I don't mean to keep leaving my projects half finished lol, but y'know, career comes first. For those wondering, I'll be joining the US Space Force. No, that's not a joke. This has been planned since before Copper Wiring, so it's been in the works for a while now!
Oh no! I hope this is finished before then. I'll just put an idea here for an enchant change just in case you read your comments. The main problem with mending is not that the enchant itself is broken, but its accessibility. You can easily get it from villagers, so I propose that you remove it from the villagers trades and have it be a treasure enchant instead. It could be found inside treasure chests, desert temples or sold by the wandering trader!
@wetbed6597 changing anything involving villager trades is difficult, but maybe it can be done. It's a planned part of a future update, same with biome/structure dependent loot
@@AuraAcorn I wouldn't make mending so difficult/frustrating to obtain, I would find this to be overly annoying, though if you were to implement this I would make it so you can duplicate enchant books with certain resources, making them infinitely obtainable, while making it harder to get multiple of, maybe for book duplication you could you could put it in a crafting table with a normal book, a few enchantment bottles, and idk an enchant template (maybe the template would be all you need, combined with the respective book, maybe even how it would work is by having multiple levels of enchant templates, for example: lvl 1 enchant template could duplicate lvl 1 enchants, mending would probably fall into one of the higher catagories, a prot 3 book would require a lvl 3 enchant template, etc.) edited for grammer errors
- implement the ability to take items out of a decorated pot by right clicking with an empty hand, instead of just breaking it and having to replace it again - since splash water bottles convert lava into magma, try having them convert their flowing blockstates into cobblestone - extend the consumption time of enchanted golden apples good luck in the us space force btw!
I think you should consider not making the stew take quite that long to eat because it already has the disadvantage of being unstackable (tho you might have changed that idk), either way I love seeing all these great additions and good luck with the space force!
@@AuraAcornYeah, I want to add that I love that it takes more time to eat! Makes it unique. But all the stews need to be stackable to 16! Also can you make suspicious stew with saturation restore hunger bar completely? (From 0) It will make brown mooshroom mobs worth grinding for! (You can feed brown mooshroom a flower and milk it with bowl)
small suggestion: lift should be part of the elytra by default, and "flap" should be renamed to lift tho, ive gotta say, i love the trim change. i love being able to use both the nornal and dark scheme
I'm just glad to tears you are creatively experimenting with some of the mechanics! This is what made Minecraft, well Minecraft, under Notch! Hope this blows up and more people see this brilliance! Good luck in military!❤
I think the fire charges should have projectile drop since I imagine the player throws the firecharge like an enderpearl or snowball, rather than doing whatever a blaze does to pitch it faster than a major league baseball player. I absolutely love the projectile punching, it reminds me of ultrakill, my jaw dropped to the floor when I saw that, keep up the good work!
8:05 This is so cool! But I think it would be more fair if potions exploded mid-air if hit using tool. This way, they're a bit tricker to defend against. Would be rly awesome if they bounced further if hit using a slime ball or block
The creepers on fire exploding on the verge of death seems fun on paper, but it'll actually suck for late game players dealing with mob spawn in or near their builds
1 Projectiles colindig with projectiles if it's possible. Imagine a blaze shooting at you, but you have snowballs to play with B) 2 Hitting back arrows with swords. If the sword is enchamted with Flame, it sets the arrow on fire as well 3 wooden shields shouldn't protect against fire charges, fire balls, and against arrows on fire. Maybe an enchantment can do the protecting. 4 flaming arrows should set flammable blocks on fire. 5 Iron golems having a chnace to drop pumpkin (seeds?) And vines. Zombies, husks, animals and villagers to drop bones, just a few. Skeletons drop bonemeal (maybe if you kill them with fire if possible) 6 if lightning strikes a mob with tools or armour, the tools and armour get random enchants (Ik it's very rare, but still very fun)
I'm into the idea that lightning conducts magic. Time to brainstorm (pun intended) Iron armour / holding tools made out of copper increase the chance that you get struck by lightning. Lightning makes: Vex turn into allay, vica versa. Zombies into skeletons (without bow). Deal more damage to mobs using/created with magic; (endermen, evoker, iron golem, warden) Piglins into pigs, no vica versa During a lightning storm, sculk sensors are weaker/not working, because of all the noise. Lightning in a splash bottle, dungeon loot only. Unrelated: Skeletons in a composter turn into boggeds lol. Somewhat like dogs do, un-tamed cats attacking creatures that are small; silverfish, emdermites, parrots, bees, frogs and small slimes. Potion of fire, made with magmacream and blaze powder. Setting blocks and enemies on fire.
Food Related Change Idea: Cancel Eating & Drinking when taking damage from mobs, similar to Combat Test Snapshots. Enchantment Ideas: Reeling: For fishing rod, Deals damage and reels mobs towards you im greater strength than regular Hookshot: For fishing rod, Allows you to hook a mob and propel yourself towards the mob, essentially reverse og Reeling Desolate: for swords and axes, incompatible to all damage enchantments, deals bonus damage to solo mobs (if the mob is alone or no mobs around 5 block radius) Mob Changes Idea: 1. Wither skeletons can now spawn with bow at a 20% chance 2. Large Magma cubes can now inflict fire, Medium size has a 50% chance to inflict fire, while small can't 3. Blazes melee attack can inflict fire 4. Spiders in hard mode can inflict weakness
Stay safe man, and good luck with your future endeavors! I hope things work out well for you, you’re a very talented person and deserve good things. Again stay safe man, and good luck out there.
Ive been inspired by your datapack a bit, and made these tweaks myself in my own datapack: - Changed the armor trim & templete duplication recipe, to be in the smithing table. Using the trim, its block, and 1 diamond, to make 2 trims. Yes, you can set the smithing table output count to 2. - Done the same thing with record disks, but made it so you take a record, put it in the template slot, then another record of any kind, and a diamond, and it will become 2 of the template record. - made potery sherds duplicatable with a iron nugget, and bricks in the smithing table - Made banner paterns duplicatable via regular crafting, and paper. - I copied the breeding bug in bedrock, where if you breed animals with potion effects, it gives the baby that buff. However, ive extended it to work with all normal breeding mobs. - Made chainmail able to be combined in a smithing table with any armor to be able to incresse its stats. - Added end stone to the stone types used in all stone recipes - Made purpur considered a plank in all wood based recipes - Made the furnace craftable with no resources, and you are stuck in the end - Made the stonecutter able to deconstruct armors, and tools back into materal components, but lose 20% or so. So you can get iron nuggets from a iron chestplate you don't like, but more then if you smelted it. - Some controversal changes in my datapack include things like: - Made the furnase take a iron block to craft. - Made the smoker take logs, stone, and a campfire - Made the blast furnus require a furnase, and nether materals - Made campfires be able to smelt iron, gold, and copper, but take ages - Made stone tools take flint, as well as stone. - My more advanced change, i made each ore detect the biome its in when mined, and if you are not in the correnct biome, it will drop nothing. Even with silk touch. If you hold a pickaxe, it will display a pop up saying if there is a specific ore you can mine in this biome, but can't in any others - Cold Biomes: Copper - Badlands: Gold - Dark Forest: Lapis - Mushroom Feilds: Redstone - Jungle: Iron - Deserts & Savana: Diamonds - A idea i had, but unsure how to implement: - make chainmail able to be combined in a smithing table with any armor to be able to incresse its stats. - Make chainmail have exstra protection agenst arrows.
bro how you gonna make a furnace with an iron block when you need a furnace to smelt iron to make an iron block. That's a shitty invisible wall, having to rely on chest loot to even get started with the game, forcing people into a playstyle that only a few might enjoy.
@VexxenCreations must have missed that. seems kinda silly to smelt iron on a open flame, when that doesn't cost fuel, and can be automated afaik, so uh... what's the point of the furnace??
@@Akira-Aerins it takes forever, playtested it, not worth it long term. Furthermore coal is easy to get, off the top of my head I think I made it take literally 5-15 min to smelt. Also structures do give some nuggets, and you can deconstruct armor & tools in a stonecutter. Its ment to slow you down, and make room where you are must take your time. Thou I'm sure someone can speed run it, idc, this is made for a playstyle, not for everyone.
I haven't followed this much yet, so I apologize if I make any mistakes. This is a very interesting project, and I have an idea. If possible, I think that if bundles could hold 2 stacks of items instead of just one, it would make them a truly useful item, not only at the beginning of the game or during explorations, but also for transportation and storage, as this would double the inventory slot space, chests, shulkers, etc. I believe that this simple change (if possible, of course) would make bundles a 'necessary' item, just like tools or armor.
@Akira-Aerins I think that 1.5 wouldn't work so fine, because we have items like weapons or buckets that won't stack, and, honestly, three is too much space. But it doesn't mean that should be 2, this is just my opinion
I think that armor trims should increase the armor/armor toughness, and what would be cool is different types of each armor, for example you could make light armor, and heavy armor, when a full set of heavy netherite armor is worn it would give lava protection
The knockback effect doesn't work for thrown tridents cuz the enchantment effect for Knockback and Punch actually have slightly different coded effects depending on the item doing the attacking. It's why in vanilla they're separate enchantments. What you need to do is make a knockback effect that makes the trident projectile count as the direct attacker. You can see how Punch specifies that the direct attacker is the arrows for it's effect, so doing something similar should grant you similar enough results.
I think I tried doing that, and it didn't work, but I might've just done it wrong with "direct attacker" vs "attacker" vs whatever else. I'll give it another go!
@@AuraAcorn Yeah direct attacker specifies the actual entity doing the damage, and allows the owner of it to be attributed separately. This is how someone shooting a target with an arrow can still have it be counted as the kill, as with 1.21 thrown projectiles now carry the owner's identifiers in their entity data. Doing it as just "attacker" would read as the player being responsible for the damage directly (as if they're punching it with their hand), when it's the owner's projectile doing the damage. Direct attacker is the way to go!
@@blepthebleep469 So I did that now, and it still doesn't work. Direct attacker is set, and I removed the arrow requirement for it, but tridents just don't want to work properly it seems like
This is the best version yet. My recipe book is a little busted. It thinks I can make honey and tools and crafting tables whenever. Might want to look into that
Here is an idea for when you come back: Make it so you can water a farm land by right clikcing on it with a water bottle or splashing it with a splash bottle.
Your efforts at evening the game gives me sooo much inspiration ! Too bad, I currently, and for the next 9 months or so, have no time to learn datapacking :/ EDIT: Suggestion: If I am not mistaken , a few updates back, Mojang implemented a [?????] so one could detect when an item is being held by the player's _pointer/cursor_ so maybe you could try to implement the Item Component mutation when THAT happens, instead of when the item is in the player's hand. This would help fix the issue with Craetive mode. EDIT EDIT: Nvm. I spoke too soon (before the part about equipment changes)
The new name sounds nice. My thoughts while watching the video (sorry for the wall of text): 1. I think knockback/sweeping should be sword exclusive. I dont think that stabbing someone with trident, or striking someone with an axe could realisticly knock someone back, or affect other targets around. Big swords were historicly used to control space and not let anyone close, which these enchantments allow. 2. Thorns only working on melee is a good change. I dont know about smite giveing weakness, I think smite works on wither and that could be overpowered. 3. Turtle master potion gives you 2 effects (slowness and resistance), so scince luck is unused, maybe jump boost potion made from rabbits foot could be made into rabbit master potion, which would give you luck and jump boost? 4. Lift enchantment is a very cool idea. Does it work only if you are close above heat source, or at any hight? 5. Removing enchantment cost stacking makes game more fair. Maybe repairing tools with materials could not cost xp at all? There is no magic happening there, you just reforge the tools on an anvil. 6. Splash water bottle on lava making magma is a good idea. 7. Hitting splash potions isnt realistic at all, but it sounds interesting. I like it. 8. Maybe small fireballs could be shot from crossbows and not thrown? I dont think it would be easy to implement though. 9. You incresed step hight to 1 block. I love you. 10. Maybe chainmail/leather leggings and boots could not decrese the step hight to normal? I think they dont limit your movment that much. 11. Good idea with the armor trims. I am accually learning to make datapacks at the moment and my first project is makeing armor trims give you bonus abilits. It is not easy though. I dont understand how the things you do are even possible, its very impresive. 12. Gunpowder/leather being armor trim materials is wieard, but i would keep it. 13. Eating speed is cool. I think soups could maybe stay at normal speed, scince you drink them like potions. 14. Armor stands have arms now. I love you. 15. Creeper and fire changes are good. Cant wait to see the next changes datapack video, the things you do are really cool.
That knockback point is pretty fair, I'll think about it. weakness doesn't work on the Wither, so no issues with that. Lift works as long as you're within 5 blocks above a heat source. I can't take away the repair cost itself from repairing, only keep it from going up. I was considering chainmail/leather not restricting, and it would then be weight driven instead, but I didn't want to make it too much of a gimmick, especially with some people not liking it, they just have to put on any armor instead of specific armor. I'm glad you like a lot of my ideas! Thanks!
Suggestions: Add a glow block that is crafted with 4 glow ink sacks around a glow stone. Add a ruin vault that is only found in ocean ruins and have 100 chance of giving tridents then make drowns drop a ruin vault key instead of actual tridents so getting them isnt so easy also buff them a bit. Add white pumpkins to the pale garden.
Request! Nerf totems from straight up making you invincible to instead do a graves datapack type system to save your stuff. Still adds a threat to dying, but it’s significantly less punishing than it’d be without it
honestly would be cool if you found another item to give the darker diamond trim and gave the echo shard a cool animated trim instead (tho i dunno if that's possible with datapacks) also i think the block step should be an enchantment or smth since it would kind of fit into the quality of life enchantments like swift sneak
I like the idea behind nerfing meat and stews, but stews are already so weak and unused that I think they need a 2x hunger or saturation buff if you actually want them to be usable
I can't see if it's been said already but coal and netherite being almost functionally identical in the smithing table makes netherite trims less desirable. Maybe the darkest™ trim colour should be reserved for the original netherite ingot, a completely 000000 blackout texture that combined with the Silence trim would make a player almost entirely pitch black?
Would be cool if the walking up blocks could be a leggings enchantment as well. Sort of like with swift sneak Either way, I would 100% take off armor at my base to have easier mobility without needing to jump.
Can you make snowballs deal knockback as before the update? I think it adds a lot of fun to this item when playing with friends, as well as being a useful feature when dealing with mobs! Also I think it needs to deal more damage to blazes (just as a fun addition)
9:24 This would be fine if there was a way to toggle between no autojump (manual all the time), this (manual sometimes), and autojump (manul sometimes), since I can definitely see cases where this would be useful for someone who doesn't have armor wanting to run away from stuff and the autojump would be useful if it was reliable while sprinting, but also cases where a person really wouldn't want to automatically jump up a block, which is why people on PC never have autojump on - it's not necessary and it gets annoying when you aren't trying to go up a block A change to this that might help would be to only have it active when sprinting, that way people don't autojump when they are trying to get around a cliffside. Also not being able to do this when wearing boots, basically _shoes_, doesn't make much sense. It might be better if being able to autojump depended on the type of leggings or all of the armor being worn, so wearing no armor or only leather and chainmail would enable autojumping but anything "heavier" than those would not allow it. From a gameplay perspective, I think this would make sense since if you are wearing only leather or chainmail, neither of which have much protection, you will probably be running away from stuff a lot more than if you had any of the other armors that allow you to take more hits. Another alternative might be to allow autojumping at different speeds depending on the armor type of the leggings - leather and chainmail allow it while sprinting (and walking or sneaking) , gold and iron allow it while walking or sneaking, and diamond and netherite only allow it while sneaking. The main downside of these options is that it introduces inconsistencies that would be hard to follow (how would a new player know that they could only autojump while wearing leather or chainmail, or that they could only autojump while sneaking when wearing diamond or netherite?)
maybe instead of leather / gunpowder you could use raw copper / raw iron to get the darker variants? also the soup nerf is unjustified - being unstackable is a fair trade off imo (maybe you could make them stack or something)
what if when you use gunpowder as the color on a trim, the armor will explode when someone hits you but only once, and the explosion doesn't damage you, and if you have multiple armor on with gunpowder as the color of the trim they will only explode in one after another each hit, and the order is helmet to boots
I feel like adding luck to magic protection is kind off silly. For fishing it works fine, but on a fishing armour set, very rpg like. But for something like chests it feels weird, like imagen looting a bastion with your normal armour equipped for fighting and quickly switching to another set just to open a chest and then changing it back.
It is possible to make Mending instead of repairing when collecting xp to repair cost always minimum? That will be the most balanced solution for Mending I think. And it will be additional resours sink in endgame
Increase the baby zombie attack Speed. They still need to destroy hardcore worlds and bring fear into peoples hearts. Maybe make them have a higher chance to spawn with tools since kids in real life tend to pick up random stuff and hold them :>
Hey, is there any way to have just the xp from farming? I really want that. Sorry if you didn’t want me to, but I tried deleting everything except the block loottables but it didn’t work.
You'll have to keep the "qol" function for it to work. I think in later versions I'll separate the functions out better so you can have more control of what you want
i literally have been wishing they allowed you to throw fireball for... well damn, i dont even remember how long ive been playing, but since my first creative world (almost 14 years i believe)
i vividly remember right clicking and not understanding, then i would fly after a charge fired by a dispenser to see "but they have the same texture! it's the same thing! why doesn't it work!?!"
May you do something that allows you to calculate arrow damage, armor thoughness or so Arrow damage math is insanse and I dont understand thoughness Maybe try punch for trident? I dunno
I think the elytra nerf is definitely necessary. However, 25% seems excessive as it has the potential to make gliding (without the use of the flap enchantment of fireworks) impractical. I would say a debuff of 15 or 20% would be more fair to players who do not use extra means of propulsion. Another thin-the anvil change seems very unbalanced. We all know the max limit is definitely unnecessary and it’s good that you fixed that, but making everything cost just two experience is very cheap. I think you should keep the system that AA previously implemented and just have a zero-cost for repairing items with an anvil (that doesn’t affect renaming or enchantments of course). Otherwise excellent!
Not everything costs 2..., enchantments that are more expensive will still add more to the cost. It just simply won't go up with repairing the same item again and again. The elytra point is fair, when I did some testing, 15-20% seemed too little to make a big difference, but I might have not tested it enough
So, what this datapack does is make a problem and sell the solution. Sure, there's really good changes here such as the anvil changes (except the max enchantment limit), but this feels like a Hard+ to Minecraft overall. If that was the point, then I guess it's just not for me then.
Not sure about reducing the xp coat reduction for using an anvil, making a powerfull item shouldn't be cheap I think. Maybe just give it a max limit or something 10:43 what about using... maybe dried kelp? Spreading gunpowder ovrr ur armour doesn't feel right What about making stews stakable to 16? I think having baby zombies being more dangerous than regular zombies is better than being weaker gameplay wise, and I'm not sure about creepers igniting themselves, feels unnecessary and more annoying than helpful
We have our differences but there is also many similarities we have between how we want to tweak the game. What I did for food in terms of smaller foods are quicker to eat is exactly one of the things I did. However since I have gone the mod route over datapack, I have been able to do things like removing the anvil usage cost completely without the need to have the item be placed in the inventory.
you should get with the team behind Raspberry Flavored (raspmary?) and try to make this a modpack, they have a lot of experience with tweaks like this. would also open up new options for dealing with things and make interactions more reliable.
I don't mean to keep leaving my projects half finished lol, but y'know, career comes first.
For those wondering, I'll be joining the US Space Force. No, that's not a joke. This has been planned since before Copper Wiring, so it's been in the works for a while now!
Oh no! I hope this is finished before then. I'll just put an idea here for an enchant change just in case you read your comments.
The main problem with mending is not that the enchant itself is broken, but its accessibility. You can easily get it from villagers, so I propose that you remove it from the villagers trades and have it be a treasure enchant instead.
It could be found inside treasure chests, desert temples or sold by the wandering trader!
@wetbed6597 changing anything involving villager trades is difficult, but maybe it can be done. It's a planned part of a future update, same with biome/structure dependent loot
@@AuraAcorn I wouldn't make mending so difficult/frustrating to obtain, I would find this to be overly annoying, though if you were to implement this I would make it so you can duplicate enchant books with certain resources, making them infinitely obtainable, while making it harder to get multiple of, maybe for book duplication you could you could put it in a crafting table with a normal book, a few enchantment bottles, and idk an enchant template (maybe the template would be all you need, combined with the respective book, maybe even how it would work is by having multiple levels of enchant templates, for example: lvl 1 enchant template could duplicate lvl 1 enchants, mending would probably fall into one of the higher catagories, a prot 3 book would require a lvl 3 enchant template, etc.)
edited for grammer errors
Wow, that's unexpected! Wish You luck Acorn!
Good luck!
8:20 the redirecting projectiles is one of the most unique changes I’ve seen to this game and it is amazing
the fire charge change is so good, i sometimes forget the fire charge is in the game, this brings it back to relevance
Yea holy crap. Fire charge is literally identical to flint and steel besides the cost, at least while just equipped
Real, I hope he does dragon breath too, like opening the bottle and summoning it on the ground
- implement the ability to take items out of a decorated pot by right clicking with an empty hand, instead of just breaking it and having to replace it again
- since splash water bottles convert lava into magma, try having them convert their flowing blockstates into cobblestone
- extend the consumption time of enchanted golden apples
good luck in the us space force btw!
The decorated pot one is probably impossible, and also not being able to take out the items is what makes them special.
13:27 may just be me but I prefer soups having the normal eating sound. Also soups need to be buffed
For instance stackable?
I wouldn't mind them being instant like speed soups in hunger games
i feel like campfires with haybales under them should give a significant amount of lift, more than other sources
I think you should consider not making the stew take quite that long to eat because it already has the disadvantage of being unstackable (tho you might have changed that idk), either way I love seeing all these great additions and good luck with the space force!
Ooof, thats a really good point I did not think about that, yeah it already has that nerf. I might make it stackable then
@@AuraAcornYeah, I want to add that I love that it takes more time to eat! Makes it unique.
But all the stews need to be stackable to 16!
Also can you make suspicious stew with saturation restore hunger bar completely? (From 0)
It will make brown mooshroom mobs worth grinding for! (You can feed brown mooshroom a flower and milk it with bowl)
small suggestion: lift should be part of the elytra by default, and "flap" should be renamed to lift
tho, ive gotta say, i love the trim change. i love being able to use both the nornal and dark scheme
I'm just glad to tears you are creatively experimenting with some of the mechanics!
This is what made Minecraft, well Minecraft, under Notch!
Hope this blows up and more people see this brilliance!
Good luck in military!❤
I think the fire charges should have projectile drop since I imagine the player throws the firecharge like an enderpearl or snowball, rather than doing whatever a blaze does to pitch it faster than a major league baseball player. I absolutely love the projectile punching, it reminds me of ultrakill, my jaw dropped to the floor when I saw that, keep up the good work!
also keep in mind how wind charges work, too-
8:05 This is so cool!
But I think it would be more fair if potions exploded mid-air if hit using tool. This way, they're a bit tricker to defend against.
Would be rly awesome if they bounced further if hit using a slime ball or block
Being able to hop up blocks is SO much better than vanilla auto jump. Mojang should be taking notes!
The creepers on fire exploding on the verge of death seems fun on paper, but it'll actually suck for late game players dealing with mob spawn in or near their builds
1 Projectiles colindig with projectiles if it's possible.
Imagine a blaze shooting at you, but you have snowballs to play with B)
2 Hitting back arrows with swords.
If the sword is enchamted with Flame, it sets the arrow on fire as well
3 wooden shields shouldn't protect against fire charges, fire balls, and against arrows on fire. Maybe an enchantment can do the protecting.
4 flaming arrows should set flammable blocks on fire.
5 Iron golems having a chnace to drop pumpkin (seeds?) And vines.
Zombies, husks, animals and villagers to drop bones, just a few.
Skeletons drop bonemeal (maybe if you kill them with fire if possible)
6 if lightning strikes a mob with tools or armour, the tools and armour get random enchants (Ik it's very rare, but still very fun)
That already happens as part of redirectable projectiles!
@@AuraAcorn that's so cool!!! I also made an edit :))
I'm into the idea that lightning conducts magic.
Time to brainstorm (pun intended)
Iron armour / holding tools made out of copper increase the chance that you get struck by lightning.
Lightning makes:
Vex turn into allay, vica versa.
Zombies into skeletons (without bow).
Deal more damage to mobs using/created with magic; (endermen, evoker, iron golem, warden)
Piglins into pigs, no vica versa
During a lightning storm, sculk sensors are weaker/not working, because of all the noise.
Lightning in a splash bottle, dungeon loot only.
Unrelated:
Skeletons in a composter turn into boggeds lol.
Somewhat like dogs do, un-tamed cats attacking creatures that are small; silverfish, emdermites, parrots, bees, frogs and small slimes.
Potion of fire, made with magmacream and blaze powder. Setting blocks and enemies on fire.
9:30 I think you should also add an enchantment or something that makes the armor lighter so you can still step up a block with the armor on.
Nooo
@@hanspetrov4343 What?
or make chain and leather only do it when both pants and boots are worn
A feature i always wanted in vanilla was the dead bush and roses give an attack similar to sweet berry bush.
Food Related Change Idea: Cancel Eating & Drinking when taking damage from mobs, similar to Combat Test Snapshots.
Enchantment Ideas:
Reeling: For fishing rod, Deals damage and reels mobs towards you im greater strength than regular
Hookshot: For fishing rod, Allows you to hook a mob and propel yourself towards the mob, essentially reverse og Reeling
Desolate: for swords and axes, incompatible to all damage enchantments, deals bonus damage to solo mobs (if the mob is alone or no mobs around 5 block radius)
Mob Changes Idea:
1. Wither skeletons can now spawn with bow at a 20% chance
2. Large Magma cubes can now inflict fire, Medium size has a 50% chance to inflict fire, while small can't
3. Blazes melee attack can inflict fire
4. Spiders in hard mode can inflict weakness
hell yeah!!
Stay safe man, and good luck with your future endeavors! I hope things work out well for you, you’re a very talented person and deserve good things. Again stay safe man, and good luck out there.
Ive been inspired by your datapack a bit, and made these tweaks myself in my own datapack:
- Changed the armor trim & templete duplication recipe, to be in the smithing table. Using the trim, its block, and 1 diamond, to make 2 trims. Yes, you can set the smithing table output count to 2.
- Done the same thing with record disks, but made it so you take a record, put it in the template slot, then another record of any kind, and a diamond, and it will become 2 of the template record.
- made potery sherds duplicatable with a iron nugget, and bricks in the smithing table
- Made banner paterns duplicatable via regular crafting, and paper.
- I copied the breeding bug in bedrock, where if you breed animals with potion effects, it gives the baby that buff. However, ive extended it to work with all normal breeding mobs.
- Made chainmail able to be combined in a smithing table with any armor to be able to incresse its stats.
- Added end stone to the stone types used in all stone recipes
- Made purpur considered a plank in all wood based recipes
- Made the furnace craftable with no resources, and you are stuck in the end
- Made the stonecutter able to deconstruct armors, and tools back into materal components, but lose 20% or so. So you can get iron nuggets from a iron chestplate you don't like, but more then if you smelted it.
- Some controversal changes in my datapack include things like:
- Made the furnase take a iron block to craft.
- Made the smoker take logs, stone, and a campfire
- Made the blast furnus require a furnase, and nether materals
- Made campfires be able to smelt iron, gold, and copper, but take ages
- Made stone tools take flint, as well as stone.
- My more advanced change, i made each ore detect the biome its in when mined, and if you are not in the correnct biome, it will drop nothing. Even with silk touch. If you hold a pickaxe, it will display a pop up saying if there is a specific ore you can mine in this biome, but can't in any others
- Cold Biomes: Copper
- Badlands: Gold
- Dark Forest: Lapis
- Mushroom Feilds: Redstone
- Jungle: Iron
- Deserts & Savana: Diamonds
- A idea i had, but unsure how to implement:
- make chainmail able to be combined in a smithing table with any armor to be able to incresse its stats.
- Make chainmail have exstra protection agenst arrows.
bro how you gonna make a furnace with an iron block when you need a furnace to smelt iron to make an iron block. That's a shitty invisible wall, having to rely on chest loot to even get started with the game, forcing people into a playstyle that only a few might enjoy.
@Akira-Aerins you smelt iron with a campfire, as I said in the msg
@VexxenCreations must have missed that. seems kinda silly to smelt iron on a open flame, when that doesn't cost fuel, and can be automated afaik, so uh... what's the point of the furnace??
@@Akira-Aerins it takes forever, playtested it, not worth it long term. Furthermore coal is easy to get, off the top of my head I think I made it take literally 5-15 min to smelt.
Also structures do give some nuggets, and you can deconstruct armor & tools in a stonecutter. Its ment to slow you down, and make room where you are must take your time. Thou I'm sure someone can speed run it, idc, this is made for a playstyle, not for everyone.
you should make chain leggings and boots allow you to walk up blocks, that would make them have more of a use! a=because they have better flexability
7:51 aint no way bro made ultrakill marksman in minecraft that's so cool
the marksman is the coin revolver
I approve of this change 13:55
I haven't followed this much yet, so I apologize if I make any mistakes.
This is a very interesting project, and I have an idea. If possible, I think that if bundles could hold 2 stacks of items instead of just one, it would make them a truly useful item, not only at the beginning of the game or during explorations, but also for transportation and storage, as this would double the inventory slot space, chests, shulkers, etc.
I believe that this simple change (if possible, of course) would make bundles a 'necessary' item, just like tools or armor.
1.5 or three stacks and I'm sold
@Akira-Aerins
I think that 1.5 wouldn't work so fine, because we have items like weapons or buckets that won't stack, and, honestly, three is too much space.
But it doesn't mean that should be 2, this is just my opinion
@@vito3241 1.75?
I think that armor trims should increase the armor/armor toughness, and what would be cool is different types of each armor, for example you could make light armor, and heavy armor, when a full set of heavy netherite armor is worn it would give lava protection
Along with the armor I would also add more weapons
Armor trims are supposed to be a purely decorative feature
That would go against their intended purpose, customization with no consequences
The knockback effect doesn't work for thrown tridents cuz the enchantment effect for Knockback and Punch actually have slightly different coded effects depending on the item doing the attacking. It's why in vanilla they're separate enchantments.
What you need to do is make a knockback effect that makes the trident projectile count as the direct attacker. You can see how Punch specifies that the direct attacker is the arrows for it's effect, so doing something similar should grant you similar enough results.
I think I tried doing that, and it didn't work, but I might've just done it wrong with "direct attacker" vs "attacker" vs whatever else. I'll give it another go!
@@AuraAcorn Yeah direct attacker specifies the actual entity doing the damage, and allows the owner of it to be attributed separately. This is how someone shooting a target with an arrow can still have it be counted as the kill, as with 1.21 thrown projectiles now carry the owner's identifiers in their entity data.
Doing it as just "attacker" would read as the player being responsible for the damage directly (as if they're punching it with their hand), when it's the owner's projectile doing the damage. Direct attacker is the way to go!
@@blepthebleep469 So I did that now, and it still doesn't work. Direct attacker is set, and I removed the arrow requirement for it, but tridents just don't want to work properly it seems like
@ Did you specify the trident entity specifically? One can’t just remove the arrows tag, you need to specify the Id of the thrown trident
@@blepthebleep469 nope, still nothing
This is the best version yet. My recipe book is a little busted. It thinks I can make honey and tools and crafting tables whenever. Might want to look into that
good luck with the space force!!
Cheers! Congratulations!
Here is an idea for when you come back:
Make it so you can water a farm land by right clikcing on it with a water bottle or splashing it with a splash bottle.
16:00 I think baby mobs should have the same attack damage to keep them interesting
No I think being a baby makes sense for them to be weaker
This is sarcastic, right?
maybe not half the damage, but 2/3, instead?
The baby variant has smaller hitbox, faster speed.
It having the same damage is just straight unfair!
Your efforts at evening the game gives me sooo much inspiration ! Too bad, I currently, and for the next 9 months or so, have no time to learn datapacking :/
EDIT: Suggestion: If I am not mistaken , a few updates back, Mojang implemented a [?????] so one could detect when an item is being held by the player's _pointer/cursor_ so maybe you could try to implement the Item Component mutation when THAT happens, instead of when the item is in the player's hand. This would help fix the issue with Craetive mode.
EDIT EDIT: Nvm. I spoke too soon (before the part about equipment changes)
The new name sounds nice. My thoughts while watching the video (sorry for the wall of text):
1. I think knockback/sweeping should be sword exclusive. I dont think that stabbing someone with trident, or striking someone with an axe could realisticly knock someone back, or affect other targets around. Big swords were historicly used to control space and not let anyone close, which these enchantments allow.
2. Thorns only working on melee is a good change. I dont know about smite giveing weakness, I think smite works on wither and that could be overpowered.
3. Turtle master potion gives you 2 effects (slowness and resistance), so scince luck is unused, maybe jump boost potion made from rabbits foot could be made into rabbit master potion, which would give you luck and jump boost?
4. Lift enchantment is a very cool idea. Does it work only if you are close above heat source, or at any hight?
5. Removing enchantment cost stacking makes game more fair. Maybe repairing tools with materials could not cost xp at all? There is no magic happening there, you just reforge the tools on an anvil.
6. Splash water bottle on lava making magma is a good idea.
7. Hitting splash potions isnt realistic at all, but it sounds interesting. I like it.
8. Maybe small fireballs could be shot from crossbows and not thrown? I dont think it would be easy to implement though.
9. You incresed step hight to 1 block. I love you.
10. Maybe chainmail/leather leggings and boots could not decrese the step hight to normal? I think they dont limit your movment that much.
11. Good idea with the armor trims. I am accually learning to make datapacks at the moment and my first project is makeing armor trims give you bonus abilits. It is not easy though. I dont understand how the things you do are even possible, its very impresive.
12. Gunpowder/leather being armor trim materials is wieard, but i would keep it.
13. Eating speed is cool. I think soups could maybe stay at normal speed, scince you drink them like potions.
14. Armor stands have arms now. I love you.
15. Creeper and fire changes are good.
Cant wait to see the next changes datapack video, the things you do are really cool.
That knockback point is pretty fair, I'll think about it.
weakness doesn't work on the Wither, so no issues with that.
Lift works as long as you're within 5 blocks above a heat source.
I can't take away the repair cost itself from repairing, only keep it from going up.
I was considering chainmail/leather not restricting, and it would then be weight driven instead, but I didn't want to make it too much of a gimmick, especially with some people not liking it, they just have to put on any armor instead of specific armor.
I'm glad you like a lot of my ideas! Thanks!
Suggestions:
Add a glow block that is crafted with 4 glow ink sacks around a glow stone.
Add a ruin vault that is only found in ocean ruins and have 100 chance of giving tridents then make drowns drop a ruin vault key instead of actual tridents so getting them isnt so easy also buff them a bit.
Add white pumpkins to the pale garden.
I can't add blocks to the game. This isn't a mod.
I've made tridents very common in ocean ruins already, through chests and brushing
Nice @AuraAcorn
GOATed update
Request! Nerf totems from straight up making you invincible to instead do a graves datapack type system to save your stuff. Still adds a threat to dying, but it’s significantly less punishing than it’d be without it
honestly would be cool if you found another item to give the darker diamond trim and gave the echo shard a cool animated trim instead (tho i dunno if that's possible with datapacks)
also i think the block step should be an enchantment or smth since it would kind of fit into the quality of life enchantments like swift sneak
I think a simple change to food that is already done in other packs could be showing saturation with hunger.
good luck at the military, hope u find a good time within your field
I like the idea behind nerfing meat and stews, but stews are already so weak and unused that I think they need a 2x hunger or saturation buff if you actually want them to be usable
I can't see if it's been said already but coal and netherite being almost functionally identical in the smithing table makes netherite trims less desirable. Maybe the darkest™ trim colour should be reserved for the original netherite ingot, a completely 000000 blackout texture that combined with the Silence trim would make a player almost entirely pitch black?
Would be cool if the walking up blocks could be a leggings enchantment as well. Sort of like with swift sneak
Either way, I would 100% take off armor at my base to have easier mobility without needing to jump.
Got a question, how did you customise the elytra?
I applied a slightly increased gravity for anyone flying with elytra
@@AuraAcorn
Clever
I love all the changes you're making, you should be hired at Mojang!
Good luck with the US Space Force! ❤
Can you make snowballs deal knockback as before the update?
I think it adds a lot of fun to this item when playing with friends, as well as being a useful feature when dealing with mobs!
Also I think it needs to deal more damage to blazes (just as a fun addition)
9:24 This would be fine if there was a way to toggle between no autojump (manual all the time), this (manual sometimes), and autojump (manul sometimes), since I can definitely see cases where this would be useful for someone who doesn't have armor wanting to run away from stuff and the autojump would be useful if it was reliable while sprinting, but also cases where a person really wouldn't want to automatically jump up a block, which is why people on PC never have autojump on - it's not necessary and it gets annoying when you aren't trying to go up a block
A change to this that might help would be to only have it active when sprinting, that way people don't autojump when they are trying to get around a cliffside.
Also not being able to do this when wearing boots, basically _shoes_, doesn't make much sense. It might be better if being able to autojump depended on the type of leggings or all of the armor being worn, so wearing no armor or only leather and chainmail would enable autojumping but anything "heavier" than those would not allow it. From a gameplay perspective, I think this would make sense since if you are wearing only leather or chainmail, neither of which have much protection, you will probably be running away from stuff a lot more than if you had any of the other armors that allow you to take more hits. Another alternative might be to allow autojumping at different speeds depending on the armor type of the leggings - leather and chainmail allow it while sprinting (and walking or sneaking) , gold and iron allow it while walking or sneaking, and diamond and netherite only allow it while sneaking. The main downside of these options is that it introduces inconsistencies that would be hard to follow (how would a new player know that they could only autojump while wearing leather or chainmail, or that they could only autojump while sneaking when wearing diamond or netherite?)
Maybe Chain instead of Gunpowder for the darker grey trim?
I would keep the baby varient health nerf, but not the damage nerf, removing the damage kinda removes them as a threat.
maybe instead of leather / gunpowder you could use raw copper / raw iron to get the darker variants?
also the soup nerf is unjustified - being unstackable is a fair trade off imo (maybe you could make them stack or something)
Am i taking crazy pills or that no one ever mentions camels in Minecraft, it's like I am the only one aware of their existence
Soups should give excellent saturation and average hunger, whereas meat should have a good hunger but mediocre saturation.
what if when you use gunpowder as the color on a trim, the armor will explode when someone hits you but only once, and the explosion doesn't damage you, and if you have multiple armor on with gunpowder as the color of the trim they will only explode in one after another each hit, and the order is helmet to boots
Feather Fallung does not feel powerful enough to be an exclusive enchantment.
I would keep it unexlcusve or buff it.
I don't feel thwt losing
I think creepers on fire should have a lower block blast radius or can't destroy blocks at all. Accidentally lighting 1 on fire sounds annoying
what was the Christmas themed Wii tanks game at the start?
@@pey. It's an indie PC port called Wee Tanks
@AuraAcorn tysm!! 🫶
Could you make it possible for a hoe to work as a scythe? It would be very useful for harvesting large amounts of crops!
I feel like adding luck to magic protection is kind off silly. For fishing it works fine, but on a fishing armour set, very rpg like. But for something like chests it feels weird, like imagen looting a bastion with your normal armour equipped for fighting and quickly switching to another set just to open a chest and then changing it back.
It is possible to make Mending instead of repairing when collecting xp to repair cost always minimum? That will be the most balanced solution for Mending I think. And it will be additional resours sink in endgame
It's possible to change components of the item in the player cursor, it just doesn't seem to work in creative. I've learned it the hard way
I thought so too, but it didn't seem to work in survival either for some reason
@AuraAcorn ok, nevermind, it may depend on what you do and what gui the user is in, I didn't test extensively
you should change the amount of exp that drop upon death, so its not maxed at like 7 or something
9:40 this should be an enchantment or something, I really don’t like auto jump no matter how it’s framed
Increase the baby zombie attack Speed. They still need to destroy hardcore worlds and bring fear into peoples hearts.
Maybe make them have a higher chance to spawn with tools since kids in real life tend to pick up random stuff and hold them :>
Hey, is there any way to have just the xp from farming? I really want that.
Sorry if you didn’t want me to, but I tried deleting everything except the block loottables but it didn’t work.
You'll have to keep the "qol" function for it to work. I think in later versions I'll separate the functions out better so you can have more control of what you want
how did yo fix the skeleton bug?
i literally have been wishing they allowed you to throw fireball for... well damn, i dont even remember how long ive been playing, but since my first creative world (almost 14 years i believe)
i vividly remember right clicking and not understanding, then i would fly after a charge fired by a dispenser to see "but they have the same texture! it's the same thing! why doesn't it work!?!"
May you do something that allows you to calculate arrow damage, armor thoughness or so
Arrow damage math is insanse and I dont understand thoughness
Maybe try punch for trident? I dunno
I think the elytra nerf is definitely necessary. However, 25% seems excessive as it has the potential to make gliding (without the use of the flap enchantment of fireworks) impractical. I would say a debuff of 15 or 20% would be more fair to players who do not use extra means of propulsion.
Another thin-the anvil change seems very unbalanced. We all know the max limit is definitely unnecessary and it’s good that you fixed that, but making everything cost just two experience is very cheap. I think you should keep the system that AA previously implemented and just have a zero-cost for repairing items with an anvil (that doesn’t affect renaming or enchantments of course). Otherwise excellent!
Not everything costs 2..., enchantments that are more expensive will still add more to the cost. It just simply won't go up with repairing the same item again and again.
The elytra point is fair, when I did some testing, 15-20% seemed too little to make a big difference, but I might have not tested it enough
I think what could be worth doing is rebalancing XP yield from smelting: eg. smelting iron gives less XP than smelting cactus, which is laughable.
Most of the people don't like auto jump so having that as default could be problematic
So, what this datapack does is make a problem and sell the solution.
Sure, there's really good changes here such as the anvil changes (except the max enchantment limit), but this feels like a Hard+ to Minecraft overall.
If that was the point, then I guess it's just not for me then.
I don't like the autojump change is bad. I get it that with armor you don't have it, but autojump is annoying.
Not sure about reducing the xp coat reduction for using an anvil, making a powerfull item shouldn't be cheap I think. Maybe just give it a max limit or something
10:43 what about using... maybe dried kelp? Spreading gunpowder ovrr ur armour doesn't feel right
What about making stews stakable to 16?
I think having baby zombies being more dangerous than regular zombies is better than being weaker gameplay wise, and I'm not sure about creepers igniting themselves, feels unnecessary and more annoying than helpful
We have our differences but there is also many similarities we have between how we want to tweak the game. What I did for food in terms of smaller foods are quicker to eat is exactly one of the things I did. However since I have gone the mod route over datapack, I have been able to do things like removing the anvil usage cost completely without the need to have the item be placed in the inventory.
revert the longer eating time for meat and soup, it makes them not viable, leaving players with less variaty of "good foods" to choose from
you should get with the team behind Raspberry Flavored (raspmary?) and try to make this a modpack, they have a lot of experience with tweaks like this. would also open up new options for dealing with things and make interactions more reliable.