recursal/Fanatic-Fandom huggingface dataset:
Caving Rope

**Caving Rope** is a unique item that can be used to trace the path a player walks, allowing them to see which way they came from. It is most useful when navigating Caverns so that the player does not become lost.

## How to Use

Right-clicking Caving Rope on a block surface will begin the tracing by placing a light-producing blue anchor point and linking the player to it with a rope. As the player moves, additional pieces of Caving Rope will be consumed from their inventory and automatically place more anchor points along the player's path as part of the same rope. An indicator will appear next to the player's cursor while they are using the rope, displaying the total number of Caving Rope pieces in the inventory and when each is consumed.

The rope can be disconnected by an obstacle preventing it from pathing properly, by running out of Caving Rope to place, or by manually disconnecting it by right-clicking the last anchor point on the rope (or by pressing the hotkey, V by default). The indicator will become crossed out and a message will display to indicate when the rope has been disconnected. This results in a long stretch of rope dotted with glowing anchor points, functioning as a sort of visible pathway that the player can follow to retrace their steps.

If the player moves backwards along the Caving Rope while still connected to it, they will pick up each anchor point along the way. A disconnected rope has a green anchor point as its last one, and will not be picked up when walked through. It can be reconnected by right-clicking its last anchor point (or by pressing the hotkey when near it, V by default); it can also be retracted by right-clicking any anchor point before that, retracting and recollecting one anchor point per click up to the selected anchor point.

## History

* Release 3.8.0: Updated sprite.
* Release 3.4.0: Now has block lighting.
* Release 3.3.8:
	+ Recipe changed, and textures changed appropriately.
	+ Added despawn time warning tooltip.
* Release 3.3.0:
	+ Implemented indicator and a connect/disconnect keybind.
	+ Added Advancement.
* Beta 1.0.5: Now directly added to the inventory when collected.
* **Beta 1.0.0**: Introduced.
Dual Sulfur Furnace

*Not to be confused with the Sulfur Furnace, the regular version of this block.*

## Dual Sulfur Furnace

### ID

sulfur\_furnace\_dual

The **Dual Sulfur Furnace** is a craftable utility block that acts functionally very similarly to the Sulfur Furnace, but is capable of smelting two items at once.

## How to Use

The smelting interface can be accessed by right-clicking the Dual Sulfur Furnace. Smelting works nearly identically to smelting in a vanilla Furnace, featuring the usual input, fuel, and output slots to cook or process items into new ones. However, the fuel sources that are used will likely be different when working in the Betweenlands.

The difference between a regular Sulfur Furnace and a Dual Sulfur Furnace is that the Dual one has two slots for inputs, fuels, and outputs. This means that it is capable of smelting two different items at once, acting as two Sulfur Furnaces but only taking up one block space.

The following is a list of all items from the Betweenlands that can be used as fuel in a Dual Sulfur Furnace, as well as the number of items each is capable of smelting before running out.

While smelting, the Dual Sulfur Furnace will emit light and produce fire, as well as make a crackling fire sound.

In addition, there are new, optional left slots in the Dual Sulfur Furnace interface. These slots are capable of accepting Limestone Flux and give Octine Ore and Syrmorite Ore smelted in their part of the furnace a chance to yield two ingots instead of just one. One Limestone Flux item will always be consumed from this slot whenever the ore is smelted, and the duplication will not work with any other smelted items.

## Smelting Recipes

To view all default smelting recipes, visit the Smelting page.

## Advancements

 Freebies | Obtain extra ingots using Limestone Flux | Efficiency

## History

* Release 3.3.0: Added Advancements.
* Beta 2.0.0: Now has a custom model.
* **Beta 1.0.0**: Introduced.

 Utility
Decayed Mud Tiles

*Not to be confused with Mud Tiles or Broken Mud Tiles. For other tiles, see Tiles (disambiguation).*

## Decayed Mud Tiles

### ID

mud\_tiles/1/3

**Decayed Mud Tiles** are special blocks that are found in the Labyrinthine Vaults, Crypt, and Pit of Decay of the Sludgeon. They have a normal variant and a Cracked variant, both of which use connected textures.

## Plant Support

Both variants of Decayed Mud Tiles support the placement and growth of basic plants.

## Movement

Both variants of Decayed Mud Tiles are slippery, causing players, mobs and items to slide across them.

## History

* Beta 3.5.0: Introduced.

 Utility
Dug Purified Swamp Dirt

*(Not to be confused with Dug Swamp Dirt)*

* Normal
* Composted

**Dug Purified Swamp Dirt** is a soil block primarily used in Farming.

There are two states: Normal and composted.

## Obtaining

### Digging

Dug Purified Swamp Dirt is created by right-clicking on the top of Purified Swamp Dirt with a Betweenlands Shovel.

## Properties

### Composting

Right-clicking on Dug Purified Swamp Dirt with Compost will fill the hole in the dirt with compost, allowing crops to be planted on it and plants to grow on it.

### Plant Support

Dug Purified Swamp Dirt supports the placement and growth of basic plants. In addition, it supports the spread of Swamp Grass, which will turn it into Dug Purified Swamp Grass.

When composted, Dug Purified Swamp Dirt supports the growth of White Pear Plants by planting White Pear Seeds, Yellow Dotted Fungus by planting Spores, and Aspectrus Plants by planting Aspectrus Seeds on a Rubber Tree Plank Fence on top of it.

Composted Dug Purified Swamp Dirt also allows basic plants placed on it to grow to other plant-supporting blocks adjacent to the composted block.

Note that the compost inside the Dug Purified Swamp Dirt will be depleted after enough crop or plant harvests from it. It will also revert to regular Dug Swamp Dirt after three harvests of a fully grown plant. Letting grass spread over the block first will turn it into Dug Purified Swamp Grass, which lasts for six harvests.

### Decay

Dug Purified Swamp Dirt that is not composted will eventually revert to regular Purified Swamp Dirt if it is left unfilled.

Unlike Dug Swamp Dirt and Dug Swamp Grass, composted Dug Purified Swamp Dirt will never decay, and crops growing on it will never decay either.

## Drops

Dug Purified Swamp Dirt drops Swamp Dirt when broken. The block itself cannot be collected in Survival Mode.

## Advancements

 Flower Power | Grow some flowers on your farm
 Sporadically Radical | Grow and harvest Yellow Dotted Fungi Spores | Mr. Compost
 A Vine Bush | Collect and plant White Pear Seeds | Mr. Compost

## History

* Release 3.4.0: Now reverts to regular Dug Swamp Dirt after three harvests of a fully grown plant.
* Release 3.3.0: Added Advancements.
* Beta 2.0.0:
	+ Can now be used to farm basic plants.
	+ Now supports the spread of Swamp Grass.
* **Beta 1.0.0**: Introduced.

 Utility
Dungeon Tile

*For other tiles, see Tiles (disambiguation).*

***Note: The following content is NOT currently properly implemented in the mod. Information is highly susceptible to being false, incomplete, and/or otherwise inapplicable.***

## Dungeon Tile

### ID

?

**Dungeon Tile** is a decorative block that is currently unimplemented. It will be found in Ancient Temples.

## History

* Beta 2.0.0: Temporarily removed.
* **Beta 1.0.0**: Introduced.

 Utility
Dimensions

The Betweenlands mod currently adds only one new dimension, The Betweenlands. However, there are a couple others planned for the future, along with minor changes and lore additions to The Overworld and The Nether.

The following is a list of dimensions, along with a brief description or list of changes the mod brings to them.

## Mod-Specific

* The Betweenlands - The main worldspace of the mod.

## Vanilla

* The Nether - No changes currently, only lore implications.
* The Overworld - Added Druid Circles to swamps.

## Planned

* The Prime Wight's Domain - The arena for the upcoming Prime Wight boss battle.
* The Snail Realm - A planned Easter Egg dimension.

## History

* **Beta 1.0.0**: Introduced The Betweenlands.
Dentrothyst Shields

**Dentrothyst Shields** are special Betweenlands shields. There are four varieties: Green, Green Polished, Orange, and Orange Polished.

## Blocking

Like any shield, Dentrothyst Shields can be held up to block melee and ranged attacks from the front. The player receives a small amount of knockback upon blocking. The shields can be temporarily disabled by an axe attack. If the player is inflicted with Slugarm Brew, then attacks will not be blocked.

Dentrothyst Shields have the unique ability to prevent the player from receiving effects from splash potions while blocking, including those from thrown Infusions. If the player is inflicted with Slugarm Brew, splash effects will not be blocked either.

## Repairing

Like most other equipment with durability, a damaged Dentrothyst Shield can be repaired to full durability through an Animator. The more that needs to be repaired, the greater the cost of fuel and crystal charge is in the animation process.

## Middle Gems

As with most equipment, a Dentrothyst Shield can be equipped with a Middle Gem as part of the Middle Gem Circle to apply additional buffs to the player using it. The type of gem equipped can be seen in its tooltip. The bonuses provided can be seen on the gem's own tooltip.

## History

* Release 3.4.0: Can now be equipped with a Middle Gem.
* Release 3.3.0:
	+ Can now block splash potion effects.
	+ Added Advancement.
* Alpha 3.2.0: Can now be fully repaired in an Animator.
* Alpha 3.0.0: Damage reduction increased to 100%.
* Beta 2.0.0: Introduced.
Dungeon Door

*Not to be confused with Doors or Dungeon Door Code.*

**Dungeon Doors** are special gates found in the Labyrinthine Vaults of the Sludgeon. They come in a normal, **Mimic**, and **Crypt** variant.

Each door takes up a vertical 3x3 area, and block entry to various parts of the Sludgeon, requiring a combination to open.

## Unlocking

### Surface

The first Dungeon Door is located on the surface, near the base of the Sludgeon Tower. This door has a lens on its center piece, and must be opened by directing the Beam Origin's beam through the tower's Beam Lenses and Beam Passages, onto the center piece. Once the beam reaches the door, it will open and provide access to the first layer of the Labyrinthine Vaults.

### Vaults

Each layer of the vaults has a Dungeon Door that must be opened in order to gain access to the layer below it. These doors can be opened by solving a combination on their center piece. At the beginning of each layer is a Dungeon Door Code with a randomly generated rune, consisting of three pieces. The player can right-click the top, middle, or bottom of a Dungeon Door's center to shift the combination. Once each section matches the Door Code's rune, the door will open.

The correct combination does not change if the Dungeon Door Code's combination is shifted. Player-placed Dungeon Doors also cannot be set with their own codes, even by changing code combinations or placing new codes.

Any Dungeon Door except the surface one can be immediately opened without needing the combination by right-clicking it with a Rune Door Key.

## Combinations

The following is a list of all combination pieces. Each section has 8 possible shapes, meaning there are 512 possible combinations.

## Mimic

The 4th level of the Vaults houses an additional Mimic door. When opened, it will collapse outward and spawn a Barrishee. The Barrishee is a difficult encounter, but when killed drops a Rune Door Key. Opening the mimic door also provides access to the Barrishee Lair, a small room filled with various loot, most notably the Ancient Battle Axe.

## Crypt

The 6th layer of the vaults houses an additional Crypt Door. When opened, it will collapse outward and spawn a Crypt Crawler with an Octine Sword and Syrmorite Shield. Opening this door provides access to the Winding Walkways, narrow mud corridors that eventually lead to the Crypt Tunnels and finally the Crypt, a room containing the Ancient Greatsword and a set of Ancient Armor, among other loot.

## Destructibility

Dungeon Doors cannot be broken directly by the player in Survival Mode. However, they can be destroyed by explosions if they are not under block protection.

## History

* Beta 3.5.0: Introduced.

 Utility
Idol Head Statue

Map Icon

*"When I found that giant stone head, I thought I had already stumbled upon an ancient idol relic."*

> *-From Explorer's Entries: Idol Heads*
>
>

**Idol Head Statues** are structures that generate uncommonly in Patchy Islands biomes. They are giant, ruined statue heads shaped like idols, and come in three visual variants. Each contains a single chest with loot.

Idol Head Statues have a world location that identifies the area they take up.

## Composition

Idol Head Statues consist of:

* Cragrock
* Smooth Cragrock
* Smooth Cragrock Slab
* Smooth Cragrock Stairs
* Cragrock Brick Slab
* Cragrock Brick Stairs
* Moss, on the top and sides
* Lichen, on the top and sides
* Block of Octine, as the eyes of the statue
* Weedwood Chest, buried near the bottom of the statue

## Loot

The Chest inside an Idol Head Statue uses idol\_heads\_chest as its loot table.

## History

* Beta 3.5.0: Chest loot table changed from common\_chest\_loot to idol\_heads\_chest.
* Release 3.4.0: Now appears on Amate Maps with an icon.
* Release 3.3.0:
	+ Implemented world location.
	+ Added Advancement.
* Beta 2.0.0: Composition largely changed to be more ruined.
* **Beta 1.0.0**: Introduced.
Gem Singer

The **Gem Singer** is a special item that can be found as Loot from chests in Shrines, Cragrock Towers, and the Wight Fortress. It is used to locate Middle Gems and Life Crystals more easily.

## Locating Ores

Right-clicking with a Gem Singer will cause it to begin tracking the nearest Middle Gem Ore or Life Crystal Ore if it is within a large range around the player. If an ore is found, the location of the ore will be pinpointed after a varying delay by a sound ripple that can be seen through blocks and emits a sound in response to the initial sound made upon using the Gem Singer. The sound ripple will be visible for a few seconds before disappearing.

As soon as it finds an ore, the Gem Singer will receive an enchanted glint and continually track that particular ore as long as it is within range. Subsequent uses of the Gem Singer will reveal the sound ripple again, and the sound it emits will grow louder the closer the player is to the ore. The delay between the use of the Gem Singer and the appearance of the ripple will also grow shorter as the player gets closer to the ore. Note that the Gem Singer will take durability damage with every use, and there is a three-second cooldown between uses.

Shift right-clicking a Gem Singer that is tracking an ore will cause it to stop tracking that ore. Right-clicking the Gem Singer again will cause it to track a different ore within range instead.

## Repairing

Unlike most other equipment with durability, there is no way to repair a damaged Gem Singer.
Giant Root

*This is about the structure form of Giant Root. For the block, see Giant Root (block).*

## Giant Root

### Generation

Coarse Islands
Raised Isles

**Giant Roots** are massive, twisting root formations that generate in Coarse Islands and Raised Isles biomes. These roots are often covered in leaves and fungus, as well as moss and the various other plants found in the biome. They are capable of reaching great heights, and in some cases stretching out into neighboring biomes.

## Composition

Giant Roots consist of:

* Giant Root (block)
* Weedwood Leaves, in branching clusters
* Shelf Fungus, in side formations
* Root, jutting from the top
* Hanger, hanging from the bottom (unseeded)

## Mobs

Root Sprites occasionally spawn on Giant Roots. Sporelings can also spawn on the Shelf Fungus found around the roots.

## Growing

While natural Giant Roots cannot be grown, smaller formations of them can be grown from Root Pods. These formations consist of:

* Giant Root (block), as the root base
* Root, as the main root
* Swamp Tallgrass, occasionally in patches
* Double Swamp Tallgrass, occasionally in patches
* Cattail, occasionally in patches
* Tall Cattail, occasionally in patches
* Shoots, occasionally in patches

## History

* Release 3.4.0:
	+ Now spawns Root Sprites.
	+ Added smaller Root Pod formation variant.
* Release 3.3.0: Introduced.
Food Sickness

Food Sickness is a player survival/consumption mechanic.

While in the Betweenlands, players should not eat the same exact food item too much. Betweenlands food items have a tooltip that changes depending on how intense the food sickness of the item is; for example, a food type that has not been eaten at all, or not too many times, will have the tooltip "Tastes good". If they start to eat too much (usually requires having eaten around 22 pieces (110 sickness) of the same type of food in a row), the tooltip will progress to "Tastes plain".

If they still continue to eat after 36 pieces in a row (reaching 180 sickness) the tooltip will further progress to "Can't eat this anymore" and a message will show saying they should not eat any more of that type of food. They can continue to eat it if they wish, but the benefits will be greatly diminished, only restoring

1
3

{\displaystyle \frac{1}{3}}

 of the hunger ()/decay () it normally would, rounded down. If the food would only restore 1 or 2 points normally, it has a 75% chance of not restoring any points, and a 25% chance of only restoring 1.

 Nerfed

Eating a different type of food will help to bring the sickness level down on the other food; this requires the player to look for multiple sources of food in order to restore their hunger. An additional message will also display to note that the player is eating a different food and is avoiding the food sickness.

Eating Chiromaw Wings or drinking Witch Tea will reset Food Sickness all other food items. Once one is eaten, another Chiromaw Wing cannot reduce Food Sickness on items until a different food item has reached "Can't eat this anymore" status.

Outside of The Betweenlands, the Food Sickness effect is disabled, so food taken outside of it will always restore its normal hunger (and decay) values. Chiromaw Wings will not have any positive effects outside of the dimension.

Each individual item ID counts as a separate food item in Food Sickness. This means that raw and cooked forms of foods count as different items, and the same goes for different type of donuts, jello, and so forth.

## Trivia

* There are more than 40 different possible messages that can be used for all of the messages in Food Sickness.
Living Root

**Living Roots** are hostile animated plant mobs found in the walls on the fifth layer of the Labyrinthine Vaults of the Sludgeon.

## Description

Living Roots are sentient roots that protrude from holes in the Labyrinthine Vaults. They feel around their environment with tentacle-like movements, and when encountering a player they will reach towards them to attack.

Like Worm Holes and Lampreys, if their target moves out of their line of sight Living Roots will relocate themselves, gradually shrinking until they disappear into their holes and then sealing them off, then opening a new hole closer to their target's location. Also like these two mobs, the amount of health a Living Root has is indicated by how damaged its hole appears - the more cracked it appears, the less health the mob has.

Their "body", like all variants of Sludge Worms, can vary and shift, and with more damage dealt, there is the unique effect of the root flying backwards from recoil with enough damage applied - sometimes making them spin as they point upwards while on a wall.

## Strategy

There is no exact strategy to fight these tendrils, though they can be tedious, with how far from their hole they can reach. To note, one can effectively harm one at any part of the root - even if one were to slice at the end, the entire root will take damage. This applies to the root itself, even though it tries to do damage with the tip alone (without any clear visual for damage, considering how slow it moves).

Due to its color and pattern matching Rotten Bark, fighting it in the darkness without Night Vision or any form of light is ill-advised, as they would be harder to see (and therefore, make it seem like you are being attacked by other enemies).

## Drops

The drops from Living Roots are derived from the wall\_living\_root loot table. However, this contains no content by default.

Visit the Loot Tables page for more information on loot.

## History

* Release 3.7.1:
	+ Updated Spawn Egg colors.
	+ Increased experience drop from 5 to 7.
* Beta 3.5.0: Introduced.
Freshwater Urchin

## Behavior

Freshwater Urchins will avoid the player and other hostile mobs, shooting a wave of spikes if they get too close. This leaves them defenseless for a few moments as they regenerate their spikes. While they have spikes, attacking them will hurt the offender. On land, they are incapable of shooting spikes or moving, but will not suffocate.

### Catching

Freshwater Urchins can be caught with a Net. They will still shoot spikes when released.
Compost

**Compost** is an item used for farming in The Betweenlands.

### Composting

Compost can be created by composting various plant-based items in a Compost Bin, giving various amounts of Compost depending on the types of items used. For the items that can be used to make Compost, see Compost Times & Amounts.

#### Compost Times & Amounts

The following is a list of all blocks and items that can be turned into Compost, the amount of time they take to compost, and the compost amount value they add to the Compost Bin. One Compost item is produced per every 25 amount value "range" reached by the total items inside the bin. This means having a total value between 1 and 25 will produce one Compost, between 26 and 50 will produce two Compost, and so on.

One Compost Bin can hold a maximum of 20 items at a time, but will also stop accepting items if the total amount value of the items inside reaches or exceeds 400.

You can add your own compostable items in the recipes.json in the config.

## Properties

### Farming

Compost can be right-clicked on Dug Swamp Dirt, Dug Swamp Grass, Dug Purified Swamp Dirt, or Dug Purified Swamp Grass to fill the hole in the block with Compost. This then allows seeds to be planted on the block, namely White Pear Seeds, Spores, or Aspectrus Seeds. However, after three mature crop harvests from the block, the Compost inside will be consumed.

### Feeding

Compost can be right-clicked on a friendly Small Spirit Tree Face to feed it, healing it by 2 health () and occasionally causing it to produce 1-3 Sap Spit.

## Advancements

 Pure and Dirty | Use Purified Swamp Dirt for your farm

## History

* Release 3.5.5: Can now be fed to friendly Small Spirit Tree Faces to heal them and produce Sap Spit.
* Release 3.3.0: Added Advancements.
* **Beta 1.0.0**: Introduced.
Fried Swamp Kelp

**Fried Swamp Kelp** is a cooked food item.

#### Food Sickness

Like most other foods, Fried Swamp Kelp has a food sickness value between 0 and 180, initially at 0, that increases by 5 points each time it is eaten in the Betweenlands. The food's sickness value is represented by three tooltips for each stage, stating "Tastes good" between 0 and 49 food sickness points, diminishing to "Tastes plain" between 50 and 109 points, and then to "Can't eat this anymore" between 110 and 180 points. At 110 food sickness points or above, Fried Swamp Kelp only restores 1 hunger () when eaten, a third of the original hunger value (rounded down).

Food sickness can be counteracted by eating a different type of sickness-affected food that has less than 110 food sickness points, each deducting 3 points (4 if the new food is at or below 10 points) from every other food item. It can also be counteracted by eating Chiromaw Wings or drinking Witch Tea, which both reset all other food sickness values to 0 - though Chiromaw Wings will then become sickening to eat themselves.

Visit the Food Sickness page for more details on the food sickness mechanic.

## History

* Release 3.8.0:
	+ Updated texture.
	+ Now restores 4 hunger and 2.4 saturation, down from 5 and 3 respectively.
* **Beta 1.0.0**: Introduced.
Item Cage

**Item Cages** are special blocks that are found in the Armory of the Wight Fortress. They are key to the assembly of the Shockwave Sword.

## The Puzzle

The Armory of the Wight Fortress is a special puzzle room, featuring Spike Traps on the floor as well as four Item Cages directing energy beams towards the center orb of the room. The Item Cages as well as the center orb emit blue shader light, and each of the cages contains a piece of the Shockwave Sword. You are supposed to break all four Item Cages, but ONLY while standing directly underneath them (indicated by the Glowing Betweenstone Tiles in the room) while maneuvering around the Spike Traps. The cages can be mined by hand but are most efficiently broken with an axe. Once the cages are broken, the released pieces will float towards the center orb and, once all four are united, the orb will disappear and leave behind the Shockwave Sword.

## Collection

Item Cages release the item inside of them when harvested, but otherwise drop nothing. The blocks themselves cannot be collected in any way.

## History

* Beta 1.0.1: Now emits blue shader light.
* **Beta 1.0.0**: Introduced.

 Utility
Fishing Spear

* Fishing Spear
* Amphibious
* Robust

## Loot

Fishing and Amphibious Fishing Spears can be obtained as loot from Greebling Coracles.

## Usage

Holding right click allows the player to throw the fishing spear. Amphibious and Robust Fishing Spears will glide through water.

## Animating

Robust Amphibious Fishing Spears can be animated. This gives them the ability to return to the player after being thrown.

## Repairing

Like most other equipment with durability, damaged Fishing Spears can be repaired to full durability through an Animator. The more that needs to be repaired, the greater the cost of fuel and crystal charge is in the animation process.
Lichen

**Lichen** is a thin plant-like block. It has a regular variant and a smeltable Dead variant. The regular variant generates on the surface in Deep Waters biomes, often on Cragrock Spires, as well as underground in Caverns and Lake Caverns and on Idol Head Statues.

## Growth and Decay

Regular Lichen naturally goes through cycles of growth, spreading to nearby blocks slowly over time and eventually dying out.

Dead Lichen does not grow.

## Collection

Lichen must be harvested with Syrmorite Shears to be collected. When harvested with a Sickle, it instead drops a Lichen Clump, which can then be ground into Ground Lichen.

## Compostability

Regular Lichen has a compost process time of 7 minutes and 30 seconds and a compost amount of 6. Dead Lichen has a compost process time of 2 minutes and 30 seconds and a compost amount of 6. Visit the Compost page for more information regarding the composting mechanic.

## Igniting

Lichen can be used to create fire by holding right-click on either its placed or dropped form with an Octine Ingot. Lichen that is adjacent to or on a Block of Octine will also catch fire, although this fire will not spread to further Lichen blocks.

## Advancements

 Quest for Fire | Set Peat on fire
 I'm a Druid | Harvest ingredients using your Sickle | Herbalist

## History

* Beta 3.5.0: Added Dead variant.
* Release 3.3.0: Added Advancements.
* Beta 2.0.0: Can now be found anywhere in Caverns and Lake Caverns underground and on Idol Head Statues.
* **Beta 1.0.0**: Introduced.

 Utility
Dead Grass

* Normal
* Winter

**Dead Grass** is a cover block.

## Obtaining

### Generation

Dead Grass generates in large quantities on the surface of Swamplands biomes, and can be obtained by breaking Swamp Grass with a Sickle.

## Properties

### Plant Support

Dead Grass supports the placement and growth of basic plants.

### Growth & Death

Unlike regular Swamp Grass, Dead Grass does not grow to nearby Swamp Dirt. However, it will eventually become Swamp Dirt if a solid block is placed directly on top of it.

### Events

Placed Dead Grass will take on an alternative texture during the Winter seasonal event.

## Drops

Dead Grass drops Swamp Dirt when broken. The block itself must be broken with a Silk Touch tool to be collected.

## History

* Release 3.7.2: Updated Winter texture.
* Release 3.7.0: Updated texture.
* Alpha 3.1.0: Now has an alternative texture for the Winter event.
* **Beta 1.0.0**: Introduced.

 Utility
Dried Swamp Reed

**Dried Swamp Reeds** are items primarily used in making donuts, or in grinding for fertilizer.

## Uses

### Compostability

Dried Swamp Reeds can be composted in a Compost Bin. They have a compost process time of 4 minutes and 10 seconds and a compost amount of 3. Visit the Compost page for more information regarding the composting mechanic.

## History

* Release 3.8.0: Added smoking recipe.
* **Beta 1.0.0**: Introduced.
Lurker Skin Armor

**Lurker Skin Armor** is a basic armor set.

## Stats

A full set of Lurker Skin Armor provides 7 armor points, or 3.5 armor icons, and absorbs 28% of damage from the player at the expense of durability. Lurker Skin Boots allow the player to float at one elevation in water. Each armor piece worn increases underwater mining speed, as well as underwater movement speed if worn alongside the boots. Wearing full Lurker Skin Armor will also provide better underwater vision and decreased rate at which breath goes down.

## Repairing

Like most other equipment with durability, any damaged piece of Lurker Skin Armor can be repaired to full durability through an Animator. The more that needs to be repaired, the greater the cost of fuel and crystal charge is in the animation process.

## Middle Gems

As with most equipment, all pieces of Lurker Skin Armor can be equipped with a Middle Gem as part of the Middle Gem Circle to apply additional buffs to the player wearing them. The type of gem equipped can be seen visibly on the armor as well as in its tooltip. The bonuses provided can be seen on the gem's own tooltip.

## History

* Alpha 3.2.0: Can now be fully repaired in an Animator.
* **Beta 1.0.0**: Introduced.
Green Marshmallow

*Not to be confused with Marsh Mallow or Pink Marshmallow.*

**Green Marshmallows** are special food items.

* Pots of Chance in Tar Pool Dungeons, Cragrock Towers, and the Wight Fortress.
* Urns of Chance in the Sludgeon Tower, Labyrinthine Vaults, Barrishee Lair, and Crypt of the Sludgeon.
* Dungeon Alcoves in the Labyrinthine Vaults and Crypt of the Sludgeon.
* Weedwood Chests in Idol Head Statues, Shrines, Cragrock Towers, the Wight Fortress, and the Labyrinthine Vaults and Barrishee Lair of the Sludgeon.

## Properties

### Consuming

When eaten, Green Marshmallows restore 4 hunger and 1.2 saturation. They also grant the  Speed II effect for 20 seconds.

#### Food Sickness

Like most other foods, Green Marshmallows have a food sickness value between 0 and 180, initially at 0, that increases by 5 points each time they are eaten in the Betweenlands. The food's sickness value is represented by three tooltips for each stage, stating "Tastes good" between 0 and 49 food sickness points, diminishing to "Tastes plain" between 50 and 109 points, and then to "Can't eat this anymore" between 110 and 180 points. At 110 food sickness points or above, Green Marshmallows only restore 1 hunger () when eaten, a third of the original hunger value (rounded down).

Food sickness can be counteracted by eating a different type of sickness-affected food that has less than 110 food sickness points, each deducting 3 points (4 if the new food is at or below 10 points) from every other food item. It can also be counteracted by eating Chiromaw Wings or drinking Witch Tea, which both reset all other food sickness values to 0 - though Chiromaw Wings will then become sickening to eat themselves.

Visit the Food Sickness page for more details on the food sickness mechanic.

## History

* Beta 3.5.0:
	+ Reworked loot table distribution.
	+ Can now be found in Urns of Chance, Dungeon Alcoves, and Weedwood Chests in the Sludgeon Tower, Labyrinthine Vaults, Barrishee Lair, and Crypt of the Sludgeon.
* **Beta 1.0.0**: Introduced.
Kraken Tentacle

***Note: The following content is NOT currently properly implemented in the mod, and is only available in the Creative menu. Information is highly susceptible to being false, incomplete, and/or otherwise inapplicable.***

## Kraken Tentacle

### ID

kraken\_tentacle

**Kraken Tentacles** are food items that are currently unimplemented.

## Consuming

When eaten, Kraken Tentacles restore 8 hunger.

## Food Sickness

Like most other foods, Kraken Tentacles have a food sickness level (0-180) that increases by 5 each time they are eaten in the Betweenlands. They start out in a "Tastes good" state, but will diminish to "Tastes plain" when they reach 50 points, and then to "Can't eat this anymore" when reaching 110 points. Foods at 110 points or above will restore little to nothing when eaten.

Food sickness can be counteracted by eating a different type of food that is below 110 sickness points, each deducting 3 points (4 if the new food is below 10 points) on every other food item. It can also be counteracted by eating Chiromaw Wings, which reset all other food sickness levels to 0 but in turn become sickening to eat themselves until another food reaches 110 points again. Visit the Food Sickness page for more details.

## History

* **Beta 1.0.0**: Introduced, but unobtainable.
Glue

**Glue** is an inhalant that is known to be the great MrCompost's favorite pastime.

## Consuming

Any brave adventurer daring enough to take a sniff of Glue will find themselves on a wild, wild ride.

## Trivia

* It is actually a proven fact that MrCompost, the project manager of the Betweenlands mod, sniffs glue regularly.
* It is also a proven fact that the developers of the mod are total trolls.

## History

* Alpha 3.0.0: Now goes under the street name "item.thebetweenlands.glue.name."
* Beta 2.0.0: Can now be found at your average department store, perhaps a little too easily.
Lanterns

* Blank
* Checkered
* Framed
* Silt

**Lanterns** are craftable blocks that act as primary and decorative sources of light in the Betweenlands. There are two varieties - **Amate Paper Lanterns**, which are split into **Blank**, **Checkered**, and **Framed** variants, and **Silt Glass Lanterns**.

## Placement

Lanterns can only be placed on the top and bottom of most blocks, and are hung by a rope if placed on an underside. Breaking the block a Lantern is sitting on or attached to will cause the lantern to break as well. Unlike Sulfur Torches, they can be oriented in 8 different directions and can be placed underwater. They can also be placed at the end of Climbing Rope.

## Particles

Small particles resembling flies and moths will occasionally float around Amate Paper Lanterns. Silt Glass Lanterns contain glowing particles resembling fireflies inside of them.

## Providing Light

Lanterns provide a light level of 15, which is slightly more light than both vanilla Torches and Sulfur Torches. Additionally, unlike Sulfur Torches, they do not become extinguished when exposed to rain from the Heavy Rain event, making them a more permanent alternative.

## History

* Release 3.7.2: Introduced.

 Utility
Golden Club

**Golden Clubs** are water plants that generate in Patchy Islands biomes. They consist of a Golden Club Flower that sticks out above the water, connected one block deep to the seafloor by a Golden Club Stalk.

## Collection

Golden Clubs must be harvested with Syrmorite Shears to be collected. When harvested with a Sickle, they instead drop Golden Club Flowers, which can then be ground into Ground Golden Club.

## Growing

Golden Clubs will grow to adjacent plant-supporting blocks when their stalk is underwater and on top of composted Dug Swamp Dirt, Dug Swamp Grass, Dug Purified Swamp Dirt, or Dug Purified Swamp Grass. However, their growth will halt if the composted block they are growing on becomes decayed, or if its compost is depleted after enough harvests.

## Compostability

Golden Club Flowers and Stalks have a compost process time of 6 minutes and 40 seconds and a compost amount of 6. Visit the Compost page for more information regarding the composting mechanic.

## History

* Release 3.3.5: Can now be grown and farmed with composted blocks.
* Release 3.3.0: Added Advancement.
* **Beta 1.0.0**: Introduced.

 Utility
Cave Moss

*Not to be confused with Moss, Dead Moss, or Edge Moss.*

**Cave Moss** is a plant that generates in groups underground hanging off the ceilings of Caverns and Lake Caverns.

## Placement

Cave Moss can only be placed on the underside of Betweenstone, Limestone, and Pitstone, as well as directly below itself. Breaking a higher part of a Cave Moss growth will break all parts below it as well.

## Particles

Cave Moss will occasionally drip water particles.

## Collection

Cave Moss must be harvested with Syrmorite Shears to be collected. When harvested with a Sickle, it instead drops a Cave Moss (item), which can then be ground into Ground Cave Moss.

## Growth

Cave Moss that has been placed directly by the player grows down from blocks like Vines.

## Compostability

Cave Moss has a compost process time of 7 minutes and 30 seconds and a compost amount of 6. Visit the Compost page for more information regarding the composting mechanic.

## Igniting

Cave Moss can be used to create fire by holding right-click on either its placed or dropped form with an Octine Ingot. Cave Moss that is adjacent to or on a Block of Octine will also catch fire, although this fire will not spread to further Cave Moss blocks.

## Advancements

 Quest for Fire | Set Peat on fire
 I'm a Druid | Harvest ingredients using your Sickle | Herbalist

## History

* Release 3.3.5: Now grows if placed by the player.
* Release 3.3.0:
	+ Is now burned by Blocks of Octine.
	+ Added Advancements.
* **Beta 1.0.0**: Introduced.

 Utility
Loot Scraps

**Loot Scraps** are recycled items used in making fabricated scrolls.

### Animating Recipe

Attempting to animate a Fabricated Scroll has a chance to "fail", simply returning some of the Loot Scraps used to make it.

### Trimming

Loot Scraps can be obtained from trimming any *treasure* Anadia item (that is not rotten) in the Trimming Table. The amount obtained per item depends on the Anadia's Size attribute, with larger sizes yielding more scraps.

## History

* Release 3.8.0:
	+ Can now be obtained from trimming a treasure Anadia item in the Trimming Table.
	+ Can now be ground from Amulet Sockets, the Staff of the Mist Walker, and the Staff of the Shadow Walker.
* Beta 3.5.0: Introduced.
Greebling Corpse

**Greebling Corpses** are the decaying bodies of deceased Greebling Riders, found in Chiromaw Matriarch Nests. They are surrounded by insect particles.

## Looting

Greebling Corpses can be looted by left clicking them, though they will not always yield loot when this is done. Each corpse will drop items twice, but these drops are not necessarily distinct. Once a corpse has dropped loot twice, it will disappear.

### Loot

The items from looting Greebling Corpses are derived from the greebling\_corpse loot table.

The following is a list of all of the items that can be looted from Greebling Corpses, including their rolls, quantities, and weights.

Visit the Loot Tables page for more information on loot.

## History

* Release 3.6.0: Introduced.
Leech

**Leeches** are parasitic creatures that spawn in Swamplands and Patchy Islands biomes.

## Description

Leeches appear as brownish, silverfish-like worms. They exist in two states: "hungry" and "full." When they are hungry they will rush toward the nearest mob or player and latch on, dealing melee damage over time. They will remain affixed until they have had their fill at which point they will let go and become "full." Leeches will not attack when full, but become hungry again after a period of time.

Leeches can be killed in one hit using a rare loot weapon, the Critter Cruncher.

## Strategy

In the early and even middle-tier game, Leeches can be surprisingly powerful. They leech large amounts of damage, and if you have no armor even two Leeches clinging on to you one after the other is enough to kill. They should merely be avoided until you have weaponry to kill them before they have a chance to completely leech you of health, and as shields do not work on them, another difficulty is brought up. The best counter to all this is to get one to connect to a Swamp Hag (which is surprisingly easy) and kill it while it is still full.

## Drops

The drops from Leeches are derived from the leech loot table.

The following is a list of all of the items that can be dropped by Leeches, including their rolls, quantities, and weights.

## History

* Release 3.3.0: Added Advancement.
* **Beta 1.0.0**: Introduced.
Giant Weedwood Tree

*(Not to be confused with the normal Weedwood Tree or the Rotten Weedwood Tree)*

## Giant Weedwood Tree

### Generation

Swamplands
Coarse Islands
Marsh

 Map Icon

**Giant Weedwood Trees** are massive trees found in The Betweenlands. They generate uncommonly in Swamplands, Coarse Islands, and Marsh biomes, but cannot be grown, not even with Weedwood Saplings.

Giant Weedwood Trees have a world location that identifies the area they take up.

## Description

Around 60 blocks tall and around 70 blocks wide, Giant Weedwood Trees feature a massive trunk with large supporting roots and branches. Each has multiple wide, bushy clusters of leaves that make up their sprawling canopy, drooped with Hangers. They are so large that they significantly darken the area beneath them.

In Swamplands biomes, Giant Weedwood Trees are usually cut off from the base, leaving only a large stump behind, with no leaves, Hangers, or a world location. Unlike whole trees, they are also often covered in Poison Ivy. Only whole Giant Weedwood Trees will appear with a map icon on an Amate Map.

Even moreso than regular Weedwood Trees, Giant Weedwood Trees are a great source of wood. They are also the main sources of Dentrothyst, a resource used extensively in Herblore, and the only source of Seeded Hangers, which drop White Pear Seeds used to grow White Pear plants.

## Composition

Giant Weedwood Trees consist of:

* Weedwood Log, as the outer bark, root and branch block
* Weedwood, as the inner trunk, root and branch block
* Weedwood Leaves, as the leaf block on whole trees
* Shelf Fungus, in side shelf formations
* Dentrothysts, scattered uncommonly inside the trunk
* Hanger, hanging from the leaves of whole trees (both seeded and unseeded)
* Poison Ivy, occasionally on the bark of stumps only

## Mobs

Pyrads occasionally spawn on and around living Giant Weedwood Trees. Sporelings can also spawn on the Shelf Fungus found around the trunks.

## Advancements

 Environmentalist | Get a Pyrad angry by hitting its tree

## History

* Release 3.4.0: Now appears on Amate Maps with an icon.
* Release 3.3.0:
	+ Reduced Pyrad spawn rate.
	+ Added Advancements.
* Alpha 3.2.0: Added Seeded Hanger generation on whole trees.
* Beta 2.0.0: No longer uses Weedwood Bark; now uses Weedwood Logs with bark texture on all sides for every outside part of the tree.
* **Beta 1.0.0**: Introduced.
Giant Bulb-Capped Mushroom

*Not to be confused with Bulb-Capped Mushroom or Bulb-Capped Mushrooms.*

**Giant Bulb-Capped Mushrooms** are natural structures that generate in Patchy Islands biomes, as well as rarely within Underground Oases. They are the most reliable source of the glowing mushroom variety.

## Composition

Giant Bulb-Capped Mushrooms consist of:

* Bulb-Capped Mushroom, clustered around the giant mushroom
* Bulb-Capped Mushroom Stalk, as the stalk block
* Bulb-Capped Mushroom Cap, as the cap block

## Growing

Giant Bulb-Capped Mushrooms cannot be grown.

## History

* Beta 2.0.0: Can now be found in Underground Oases.
* **Beta 1.0.0**: Introduced.
Glowing Betweenstone Tile

*Not to be confused with Betweenstone Tiles. For other tiles, see Tiles (disambiguation).*

## Glowing Betweenstone Tile

### ID

glowing\_betweenstone\_tile

The **Glowing Betweenstone Tile** is a building block that can be found as part of the Wight Fortress, and the Sludgeon after the initial sealing of the Pit of Decay.

## History

* **Beta 1.0.0**: Introduced.

 Utility
Life Crystal

* Whole
* Fragment

**Life Crystals** are items containing charge that is useful in many processes, most notably animating.

They have two versions: A whole Life Crystal and a less powerful **Life Crystal Fragment**.

## Obtaining

### Drops

Whole Life Crystals drop from breaking Life Crystal Ore with any pickaxe.

A whole Life Crystal also drops from the Barrishee, with varying amounts of charge already drained.

### Loot

Life Crystal Fragments can be found as Loot from chests in Cragrock Towers, the Wight Fortress, and the Labyrinthine Vaults and Barrishee Lair of the Sludgeon.

## Uses

### Charge

Each Life Crystal or Life Crystal Fragment can hold a certain amount of durability, or "charge", represented as a charge percentage tooltip (out of 100%). The crystal stores this charge for use in various processes, but is drained by a varying amount of charge whenever it is used (indicated both in the crystal's tooltip percentage and its increasingly dark coloration). If it reaches 0 charge, or if it doesn't have enough charge required for the process, it will not function.

Life Crystals and Life Crystal Fragments have the following charge-based uses:

* One can be used in the Animator as a requirement for the animation process, draining a varying amount of charge per animation depending on what is being animated.
* One can be used optionally in the Mortar to automate the grinding process, draining 1 charge per grind.
* One can also be used optionally in the Infuser to automatically stir the liquid inside, draining 1 charge per *stir* (multiple stirs will usually occur throughout a single infusing process).

#### Recharging

Depleted, whole Life Crystals can be recharged by applying them with Wight's Hearts. Each heart applied to the Life Crystal restores 16 charge points to it, and any number between 1 and 8 can be crafted with the crystal at once (as long as the resulting charge is not higher than 128).

#### Fragment Differences

There are two differences between using whole Life Crystals and Life Crystal Fragments:

* Whole Life Crystals have a maximum charge of 128, whereas Life Crystal Fragments only have a maximum charge of 64.
* Whole Life Crystals can be recharged using Wight's Hearts, but Life Crystal Fragments cannot.

## History

* Release 3.7.2:
	+ Added Life Crystal Fragment.
	+ Whole crystal is no longer found in chest Loot Tables.
	+ Whole crystal now drops damaged from Barrishees instead of fully charged.
* Beta 3.5.0: Now drops from Barrishees upon death.
* Beta 1.0.2: Charge recipe can now receive any number of Wight's Hearts.
* **Beta 1.0.0**: Introduced.
Item Frames

Item Frames are a craftable and dyable item that serve as the betweenlands equivalent of the Item Frame.

## Usage

Right-click an Item Frame with an item to put the item on display. Right-click again to rotate the item.

Shift-right-click an Item Frame with Glowing Goop to give it a glowing effect.

Shift-right-click an Item Frame with a Freiwynn Dentrothyst Vial to make it invisible. The invisibility effect is only applied while the frame is displaying an item, and will reappear when the item is taken out. However, the effect still stays, and the frame will disappear again once something else is placed in it.