MineRe Bedrock Addon 1.12.4 [1.21]
MineRe reshapes survival with tougher mobs, smarter gear, and fresh places to explore. You get new animals, monsters, hand-built dungeons, balance tweaks, and a pile of tools and magic. Looking for more packs like this? Check our curated Bedrock addons collection.
What changes in moment-to-moment play?
Combat hits harder and rewards planning. Health regen runs at half speed and eats more hunger, so you heal with soups, stews, milk, or potions. Light and heavy armor matter: leather, chainmail, and Enderon keep you quick, while plate slows you by up to 10% for a full set. Protection stacks give smaller returns, so mixed enchants win fights.
World & progression
Ore tables shift to make travel and caving useful again. Sulfur Ore feeds bomb crafting in deserts, swamps, and jungles. Amethyst sits under snowy biomes. Nether Coal fuels 16 smelts per piece and lights easy torches. In the End, Enderon and Ender Plasma power late-game gear. New “Ice Caves” carve bright blue tunnels under cold biomes, and End islands gain sand, crystalline spires, craters, and an End Temple.
New gear and utility
- Treecapitators for all tiers, usable in off-hand and on 2×2 trees
- Teleporter blocks push entities along their facing. Add Enderon Blocks to extend range. Wear a pumpkin to avoid getting moved
- Magical Staffs: Amethyst shield and shot, Echo sonic blast that spends XP, Fire rings and fireballs, and the Blaster that fires plasma
- Magic swords: Venomshank, Ice Dagger, Illumina, Windforce, Firebrand, Darkheart, and Ghostwalker each add a clear trick, from poison to lifesteal
Creatures, friendly and not
You’ll meet deer, moose you can ride, whales that drop blubber fuel, and bears that wear armor once tamed. Nights bring Yetis, Ogres with roar AOE, Gremlins that break torches, Necromancers that summon waves, Vampires that heal on hit, and big threats like the Netherzord, Walker, and Cosmic Jelly. Bats turn hostile underground, spiders throw webs, and Dire Wolves circle before striking. Want more gear themed posts? Browse our weapons tag.
Dungeons worth the trip
Eight structures push different playstyles. Ice Castle and Ice Dungeon hide Freeze spawners and the Ice Dagger. Wild Dungeons mix Spider and Bogged spawners with poison traps. Mesa and Desert vaults sit on TNT surprises. A Wither Pyramid hangs from the Nether ceiling for a proper boss room. The End Temple can send you home once you wake its buried portal.
A few standout items
Enderon Gemstone, Ender Plasma, Phased Ender Pearl, Bombs and Fire Bombs, Ice Charge, Bear Armor sets, End Path (drops a 3×3 crystalline platform under you), and MineRe Settings Book to toggle the pack’s rules per world.
Trading and loot
Villager trades ask for shard costs and themed items. Librarians gain a second book slot early and late. Ancient Cities and Mansions carry more Mending and Echo Shards. Totems no longer drop from raids, which keeps endgame safer but fair.
- Craft bombs early with Sulfur for caves and Ogres.
- Wear light armor until you have a steady food source.
- Carry a Treecapitator in off-hand for big mushrooms and 2×2 trees.
- In the End, mine Pulsars in the sky for plasma, then build a Blaster Staff.
- Set a Teleporter chain in bases and mark the arrow direction before powering it.
Crafting
MineRe plays like a full survival refresh, not a small tweak. Pick a path, gear upand learn each dungeon’s rhythm. The new loop rewards skill, maps well to SMP, and gives you clear goals from first night to End islands.

















