recursal/Fanatic-Fandom huggingface dataset:
Censer

The **Censer** is a utility block used to spread certain effects across an area.

## Properties

### Censing

   The interface can be accessed by right-clicking the Censer:

* The effect-item, which is placed in the left slot of the interface.
* Sulfur, which is placed in the bottom slot. Like a Sulfur Furnace, the Censer will stop working once it runs out of fuel.

Once these requirements are met, the Censer will begin consuming the Sulfur, then the item put in the left slot will begin to fill the middle slot, emitting a ground-fog effect.

Like other blocks, the Syrmorite Hopper can automate the process of fueling and filling the Censer.

The area of the effect can vary depending on the item used, as shown below.

### Effects

* Sap Ball: (1 item to fill, lasts indefinitely, but duration depletes by half per decay point restored) Emits a small brown puff and slowly heals Decay in a large area (32x18x32).
* Weeping Blue Petal: (1 item to fill, lasts indefinitely, but duration depletes by 1/6th per 2 decay points restored) Emits a small blue puff and slowly heals decay in a large area (32x18x32).
* Plant Tonic: (1 item to fill, \_\_ minute duration when full) Emits a small brown cloud and prevents crops from decaying and removes existing decay in a medium area (16x5x16).
* Elixir: (1 item to fill, 16 minute duration when full) Emits a small cloud the colour of the Elixir and continuously applies a weak version of the Elixir, with a duration of 14 seconds (regardless of the Elixir's duration) in a large area. Potency affects range (default at level 1 is 32x18x32).
* Stagnant Water: (1 item to fill, 25 minute duration when full) Emits a thick yellow-green fog and continuously applies the Elixir of Decay effect, causing Decay to be accelerated in a small area (13x2x13).
* Bottled Fog: (8 items to fill, 120 minute duration when full) Emits a thick white fog and increases crop growth and allows Sludgeon plants to grow in a small area (13x2x13). Stackable.
* Aspect: (5 aspect levels to fill [must be combined in 1 bottle], 90 minute duration when full) Emits a thick fog of the aspect's colour and infuses Aspectrus crops with the aspect, also enabling them to grow in a small area (13x3x13).
* Cremains: (1 item to fill, 2.5 minute duration when full) Emits a dark red cloud and sets fire to any living creature in a small area, causing them to drop 0-2 cremains upon death, along with their usual on-fire drops (13x13x13).
* Swamp Water: (8 items to fill, 60 minute duration when full. Duration only decreases when Bark Amulet is added) Emits a cloud of white steam that carries the effect of the item it is imbued with in a large area (~48x\_x48?).
	+ Can be imbued with a Bark Amulet. For that, place the Bark Amulet in the left slot, then right-click the Censer with a Swamp Water Bucket. It will show the life of the mobs the same way as it would do if you were wearing it.

## Uses

### Crafting Uses

 History

* Beta 3.5.0: Introduced.

 Utility
Compacted Mud

*(Not to be confused with Mud or Compacted Mud Mirage)*

**Compacted Mud** is a fully solid mud block.

### Generation

Compacted Mud generates in large quantities on the surface of the Sludge Plains Clearing sub-biome. It can also be found in the Labyrinthine Vaults, Winding Walkways, Crypt Tunnels, Crypt, and Pit of Decay of the Sludgeon.

## Properties

### Particles

Small mud droplet particles will occasionally drip down from Compacted Mud when there is no block directly below it.

### Plant Support

Compacted Mud supports the placement and growth of basic plants.

### Movement

Unlike regular Mud, Compacted Mud does not cause players or mobs to sink into it.

## History

* Release 3.7.0: Updated texture.
* Beta 3.5.0: Introduced.

 Utility
Fences

*Not to be confused with Walls or Fence Gates.*

**Fences** in the Betweenlands act functionally the same as vanilla fences.

## Types

This is the list of Fences available, their IDs, and any additional sources they may have to being crafted:

## Fuel

Fences can be used as fuel for the Sulfur Furnace or Dual Sulfur Furnace, smelting 1.5 items per fence block.

## Farming

Rubber Tree Plank Fences can be utilized as poles on which Aspectrus Seeds can be planted and grown. A single Aspectrus Plant can grow up to three fences tall.

## History

* Beta 3.5.0: Added Rotten Plank Fence.
* Release 3.4.0: Added Hearthgrove Plank and Nibbletwig Plank Fences.
* Release 3.3.0: Added Giant Root Plank Fence.
* Beta 2.0.1: Implemented recipe for Weedwood Log Fence.
* Beta 2.0.0: Added unobtainable Weedwood Log Fence.
* **Beta 1.0.0**: Introduced.

 Utility
Emberling Shaman

*This article is about the rod-wielding Emberling. For the tamable Emberling, see Emberling.*

## Emberling Shaman

### Damage

Contact: 1-3 ()
 Fire Easy: 2 ()
 Fire Normal: 4-5 ()
 Fire Hard: 7 ()

### ID

emberling\_shaman

**Emberling Shamans** are hostile mobs that are summoned after every brazier has been lit up on top of the Sludgeon Tower.

## Description

Emberling Shamans are nearly identical to their wild Emberling counterparts - they are fiery creatures that resemble salamander nymphs, differentiated from their aforementioned cousins by their bipedal stance, the orange-hot metal rods they carry, and the small whirl of fiery particles which constantly surrounds them.

Emberling Shamans are found at the top of the Sludgeon Tower; upon lighting all four of the Braziers and activating the Beam Origin, a shaman will spawn in the fire atop each Brazier and attack the player. Unlike Emberlings found in the wild, they cannot be tamed. When a player is in close proximity, they will leap into the air and spin towards them, dealing damage with melee attacks. If the player is too far away, however, the shaman will raise its staff and summon a flaming projectile that tracks towards the player. All of its attacks will set the player on fire.

Emberling Shamans will continue to spawn whenever the Beam Origin is activated, even after this has initially been done, granted that the puzzle in the Sludgeon Tower has not been completed.

## Drops

The drops from Emberling Shamans are derived from the emberling\_shaman loot table.

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

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.
Dungeon Wall

***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 Wall

### ID

?

**Dungeon Wall** 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
Chiromaw Wing

**Chiromaw Wings** are food items primarily used to counteract food sickness.

## Properties

### Consuming & Food Sickness

When eaten, Chiromaw Wings restore nothing. However, they reset the food sickness value on all other applicable food items to 0, returning them to the "Tastes good" state and removing all diminished returns. They can be eaten even if the player's hunger bar is full.

After first being eaten, Chiromaw Wings will instantly accrue 180 food sickness points and enter a "sickening" state. They will remain sickening and cease to reset food sickness again until the wing's own food sickness value goes down to less than 110 from eating other sickness-affected foods that have less than 110 food sickness points, each deducting 3 points (4 if the new food is below 10 points) from the wing. Attempting to eat a Chiromaw Wing again when it has 110 points or higher, or at any point outside of the Betweenlands dimension, will instead inflict the  Hunger III effect for 30 seconds.

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

## History

* Release 3.3.0: Added Advancement.
* **Beta 1.0.0**: Introduced.
Cooked Anadia Meat

**Cooked Anadia Meat** is a cooked food item.

### Drops

Cooked Anadia Meat drops from Anadia upon death if killed while on fire by a player.

## Properties

### Consuming

When eaten, Cooked Anadia Meat restores 4 hunger and 1.6 saturation.

#### Food Sickness

Like most other foods, Cooked Anadia Meat 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, Cooked Anadia Meat 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.

## Notes

* Cooked Anadia Meat replaced Angler Meat Steak as a cooked fish-based food source in the Release 3.8.0 update.
Dark Druid

**Dark Druids** are magic users that have lost their sanity trying to fix the Betweenlands' current state. They spawn from Monster Spawners found in Druid Circles, harnessing the dark power of the Betweenlands for their own dark goals. Killing them is fundamental to accessing The Betweenlands, as the Swamp Talisman Pieces they drop are assembled into the item that creates the Portal Tree.

## Lore

The Dark Druids were once the followers of the Druid who was responsible for opening the Nether portal and unleashing death and chaos upon the Betweenlands. They escaped to the Overworld before being fully consumed by the Nether's evils, but the talisman they used to bridge dimensions was fragmented in the process. Lost without a way to return to their home world and restore it, they constructed a runic circle of stones and an altar and attempted to reforge the talisman. However, they were unsuccessful, for they did not realize that the Nether had found a way into their heads. They were driven insane until they forgot their original mission, and the talisman remained broken.

## Description

Dark Druids wear black cloaks, and their facial features are hidden except for two glowing red eyes. They attack using a dark form of magic, lifting their arms and levitating the player into the air before launching them upwards, likely causing fatal fall damage. If they get too far away from you they will teleport somewhere close to you to use the magic again. In addition, with each hit they have a chance not to take knockback.

## Strategy

While Dark Druids may seem too powerful, especially for the fact that many can spawn at once, there are a multitude of ways to easily deal with them. First of all, use the waters of the swamp biome to your advantage to avoid fall damage when they fling you. Boots enchanted with Feather Falling can also help minimize damage caused by this. In addition, they cannot target you if you are not standing on a block, which includes swimming underwater; from here you can use a bow to take them out without hassle. Another good method is to get under a nearby tree. this forces them to go at melee range, and, assuming you have a good shield, they should go down quickly.

## Drops

The drops from Dark Druids are derived from the dark\_druid loot table.

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

  **Swamp Talisman Piece** | 1
  **Swamp Talisman Piece** | 1
  **Swamp Talisman Piece** | 1
  **Swamp Talisman Piece** | 1
  **Any Swamp Talisman Piece** | 1

Visit the Loot Tables page for more information on loot.

## Trivia

* The sound effects for the Dark Druids were created by slowing down actual recordings of MrCompost making stupid spooky noises.

## Video

An animation by Timinations depicting the Dark Druids' descent into madness:

## History

* Release 3.7.1: Increased experience drop from 5 to 10.
* Beta 2.0.3: No longer drop Swamp Talisman Pieces that are already in the player's inventory.
* Beta 1.0.3: Improved.
* Beta 1.0.2: Fixed Dark Druids floating slightly above ground.
* **Beta 1.0.0**: Introduced.
Cracked Temple Brick

*For other bricks, see Bricks (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.***

## Cracked Temple Brick

### ID

?

**Cracked Temple Brick** 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
Cavern

The **Cavern** layer of The Betweenlands begins just below the surface, at a Y-layer of 100, and continues down until it reaches the Lake Cavern layer, at Y=45.

The caves can range from very small to tremendously large, and contain many ores and unique plants. There are sometimes small breaks on the surface which lead to these caverns, and occasionally giant ravines creating deep cuts in the earth that expose ores and other potential systems of caves. Occasionally large seams of limestone, often called Limestone Caverns, can be found. The fog is very dense down here, and an alternative ambient track plays, slowly fading in from the surface ambience starting from Y=110 downwards. There are also additional cave ambience noises that play occasionally.

The Cavern layer has a location title that appears briefly to players who enter it.

## Composition

The Cavern layer consists of:

* Betweenstone, extremely commonly
* Swamp Dirt, in patches from Y=95 to Y=45
* Stalactite, in formations on the floor or ceiling
* Moss, in patches
* Lichen, in patches
* Cave Moss, in clusters hanging from the ceiling
* Thorns, in clusters hanging from the ceiling
* Limestone, in large, relatively uncommon seams from Y=95 to Y=45
* Sulfur Ore, in common veins from Y=100 to Y=45
* Slimy Bone Ore, in uncommon veins from Y=100 to Y=45
* Octine Ore, in relatively common veins from Y=70 to Y=45
* Syrmorite Ore, in uncommon veins from Y=100 to Y=85
* Pot of Chance, in very uncommon, large clustersSimulacrums, rarely in the various levels.

## Mobs

Swamp Hags, Wights, Chiromaws, Infestations, Stalkers and Boulder Sprites can spawn down here, and rarely Harlequin Toads if the above biome supports them.

## Structures

Underground Oases can generate down here somewhat uncommonly, and Tar Pool Dungeons more rarely.

## Loot

Pots uncommonly spawn in these caves as treasure, using cave\_pot as their loot table.

## History

* Beta 3.5.0: Pot loot table changed from common\_pot\_loot to cave\_pot.
* Release 3.4.0: Added Boulder Sprites to mob spawns.
* Release 3.3.1: Added new ambient tracks.
* Release 3.3.0: Added Advancement.
* Beta 2.0.3: Reimplemented Tar Pool Dungeons into generation.
* Beta 2.0.0:
	+ Added Ravines and Underground Oases to generation.
	+ Added Moss and Lichen to decoration.
	+ Significantly reduced the number of Pots of Chance that spawn.
	+ Temporarily removed Tar Pool Dungeons from generation.
* **Beta 1.0.0**: Introduced.
Chiseled Betweenstone

**Chiseled Betweenstone** is a craftable building block. In addition to being crafted, it can also be found as part of Marsh Ruins and Shrines.

## Notes

* The Chiseled Betweenstone texture depicts the face of a Swamp Hag.

## History

* Beta 2.0.1: Renamed back to original name.
* Beta 2.0.0: Renamed to Chiseled Betweenstone Bricks.
* **Beta 1.0.0**: Introduced.

 Utility
Buttons

**Buttons** in the Betweenlands act functionally the same as vanilla buttons.

## Types

This is the list of Buttons available, their IDs, and their trigger functionalities:

 Weedwood Plank Button | weedwood\_plank\_button

## Functionality

Like vanilla Buttons, Betweenlands Buttons are capable of being pressed with a right-click, outputting redstone current for a specific amount of time after being pressed.

## History

* **Beta 1.0.0**: Introduced.

 Utility
Dense Fog

*"Surrounding me, unending spirits, gazing ominously."*

> *-From Lurking Shadows*
>
>

**Dense Fog** is a weather event that can occur occasionally in The Betweenlands. It primarily consists of visual changes that decrease visibility.

## Effects

During the Dense Fog event, the thickness of the fog in the dimension will increase significantly, reducing how far the player can see in every direction. Fog during the event will also be much lighter and the slowly drifting, cloudy effect it creates on the horizon will be more noticeable. Many visuals in the sky of the dimension, such as stars and even the Rift, will fade completely out of visibility. The normal ambient sounds for the surface of the dimension will be replaced by an alternative, ghostly ambient track.

A small distance away from the player, distorted, staring silhouettes simply referred to as "**Them**" will occasionally appear. They will seem to float slowly towards the player, but disappear when they get too close. They are purely aesthetic.

In Marsh biomes, fog during the event will become even thicker and lighter than in other biomes, sometimes reducing visibility down to only a few blocks, and "They" will appear more frequently.

A certain Simulacrum effect will only activate while this event is active.

### Prediction

The Dense Fog event can be predicted up to 5 minutes before it starts by a Wind Chime, or up to 10 minutes before if it is attuned to the event.

When forecasting, a forecast visual will emanate from the Wind Chime, and a unique chime jingle sound will play:

### Manual Control

The Dense Fog event can be manually turned/toggled on and off using the following command:

```
/blevent <toggle|on|off> thebetweenlands:dense_fog

```

## History

* Release 3.7.2:
	+ Can now be predicted ahead of time by a Wind Chime.
	+ Added Advancement.
* Release 3.7.0: A certain Simulacrum effect now only activates during the Dense Fog event.
* Release 3.6.0: Added ambient track.
* **Beta 1.0.0**: Introduced.
Critter Cruncher

The **Critter Cruncher** is a unique melee weapon that can be found as treasure from animating Item Scrolls. It can also be found as Loot from chests in Shrines, Cragrock Towers, and the Wight Fortress.

## Attacking

Against most mobs, the Critter Cruncher only deals its minimum base damage; however, it will instantly kill any 'critters' (includes Blood Snails, Chiromaws, Dragonflies, Fireflies, Infestations, Leeches, Mire Snails, Sporelings and Termites) it is used against, making it very useful. Like all Betweenlands tools, the Critter Cruncher deals more damage in the Betweenlands than vanilla tools.

## Repairing

Unlike most other equipment with durability, there is no way to repair a damaged Critter Cruncher.

## Corrosion

The Critter Cruncher is found in a "Good as new!" state of corrosion, with 0/255 corrosion points. Simply having it in your inventory will cause it to start corroding; using and swinging it as well as being in water will increase its rate of corrosion. Corrosion decreases its damage output.

A corroded Critter Cruncher can be cleaned in the Purifier, resetting its corrosion value back to 0.

A Critter Cruncher can also be applied with Scabyst to give it up to 600 coating points, which keep the corrosion level static until they are depleted.

Finally, a corroded Critter Cruncher can be applied with Sap Spit to directly remove up to 255 corrosion points from it. Unlike the Purifier method, this can be done on a Critter Cruncher that is simultaneously coated with Scabyst.

Visit the Mechanics page for more details on corrosion.

## Middle Gems

As with most equipment, the Critter Cruncher 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 applied with Sap Spit to remove corrosion.
* Release 3.3.0: Added Advancement.
* Beta 2.0.0:
	+ Appropriated to fit the new vanilla combat mechanics.
	+ Coating is no longer infinite and depletes over time.
	+ Coating recipe can now receive any amount of Scabyst.
* Beta 1.0.1: Can now be coated with Scabyst to prevent corrosion.
* **Beta 1.0.0**: Introduced.
Compost Bin

The **Compost Bin** is a utility block that converts certain items into Compost, an item essential for Farming.

## Properties

### Composting

The Compost Bin can be opened and closed with left-click. While open, it can be right-clicked with compostable items to put them inside. The number of items that can be put in is limited depending on their compost value, although the items do not all have to be the same. Attempting to put a non-compostable item in the Bin will display the message, "This item is not compostable". When the Bin is full, it will not accept any more items, and display the message, "The compost bin is full."

Once the lid is closed, the items inside will begin composting, indicated by the green particles emitting from the Bin. Items take a varying amount of time to compost depending on the item, and if there are multiple items inside with different time values, they will finish independently of each other. Each item will also yield a different amount of Compost depending on the item, so the amount of compost collected depends on the items composted.

When the bin is finished composting, the items will convert to a layer of compost that can now be collected. To do so, open the Bin again and right-click with a non-compostable item (or empty hand) to collect one Compost item at a time.

If the Compost Bin is destroyed while composting, items that have not finished will be recovered, but any finished compost will be lost.

### Compost Times & Amounts

The following is a list of all compostable blocks and items, the amount of time they take to compost, and the compost value they add to the Bin. One Compost item is produced every 25 value points. 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 compost value of the items inside reaches or exceeds 400.

Players can add their own compostable items in the recipes.json in the config.

## Uses

### Fuel

The Compost Bin can be used as fuel for the Sulfur Furnace or Dual Sulfur Furnace, smelting 1.5 items per bin block.

## History

* Release 3.3.6:
	+ Now opened by left-clicking.
	+ Re-added composting particles.
* **Beta 1.0.0**: Introduced.

 Utility
Cragrock Bricks

*(For other bricks, see Bricks (disambiguation))*

## Cragrock Bricks

* Bricks
* Cracked
* Mossy

### ID

cragrock\_bricks

**Cragrock Bricks** are building blocks.

## Smelting Recipe

### Generation

Cragrock Bricks can be found as part of Cragrock Towers.

## History

* Release 3.8.0: Added cracked and mossy variants.
* Release 3.7.0: Updated texture.
* **Beta 1.0.0**: Introduced.

 Utility
Dentrothysts

**Dentrothysts** are unique amber-like blocks that can be found uncommonly in scattered 1-3 block veins within the trunks of Giant Weedwood Trees, including Stumps. There are two varieties - a more common Green Dentrothyst, and a rarer Orange Dentrothyst.

## Collection

When harvested normally, Dentrothysts drop 4 Dentrothyst Shards of their corresponding type. The blocks themselves must be harvested with a Silk Touch tool to be collected directly.

## Trivia

* The word "Dentrothyst" is a portmanteau of the words "dendrite" (crystal with a treelike structure) and "amethyst" (a gem).

## History

* Release 3.4.0: Now drop Dentrothyst Shards and can be crafted from them.
* **Beta 1.0.0**: Introduced.

 Utility
Dragonfly

**Dragonflies** are passive flying insect mobs that spawn in the Betweenlands.

## Spawning

Dragonflies spawn in Coarse Islands, Raised Isles, and Patchy Islands biomes.

## Behavior

Dragonflies usually fly around aimlessly, but fly away from players. When the player is far enough, they land on the ground and rest. When a player comes close enough, they start to fly away, making it tricky to hit them.

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

### Catching

Dragonflies can be right-clicked with a Net to capture them as an inventory item. This item can then be right-clicked on the ground to release the Dragonfly as an entity there.

### Feeding

Caught Dragonfly items have a chance to be desired by a hatched Chiromaw Hatchling juvenile, as part of the process of raising it. If desired, they can be right-clicked onto the juvenile to feed it.

## Drops

The drops from Dragonflies are derived from the dragonfly loot table.

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

  **Dragonfly Wing** | 1-2(+0-1 per Looting level)

Visit the Loot Tables page for more information on loot.

## History

* Release 3.7.1: Updated Spawn Egg colors.
* Release 3.6.0: Can now be caught with a Net as an item.
* Release 3.3.0: Added Advancement.
* **Beta 1.0.0**: Introduced.
Crabstick

**Crabsticks** are food items that can be smoked.

### Trimming

Crabsticks are obtained from trimming a Silt Crab item or Bubbler Crab item in the Trimming Table.

## Properties

### Consuming

When eaten, Crabsticks restore 5 hunger and 4.5 saturation.

#### Food Sickness

Like most other foods, Crabsticks 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, Crabsticks 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.

## Uses

### Crafting Uses

#### Modifying Fish Bait

Crabsticks can be used to increase the range of a Fish Bait. Each Crabstick applied to the bait increases its range by 1 (0.5 blocks in every direction). Any number between 1 and 8 can be crafted with the bait at once, and it can be optionally crafted in combination with any number of other items that modify the bait.

## History

* Release 3.8.0:
	+ Updated texture.
	+ Recipe now yields 1, down from 3.
	+ Is now obtained from trimming a Silt Crab item or Bubbler Crab item in the Trimming Table.
	+ Now restores 5 hunger and 4.5 saturation, down from 6 and 5.4 respectively.
* **Beta 1.0.0**: Introduced.
Drinkable Brews

*Not to be confused with Drinkable Brews (fluid), Infusions, or Tainted Potion.*

## Drinkable Brews

* Nettle Soup
* Nettle Tea
* Pheromone Extract
* Swamp Broth
* Sturdy Stock
* Pear Cordial
* Shaman's Brew
* Lake Broth
* Shell Stock
* Frog Leg Extract
* Witch Tea

### Saturation

*Nettle Soup*: 0.6
*Pheromone Extract*: 0
*Sturdy Stock*: 2
*All Others*: 0.2

### ID

drinkable\_brew *(data values 0-10)*

**Drinkable Brews** are drinkable items that have varying effects. They can act as food items, saturation toppers, and/or weak alternatives to vanilla Potions or infusions.

There are 11 varieties of Drinkable Brew, all of which are made with combinations of various items, including certain Plant Items and Ground Items, in a steeping pot.

## Obtaining

### Collection

Any Drinkable Brew item can be collected by right-clicking a Steeping Pot containing the corresponding Drinkable Brew fluid with a Weedwood Bowl. Each bowl collects 250 mB worth of fluid, meaning that every steeping process yields up to 4 Drinkable Brew items.

See the Steeping page for more information on how to make Drinkable Brew fluids.

## Properties

### Consuming

When drunk, each Drinkable Brew causes one or more varying effects, depending on the type. Most brews restore at least some saturation, but may do other things such as restoring hunger, granting useful status effects, or providing a temporary background effect that does not show up as a status effect and cannot be removed by effect-clearing items such as Tangled Roots. In every case, drinking one will return the empty Weedwood Bowl.

## List of Drinkable Brews

The following is a list of all Drinkable Brews, their Steeping ingredients, and their effect/s upon drinking.

## History

* Release 3.9.4:
	+ Lake Broth now grants the vanilla Water Breathing effect instead of the unused Shapeshifter's Draught of Gillsgrowth effect.
	+ Shell Stock now prevents the player from getting stuck in Mud or Sludge blocks instead of granting the Lightweight Draught effect.
* Release 3.9.0:
	+ Nettle Soup is now a Drinkable Brew - crafting recipe has been replaced with steeping recipe, can now be eaten even if the player's hunger bar is already full, and is no longer affected by Food Sickness.
	+ Nettle Soup now restores 2 hunger and 0.6 saturation, down from 6 each, but each recipe yields 4 instead of 1.
	+ Added Nettle Tea, Pheromone Extract, Swamp Broth, Sturdy Stock, Pear Cordial, Shaman's Brew, Lake Broth, Shell Stock, Frog Leg Extract, and Witch Tea.
* Release 3.8.0:
	+ Updated texture.
	+ Now restores 6 hunger and saturation, down from 10.
* **Beta 1.0.0**: Nettle Soup introduced.
Dyed Filtered Silt Glass

* Dull Lavender
* Maroon
* Shadow Green
* Camelot Magenta
* Saffron
* Caribbean Green
* Vivid Tangerine
* Champagne
* Raisin Black
* Sushi Green
* Elm Cyan
* Cadmium Green
* Lavender Blue
* Brown Rust
* Pewter Grey

*Not to be confused with their undyed counterpart, Filtered Silt Glass.*

**Dyed Filtered Silk Glass** is a dyed variant of Filtered Silt Glass. There are 16 colors, one for each dye. There is no pane variant.

## Collection

When harvested normally, Dyed Filtered Silt Glass drops nothing. The blocks themselves must be harvested with a Silk Touch tool or a Silky Pebble to be collected.

## History

* Release 3.9.0: Introduced

 Utility
Timmy

**Timmy** je student Rudé Fontány a je to kluk Tecny.

Timmy je nemotorný a smolařský specialista, který v boji moc nevyniká, ale za to je ze všech specialistů nejinteligentnější.

Nejvíce ho zajímají počítače, mechanika a vše, co k elektronice a jí podobnému patří. Také dokáže vymyslet skvělý plán, který většinou uspěje.

Timmy miluje techniku a létající lodě Rudé Fontány. Je roztomilý a ve 2. řadě je velmi stydlivý, aby řekl Tecně o svých citech. Miluje Tecnu, která stejně jako on je do elektroniky blázen a navíc je obdařena schopnostmi, které se k jejímu koníčku hodí.

Timmy je hubený kluk se světle hnědými vlasy, nosí brýle, je vysoký. Má malé oříškové oči a střední tón pleti. Jeho stavba těla není tak svalnatá jako u ostatních v 1. řadě. Nicméně, to se trochu změnilo, jeho paže jsou o něco svalnatější.
Edge Leaf

*Not to be confused with Edge Moss or Edge Shrooms.*

**Edge Leaves** are edge plants that generate in the underground areas of the Sludgeon and in Chiromaw Matriarch Nests.

## Placement

Edge Leaves can only be placed between the top and the side of two blocks, lying on the edge they create.

## Coloration

Edge Leaves take on different grass colors depending on what biome they are in. The grass color is:

* #48B518 if in the inventory
* #6BC44E in Coarse Islands, Raised Isles, and Swamplands Clearing biomes
* #E5F745 in Deep Waters biomes
* #627017 in Marsh biomes
* #1FC66D to  #1FC63D in Patchy Islands biomes
* #5B3522 in Sludge Plains and Sludge Plains Clearing biomes
* #2AFF00 to  #50A040 in Swamplands biomes

## Collection

Edge Leaves must be harvested with Syrmorite Shears to be collected. When harvested with a Sickle, they instead drop an Edge Leaf (item), which can then be ground into Ground Edge Leaf.

## Growing

Edge Leaves will grow to adjacent plant-supporting edges between blocks when on top of composted Dug Swamp Dirt, Dug Swamp Grass, Dug Purified Swamp Dirt, or Dug Purified Swamp Grass. Like other Sludgeon plants, they must also be placed in the range of an active Censer that is being sourced with Bottled Fog in order to grow. However, their growth will halt if the composted block they are growing on becomes decayed, or if its compost is depleted after enough harvests.

## Potting

Edge Leaves can be placed decoratively inside of Mud Brick Flower Pots with a right-click. They can then be taken out by right-clicking the pot again.

## Compostability

Edge Leaves have a compost process time of 5 minutes and a compost amount of 8. Visit the Compost page for more information regarding the composting mechanic.

## Advancements

 I'm a Druid | Harvest ingredients using your Sickle | Herbalist

## History

* Beta 3.5.0: Introduced.

 Utility
Deep Water Coral

*Not to be confused with Mire Coral.*

**Deep Water Coral** is a coral that generates in the water in Deep Waters biomes.

## Collection

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

## Growing

Deep Water Coral will grow to adjacent plant-supporting blocks when underwater and on top of composted Dug Swamp Dirt, Dug Swamp Grass, Dug Purified Swamp Dirt, or Dug Purified Swamp Grass. However, its growth will halt if the composted block it is growing on becomes decayed, or if its compost is depleted after enough harvests.

## Compostability

Deep Water Coral 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.

## 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
Explorer's Hat

The **Explorer's Hat** is a special armour piece that can be found as Loot from chests in Shrines, Cragrock Towers, and the Wight Fortress.

## Stats

When worn, the Explorer's Hat provides 1 armour point, or 0.5 armour icons, and absorbs 4% of damage from the player at the expense of durability. It is otherwise aesthetic.

## Repairing

Like most other equipment with durability, a damaged Explorer's Hat 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, the Explorer's Hat 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 3.3.0: Can now be repaired in an Animator.
* **Beta 1.0.0**: Introduced.
Dry Bark

**Dry Bark** is an item primarily used in making paper, or for composting.

It is considered a Plant Item, and can be ground into Ground Weedwood Bark.

## Uses

### Compostability

Dry Bark can be composted in a Compost Bin. It has a compost process time of 10 minutes and a compost amount of 30, making it one of the most effective items to compost. Visit the Compost page for more information regarding the composting mechanic.

## History

* Release 3.8.0: Added smoking recipe.
* **Beta 1.0.0**: Introduced.
Crypt Crawler

**Crypt Crawlers** are hostile mobs that spawn within the Sludgeon and from the Crypt Crawler Tunnel Entrances that appear during the Blood Sky event.

## Appearance

Crypt Crawlers resemble large naked mole-rats. They carry several pouches affixed to a belt around their waist. Tattoo-like markings can be seen across their bodies, and their mouths, hands and feet also appear bloody.

An unarmed Crypt Crawler will travel on all-fours, only standing on their hind legs when attacked - a Crypt Crawler with a weapon will always be bipedal.

## Description

Crypt Crawlers have a chance to spawn holding Weedwood and Slimy Bone swords, axes, and shields, which they use to attack and defend when fighting. They may also spawn rarely with a Wight's Bane. If a Crypt Crawler spawns with equipment, it will also have increased health. There is a chance that these items will drop when they are killed, at low durability.

Rarely, a variant known as a Crypt Crawler Chief may spawn. Wielding an Octine Sword and Syrmorite Shield, they are noticeably larger than a normal Crypt Crawler. They are much more dangerous, with increased health and damage, as well as the ability to perform a shield charge attack that damages the player and sends them flying back.

### Spawning

Crypt Crawlers will spawn in the sixth layer of the Labyrinthine Vaults - a chief will also spawn from the Dungeon Door Mimic in the same layer, similar to how the Barrishee is encountered. Crypt Crawlers also spawn in the Winding Walkways, and four Crypt Crawler Tunnel Entrances are located in the Crypt Tunnels. These Entrances will continually spawn Crypt Crawlers when a player gets close until they have been sealed off by breaking the Hangers that suspend Carved Rotten Bark blocks over them.

These Entrances will also occasionally spawn on the surface in open areas during the Blood Sky event. These Entrances behave the same as those found in the Slugdeon, but will disappear on their own after spawning enough Crypt Crawlers, or when the Blood Sky event ends.

## Strategy

Crypt Crawlers are normally encountered in large numbers. Thus crowd control weapons such as the Shockwave Sword are very helpful when dealing with them. Otherwise, an Octine Shield is always handy. Basilisk Arrows can also be effective at stalling them, especially Chiefs.

## Drops

The drops from Crypt Crawlers are primarily derived from the crypt\_crawler loot table. They also have a chance to drop any of their held equipment.

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

Visit the Loot Tables page for more information on loot.

## History

* Release 3.7.1: Updated Spawn Egg colors.
* Beta 3.5.0: Introduced.
Deep Waters

Map Color

**Deep Waters** are Betweenlands biomes characterized by large, deep seas of Swamp Water, broken occasionally by tall Spires of Cragrock.

## Composition

Deep Waters biomes consist of:

* Swamp Water, as large, deep seas
* Mud, on the sea floor
* Middle Gem Ores, rarely on the sea floor
* Betweenstone Pebble, underwater
* Lichen, on land, primarily on Cragrock Spires
* Algae, around Cragrock Spires on the water
* Bladderwort, sticking out from the water
* Swamp Kelp, underwater
* Water Weeds, underwater
* Deep Water Coral, underwater
* Mire Coral, underwater
* Barnacle Cluster, underwater, on Cragrock Spires
* Wisp, occasionally
* Menhir, rarely on land, including on Cragrock Spires

## Mobs

The following mobs can spawn naturally on the surface in Deep Waters biomes:

* Firefly, when the Rift event is active at night or inactive
* Sporeling, only on Shelf Fungus
* Anadia (silver), in water
* Greebling Coracle, on water
* Greebling Rider, in the sky
* Freshwater Urchin, in water
* Jellyfish, in water
* Lurker, in water
* Angler, in water
* Rock Snot, in water

The following mob can spawn in the Lake Cavern layer, but only when it is below a Deep Waters biome:

* Cave Jellyfish, in water

## Structures

The following structures can generate in Deep Waters biomes:

* Cragrock Spire, partially submerged in the water, alongside Algae, Lichen, and Barnacle Clusters
* Underwater Ruins, partially or entirely submerged in the water, rarely

## Gallery

A Deep Waters with several Anglers and a Lurker.A view of the underwater Deep Waters from the surface.The Deep Waters from underwater.An old picture of Deep Waters from the 1.7.10 versions.Another view of the old Deep Waters from underwater.Betweenlands Showcase- Deep WatersA video of the old Deep Waters from the 1.7.10 versions.
## History

* Release 3.8.0:
	+ Betweenstone Pebbles, Barnacle Clusters, and Underwater Ruins now generate in Deep Waters biomes.
	+ Anadia, Greebling Coracles, Freshwater Urchins, Jellyfish, and Rock Snots now spawn in Deep Waters biomes, and Cave Jellyfish in the Cavern and Lake Cavern layers below them.
* Release 3.6.0: Chiromaw Greebling Riders (later renamed to Greebling Riders) now spawn in Deep Waters biomes.
* Release 3.4.0:
	+ Can now be viewed from Amate Maps.
	+ Menhirs now generate in Deep Waters biomes.
* Release 3.3.0: Added biome foliage color.
* Beta 2.0.0: Added biome grass color.
* Beta 1.0.1: Water Flower generation replaced with Bladderwort generation.
* **Beta 1.0.0**: Introduced.
Deep Water Coral Block

*Not to be confused with Mire Coral Block.*

## Deep Water Coral Block

### ID

deep\_water
\_coral\_block

**Deep Water Coral Blocks** are craftable building blocks.

## History

* Release 3.3.9: Provides light again.
* Beta 2.0.0:
	+ Renamed to Deep Water Coral Block.
	+ No longer provides light.
* **Beta 1.0.0**: Introduced as Block of Deep Water Coral.

 Utility
Chirobarb Erupter

The **Chirobarb Erupter** is an item dropped from the Chiromaw Matriarch.

Upon use, it shoots two waves of Chiromaw Barbs all the way around the player.

It can be upgraded into the Chirobarb Shock Erupter by having it struck with lightning, although it will burn in the spawned fire if the hit is too direct.

Upon hitting one entity, the shock erupter's projectiles deal 9 damage () to surrounding entities.
Cooked Mire Snail Egg

**Cooked Mire Snail Eggs** are cooked food items.

#### Food Sickness

Like most other foods, Cooked Mire Snail Eggs 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, Cooked Mire Snail Eggs only restore 2 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.
Dyes (fluid)

*(Not to be confused with Dyes.)*

**Dye Fluids** are Fluids collected from steeping which can be turned into Dyes.

See the Dyes page for more information about Dyes.

## Obtaining

### Collection

Any **Dye Fluids** can be collected by right-clicking a Steeping Pot containing the corresponding **Dye fluid** with a bucket. Each bucket collects 1000 mB worth of fluid, meaning that every steeping process yields up to 4 Dye items.

## Storing

**Dye Fluids** can be stored in Barrels, Filtered Silt Glass Jars, and Steeping Pots. They store 8, 4, and 1 bucket of fluid respectively. They can be extracted back into empty buckets, or turned into usable Dyes by shift-right clicking with a Weedwood Bowl.
Candies

* Blue
* Red
* Yellow

**Candies** are food items exclusive to the Halloween season.

There are three varieties of Candy: **Blue**, **Red**, and **Yellow**.

## Obtaining

### Drops

All Candies can drop from most non-passive mobs from The Betweenlands upon death if killed by a player during the Spook seasonal event, at varying rates. Mobs that can drop them include Anglers, Blood Snails, Chiromaws, Crypt Crawlers, Emberlings, Emberling Shamans, Shallowbreaths, Large Sludge Worms, Leeches, Lurkers, Peat Mummies, Pyrads, Silt Crabs, Bubbler Crabs, Sludges, Smol Sludges, Small Sludge Worms, Swamp Hags, Tar Beasts, Termites, Tiny Sludge Worms, Wights, Chiromaw Matriarchs, the Dreadful Peat Mummy, the Primordial Malevolence, and the Sludge Menace.

## Properties

### Consuming

When eaten, all Candies restore 4 hunger and 4 saturation.

#### Food Sickness

Like most other foods, all Candies 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, any Candy 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: Can now drop from Bubbler Crabs upon death during the Spook event.
* Release 3.6.0: Can now drop from Chiromaw Matriarchs upon death during the Spook event.
* Beta 3.5.0: Can now drop from Crypt Crawlers, Emberlings, Emberling Shamans, Large Sludge Worms, Small Sludge Worms, Tiny Sludge Worms, and the Sludge Menace upon death during the Spook event.
* Release 3.3.1: Can now drop from Smol Sludges upon death during the Spook event.
* Alpha 3.1.0:
	+ Can now drop from most non-passive mobs upon death during the Spook event.
	+ Hunger restoration increased from 3 to 4.
* **Beta 1.0.0**: Introduced, but unobtainable.
Dyed Mud Brick Shingles

* Dull Lavender
* Maroon
* Shadow Green
* Camelot Magenta
* Saffron
* Caribbean Green
* Vivid Tangerine
* Champagne
* Raisin Black
* Sushi Green
* Elm Cyan
* Cadmium Green
* Lavender Blue
* Brown Rust
* Pewter Grey

*Not to be confused with their undyed counterpart, Mud Brick Shingles.*

**Dyed Mud Brick Shingles** are a dyed variant of Mud Brick Shingles. There are 16 colors, one for each dye. There are also stair and slab variants.

## History

* Release 3.9.0: Introduced

 Utility