- 26
- 328 984
Green_Jab
Australia
เข้าร่วมเมื่อ 9 ธ.ค. 2017
Advantage through Christ. Not loss through Man
I Fixed Survival Minecraft
Download Link: modrinth.com/mod/fixed
Discord: discord.gg/guCfT7Vdyn
Other mod links and download instructions on modrinth page.
Go watch part 1-3 if you have not already :)
Music:
- C418 (Minecraft): Wet Hands, Dog. www.youtube.com/@C418
- Heroix: DIY, Places. www.youtube.com/@HeroixMusic
- Wintergatan (Box #): Biking is Better (1), Sandviken Stradivarius (2). www.youtube.com/@Wintergatan
- These tracks and license to use these tracks in your videos can be downloaded for free at www.wintergatan.net.
- Mike Morasky (Portal 2): Turret Wife Serenade. portal2game.bandcamp.com/album/portal-2-songs-to-test-by-collectors-edition-2
- Scott Lloyd Shelly (Terraria): Frost Moon, Pumpkin Moon. re-logic.bandcamp.com/album/terraria-soundtrack
- Jeremy Soule (TES V: Skyrim): Watch The Skies. music.th-cam.com/channels/xgUgElia2ZNaW_xWMuCikQ.html
- WangleLine (ROTMG): Nexus. wangleline.bandcamp.com/album/realm-of-the-mad-god-exalt-ost-vol-1
- Christopher Larkin (Hollow Knight): City of Tears, Radiance. christopherlarkin.bandcamp.com/album/hollow-knight-original-soundtrack
Chapters:
0:00 Intro
3:32 Enchanting
8:14 Transport
12:33 Inventory
13:59 Combat
18:23 Everything Else
23:15 Final Word
Discord: discord.gg/guCfT7Vdyn
Other mod links and download instructions on modrinth page.
Go watch part 1-3 if you have not already :)
Music:
- C418 (Minecraft): Wet Hands, Dog. www.youtube.com/@C418
- Heroix: DIY, Places. www.youtube.com/@HeroixMusic
- Wintergatan (Box #): Biking is Better (1), Sandviken Stradivarius (2). www.youtube.com/@Wintergatan
- These tracks and license to use these tracks in your videos can be downloaded for free at www.wintergatan.net.
- Mike Morasky (Portal 2): Turret Wife Serenade. portal2game.bandcamp.com/album/portal-2-songs-to-test-by-collectors-edition-2
- Scott Lloyd Shelly (Terraria): Frost Moon, Pumpkin Moon. re-logic.bandcamp.com/album/terraria-soundtrack
- Jeremy Soule (TES V: Skyrim): Watch The Skies. music.th-cam.com/channels/xgUgElia2ZNaW_xWMuCikQ.html
- WangleLine (ROTMG): Nexus. wangleline.bandcamp.com/album/realm-of-the-mad-god-exalt-ost-vol-1
- Christopher Larkin (Hollow Knight): City of Tears, Radiance. christopherlarkin.bandcamp.com/album/hollow-knight-original-soundtrack
Chapters:
0:00 Intro
3:32 Enchanting
8:14 Transport
12:33 Inventory
13:59 Combat
18:23 Everything Else
23:15 Final Word
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First and foremost, as many others have already said, THANK YOU! For not only understanding how to fix Survival Minecraft more than seemingly anybody else, but actually going through with making the mod! My first time playing with this mod, I spawned into a mountain biome with numerous exposed emerald veins. After mining those out (and doing a bit of caving), I settled down with a small starting encampment like I often do. Once it started raining though, I decided it was time to sit down and do a bit of fishing with the small amount of bait I'd collected. Soon after, a wandering trader spawned, and I used to emeralds I had mined to buy a Badlands Explorer map. I decided it was time to go on an adventure. Since I was near to a Savannah, and had just "humanely crafted" 2 leads, I decided to tame some llamas, and pack my belongings into a caravan. I crafted a mapbook and a whole bunch of paper, and set off! This journey would be several thousand blocks, so at the first opportunity, I tamed a horse to save on the hunger cost of travelling on foot. Along the way, I collected enough rabbit hide to make a bundle, and found the materials for a spyglass so I could do some sightseeing too. It was a long journey with me, my horse, and my four llamas, but eventually we made it, and we settled down in our new home. In the very first hours of playing, I engaged with mechanics I've either never used, or haven't even considered using in years, and it was the most enjoyable adventure I've ever been on in Minecraft. It's funny how a few changes in the right direction can completely revitalize the experience of playing this game. During my travels, I found myself yearning for exactly one change, though I have no idea if it is at all within the scope of the mod, or if you're even open to requests. I just found myself wishing that biome foliage colours were accurately reflected on maps. When I was looking back on my journey, I was disappointed that there was no good way to tell most biomes apart on the map, since grass and leaves showed as the same bright green, no matter what biome they were in. If that is at all something that you are willing and able to change, I would be forever indebted! From what I could tell, maps in Bedrock Edition much more accurately reflect the world's colours than Java's maps. Just another inexplicable parity difference I suppose, haha! Also, you've mentioned that an update to 1.21 is in the works, is there any chance you're considering updating to 1.21.1? I know you're likely just wanting to put out updates for the latest versions, and that's super fair. The only reason I ask is because it looks like 1.21.1 is, and will continue to be, the big modding version for 1.21. I'm working on putting together a modpack to play with my friends, which contains some content mods that only have a 1.21.1 release, and I would absolutely love to be able to include your mod alongside them! Again, thank you for creating this mod, it is truly phenomenal! The work that you have done here is so fantastic, I wish Mojang would take notes from you, and push all of these features into Survival. I would also love it if the algorithm pushed this video as much as it did the first past in this series, hopefully this comment, as well as my several rewatches of this video will help!
regarding rain, since elytra are based on beetle wings, flying in rain is not really a problem
Thank you for making this mod become a reality! A lot has happened with the minecraft community recently and for the most part, its a warzone against mojang and mircosoft but I wish not involve myself in that conflict. I would like to thank you for making an amazing and inspiring series. I dream on one day making the ultimate minecraft(from the ground up in C++ coding)with your ideas being the blueprint and maybe becoming a game dev myself or a artist because there are many ideas in the back of mind I wish to bring to life. I appreciate your passion for this game and I hope maybe one day you can be lead developer at mojang. For now I am going to comment every once in a while an idea I have for the game and I have two for today. 1.I think the clock item could be used to tell the player about the moon phases and predicting the whether. 2. Gold armor/tools should have more durability compared to stone but less then iron. The amount of durability should be proportional to the amount of damage/hardness of the block/entity. Example:when using a gold pickaxe to mine a block like netherrack takes 1 durability but mining a block like deepslate takes 4.
Thank You. I see the warzone too, and I had to choose to either add fuel to the fire or try an alternative. I wish you luck on your own game making endeavours. I had thought of the clock doing something with moon phase however each image is a separate file, so for all 8 moon phases I would need 8 times one of items that already has the most states. Perhaps in recent dev like with the bundle and 'layers' something could be done that way but my goal was mostly simple changes. I did slightly buff gold durability to make it them slightly more viable, at wood now. I could go stone, but the idea is that they are really powerful but really weak. Durability going down based on the block could be interesting, especially as armour/shields take more durability the more damage it blocks, fishing does more durability if you hit the ground or pull an entity, and generally harder blocks would take longer to mine, but I don't see how exactly a change like that would benefit gameplay, and most players have known for years that tool durability = how many more times they can use it, unless they have mending and thus don't care.
Do you plan to release this on CurseForge? That'd be incredibly helpful and convenient!
I’ll get to it, I have just been away for the past few weeks
@@GreenJab Fair and valid. Take your time!
Thank you for at least considering keeping easy as easy. I’m one of the players who like building in survival, as the limitations make the build more rewarding, even if it’s just a small house it feels really good to decorate it in survival. I also love exploring and going through structures, killing whatever I find in them and getting some fun rewards. A lot of changes seem like they want to make easy mode to be more difficult as well, which would just make it difficult for players like me. So thank you for remembering us, who like to play somewhere in the middle.
Minecrafts problems are more than just 'game easy' which is why just making the game harder wont actually solve the issues. I have played harder modpacks like RLcraft and sure its a different experience it suffers from many of the same problems. I am not here to make the game harder, I'm here to make to fix it, for some players that is to make it harder, but only in the areas that should be hard and wont affect those who don't want it to be hard. So yes I do remember players like you, and I am here for you.
Whats the texture pack
aside from a few of my own changes most of it comes from vanilla tweaks. shaders is complimentary reimagined
I’m really liking the moon phases and planning tasks for the next night, it gives me that whole “just one more turn” feeling you get in good 4X strategy games. But I do find it a bit annoying trying to remember which moon phase is good for farming or fortune. (🌓Third quarter VS 🌗First quarter) I use whether the moon was recently full or new to track the moon phase but which buff is tricky to remember. I think what could fix that problem without changing the balance _too much_ is if the farming and fortune buffs work on both moon phases. Plus, you had those moon phases mixed up in this video. Confusing, right?
Yeah I released later I got it wrong, but that isn’t entirely my fault as minecraft itself the visual is reversed or something, on top of that I was using a resource pack that makes the phases less obvious. for now there is the fact the signal strength can indicate it but I would like to have something else except I am unsure what exactly
@@GreenJab Yeah, the shadows on the moon are backwards, making it extra confusing. Seems like not many folks are aware of that, probably because moon phases don’t really matter. Funny enough, Notch pointed out in 2013 that GTA 5’s moon was lit wrong. But I checked, and GTA 5 is correct; Notch must have gotten the moon phases wrong and just continued thinking it was right. So you want a clear moon phase indicator? How about the clock shows the current phase by darkening part of the clock’s moon image? Or to aid planning for upcoming nights add a lunar clock item, it’s like a clock, but just for moon phases. If a player can’t recognize a moon phase by its texture, then using the lunar clock would write the phase’s name in chat, which could also mention its effects too.
Is the Wandering Trader aware that he’s asking me to kill his llamas when he offers emeralds for two leads? Is that trade a joke? Because I can’t be the only one who does it every time.
everything already does so may as well play into it
I think due to you focusing on player gameplay and transportation, you missed the biggest issue which is exploration. You can buff the rails and add other small changes to various parts of the game to make the options more balanced, but it doesn't matter if there's nowhere you would actually want to go. Biomes and generation have the issue that if you've seen one example of a biome, you've seen them all. I was hoping you would have done something more than just adding extreme generation occasionally. Preferably, I would like to see some procedural variance to the land and trees, with procedural custom structures as well, all working in tandem to always make it feel like you are seeing something new, but I understand that would be difficult. However, couldn't there have been more terrain generation types added? I know there's custom ones already out there, like those you see Terralith, Tectonic, etc. Personally, making a person actually like exploring the world is what is likely to make them stick around, and simply making some progression tweaks doesn't really seem like it would attract most people who no longer play minecraft back by itself.
Yes you are correct in exploration being a big thing, but also as you said there are already many other mods which do similar that you can stylise to your liking. And besides that isn’t the aim of this mod, I’m not trying to fundamentally change things like a biome/structure generation overall, but made small tweaks here and there to the parts left untouched/unbalanced and what not
Holy, I thought that anvil idea was crazy, but you sorta convinced me. It's similar to "skill points" that you invest in some enchants, but you won't have enough to max out all of it. I'll tweak it a little though. Skill points work because they increase similar "elements". So many the points should increase each similar stat. So say you can either invest all damage, but you can still have unbreaking/mending, speed enchants, protection, etc, those have their own points that also max. Or you should up the limit, because no unbreaking 3 is a bit too much for me. Or you can have some way of eventually "increasing" those skill points. Either way, I do like the idea of incentivizing choosing enchants, and lower enchants could be better, but not so much the "do it by blocking other enchants"
I added a water to go over the normal limit however at an additional cost in part 2 to “improve” enchants later down the line. but yeah this methods is just a better way to do mutually exclusive as the player chooses what they can and can’t have
Fun fact: sprint jumping consumes less hunger than just sprinting
a fun and very well known fact, which I made sure to keep in my mod as it is a part of minecrfat culture and history
I think that the main problem with the inventory is that there is nothing in between no shulker boxes and having shulker boxes. If you want to gather larger amount of materials or even explore more. You have to get them. This also havily limits pre end exploration.
which is why I made bundles hold 4 unstackables and made mounts with chests like donkeys, mules and llamas easier to use
34:00 Perfect alternative to current phantom dilemma, I like it truthfully all of these are brilliant
thanks
Real and True
I like this mod, and I am not particularly mad about the lack of customizable. For one thing, I think a hyper-customizable experience tends to be really defocused and creates a mess that undermines the intentions of the mod. Not in reference to Minecraft, this is a relevant issue in a lot Half-Life 2 remaster mods. There are so many customizable options that the vision or core aim of the mod gets completely lost on the player. All of this and not mentioning the fact that criticism of one's mod is harder to take seriously when theres a chance they disabled a feature that is core to the new balance and vision. Really I just want to hammer the point home that too many options that fundamentally alter a game can actually act as a negative force on the overall experience and undermine the intent of a mod or rework. Also, what person would get a mod that tries to rebalance the game and then proceed to ruin the new balance...
That is another large reason why I haven’t added many customisations. it sounds good in theory but rarely works in practice, so often I try a mod or something with an incredibly large list of options and it just makes me not bothered to change anything, take even vanilla, most players can choose easy normal or hard, some players turn on keep inventory, or turn off doInsomnia, or doDaylightCycle for creative worlds, but how many actually choose each and every option, like how many people actually turn off mobExplosionDamageDecay which makes creepers not drop all the blocks they break so that they can actually fill the holes they make (I have changed the default in this mod). Additionally if there was an option to say “turn off the enchanting changes” it might make people think they could use another enchanting mod instead, but like I said in the vid, that probably won’t work anyway. the few toggles I have added are for those I *know* will be controversial like ice melting in the nether, an optional challenge like needing to hold totems to function or requiring insomnia to sleep, or one I added after the vid cause enough people were complaining of a number for how fast stamina should drain, even though I think it’s a fine speed. this means the whole mod is a tailored experience as opposed to picking and choosing things that bring back the entire problem I wanted to fix. and that’s before you consider how on multiplayer servers everyone will need to cater to the server options anyway
@@GreenJabOption creep is a real problem and I'm glad you're analytical and mature approach to game design allows you to see that. It is a breath of fresh air. Most my favorite mods have terrible amounts of option creep.
A part of the suggestions made in the video are already a part of the game while others are existing mods. Almost all of the problems in the video just depend on how you play the game. You choose how you want to play the game, if you feel like the elitra is overpowered and invalidates all other methods of transport then just don't use it and the same goes for enchantments. Also villagers shouldn't be easy to transport, they're overpowered enough as they are and the cost of transporting them to a convenient for the player place is one of the few things that's balancing them Edit: For the past few years I've barely seen anyone even use the bow and the crossbow let alone enchant them
I have already made most of these changes into my own mod now. also please don’t use the “if you don’t like it don’t use it”, it shows you completely miss the point I am trying to make
@@GreenJab Can you explain what that point is since I seem to not have understood it?
21:00 this is needlessly restrictive to bedrock players, especially mobile players. It's hard to grab a bottle of dragons breathe on mobile. We can only get about 5-10 per fight.
Although I am on side “Minecraft was better before the better together update”, and also this mod is not coming to bedrock edition, if it if you could make it so that when just trying to attack the could with a bottle it will collect to make it easier to pick up
There's a bug where if you leave items in the 2x2 crafting slot and reset the game they'll disappear, and it explains why I lost a stack of red stone blocks....
What version are you on? I believe I have fixed this for 1.0.4. I am sorry about your lost items due to the bug
Not everyone may agree with you and I may not agree with every change, however you fully deserve credit for putting your money where your mouth is and actually making a mod to put your ideas into practice. I may be out of my 2 week minecraft period rn but I am definitely gonna try this mod when I come back
There are a few things that I feel like just became more complicated, and I don't agree with those being a fix. Some mechanics also seem good but they're too time-consuming. Some mechanics are just too op and easy to abuse. And some mechanics are bloated in random mechanics. There are a few ideas that I agree with though. I guess my opinion of this mod is half half. Cool mod!
Thanks for taking the time to create these ideas and even more so actually turning it into a mod 💪
Your Welcome
Constructive enchanting criticism: Love most of the changes to do with enchanting: I like that you might need multiple tools/armour sets as you can't combine things in an anvil anymore I like the new netherite anvil and how in the late game it does feel like slowly getting closer to max gear I like that you can't spam the grindstone infinitely I like the new use for enchanted books, especially that there's now a choice between using them with chiselled bookshelves - for a sort of medium permanent enchanting buff - or just smacking them on your amour straight away for an instant big boost. It makes exploring and finding new books even more satisfying. However there's one thing I very much don't like: Before I went to the nether I had around 56 levels and I found that with only spending around 16 lapis and 16 levels I could get full prot 4 armour and tools with sharpness 5, power 5, efficiency 5 ect. I understand that you can't combine anything anymore so you can only get one enchant on each tool, but having full prot 4 at only around 30% of the game is insane, and getting efficiency 5 tools with only help fund diamond and xp production, so it'll only be easier to keeping renewing the OP enchants and tools It didn't feel like "slowly improving gear" when going from an iron sword to sharpness 5 diamond... I'm not sure about what the solution would be to this, but I think it should be way, WAY more time consuming and expensive to get these enchants so early, possibly needing something more than just an enchanting table and 15 bookshelves, which aren't that hard to obtain with a sugar cane and cow farm But again, love all the other changes with enchanting and everything else, keep at it!!
It is difficulty to try balance something as complex as the enchanting system without also making it even more convoluted. Sure you have more levels early on but that was intentional to incentivise enchanting earlier on like you did. Sure you talk about full prot 4, but remember, prot 4 is now weaker than it was before as it no longer helps with fire, blast and projectile damage. And sure you can more easily get eff tools, but those tools wont necessarily have unbreaking/mending or silk/fortune, so overall I think its balanced well enough. You say you went from iron to sharp 5 diamond sword, but it wouldn't have been too hard to get an enchanted iron sword inbetween, and now its just sharp 5 and you build up to the other enchants as you collect them as opposed to trying to get them all in one go. For everything else I am glad you like these changes
Yeah, it would be tough to balance it I imagine, and I feel like any issues are more to do with the core system itself and Minecraft's nature
Btw, when do you think the mod will update to a newer version? (It's a banging mod, I'm just excited! 💯💯)
@caelenkraft4264 I am about to go on holiday for the next few weeks with family so it won't be until the new year at least. Probs mid Jan.
Buzzing for it
My comment disappeared? Well I was going to reply and say “I’m glad I was wrong about the insomnia mechanic, since it seemed ridiculously OP! If you could just eat five membranes to get the insomnia lvl 5. I think I’ve gotten to level 2 insomnia before. I have a question since the higher your insomnia level more phantoms spawn so at level 5 is it like the horde of like twenty spawn? Also, you should really consider going into game design if you haven’t already.
Idk why you comment disappeared, I don't see it on my end either. I studied Software Engineering majoring in Game Programming, but I have always been watchful into how games work, and what makes them good. If I can't get into mojang, then yeah I'll probs end up doing games anyway
@@GreenJab My comment probably triggered a spam filter because I edited it after you replied, or maybe it was a TH-cam glitch. No idea really. I definitely think you have a knack for game design. The best programmers I’ve noticed are always fiddling and making things better, and that’s true of your mod too. So I hope you find yourself a dream job whether or not it’s with Mojang.
Man I thought this in Forge, now I can't even use it for my pack :(
Im sorry about that, but I only really use fabric. But the code if publicly available if anyone wants to make a forge port
Use synitra connector you can ise fabric mods with forge
Having changes to the structures to show tutorials is such a great idea. Interesting idea with the food system not too sure if I’d enjoy that. Will you be doing a forge or 1.20.1 port?
I will rather update to 1.21 than backport to 1.20.1 but Ill see how I go. Forge-wise I don't really know/use forge so probs won't be something I do myself, but the fabric code is fully public and I am not stopping anyone from making a forge port if they want
You can use synitra connector for forge now so its not as nessesary anymore
23:25 wrong pigs should drop bones
No, they are perfect
I don’t get how you can either heavily nerf or completely remove certain farms and then say this version is better or fixed, especially the iron farm. You didn’t even do anything to make it easier to mine or get iron another way. In fact, you made in harder and more difficult with the changes made to enchanting. You've made mending more difficult to get and more expensive to use but did nothing to actually adress why people want it so much. Now not only will tools and items break more often, it will be even harder to get good tools in the first place. There's acruallt a lot in this mod that seems to just make the game more tedious or harder for no reason in general. Making the repair item for totems of undying the nether star and then heavily nerfing how you can obtain them because they're "repairable" now is utterly laughable. The kneecapping of the elytra is a bit to far, imo. Making the only way to get usable rockets through dragons breath, where you even made the fight harder, means that the elytra is now next to useless in terms of actually using it as a form of transport. 90% of the time you aren't going to have any form of propulsion so you say goodbye to any form of flight longer than a couple hundred blocks at best depending on how high of a cliff you jump from.
'I didn't do anything make it easier mine or to get iron in another way" bro I made iron ore more common on old growth biomes, tnt will drop 1.5x its normal drop and later game you can reach fortune 5, and besides, iron farms have potential to be even more powerful, I just raised the bar to entry to get unlimited of the most useful resource. "Tools and items will break more often" it is now far cheaper to repair items in an anvil and it you can repair an item an infinite amount of times. There is a reason behind every change. The totem change is a valid change that gives more meaning to the totems you use, don't know what you are on about. The elytra is by far one of the most powerful items in the game giving you access to flight, of course it needs some trade-offs, that's how games work and what makes them interesting.
a lot of these changes may sound good but are more likely to make the game more annoying. same way how games give enemies more HP to make the game harder but it ends up being more tedious than hard
that's why I have tried my best to make sure changes aren't just 'simple number changes for the sake of balance'. Most of these changes are just straight up make the game better, and some of the more controversial changes have a gamerule attached
but can it run doom?
Hi Josiah, how you doing? Unfortunately this is a pre-set video. If you want doom go look here th-cam.com/video/_SvLXy74Jr4/w-d-xo.html
@@GreenJab Oh my goodness I genuinely didn't think that was possible that's insane
Damn those are good stuff
Wintergatan music =D
It is Wednesday my dudes...
mod dosn't make the game like fortnite at all. unsubed
Hahaha, you miss the point, fortnight is supposed to be like this
I've been waiting for this since the first video Edit: I suppose the mod is already released, but do you think it would also be possible to make finding slime chunks more reasonable/less luck based, kind of like the biome maps from wandering traders
I know a mod that might help you find slime chunks easier that’s compatible with Green_Jab’s mod. The mod, “Stop Abusing F3,” adds a compass like item that tells you whether you’re in a slime chunk. It also makes it so that if you have a compass it gives you coordinates, hence the mod’s name.
I had thought about it but couldn't really think of a good solution. Sure I could have gone the route of adding an item like in the mod mentioned from classycube, but I learn more on the side of removing the idea of slime chunks in general as relying on a mechanic tied to random 'chunks' can take you out of the experience that this is a continuous world, so would prefer doing something like making slimes spawn in lush caves instead, but didn't end up doing that
Moon phases and their effects: 🌕Full moon (Fishing buff) 🌔Waning gibbous (Difficulty +1) 🌓Third quarter (Difficulty +2, Farming buff) 🌒Waning crescent (Difficulty +3) 🌑New moon (Difficulty +4, Looting buff) 🌘Waxing crescent (Difficulty +3) 🌗First quarter (Difficulty +2, Fortune buff) 🌖Waxing gibbous (Difficulty +1)
If that's the actual order then I must have used to wrong terminology, fortune and farming are swapped then, since farming is after fishing. But otherwise nice visual
@@GreenJab Okay, I checked it out and there were errors with the moon shadow being on the wrong side of the emojis. I think my confusion came from how Minecraft’s moon shadows are reversed compared to what you’d expect from real-life moon phases. Also, I swapped the farming and fortune buffs so does it look correct now? Moon phases and their effects: 🌕Full moon (Fishing buff) 🌔Waning gibbous (Difficulty +1) 🌓Third quarter (Difficulty +2, ~Farming~ buff) 🌒Waning crescent (Difficulty +3) 🌑New moon (Difficulty +4, Looting buff) 🌘Waxing crescent (Difficulty +3) 🌗First quarter (Difficulty +2, ~Fortune~ buff) 🌖Waxing gibbous (Difficulty +1)
@@classycube3079 Yes that looks correct
@@GreenJab The moon’s bonuses are a cool reason to play at night. My favorite is the new moon when mobs have better loot and a global looting effect. But honestly, I do find the moon cycles hard to follow sometimes. Have you considered adding a lunar clock? “Urkaz Moon Tools” adds that tool but it would be great if there was something similar, don’t you think? Anyways, I’m so impressed by your mod, you should be getting way more recognition!
@@GreenJab I’m hesitant to offer unsolicited advice, but your mod’s new wiki reminded me of a gold standard mod page you might find inspiring. I recommend googling “Hyrule Rebalance.” He has a well formatted description that lists the changes without overwhelming detail; for those who prefer more in-depth information, a comprehensive Google sheet is available. But unless they really need it, keep the description short and sweet. Also, his mod page gallery shows off its major changes, you should do the same.
The map changes were honestly brilliant, disagree with some of the elytra changes, but other than that this was solid.
This is the type of mod that should be in vanilla, NOW
Agreed
OMG FINALLYYY!!!!
38:42 The totem of "undying" is already useless as it is. It does not work from your inventory, you need to hold it. When it activates, it takes 15-20 seconds to recharge your HP, instead of jumping from 0 to 10. It is just a slightly better golden apple. Respawning in your bed gets you back to 10 HP faster than this pointless nick-knack. A need to activate it yourself, makes it even more pointless. If anything, the totem needs a buff, not a nerf. Make it work from anywhere in your inventory. And give me the 10 hearts now, not (maybe) in 15-20 seconds.
I change the totem idea in part 2
Are you still looking for help with the mod? I'm interested in the project
At this point the mod is basically done, there isn’t really much to do apart from big fixing and updating it
😭😭😭 but flying with elytra and Riptide is my favorite thing to do
I have a suggestion for fishing and guardians. I think the heart of the sea should be dropped by the elder guardian instead of dropping sponge. It is called a heart after all and the guardian laser is similar to the conduit's attack. The monument also includes the blocks needed to power the conduit. Sponge should instead be obtained through fishing on the "level 3" loot (the one with ingots). Additionally, the top tier fishing loot should only be obtainable while under the effects of conduit power, so that it's only possible to farm conduits if you already have one to begin with, thus encouraging the player to defeat a monument first.
What I could do is since I made Notch apples drop 50% of the time from elders, I could make it so that hearts drop the other 50% of the time. for fishing, I don’t want treasure loot to required the conduit effect, however I could make it increase your chances of good loot
4
The map book is maybe the best implementation anyone has ever done for vanilla like maps in the game.
Glad you think so
So many mods claim to “fix” vanilla, and then provide solutions that are either overdone, over complicated or simply do not fit in with Minecraft’s nature. This is the first mod I’ve seen that actually feels spiritually Minecraft vanilla at its core. So many of these features are such small things, but i think it really does add up to make the player experience overall better as a whole. I’ll probably wait on downloading this because I want to experience it once you’ve worked on it a bit more, but it looks fantastic so far!
Thank you. Yeah I thought the same thing which is why felt I needed to do this, so I am glad you think this does actually do its job. No worries on the waiting a bit, I just wanted to get a first proper version out before Christmas so people could play with it over the holidays, especially as I will be away for atleast 2 of them then I'll work on updating it after that
I play this game since beta 1.5 in early 2011... I always felt like modern Minecraft got too bloated with unfinished features to ever fix. For this reason I often play on beta-based mods such as Better than Adventure, that captures that balanced survival feeling from older versions while fixing and improving the more polished beta experience. So extra congratulations to you sir. I believe you cracked the code here, and I'll give your mod a try any day now. Some people may criticise you but they often forget that this game originally was about survival back in 2010/2011. When Jeb took over as the creative director, the game sort of lost itself in this "dragon-enchantment-potions-rpg" phase, and that never really got finished/polished or the people in charge decided in which direction the game should actually go. 'First nights' aren't challenging anymore not only because we grew older, but because we can now sprint from mobs that run 1/2 as fast as yourself and never face combat. So you can imagine my happiness seeing faster and more interesting monsters balanced for the modern Minecraft needs. If you're accepting suggestions, I'd suggest two: 1 - removing drops from skeletons/zombies burning from sunlight (In terraria for example in the morning mobs run away from you, so you're never rewarded for combat you didn't engage. That is not the case in Minecraft, where in the morning you can get armour and all of the bones you'll ever need for your farms by just standing there); 2 - Readding the nightmare mechanic from beta (but with better checks): This feature was the actual intended functionality of the bed, but was removed due to a bug with the checking mechanics - and instead of fixing it they completely removed the feature; but the original idea of beds was that you could only sleep IF you were in a lit up (block light) environment that was somewhat closed off to the elements (basically a valid house), or else you would be woken up at night by a zombie or a skeleton (nowadays I'd also add a message in chat so the player can learn from their mistake). This was the only feature in the entire game apart from enchantment tables that provide an actual reason for building anything, and provides the only balance for beds that are the only item which can be used to avoid surface-level combat completely. This would provide a much needed fix for people placing beds in random positions to skip nights just because they feel like it, at least you would have to build a small shelter to skip the night, just like in the old days. In terraria they create a reason for building by requiring a furnished house so NPCs can spawn for example, minecraft has no such feature, but the beds could provide that. I know you don't want to sustain this forever, but I believe you should take a look at the Better Than Adventure's implementations to draw some inspirations from there, as I think you are aligned in some interesting things and your mod can be made that much better. The only reason I play that mod is that it feels like an actual fun game, and I believe yours is headed in the same direction. (I'm ALMOST considering getting back to modding (I'm a developer and I was a Terraria modder, but I'd learn Minecraft modding for this hahaha) just to create addons for your mod 😅 I'm that excited) These are only suggestions so feel free to ignore them. Nonetheless, congratulations. I'll finish the two builds I have yet to finish on my better than adventure world and I'll playtest this and hopefully come back to state my experience. I never felt so hyped to play modern minecraft again, COULD THIS ACTUALLY MAKE SURVIVAL MINECRAFT FUN AND ENGAGING AGAIN?? :o Btw the map book thing is the most genius minimap/map implementation that feels vanilla that I've ever seen. Again, I feel like I'm repeating myself already, but congratulations!
For anyone reading this I'm not saying modern minecraft isn't fun per se, I have countless hours on my modern minecraft survival worlds but they are solely focused on building - there is no surviving at all from the second I spawn in the world, I'm just crafting/building/mining and mobs are only a nuisance. what I'm saying here that the elements in >survival< minecraft aren't as fun and engaging as they could be just watch any hardcore video here on youtube, nobody is actually surviving anything, they're just flying with elytras, gathering resources and building things. Building is fun, but for a survival game the direction minecraft went is underwhelming, mojang has a lot of room to improve and they really have a gold mine in their hands, just like Green_Jab said in the end of the video, if this inspires mojang somehow to improve the base game that would make the experience better for all of us.
Thank you SO much for your reply and willingness to try this out. What you have said is one of the largest reasons why I have done this. With regard to your suggestions: 1. I haven't heard/thought much about that, I don't see it as too much of a problem as there is only so much you can get from mobs that burnt in daylight, but I see where you are coming from, my biggest worry about removing that is the implementation as I don't want to break other farms that don't necessary involve the player killing the mobs directly as I am not anti farm, additionally some might want the drops without the xp. 2. I have actually done alot of thinking about this, and slightly mentioned it in part 2, I know its history and why it was removed. The difference between minecraft and terraria is it is a lot easier (atleast effeciantly) to detect an enclosed room in 2D than it is in 3D, especially when there is also a tendency build larger rooms in 3D where the perspective is yourself rather than screenspace, and there are far more block types in minecraft that don't equate to a full block and such. If you go the route of detecting mob pathfinding, is there a certain distance: then why not just torch a large area, getting to the bed: just put fences around the bed, skylight: large roof, line of sight: lots of walls, pathfind from the bed away: bed could be in a hole... The point is I am yet to figure out a simple yet reliable way to detect if the bed is in a safe place. And I can't use the structure detector since not only would that limit creativity, but it fundamentally broken, just take a look at the end portal video on my channel. TLDR: I am not against it, I just can't find a way to implement it
@@GreenJab In regard to the bed, making whether to sleep a more meaningful choice rather than just the always optimal choice would be better. After all, “given the opportunity, players will optimize the fun out of a game.” So, I’m excited to see how everyone likes your mod’s work on this problem!
@@GreenJab is there a way you could tell whether a block is player placed because if you can do that maybe you can make it so a bed detects if it’s enclosed with player blocks
@Smug_K no, thats not a thing. It should be cause then chunks could detect if anything had changed and therefore if it should be saved to memory, but it is not
I can’t wait for someone to add this mod to GTNH in some way creating an unholy union of realism, grind and quality of life balance.
Never heard of GTNH before, looks interesting
oh my god, you werent kidding, YOU ACTUALLY FIXED IT??? this is SO AWESOME
Of course I did, I fixed it
I’m really enjoying this mod, and want to help beginners by sharing some mods that work well with it: *Optimization:* cull less leaves, badoptimizations, sodium, enhanced block entities, entity culling, immediatelyfast, indium, lithium, more culling, modernfix, noisium, threadtweak, c2me(causes crash see Green_Jab’s github for fix) *Quality of life:* stop abusing f3, quick stack, reimagined trims, advanced recycling, weaker spiderwebs, unloaded activity, swimming horses, status effect bars, spyglass improvements, shulker box tooltip, mouse tweaks, hotbar cycle, indy pets, glass breaker, axes are weapons, better recipe book, auto crouch, chai’s inventory sorter, double doors, even better enchants, client tweaks, debugify, minecart splitting, no animal tempt delay, portal linking compass, fish no stuck, disable custom worlds advice, itemfavorites, replanting crops, cycle paintings, cleardespawn, pigs have litters, held item info, nature’s compass, not interested!, smelt raw ore blocks, forgiving void, allay behave ! *Expansive:* the immersive music mod, more tools (polymer), macaw’s bridges, macaw’s fences and walls, macaw’s paths and pavings, macaw’s roofs, nullscape, potion cauldron, better archeology, urkaz moon tools *Aesthetic:* seamless loading screen, visuality, void fog, reese’s sodium options, mod menu, better lush caves, centered plants, flowerpatch, eating animation, lambdynamiclights, presence footsteps, not enough animations *Increased difficulty:* chicken nerf, ice boat nerf, faster spawners, mobs on rails, no sneaking over magma!, nocoordinates
Nice to see people using this as a based to their own modded adventures
For all the generations of players for which the game has aged out from their enjoyability, what you've done is the only way I see Minecraft existing with any relevancy for them in the future. Not in the sense that I think your changes are good at all but the idea that you customized the game how _you_ thought it should play. Taking the work upon yourself to keep cool ideas and scrap or redo asinine ones is THE MOST *sandbox* Minecraft can ever be. Coding up some way of modularizing the features of game and from what version they're taken from is a long time pipe dream of mine which I only started to seriously investigate the feasibility of this year. When I fail in that larger pursuit, I will inevitably do something akin to the project in this video... although, I will end up stripping out probably more than a quarter of content from the game entirely instead of conservatively trying to fix them. (Here's looking at you, _archeology!)_
I'll try to eventually get round to adding more toggles here and there where possible so the player has more customisation, but if this project can get people inspired to make their own fixes, I see that as a win in my eyes
this is amazing dude