Ideas: Jungle stronghold could have various redstone contraptions like the jungle temple. Mushroom Fields could have mushrooms generate on top as an extra thing to add more variety. Yes I'm aware strongholds don't generate here but it would be nice. Mountains could be mostly the same as vanilla but well like modernized/rebuilt like how you did the rest. Plains. Honestly I just think it would be really funny if it was just flat. Minimal height variations.
Mob ideas: Jungle stronghold could have cave spiders. A few rare variants: wither, weakness or slowness. The rarest variant however could be a smaller, faster spider with more health but deals less damage. Mushroom Fields could have zombies wearing mooshroom heads, speed and have axes. A rare variant could be that but without the axe causing to to deal less damage but attack and move faster. Mountains could be goats and goat riders lol. If possible have the goats attack more frequently. Plains. Continuing with the idea of "I think it would be really funny" can you make passive mobs hostile? I know that you can have an invisible baby zombie ride a pig but I don't know if you can just have a lone pig be hostile. Pigs, cows, sheep and rarely non hostile versions.
Since the Pale Garden is so rare, I don't know that I'll make a dedicated stronghold for it, but I was thinking of incorporating the Creaking into an eventual Forest Stronghold that would include the Pale Garden
@@kanokarob it would be cool if there was a creaking heart in a maze in the forest stronghold so you have to solve the maze in order to get rid of the creaking
Plus, whether he does it for a forest or a pale garden, he could make it a slightly different tone than the others, I personally think a slightly eerie or creepy stronghold could be a really fun and unique experience
Dude, this one outshines the last one by miles! Who says that the Water Temple has to be a nightmare? This looks like fun! I mean... I'd probably die in there quite a few times, but that would seriously be really fun to run through, especially with friends! Maybe you could try and make a stronghold in a snowy peaks biome that spawns up high and has some exposed rooms? and you'd have to climb the mountain and deal with Ice physics to reach the portal? And throw in a few Phantom spawners for good measure. That might be interesting!
Some thoughts. First, I think it would have been cool to have an airlock hallway of some sort to act as a horizontal transition between flooded and unflooded sections. Secondly, I think it would have been neat to have a rare chance of drowned in unflooded sections, even if limited to certain rooms, just as a way to highlight an amusing mechanic. Lastly, I think you could have used scripting similar to the traps to have chests where the only "loot" is that it releases bubbles and refills your air.
Rather than giving the player a potion of water breathing, perhaps you could have pufferfish spawn within the stronghold. Then brewing stations could be added as a seperate POI, or to other areas like the bed room. Most players will have blaze powder with them if they are headed to a stronghold. And if you integrate obsticles which are eased by potion effects into other biome strongholds, they will also have a reason to bring nether wart and other brewing ingredients. Here are some examples: - fire res for lava traps and fire obstacles - slow falling, speed and jump boost for navigating vertical drops, large jumps and other impasses en route to the end portal - night vision for darkness effect - instant health and strength for higher difficulty rooms
After watching this second video I understand the generation concept you used; The first complex always has only one connection that goes to the portal room, and as that path grows there is always only one connection (if there are multiple) that will lead to the portal room. It's very straightforward after seeing the second video. Thank you so much!
Placing a piece with just water and then placing the hallway in the same spot afterward to waterlog it is such a genuisly simple idea, this is revolutionary
I love how you're making it so that you have to find the stronghold, THEN you have to get prepared, because you don't know if you need to pack water breathing for the ocean stronghold or milk to counteract Hunger for the desert.
When you're done with these stronghold series it would be very cool for you to make a structure that teaches the player about enchantments and potions. Think the igloo teaches weakness can teach new players how to cure zombie villagers. But teaches them their best uses with cool puzzles.
One thing for snow biome stronhholds: powdered snow with dripstone underneath so you will die if you fall into it, making you have to watch every step to see if its powdered snow
@Lazazazazazazaz I'm considering doing something like that as a rare variant that can appear in most biomes, but probably not until after most biomes already have dedicated strongholds of their own
For this stronghold only I think it would be cool to have the entrance generate just above the sea floor in its host ocean. Basically just the staircase being exposed but completely underwater.
I feel like to give a crazy variety for custom strongholds, perhaps a stronghold for a forest could be extremely high above the world instead of below, like it's a treehouse of sorts, and most of the traps would be pitfalls that would cause the player to have to climb all the way back up again.
idea: for the woodland forest you could make it a secret base for the pillagers and maybe the stronghold are could be in a lab since it could be an experiment, also i dont think there should be a new stronghold for the plains, my thoughts are that maybe the plains could have the original so in a world you could visit the nostalgic one.
SUGGESTION: You could also add the bogged or any type of skeletons to the stronghold. They don't drown. Although their aim and movement are hampered, they still could be a threat to the player whilst in the structure
In case you make one based on mushroom islands; you can make itself hazardous to explore instead of using mobs Like, basically, every turn can be a fall to death or a chance to get poisoned
If we only get a 2 month wait between strongholds, this modpack will be finished in like a year and a half, which is actually very quick. Can't wait for it to fully come out!
I think a jungle (or maybe taiga) stronghold could be theme after a giant tree/tree roots, with all sorts of twisted paths and chaotic corridors, maybe you could even use constant aggressive wolves or maybe some type of jockey enemy -oh man i love alliterations-
also, I think including some more normal spawners in high up/annoying to get to places that constantly pours threats until you either get up there and turn it off _or_ solving a bit of a puzzle to shut it off is a cool idea
Can you make a video showing how to customize the loot table for vaults and spawners to connect items to structures in each biome effectively? Yesterday, my friend added a datapack with that feature, and I really liked it. Btw love your video ❤
@@nothing-k6l3o It's not really good video material, just making/modifying some JSON files. You can make a Vault use any loot table, so you can make custom vaults with their own loot without changing the Trial Chamber's vaults
I think the next one should be a rare Strong Hold it will have a 10% chance of spawning And I’ll be made out of end stone bricks it will be really hard and maybe you can get some special item for it!
I very much enjoy these videos, but something that does bug me a bit is the inconsistent end portals. Have you thought of perhaps making a version of the pack that's more vanilla-y and has things like the OG portal?
@@kanokarob it's ok. I just prefer for a stronghold to have a less complex feel to it as certain features might affect it, like a difference between badlands and eroded badlands.
@@n0vanox They certainly won't get cut off; jigsaw structures are very smart and won't place a piece that won't fit in the available space. There is a chance that downward hallways and such won't generate as a result, but in my testing this did not impact the Portal Room
Everything I do here requires no real programming. I have a guide on how to make Jigsaw structures which you can find at the link below, though these use some tricks that aren't covered there www.planetminecraft.com/blog/custom-structure-gen-documentation/
I'm not a fan of using the Trial Spawners in these. It makes the original Trial Chambers feel unneeded. The point of the Trial Spawners are to create a repayable challenge that are organized for rewards. Normal spawners are meant to make locations harder to conquer and defeat. You are meant to face that challenge once per structure because that structure is not meant to be used more than once unless a player decides to build there or take it chunks.
You can certainly feel that the Trial Spawners should be exclusive to Trial Chambers, but I disagree, especially because exactly to your point, I included them here so that the Stronghold could be a repeatable challenge with organized rewards, rather than a place you go to once just for the End Portal. I talked about it more in the last video, but I think Trial Spawners and Vaults are some of the coolest features Mojang has added recently for what they can add to custom structures like these.
@kanokarob Well it's pulling me away from it. I would love a version of this data pack with just the normal spawners so I can just keep that mechanic in the Trial Chambers. I don't think that would be hard from what I know but it's just a suggestion. I'm willing to figure out how to change it manually myself if have to.
@@jeremymakesgames21432 Unfortunately I can't do that without mods. But, after making the video I did modify the Praetor so it has particles to help tell it apart, similar to the Sandstorm Breeze last time
Ideas:
Jungle stronghold could have various redstone contraptions like the jungle temple.
Mushroom Fields could have mushrooms generate on top as an extra thing to add more variety. Yes I'm aware strongholds don't generate here but it would be nice.
Mountains could be mostly the same as vanilla but well like modernized/rebuilt like how you did the rest.
Plains. Honestly I just think it would be really funny if it was just flat. Minimal height variations.
Mob ideas:
Jungle stronghold could have cave spiders. A few rare variants: wither, weakness or slowness. The rarest variant however could be a smaller, faster spider with more health but deals less damage.
Mushroom Fields could have zombies wearing mooshroom heads, speed and have axes. A rare variant could be that but without the axe causing to to deal less damage but attack and move faster.
Mountains could be goats and goat riders lol. If possible have the goats attack more frequently.
Plains. Continuing with the idea of "I think it would be really funny" can you make passive mobs hostile? I know that you can have an invisible baby zombie ride a pig but I don't know if you can just have a lone pig be hostile. Pigs, cows, sheep and rarely non hostile versions.
I think for your next one you should do a Pale Garden Stronghold! This way, you get to use the Creaking in several new ways!
that's a very good idea and i hope he does it
Since the Pale Garden is so rare, I don't know that I'll make a dedicated stronghold for it, but I was thinking of incorporating the Creaking into an eventual Forest Stronghold that would include the Pale Garden
@@kanokarob now that sounds awesome. I think the creaking is a cool addition because it's so out of the ordinary
@@kanokarob it would be cool if there was a creaking heart in a maze in the forest stronghold so you have to solve the maze in order to get rid of the creaking
Plus, whether he does it for a forest or a pale garden, he could make it a slightly different tone than the others, I personally think a slightly eerie or creepy stronghold could be a really fun and unique experience
Dude, this one outshines the last one by miles! Who says that the Water Temple has to be a nightmare? This looks like fun! I mean... I'd probably die in there quite a few times, but that would seriously be really fun to run through, especially with friends!
Maybe you could try and make a stronghold in a snowy peaks biome that spawns up high and has some exposed rooms? and you'd have to climb the mountain and deal with Ice physics to reach the portal? And throw in a few Phantom spawners for good measure. That might be interesting!
Some thoughts. First, I think it would have been cool to have an airlock hallway of some sort to act as a horizontal transition between flooded and unflooded sections. Secondly, I think it would have been neat to have a rare chance of drowned in unflooded sections, even if limited to certain rooms, just as a way to highlight an amusing mechanic. Lastly, I think you could have used scripting similar to the traps to have chests where the only "loot" is that it releases bubbles and refills your air.
Rather than giving the player a potion of water breathing, perhaps you could have pufferfish spawn within the stronghold. Then brewing stations could be added as a seperate POI, or to other areas like the bed room.
Most players will have blaze powder with them if they are headed to a stronghold. And if you integrate obsticles which are eased by potion effects into other biome strongholds, they will also have a reason to bring nether wart and other brewing ingredients.
Here are some examples:
- fire res for lava traps and fire obstacles
- slow falling, speed and jump boost for navigating vertical drops, large jumps and other impasses en route to the end portal
- night vision for darkness effect
- instant health and strength for higher difficulty rooms
After watching this second video I understand the generation concept you used; The first complex always has only one connection that goes to the portal room, and as that path grows there is always only one connection (if there are multiple) that will lead to the portal room. It's very straightforward after seeing the second video. Thank you so much!
Placing a piece with just water and then placing the hallway in the same spot afterward to waterlog it is such a genuisly simple idea, this is revolutionary
A swamp one with the new bogged and a bunch of poison traps sounds sick
On the list!
I love how you're making it so that you have to find the stronghold, THEN you have to get prepared, because you don't know if you need to pack water breathing for the ocean stronghold or milk to counteract Hunger for the desert.
When you're done with these stronghold series it would be very cool for you to make a structure that teaches the player about enchantments and potions. Think the igloo teaches weakness can teach new players how to cure zombie villagers. But teaches them their best uses with cool puzzles.
Cool idea!
One thing for snow biome stronhholds: powdered snow with dripstone underneath so you will die if you fall into it, making you have to watch every step to see if its powdered snow
@@JustARandomDude2 Brutal!
That would be cool
Alternatively to dying, it could trap you in a basement area under the structures that require a little bit of navigation to return to the main area.
@@theapexsurvivor9538 but then the thing is: they could just build back up
You should make a nether stronghold with fire and lava traps!
@Lazazazazazazaz I'm considering doing something like that as a rare variant that can appear in most biomes, but probably not until after most biomes already have dedicated strongholds of their own
@@kanokarob a nether stronghold could be underneath a mesa biome, making it rare as the badlands biomes themselves tend to be rare
@eisudesu Badlands use the Desert Strongholds as of right now
For this stronghold only I think it would be cool to have the entrance generate just above the sea floor in its host ocean. Basically just the staircase being exposed but completely underwater.
Then it'd be really easy to find
i love how at 8:55 the prismarine changes with the music
I don’t think that’s intentional, but it is pretty cool
The ship in a bottle is so goddamn cool
I'm really happy with it 😄
I feel like the jungle ones gonna be sick ngl
@@CringeSuperFan55 I sure hope so!
man i beg you made swamp next
It's on the list!
I feel like to give a crazy variety for custom strongholds, perhaps a stronghold for a forest could be extremely high above the world instead of below, like it's a treehouse of sorts, and most of the traps would be pitfalls that would cause the player to have to climb all the way back up again.
I think that would be best as its own structure
This is awesome! I like how it's different from the desert stronghold but still very cool
idea: for the woodland forest you could make it a secret base for the pillagers and maybe the stronghold are could be in a lab since it could be an experiment, also i dont think there should be a new stronghold for the plains, my thoughts are that maybe the plains could have the original so in a world you could visit the nostalgic one.
LETS GOOO IVE BEEN WAITING FOR A PART 2 YESSIR PLS DO PART 3 LETS GOOOOOOOOOOOOOOO
6 Words.
Dark. Oak. Forest. Woodland. Mansion. Stronghold.
Cool idea!
@@kanokarobmake it creaky and freaky too, maybe totems for the loot tables
SUGGESTION:
You could also add the bogged or any type of skeletons to the stronghold. They don't drown. Although their aim and movement are hampered, they still could be a threat to the player whilst in the structure
I'll probably save those for the swap stronghold
You should make a jungle stronghold with booby traps!
@@gdaleksw4041 On the list! 😄
This is the best series ever! 👏👏👏👏
In case you make one based on mushroom islands; you can make itself hazardous to explore instead of using mobs
Like, basically, every turn can be a fall to death or a chance to get poisoned
you should make to get an advancement when the player enter the stronghold or a castle "stronhold"
If we only get a 2 month wait between strongholds, this modpack will be finished in like a year and a half, which is actually very quick. Can't wait for it to fully come out!
already know this is gonna be a banger
It may seem a little boring, but I can't wait for the generic stone brick stronghold transformation!
2040: Today im making a mutated windswept savanna stronghold...
Idea: make a lush version of strongold that very rare and has tree roots it would be interesting :)
Final video of the series: remaking the og stronghold
29:10 kinda funny that it technically can let you skip the nether if you manage to find the stronghold without eyes of ender
maybe a pillager infested stronghold for forests? a mini boss rush with ravagers before the portal would be sick
I love your use of the flooding/air areas. Its an amazing detail and bit of a minigame, and the liberal use provides a real challenge
YEAHHH THIS IS AWESOME
This idea of different strongholds for each biome its amazing. I whish there was something similar for bedrock or even this pack was for bedrock too 😮
deep dark: kill certain amount of mobs to unlock new rooms, and some traps are activated by sculk
I think a jungle (or maybe taiga) stronghold could be theme after a giant tree/tree roots, with all sorts of twisted paths and chaotic corridors, maybe you could even use constant aggressive wolves or maybe some type of jockey enemy
-oh man i love alliterations-
also, I think including some more normal spawners in high up/annoying to get to places that constantly pours threats until you either get up there and turn it off _or_ solving a bit of a puzzle to shut it off is a cool idea
Can you make a video showing how to customize the loot table for vaults and spawners to connect items to structures in each biome effectively? Yesterday, my friend added a datapack with that feature, and I really liked it. Btw love your video ❤
@@nothing-k6l3o It's not really good video material, just making/modifying some JSON files. You can make a Vault use any loot table, so you can make custom vaults with their own loot without changing the Trial Chamber's vaults
I know this is custom generation but just wanna know if it will work with realms. Nice work btw
🎉. MERRY XMAS too
I think Realms supports custom structure generation, but I'm not 100% certain. I know it doesn't support proper worldgen yet
What if you for the ocean strong hold combined the end portal sound with different water sounds
I think it would be cool if the player had to do something to unlock the portal room, like a puzzle that spans the entire stronghold
@@MesozoicMallard I'm not sure that would fit well with vanilla, and it could be confusing to new players
I think you should do one for the taiga/snowy taiga
On the list!
very good
I think the next one should be a rare Strong Hold it will have a 10% chance of spawning And I’ll be made out of end stone bricks it will be really hard and maybe you can get some special item for it!
You don’t have to use end stone bricks. I just thought end stone bricks would be cool.
@@lukasschriefer799 Cool idea!
Do you intend to update the vanilla Stronghold as the final one? In any case, enjoyed the vid.
Also, how can one use the structure and jigsaw blocks?
would it be okay to suggest a Frozen Tundra stronghold? (design could be inspired by something like Skyrim)
@@harleyhollis On the list! 😄
@kanokarob noice
I very much enjoy these videos, but something that does bug me a bit is the inconsistent end portals. Have you thought of perhaps making a version of the pack that's more vanilla-y and has things like the OG portal?
Jungle or Dark Oak should be next for strongholds
bro is casually dropping zelda dungeons
You should make a tutorial on jigsaw blocks (im having problems with them)
I have a written guide on them here :D
www.planetminecraft.com/blog/custom-structure-gen-documentation/
maybe one of your strong holds could be a rarer mushroom island stronghold
you should invite a speedrunner next time to see how badly they break it lol
Can you add strongholds for every biome? (Except variations ex. OLD GROWTH birch forest)
That's the goal!
Pale garden does not count as a variation as it is essentially an entire new biome.
@elliothyson9154 I'll be the one to decide that, if that's okay 😉
@@kanokarob it's ok. I just prefer for a stronghold to have a less complex feel to it as certain features might affect it, like a difference between badlands and eroded badlands.
I dont know if youll add this, but add and end stronghold in the outer end islands that takes you to the overworld
It could have end city loot, and insted of silverfish, you could use endermites
make the mountain stronghold super dangerous
surprised you dont use world edit when making the builds
A secret: I do 😉
is there enough room underground for these strongholds to generate or is there a chance they could get cut off by the bedrock
@@n0vanox They certainly won't get cut off; jigsaw structures are very smart and won't place a piece that won't fit in the available space. There is a chance that downward hallways and such won't generate as a result, but in my testing this did not impact the Portal Room
@@kanokarobcool
Gneiss name! Since when are you here?
Wah
Out of curiosity, would it be possible to make this a add-on on Bedrock? This would be one of my essential add-ons if it is
@@shadowocelot-56_95 I don't believe currently, since Jigsaws are still experimental over there, but I think soon they will be moved to stable
Can I do like you while I myself know nothing about game programming? I hope you will answer in a concise and easy to understand manner🙏.
Everything I do here requires no real programming. I have a guide on how to make Jigsaw structures which you can find at the link below, though these use some tricks that aren't covered there
www.planetminecraft.com/blog/custom-structure-gen-documentation/
Badlands
Bc theres nothing there
@@JoaoVitorBarg Currently the Desert Stronghold spawns in Badlands
almost as many views as subs
Just a small channel doing my best 😄
You are missing the library!
Make swamp
@@Egger-ovatch On the list!
Do jungle
I'm not a fan of using the Trial Spawners in these. It makes the original Trial Chambers feel unneeded. The point of the Trial Spawners are to create a repayable challenge that are organized for rewards. Normal spawners are meant to make locations harder to conquer and defeat. You are meant to face that challenge once per structure because that structure is not meant to be used more than once unless a player decides to build there or take it chunks.
You can certainly feel that the Trial Spawners should be exclusive to Trial Chambers, but I disagree, especially because exactly to your point, I included them here so that the Stronghold could be a repeatable challenge with organized rewards, rather than a place you go to once just for the End Portal.
I talked about it more in the last video, but I think Trial Spawners and Vaults are some of the coolest features Mojang has added recently for what they can add to custom structures like these.
@kanokarob Well it's pulling me away from it. I would love a version of this data pack with just the normal spawners so I can just keep that mechanic in the Trial Chambers. I don't think that would be hard from what I know but it's just a suggestion.
I'm willing to figure out how to change it manually myself if have to.
@moewCalv Then it's not for you ❤️
next time you make a modified creature, give it a special texture
@@jeremymakesgames21432 Unfortunately I can't do that without mods. But, after making the video I did modify the Praetor so it has particles to help tell it apart, similar to the Sandstorm Breeze last time
@@kanokarob cool
First
2 minutes 3 views bro fell off
I know these comments are jokes, but they are never funny
He’s a small content creator that puts a lot of effort into videos maybe comment this on a yt person with lots of subs instead next time