected owned badge + right-clickEnable/disable
VDolphin/human
Right-click raw fishEat inventory fish in dolphin form
Left-click a nearby fish underwaterEat a visible cod/salmon/tropical fish/pufferfish without an intervening wall
G at LV2Immediate sonar; no long-press mode or held-key repeat
Forward + Ctrl at LV3Sprint-swim to recruit companions
Sprint near the surface at LV4Automatic breach with at least one companion
Touch an eligible creature underwater at LV5Automatic momentum ram; R is no longer used
JToggle growth hints

Keys can be rebound in game settings.

Progression

LevelUnlockFish for this upgradeTotal
1Dolphin body, clear underwater sight, feedingCraft badge0
2Sonar66
3School navigation1218
4Breach1836
5Contact ram3066

All four raw fish count equally, including live prey and inventory food. Dolphins can eat at full hunger without pufferfish ingestion debuffs. Successful feeding plays a dolphin eating sound. Human eating does not count. Death does not lower your level; growth caps at 66 while eating remains available.

Abilities

LV1 improves underwater visibility with an approximately 1.25-second transition between human and dolphin. Terrain, loaded range and blindness/darkness still apply. Transformation does not heal you. Breathe at the surface roughly every 4 minutes; about 2 minutes out of water causes drying damage. Water or rain restores moisture. Land movement is slow; baseline straight cruise is about 4.8 blocks/second.

LV2: press G for 100-block-radius sonar. A grayscale field expands over 1 second, holds 3 seconds and fades over 3 seconds. One-second cooldown; release to cast again. Hostile creature types are red, other creatures blue, normal/trapped chests yellow and native ocean ruins purple. Covered chests and special terrain can be outlined, but chest contents are never read. Only loaded chunks are scanned; dense scenes may omit targets, distant creatures can use coarse outlines and cave geometry is approximate. Target hints are private; nearby players can see world waves/bubbles and hear the sonar call/ping.

LV3: each 2.6 seconds of effective sprint-swimming recruits one temporary dolphin, up to four. Cruise multipliers are 100/130/160/190/220%, not compounded. The HUD shows actual followers; third-person camera pulls back while first person stays unchanged. Gentle turns preserve momentum; abrupt turns, walls, stops and prolonged inactivity lose it. Form exit, death, dimension changes and reconnecting clear the temporary school, not permanent progress. Companions do not collect items or drop loot.

LV4: sprint within 2 blocks below the surface with at least one companion to launch automatically. No 45-degree upward aim is required. All 1–4 companion tiers reach 20 blocks above the surface and up to 50 blocks forward (about 49–50 in an unobstructed test lane). The whole school jumps. Safe descending water entry preserves the school; wall/ground impacts scatter it. Release sprint or dive deeper than 2 blocks before another launch; holding sprint does not create automatic repeated jumps, and there is no midair relaunch.

LV5: momentum contact attacks trigger underwater with at least one companion, without R. Damage is 6+6×companions:12/18/24/30 points for 1/2/3/4. Zero momentum cannot trigger it. A successful ram spends one tier and grants about 1 second of impact immunity/recovery. Continuous overlap does not hit repeatedly: separate and wait for recovery. Players, dolphins and tamed pets are excluded; walls block attacks. Vanilla damage that bypasses immunity still applies. Leaving the form, dying or changing dimension clears protection.

Troubleshooting and compatibility

V requires your own enabled badge; holding it alone is insufficient. G requires LV2/dolphin form and a fresh press after cooldown. Companions require LV3 and actual swimming movement, not Ctrl while stuck. Breach requires LV4, one companion and the surface; release sprint after landing. No response from R is expected. Check master and Players volume if eating or sonar is silent.

Traditional Chinese and English are supported. Flashback 0.43.5 may have a font issue in its Traditional Chinese interface; use its English interface for recording if affected. Normal Traditional Chinese gameplay is supported.

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v0.2.11-realm.1 · 2 sectionsWolf KingEnter the wolf realm, learn to transform and command your pack.
Wolf King illustration

Updated

Standalone Wolf | Wolf Clan Challenge and new-world entry

v0.2.11-realm.1

v0.2.11-realm.1 is available to download. Start a new world with any seed: the mod provides a separate realm, without a Wolf map download. This section is separate from the legacy public v1.0.0 map walkthrough below.

Supports Traditional Chinese and English in-game text. Long dialogues are paginated, and Scent text scales for smaller windows. V / J / G / R / H controls and quest progress are retained.

Transform / Return to Human (default V): the badge in hotbar slot one selects wolf or bee form; press again to return to human form. Exit the hive before returning to human form. V is “Transform / Return to Human” and J toggles the shared quest HUD; both select the chapter from your own badge in hotbar slot one. Wolf skills use G for Scent, R for Pounce and H for Call Wolves. Both mods share transformation and quest-display bindings; separate Bee B / K controls are retired. Default bindings were corrected in Bee 0.3.19 / Wolf 0.2.10. This version retains custom bindings and quest progress.

At a crafting table, place one bone in the center and one piece of meat above, below, left and right. Leave all four corners empty to craft the Wolf Clan Challenge. Vanilla raw/cooked beef, pork, mutton, chicken and rabbit, plus rotten flesh, can be mixed. Fish is excluded.

Crafting table · 3 × 3
EmptyMeat × 1EmptyMeat × 1Bone × 1Meat × 1EmptyMeat × 1Empty
ResultWolf Clan Challenge × 1
  1. Stand on safe, level ground with a clear space two blocks wide and four blocks high three blocks ahead. Right-click with the Wolf Clan Challenge.
  2. The item is not consumed. The temporary portal lasts 60 seconds; right-clicking opens it, and walking into it teleports you. The temporary entrance disappears after passage. Use the item again when needed.
  3. Find the mentor in the Wolf Den to begin quests. The portal grants no transformations, progress or rewards. Wolf transformation / HUD remain V / J.
  4. The return portal is centered on the rear wall of the den. Do not use the older entrance-side location. Clear blocked portal or return space without deleting world data.

New worlds have the updated forest and a 300×300-block boundary in the Wolf realm. Existing worlds are not replanted and do not need their old dimension deleted. This boundary does not apply to the Overworld. New-world validation and existing-save migration are separate.

QuestionAnswer
Do I need the old map?Not for this standalone version. The existing public map package still follows its own instructions.
Why does right-click not teleport me?Open the portal in a safe space, then walk into it. If the realm is not ready, wait and follow the message.
Why is my old world missing the forest?Existing terrain is preserved; do not delete the dimension to force an update.
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Standalone Wolf | Cross-dimension pack controls (spoilers)v0.2.11-realm.1

Wolves do not automatically follow you through portals. After completing the relevant quest and learning Call the Pack, wear your own badge, stay in wolf form and press H on safe open ground to recall your original pack across dimensions. A successful recall has a 30-second cooldown. If the original wolves are in unloaded chunks, a searching message appears while recall completes.

Recall preserves the original wolves; it does not clone or replace them. Missing, duplicate or unsafe-to-read wolf records are not filled with new wolves. This behavior belongs to v0.2.11-realm.1, not the old public JAR.

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v1.0.0 · 14 sectionsLegacy map guideAn archived reference for players of the original world.
Legacy map guide illustration

Updated

Historical reference only. Downloads retired; new players use standalone mods.

The adventurer’s notebook: complete Wolf Den walkthrough

v1.0.0

r9 is now available: These instructions cover r9 gameplay. New players need the revised map ZIP and matching mod JAR. Existing players should back up, replace only the mod and keep their world.

Follow five stages from meeting the mentor to learning Pounce and challenging the Wolf King. Applies to map v1.0.0, Minecraft Java Edition 26.2. Keys below are defaults and can be changed in Controls.

Read “Before you begin” and your current stage first. The stage-five outcome and hidden epilogue contain spoilers; expand them only when ready.

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Before you begin: find the mentor

v1.0.0

Start south of the den, around X65, Z40, and head north toward it. Find the mentor, the Oathkeeping Wolf King, inside at (64,82,-4). Approach, right-click and confirm the dialogue option to accept a quest.

Coordinates are always X, Y, Z, with Y indicating height. All locations are in the Overworld. These are navigation references, not teleport commands. Follow roads and entrances; do not dig straight through cliffs or buildings toward coordinates.

The upper-left quest display shows your current goal and missing materials. Return to the mentor to accept each next quest; unlocking an ability does not automatically start the next stage.

The mentor and the combat Wolf King are different characters. Accept quests and hand in supplies inside the den. Visit Wolf King Ridge for the stage-five challenge.

Removes fences and gates from retired supply points, restores grass inside and preserves animals. Cleanup runs when you enter and load the area.

Unexpected alterations, water or attached blocks cause cleanup to be deferred, preserving the scene instead of overwriting it.

The three-block perimeter around the Wolf Den is protected: X34..95, Y72..112, Z-26..23. Gathering remains available outside this area.

Early quest prompts include return coordinates for the mentor at Overworld (64,82,-4). Raw or cooked beef, pork, mutton, chicken and rabbit count; fish and rotten flesh do not. Confirm partial deposits through the mentor preview to save delivered quantities. Opening the preview alone does not deposit anything. Undeposited inventory follows normal death rules.

The starting area increases local cow, sheep and pig spawn weights and reduces relative zombie and creeper weights. This neither guarantees counts nor removes existing mobs. Player-killed ordinary skeletons drop two extra bones when mob drops are enabled; task actors are excluded.

Crafting tables and other blocks cannot be placed inside protected wards. Set up your work area outside the ward.

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Controls at a glance

v1.0.0
a gray wolf pouncing over a woodland path with symbolic golden tracking light.

Wolf Form — Tracking and Pouncing

A four-legged gray wolf crosses a woodland stone path.

ControlPurposeAvailable when
Right-click + dialogue confirmationAccept quests, hand in materials and read tracksAt the relevant interaction point with quest conditions met
VSwitch between human and wolf formAfter stage one
GOpen scent menu: mark your position, track or clearIn wolf form after stage two
RWolf Claw Pounce; 6-second cooldownAfter stage four, in wolf form and starting on the ground
Left-clickNormal attack; also designate targets once you have a packPack commands require wolf form and your own pack
F5Change the vanilla camera view to see your wolf formAt any time

On the ground, wolf walking and sprinting speeds are twice their human equivalents. Dismount before transforming. If a tight space cannot fit your human form, move into an open area first.

Completing Walk with Wolves awards the Wolf Clan Badge. Eligible existing players receive one when inventory space is available.

Place the badge directly in the purple (#9c478b) first hotbar slot to use V transformation, G scent, R pounce and H howl. Each ability still requires its quest unlock.

A badge stored inside a bundle is inactive. Unequipping it stops effects and safely returns you to human form without resetting cooldowns or progress.

Only the badge is retained on death; bundles and ordinary items follow normal death drops. The badge cannot be dropped or stored in external containers.

r9 is now available: These instructions cover r9 gameplay. New players need the revised map ZIP and matching mod JAR. Existing players should back up, replace only the mod and keep their world.

Read the r9 Wolf night vision guide →

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Stage one | Walk with Wolves

v1.0.0

Goal: hand in 4 portions of eligible meat + 2 bones, then complete the ritual to unlock wolf form.

  1. Right-click the mentor at (64,82,-4) and accept “Walk with Wolves”.
  2. Explore, hunt and craft to obtain 4 portions of eligible meat and 2 bones. Quests no longer provide rations, a stone sword or cooked food.
  3. Return to the mentor, open the hand-in preview, check the items and quantities, then confirm. Opening the preview alone does not hand anything in.
  4. After handing in the materials, right-click the mentor again to complete the pack ritual.
  5. Place your Wolf Clan Badge directly in the purple first hotbar slot, press V to try wolf form, then ask the mentor for stage two.

Eligible meat includes raw or cooked beef, pork, mutton, chicken and rabbit; mixed types count. Fish and rotten flesh do not. Cooked meat can also be consumed by the hand-in, so check the preview and keep food for yourself.

All quest supplies and bone-chest refills are disabled. Gather materials and equipment yourself; existing inventory items are not removed.

Check: V changes your form, and the quest display asks you to return for “Read the Forest”.

r9 is now available: These instructions cover r9 gameplay. New players need the revised map ZIP and matching mod JAR. Existing players should back up, replace only the mod and keep their world.

Read the r9 Wolf night vision guide →

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r9 Finalized | Innate Wolf Night Vision: Soft Moonlight

v1.0.0

Unlocking Wolf Form also grants innate night vision. Dark terrain gradually becomes easier to read in a restrained cool moonlight tone while retaining natural material colors and shadows. r9 uses soft moonlight, without grayscale or edge enhancement, creature outlines or through-wall detection.

r9 is now available: These instructions cover r9 gameplay. New players need the revised map ZIP and matching mod JAR. Existing players should back up, replace only the mod and keep their world.

How to activate it

  1. Complete the first-stage Wolf Form quest and obtain your Wolf Badge.
  2. Place your own badge in the purple ability slot at the far left of the hotbar. Keeping it elsewhere in your inventory or inside a bundle does not equip it.
  3. Press V to become a wolf. Night vision automatically adapts in dark surroundings, fading in over about a second. No additional ability key is needed.

If you have rebound the key, use your Controls setting. Players who already unlocked Wolf Form do not need to repeat the quest or learn night vision separately after updating.

Exploring after dark

  • Give your eyes a moment to adapt after transforming, then check the terrain and route ahead.
  • The effect responds to nearby light. It may be subtle in daylight or beside a torch and easier to notice in darker areas.
  • Returning to human form, unequipping the badge or entering brighter surroundings gradually fades the effect out. Both first-person and third-person views are supported.
  • Night vision helps you see; it does not place light sources or prevent hostile mobs from spawning. Watch for enemies, drops and your route home.

FAQ

Does it need a separate unlock, cast or cooldown? No. It is an innate Wolf Form visual effect with no separate ability key or cooldown. Stay in Wolf Form with your badge equipped.

Why can’t I see a difference? Check that your mod build includes the feature, that you are a wolf, and that your badge is in the purple ability slot. Try a dark area and wait about a second. Bright surroundings naturally show little difference. It is inactive while dead or spectating.

Does it brighten everything like a Night Vision potion? The moonlight treatment keeps the night’s shadows and atmosphere. Native vision effects, including Night Vision potions, retain their normal appearance without repeatedly stacking the wolf glow.

Can it overcome Blindness or Darkness? No. The wolf moonlight effect pauses while either effect is active.

Does it support shader packs? It has been verified with vanilla lighting. Third-party shaders and lighting mods have not been verified.

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Stage two | Read the Forest

v1.0.0

Goal: read three tracks in order while in wolf form, then hand in 2 bones to unlock scent marking.

  1. Accept “Read the Forest” from the mentor and use V to enter wolf form.
  2. Visit the first track at (137,82,45), right-click its interaction point and confirm the scent reading.
  3. Wait for the quest display to move on, then read and confirm the second track at (156,86,35).
  4. Read and confirm the third at (164,86,23). Tracks appear as faint smoke and bright particles on the ground; walking over them is not enough.
  5. Gather 2 bones yourself, then return to the mentor, preview and confirm the hand-in.
  6. Once G opens the scent menu, return to accept “Remember the Way Home”.

Check: after all three tracks and the bone hand-in, G opens three scent slots.

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Stage three | Remember the Way Home

v1.0.0

Goal: keep a valid original home mark in wolf form → visit all four waypoints → track that mark → return within 6 blocks → hand in 4 portions of meat.

  1. Accept the quest first. In wolf form, stand on the carved stone bricks inside the den entrance / forecourt at (64,82,5).
  2. Press G, choose an empty slot and select “Mark your position”. Remember the slot you used, for example “Den”.
  3. Head south to Z46 and follow the grass path to (150,85,46).
  4. Go north to (150,85,35), then east to (164,86,35).
  5. Go north to the distant station at (166,86,25). This entrance route goes around the cliff; do not climb the western precipice of Wolf King Ridge.
  6. After the arrival message, press G, choose the same slot you marked at home and select “Track”. Do not overwrite the home mark at the station.
  7. Follow the same route back to the den and move within 6 blocks of the original mark. Check that the quest display now requests materials. Tracking shows direction; you must still navigate around obstacles.
  8. Gather 4 portions of eligible meat yourself, then preview and confirm the hand-in with the mentor. The distant station no longer provides quest supplies.

All four waypoints are required: (150,85,46), (150,85,35), (164,86,35), (166,86,25). Use wolf form with a valid original home mark. Reaching only the distant station does not skip the other waypoints.

Waypoint progress is saved in the world and continues after reopening. When updating from an older version, players still tracking keep their original mark but must complete waypoints not previously saved. Completed quests and material hand-in stages are not rolled back.

If tracking disappears after re-entering the world, press G and select “Track” on the original slot again. Do not overwrite the mark just to restore the display.

Check: handing in the meat unlocks passive Hunger Endurance. Return to accept “Enduring Hunter”. In wolf form, this passive reduces normal hunger consumption to one quarter; it does not refill hunger or accelerate healing.

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Stage four | Enduring Hunter

v1.0.0

Goal: personally defeat the designated patrol zombies at two stations, in order, using wolf-form melee, then report back to learn Pounce.

  1. Accept “Enduring Hunter”, bring food and equipment, and leave in wolf form.
  2. At the first patrol station (150,85,42), personally defeat its quest zombie with melee attacks.
  3. Wait until the quest display requests the second station, then visit (163,86,17) and personally finish its zombie with wolf-form melee.
  4. Right-click the mentor at (64,82,-4) to report back and unlock R, “Wolf Claw Pounce”.
  5. Right-click again to accept “The Leader’s Recognition” and begin pounce practice.

Ordinary roadside zombies do not count. A final hit in human form does not count. If progress does not update, check the station, order and your form, then wait for the quest zombie to respawn and retry.

Check: you must report back after both stations to unlock R. Pounce is not required to complete this stage.

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Stage five | The Leader’s Recognition: pounce practice

v1.0.0

Goal: personally defeat both designated practice zombies with Pounce, then challenge the Wolf King.

  1. With the quest accepted, stand in Wolf Form at the southern end of the practice shelter (163,86,6), facing north.
  2. The designated zombies are at (163,86,2) and (163,86,-2). Each full-health target takes two normal, unbuffed Pounces.
  3. Your own Pounce must land each final blow. A shared flight is not required. Wait for the quest display to advance to the Wolf King challenge.
  4. The six-second cooldown remains. Dismount, leave deep water and start from the ground.

Completed target credit persists through death and restarting. Ordinary attacks, another player or environmental final blows do not count.

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Stage five | Wolf King challenge and completion (spoilers)v1.0.0
  1. After practice, follow the roads and stairs to Wolf King Ridge. The approach is around (128,97,13); the arena center is (128,97,-2).
  2. Approach the seated combat Wolf King in wolf form and left-click to attack. The first hit starts the challenge but deals no damage; this is normal.
  3. Fight with melee and R Pounce, watching health, food and cooldowns. You do not need to kill every guard to qualify for completion.
  4. The player who initiated the challenge must personally land the final hit on the Wolf King in wolf form with direct melee or Pounce. Human-form hits, arrows and other damage sources do not satisfy this condition.
  5. A valid victory displays the chapter-complete message, clears quest tracking and unlocks Wolf King Authority and the Wolf King appearance. This is the completion appearance of your existing wolf form, not another form with a separate switching key.

Before fighting, restore health and hunger, keep room to move and aim once Pounce is ready. Do not chase far from the arena. Death, leaving or timing out may end the attempt; follow the game’s prompts and wait to retry. Never overwrite your save to fix a failed challenge.

After victory, the waiting Wolf King and three guardians no longer respawn. Recruited following wolves are unaffected.

After completing all five stages, death returns you to the former Wolf King position (128,97,-2), overriding beds and respawn anchors. This also applies to previously completed saves; unfinished players retain their spawn behavior.

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After completion | Lead the pack (spoilers)v1.0.0

Wolf King Authority is passive. A valid victory restores and recruits the original guards. You can later recruit eligible ordinary wild wolves, up to 6 in your own pack; you cannot take other players’ pets or packs.

In wolf form, your pack follows and assists you. Aim at an eligible visible creature within 24 blocks and left-click to designate it. This is a pack command, not ranged melee damage from the player.

Switching to human form confuses the pack for 15 seconds. Return to wolf form within that time to restore the relationship. After the timeout, recruitment ends and they become ordinary wolves. Staying human does not permanently preserve your pack.

Commanded wolves spread around the target, take turns biting and then retreat. Combat tempo is 1.4x, with faster approach, retreat and handoff. Landed-hit frequency varies with terrain, target movement and pathing; a fixed 40% increase is not guaranteed.

Accepted damage from a new mob to the Wolf-form leader overrides the previous target; arrow damage identifies its shooter. Rejected damage does not retarget. Existing range and pet, pack, NPC and task protections apply. Wolves still navigate obstacles, and distant wolves run closer; there is no combat teleport. Human form stops pack command behavior.

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Hidden epilogue (major spoilers)v1.0.0

After all five stages, return to the mentor for farewell dialogue and explore above the den. The Ancestral Wolf is near the rooftop campfire, around (62.5,99,-12.5). Completing five stages qualifies you to learn; no sixth formal quest is needed.

Interact with the ancestor and confirm learning to unlock H, “Call the Pack”. In wolf form, it recalls or replenishes your own pack to 6 wolves, with a 30-second cooldown; safe nearby landing positions are still required. There is no additional quest tracking, so an empty upper-left display does not mean the interaction failed.

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If you get stuck

v1.0.0
SymptomWhat to check
V/G/R/H does nothingPlace the badge directly in the purple first hotbar slot, not inside a bundle; also check the corresponding quest unlock.
First materials handed in, but V is unavailableRight-click the mentor again for the ritual; the hand-in and ritual are separate steps
Next stage has not startedReturn, right-click and explicitly accept the next quest
Supplies look sufficient, but cannot be handed inCheck eligible meat and bone counts; place them in your main inventory / offhand, reopen the preview and confirm
Why are rations unavailable?r2 removes all quest supplies and bone-chest refills. Explore, hunt and craft; existing inventory items are retained.
Tracks do not advanceUse wolf form, read in order, right-click and confirm; do not just walk through particles
Station waypoints are checked, but homecoming is incompleteMark home first, reach the station, track the original slot and return within 6 blocks of the original mark
Home mark accidentally overwrittenMark home again, then repeat the station and tracking practice; do not delete your save
Zombie kill does not countAccept the quest, visit the current designated station and personally land the final melee hit in wolf form
R does nothingReport back after stage four; check wolf form, ground contact, no mount / deep water and completed cooldown
Both practice targets hit, but no completionEach designated zombie requires your own Pounce final blow. Two normal unbuffed Pounces per full-health target; a shared flight is not required.
First hit on the Wolf King deals no damageIt starts the challenge; subsequent attacks deal damage
Wolf King defeated without completionCheck that you initiated the fight and personally landed the final direct melee / pounce hit in wolf form; retry as prompted
No new quest after completionThe five stages are finished; explore the optional hidden epilogue yourself

r9 is now available: These instructions cover r9 gameplay. New players need the revised map ZIP and matching mod JAR. Existing players should back up, replace only the mod and keep their world.

Read the r9 Wolf night vision guide →

Partial deposits only count after confirmation. Place crafting tables outside wards. If pack defense switches targets after arrow damage, it is responding to the shooter.

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Updating an existing installation

v1.0.0

r9 is now available: These instructions cover r9 gameplay. New players need the revised map ZIP and matching mod JAR. Existing players should back up, replace only the mod and keep their world.

After receiving the newer mod, close Minecraft, move the old stitchtown-*.jar outside mods as a backup, and add the new JAR. Keep only one StitchTown JAR, retaining Fabric API and Flashback. Do not extract the JAR. Keep your existing world; do not overwrite saves with a new map. Continue to follow the existing backup and restore instructions.

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Standalone versions and installation scope

v0.3.27-bee.1

Wolf King v0.2.11-realm.1, Queen Bee v0.3.27-bee.1 and Ocean Walker v0.1.6-dolphin.1 have standalone downloads. No initial map is needed. Choose files for your mod and Minecraft version.

Minecraft 26.3 / Java 25 / Fabric Loader 0.19.5 / Fabric API 0.161.0+26.3. For 26.2 use the matching older files and dependencies below.

Select your own badge in any hotbar slot and right-click to enable abilities. Press V, then left-click your own nest to enter, even while holding the badge. No fixed slot is required. Switching items or storing the badge preserves activation. J toggles hints for the active chapter. Inside a hive, disabling, switching chapters and returning to human form are blocked; exit the hive first.

Queen Bee 0.3.27 works standalone. For Wolf King co-installation use 0.2.13-realm.1, not older badge protocols. Compatibility of this Bee version with Ocean Walker is not yet confirmed.

Wolf 0.2.11 retains its older slot-one controls and must not be combined with the new Bee. Quit the game and back up the whole world before updating; keep one JAR per mod. Queen Bee clients and servers must use the same version. Do not downgrade newer saves to older JARs.

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