So that was unexpected. I was hoping that this video would do well, but it's by far the best performing video I've ever made. Thanks everyone! I'll update this comment every so often to reply to some common comments I got. "Where is the resource pack download?" The data pack can be downloaded on the same page as the data pack, but turns out there was another way to download stuff off of modrinth that I didn't know of, so I uploaded the resource pack as a standalone version to make it easier to find. It should now show up under "Featured version" "Your description of Roguelikes sucked" Honestly, yeah. This was just a fun discussion I had with with a friend once and I felt like this was the perfect place to bring it up. I know that there's a lot more to Roguelikes than what I mentioned, same with Roguelites, I just thought it was fun to bring up. "This isn't really a Roguelite" I think this data pack is in a gray area when it comes to the definition, but one thing I will say is that there will be some updates for this later down the line. One of the many goals for these updates is to make this more of a roguelite. "Will you add X to the data pack?" If the idea is good an it's possible to implement, there's a good chance! As I said, I have some updates planned, and while I have my own ideas of what to add, definitely keep the ideas coming! I love reading through the comments, so while I don't answer every single one, I see pretty much all of them. "Can I make a video about this?" YES, please do! I'd love to see some other people play this. The only thing I'm asking for is a download link in the description, though more credit would be much appreciated (you can also add something like "made by @monocodeyt" so I get a notification, that I believe that only works with a specific sub count). Lastly, if you have any bugs to report, I don't have an issue tracker just yet (though I have something planned for that), so for the time being just post them in the comments. Edit 1: Turns out the resource pack on modrinth is missing some textures, I'll fix this asap! Edit 2: Resource pack is now updated, hopefully it should work now (modrinth.com/datapack/rogue-craft/version/H9SHRSlb) Other than that, I saw some people mention that the reset run command is broken on newer versions, so I‘ll look into that tomorrow. Can‘t wait for this video to reach 20 quintillion views overnight lol Edit 3: Turns out the data pack just doesn't boot up for some people. I think I know why this happens, so I'll work on a quick hotfix, but as a temporary fix, go to the coordinates 0 0, wait for the terrain to load and run "/reload" Edit 4: Just fixed some crucial bugs, like the world not loading up, not being able to use abilities or the "Start run" item (though I thought I fixed it the last time for good, let's see if this actually works now), not being able to use the "/trigger restart_run" command on 1.20.4, the end crashing most servers or instances and finally I added a command called "/trigger start_run" just in case the Start run item still doesn't work
You forgot to put the skill pearl texture in some of the packs, I was able to download an old version and grab the texture for it from Rougecraft\assets\minecraft\textures\item and move it to the version I was using
Instead of a flat static increase from no armor to full armor, it might be more fun to have the equipment trickle in more gradually for mobs. For example at a certain difficulty level you might get a lot of mobs with leather armor, some with a few pieces of iron armor, and a rare spawn with diamond armor. I think that having less homogeny in the mob spawns would make the moment-to-moment combat much more engaging
Could even do a few pieces of armor separately, like one difficulty could have it just be chest plates etc, or also maybe scaling with enchants on mobs gear.
I think it would be really cool to just give weights to the different armor levels based on the current difficulty level, as well as giving different armor pieces their own chances so that every mob isn't just in full leather or full diamond but has different armor qualities in each slot. Also, giving a small chance to drop those armors for the current run might be an exciting way to reward pushing into higher difficulty tiers instead of just punishing the player for taking too long (similar to Darkest Dungeon giving more rewards when fighting in the dark).
I think it would be cool if there were more "final bosses" to make the progression more interesting. Like in your first few runs you need to win a raid, Afterward you unlock the ability to fight the wither in your next run. After beating those two bosses, you will unlock the ability to go to the end in the next run.
I think one of the cool things about roguelites is that you can theoretically beat them on your first run. So maybe they could act as mini bosses you need to pass before the enderdragon, rather than gating progress behind multiple runs.
@@matthewlyons6544 Don't most Roguelites add new final bosses as you do more runs? For example in Binding of Isaac, Mom is the final boss on the first run, but slowly like 5 more "final" bosses get unlocked.
you technically can defeat the later final boss, which is the lamb on your first run, it would just require insane luck and specific items, if anything I think that adding different routes, that would be unlocked with later runs would be a good idea@@CaptainMonkeyFez
I had something like this planned for the "wither", but adding more bosses is a good idea. I still think it should be theoratically be beatable on your first run, but maybe there could be multiple final bosses on the same tier as the ender dragon? Maybe also a mini boss in the nether? There's definitely potential here, I'll think more about it.
Dude i gotta say this is a great idea and it looks extremely well excuted. Id try and message some big creators about to see if they could make a video on it to blow it up
Minecraft as roguelike have a too simple progression, and moving tools and armor to metaprogression is not making it better. Game is also lacks variety to be played as roguelike, but I belive it's all solvable problems. So I have a few suggestions for your datapack: 1. Make mobs sometime spawn with special powerful tools/armor that always will drop on death. You can take some upgrades from hub, and move them to the run progression for this items. This will increase variety of runs, and force players to fight mobs in some situations. Risk = Reward 2. Make random event runs. For example, there's small chanse of slime event appearance when you start a new run: every hostile mob will spawn as slimes (As magma cubes in the nether, excluding blazes). Or skeleton event, where will be only skeletons, wither skeletons and strays. This will add more variety between runs. Event runs also can grant more skill points for additional challange. 3. Structures. You can use datapack tools to generate unique structures near the spawn location, and make them contain useful loot (suggestion 4) or a mandatory items for progression, such as blaze rods or a special item (more in suggestion 5) 4. Move some metaprogression to the actual run progression. I think that the amount of buffs and perks you can get in hub is a bit overwhelming. And I see this as a missed opportunity to add more interesting situations in runs. Just imagine getting 5x5 pickaxe randomly in your second run from the chest or mob drop, so much fun potential. 5. Add a different progress barriers to choose from. Roguelikes is all about decision making. You can add a new item, required to get to the end, and many different ways to get it. For example: You can get this item as a drop from the wither, it can be found in the anicent cities, ocean monuments and bastions, it can be traded from villagers. And through the run you will decide the best way to get this item. You found a looting X sword? Great, wither is your way to go. You have a snowy mountain near your spawn? You know what to do. You got a heart of sea in the treasure chest? Time to beat some guardians to death. There's so many things in minecraft just waiting to be used in your datapack like this. I hope you like my suggestions and will use some of them for your future updates. The idea of this datapack was in my mind for years, and I'm very happy that someone actually did it. I really appreciate the way how you turned minecraft into roguelike, and PLEASE don't stop the development of this datapack, this is a GEM. P.S. There's a bug in multiplayer, when last player disconnects in multiplayer when run is on going. Everyone returns to the hub, but when the player returns back he's appearing in the overworld, and forced to die and reconnect again to return to the hub
agreed, roguelites are supposed to be really hard to beat with nothing, but not impossible. If youre good enough, it should be able to beat the game on your first run without any metaprogression, but in this is feels like its impossible to beat the game on your first run no matter how good you are, especially after seeing what the ender dragon fight looks like..
Here’s a suggestion to improve the difficulty progression: instead of just having the armors increase in tiers, you can also give mobs potion effects like strength, speed, and even absorption to give them more hp. You can also slowly crank up spawn rates until there are mobs everywhere
Super cool project! Very impressive! I love the implementation of the skills, and the dragon fight is a nice refresh. Great work! I'm excited to see what else you do with this
IDEA Roguelites usually has random items, that you collect through run. These item could: - improve your stats (e.g. more health, regeneration, higher jump), - change some mechanics (e.g. Creepers attack another mobs instead you), - give some benefits but with negative effects (e.g. better loot from mobs, but they are stronger). Items could be found in all generated structures. Additionally you could add custom structure: shrine, where player can choose one of the three items.
Probaly not something I'll add, it would just be way too slow and pretty much impossible to implement, but it's an interesting idea to say the least. Fun fact: Chunklock is actually the data pack that gave me the motivation to finally work on this project, I've been following one of the creators for a while, so there's that
I think instead of armor mobs should get resistance and/or strength. Only a few mobs can wear armor, so if you can just avoid them it becomes too easy.
I feel like it would be a good idea to have a "home" world, so players can build permanent structures in multiplayer, Maybe can bring items in but not out, and players have plots they can buy or something, IDK
Believe it or not, but that was actually the first idea for the hub. The main issue was that I didn't think I could implement it in a clean way, but I agree that this is a great idea, it's something I've always wanted to see in a game, so maybe I should revisit this idea at some point...
@@MonoCodeYT Maybe add it as a "Sandbox" mode after E.Dragon, so the players get to have some freedom, maybe add some custom structures at specific coordinates if possible.
@@MonoCodeYTyou could have some secret area that unlocks in the hub after you beat the Ender Dragon that adds the increased difficulties of bosses or something.
@@MonoCodeYT if im not mistaken, you can make custom dimensions with datapacks, right? Haven't watched the video in it's entirety, but you could always just add a dimension made for the freebuild area
I highly recommand adding difficulties like dead cells "boss stem cells" because at the moment the datapack looks near impossable on your first run and way to easy on a late game run. this would have the added benefit of more replayability
As much as I love Roguelikes, I haven't actually played Dead Cells yet, but that sounds interesting, maybe I'll finally give that game a shot to see what those are about
@@MonoCodeYTI recently started playing it, and it's very fun. Boss stem cells are basically new difficulty levels that you unlock after beating the previous difficulty. The locations stay the same, but there's less health available, harder enemies/enemy combinations, and so on.
@@MonoCodeYT its a really interesting system, in short if you beat the game on 0bc(boss stem cell) you can play on 1 bc which is more difficult overall and once you beat 1bc, you can play on 2bc etc. until you get to 5bc which is the hardest difficulty. I think this would really help the balancing of this game since the begining is way to hard and near the end it gets way to easy.
This is a great starting point for a proof of concept. I think it could benefit a lot from taking a page or two out of other rougelites though, as it seems the permanent upgrades will guarantee players will eventually steamroll the game. Games like ETG use their progression for *potential* finds during the stages of the run. Currently, there isn't really anything to "find" during a run (dungeon chests would be a great place to add in unique items/gear!), and there aren't seemingly any stages during a run other than getting EoEs and fighting the dragon. Lowering the guaranteed amount of player power and adding something like bosses/dungeons that must be cleared before The End would definitely help keep player interest and make runs more challenging. It's a lot of work (and we can clearly see how much you've put in already!), but I think this idea can expanded much further.
having unlockables that are available in future runs would be a way cooler way of doing it, but yeah this is a super cool start i think, looking forward to trying it
I just finished getting the "1000%" advancement in the datapack and I gotta say, this pack was phenomenal. I had an absolute blast playing this, thank you so much for the amazing pack! If you ever end up updating this or creating some sort of sequel, a change I'd like to see is certain abilities being locked behind advancement progression, for example, you can only increase defense up to a certain point until you manage to beat the wither or something along those lines. But once again I loved playing through this and if anyone else is reading this wondering if you should try it, please do!!
This kind of reminds me of Vault Hunters (by far my favorite modpack) which essentially adds a looter/roguelite to minecraft, in addition to RPG skill trees. While there are a lot of mods in the pack [even some big ones like the create mod] most are locked behind knowledge, which you get from running randomly generated dungeons with a variety of different objectives. I highly recommend trying it if you haven't before.
It's not a roguelite?? People keep saying this and it's so clearly not, it literally shares none of the essential roguelite traits. It's an RPG dungeon crawler, and dungeon crawlers have a few similarities, but they're not the same in any way shape or form
@apersonwhomayormaynotexist9868 I said it shared elements with RPGs, looters, and roguelites, not that it WAS a roguelite... but I would also say that most dungeon crawler RPGs don't have completely random dungeons. Idk why you exclusively want to contrast one genre it could also be compared with and vice versa, but I'll happily do the opposite, if you want to discuss it further.
Happy to see this video. After days of setting up a LAN network for my family to enjoy Minecraft together, I shared a similar vision. Definitely going to set up a subserver and give your modpack a shot.
How about Vanilla+ roguelike? Everything goes normal until you kill Enderdragon. When you enter the portal you will be loaded into new Overworld with no items, increased enemy health and damage and chance to drop an additional loot and XP, old Nether and End would be deleted. In return you may access higher level enchantments. This way it will be mod friendly (not sure how modded monsters will scale).
been playing this a lot over the last week. just got the speedrun advancement and i gotta say it's been a ton of fun working my way up to that genuinely one of the most engaging minecraft datapacks ive ever played, nice work
This looks super cool, but maybe consider adding special modifiers to enemies to make combat more engaging? Idk, like, maybe have a witch that has health boost, speed, and occasionally casts an aura of damaging potions around itself
I have the %100 achievement. Here is my review: Overall, it’s an interesting twist on Minecraft, but it has a few glaring problems. The first problem, it doesn’t really vary much from run to run. Most rouge likes give you mid-run buffs that are randomized. How do you solve this? Well I can fix this while also solving another issue: potion effects. There are some upgrades that give you permanent potion effects. The issue comes when you have all of them at the same time. It’s too overpowered and fairly cheap. I maxed the potion effects in just two runs. This can be solved by changing them to randomized upgrades half way through a run. You could still keep them as upgrades. But have the one in the hub just unlock it, so if it’s not payed for, it doesn’t show up. Two problems killed with one stone, but let’s do it again. The issues are: lack of class variety, and lack of weapon variety. As of the current moment, you will always spawn with a sword and bow if it’s unlocked. What about tridents, shields, or crossbows? Here is my idea: give the different classes different weapons. The tank gets a shield instead of a bow. The healer gets some damage potions instead of a bow (or if you want to keep the bow, make them tipped arrows or something). You could also create more classes with this: The Atlantean: gets a trident instead of a bow. Bow upgrades instead enchant the trident. Starts with dolphins grace and can breathe underwater. The pillager: starts with a crossbow instead of a bow, upgrades to the bow instead enchant the crossbow (or turns arrows into fireworks). Starts with bad omen. The valkare: starts with an elytra instead of a bow and chest plate . All arrows are converted into fireworks. Has reduced health Those are just some of my ideas, personally, I don’t like the class exclusive abilities and they should just be made into spells. Speaking of spells, they are horribly balanced. Dirt walker is just a better water walker, lava walker, and levitation all in one. Most spells can be spammed off cooldown when you have max mana regeneration. And there should be more offensive spells like a fireball or lightning strike. Reduce the broken spells like dirt walker, quick heal, and parry to their tier 2 counterparts and debuff the ones below them (I think even tier one dirtwalker is overpowered. Make the dirt disappear after a short time so you can’t just stand on it and wait for mana to regenerate) And finally, add an upgrade to start with a loadstone at spawn. Finding some way to get that loadstone at the correct point in the neather would also be nice, because you sometimes have to travel thousands of blocks in the nether to find a fortress, and the nether would be the fastest way back to spawn. (You could also add an upgrade that increases the spawn frequency of structures, including a fortress. However I don’t know how hard that would be in a data pack.) Overall Minecraft datapack rating: 9/10 Overall rougelike rating: 5/10 Edit: one thing I forgot to add: pet upgrades. Add upgrades that give you a wolf or a horse when you spawn in on a run. You could even add upgrades with horse armor. Edit 2: you could also add class upgrades, make certain class features take multiple upgrades to unlock, like only giving the healer two potions on the first level or something. It could also be upgraded by playing with that class instead of skill points, so you are encouraged to try them all multiple times to get them maxed Edit 3 (I swear this is the last one): add an upgrade to spawn with 1-3 shulkers, inventory management is a big problem in this mod, especially with how quickly you break blocks late game.
I feel like some new mobs would really anchor in the difficulty offset so you cant just punch an armored zombie just as easily as an armorless one just for longer
@@MonoCodeYTYou don't need to make new mobs to change the way you approach them. Mobs could have effects like improved speed or range, or inflict poison or hunger. Fotrunately, minecraft already has alternate versions of mobs, such as strays, husks, and cave spiders. These could replace spawns in higher ratios as the difficulty increases. Perhaps days could become shorter and nights longer, leading to more spawns
yup, it's not stored in any of the function, but the shop entities themselves. simply move up to one and type in "/data merge entity @e[type=marker,sort=nearest,limit=1] {data:{max:insert_number_here}}" to change the maximum of the shop
i think the healer is going to be better if you speed up the generation speed of health (just an idea) but this datapack is realy good,nice job creating it
like a year ago me and my friends all did hardcore RLCraft runs, which was very much like a roguelike. A roguelike which would occasionally just kill you, but still a roguelike.
I just finished playing a few rounds of Roguecraft and it's really good so far! Although I have some (a lot of) suggestions and feedback. First and most importantly, I think that the game becomes trivially easy once you obtain more than 10 hearts, especially because of the Tank class, which gives you a flat +10 heart bonus for just 8 skill points. I think this could be fixed by changing the Tank class to give some other ability than more hearts, such as armor, resistance 1, or knockback resistance. Another thing I think can be improved is the skill points system. I think that there should be a way to spend your skill points mid-run for useful buffs and items. This would add more choices for the player to make, and it would also increase replay value (Also small thing, I think that the Tier-3 skill point crafting recipe should give 4 skill points instead of 3, as diamonds can be quite rare). Secondly, I think the hub should definitely be changed to be more like the player's base camp, instead of what could easily be done with UI. I think it could be cool if the hub was remodeled into a village, with different upgrades being located in different houses, which could be unlocked or upgraded by completing special objectives in runs. (There could also be some buildings that require large point investments, where you could deposit excess skill points.) This could help lock some of the late-game overpowered upgrades behind objectives, and could also help direct players to new custom content they might otherwise miss. In a similar vein, there could be some sort of "job board" inside the hub that offers randomly generated objectives for the player to complete for extra skill points, with the objectives being similar to Minecraft Bingo. Overall this is coming along really well so far, and I will definitely be following this project until completion.
Can you make Starting with an Enderchest an upgrade? I'd love to be able to gift my Next Run some Items. Also could you make an Elytra a Upgrade? Also Version 2.0 with New Boss Warden and or Harder Wither? Ahh this has so much potential.
Damn this singlehandedly made me excited to try Minecraft again after so many years of not touching it, thank you for making me excited to play my core childhood game again!
just downloaded my friend. a suggestion i have would be to add a few bosses before the final ender dragon fight that could help to balance out the early to mid game
yooooooooooo this video got me all excited to play this! thank you so much If I can make a suggestion if you ever make another version of it, it would be better to make the system more like a traditional rogue like, where the things you unlock you do not equip them at the start, but rather you find them in-game, for example the binding of isaac, enter the gungeon. Wizard of legend does a mix of both your take and isaac's take. With this, you achieve a lot more of variety in builds having to use what you get. But besides, this looks really awesome, I can't wait to download it
how did i not think of that lol. either way, i'm now torn between adding the class because it would just make sense, and not adding it/adding it under a different name bc of the irony
@MonoCodeYT I think the glass cannon is a hilarious substitute, maybe could just tweak it a bit to make it more rogue-y? fantastic work by the way, I'm glad you took my original comment in good humor
Every class has a cool buff and the healer is just some potions lmao The shield should also be an upgrade instead of a recipe because it's way better than any of the disabled recipes.
I was seriously debating making the shield an upgrade. There were a few arguments against it, but it also just makes sense, so in the end, it came down to a cointhrow. Still, in retrospective, you're right, it just makes sense for the shield to be an upgrade. I'll think about it
I have finished it. This is the best minecraft mod that I play in my entire life (no joke). I don't when was the last time that I have so much joy while playing minecraft. I have completed it with a friend, it was awesome
Suggestions :- 1) Blacklist biomes such as ocean, warm ocean etc to start run in. It gets tedious to restart run everytime that happens and is also bad for players who aim to beat this gamemode in the least amount of runs possible. 2) give an option to pregenerated chunks in which the players will spawn in in future runs. 3) fix the issue that resets players skill points on relogging 4) right click on start_run/abilities still doesn't work after 'fixing' it 4 times so abilities are impossible to use
honestly, i totally agree with the first idea. there's no way to disable biomes in data packs afaik, but i could simply replace the generation of ocean biomes with that of plains for example. as for the third point, i'll look into it. now the last point caught me off guard. i swear, this bug is impossible to fix, i'll have to go for a new approach here most likely, i'll see what i can do
This is amazing, especially for only 3 months of work. Really impressive. My only suggestion is to make all sources of damage in the end fight more threatening, because although there are a ton of cool attacks none of them really did much damage to you. Unless you were overprepared and the average player would have much less defense/hp by then
I think it's because normally you would have to get hundreds of levels to get the amount of skill points and therefore, abilities and hearts and such, making him WAY overprepared.
This is really cool but I think it should be beatable with the default load out instead of death being forced so your are strong enough to beat the dragon, of course it would be very difficult though
Definitly surprised this video has so few views. While I'm usually not that big of a fan of roguelites as opposed to roguelikes, I think you did a pretty good job, and I think it could be a nice challange to see in just how many runs one could manage to beat the game. I might try this out eventually, I'll stay tuned though at least
Very interesting concept! After playing it myself I have watched the whole video and was struck by the enderdragon fight. Going to have to watch the video dedicated to that too! I will have a gameplay video using this datapack releasing very soon, really cool concept
I played this with my partner and we absolutely loved it! I love the progression system and would love to see you do this on the scale of a modpack. Keep it up!
Could you add some way of using skill pearls to lower the difficulty bar? Not below zero, obviously, but some way of staving off the op mobs if you can't find what you're looking for quickly.
Thanks, I'm being a bit of a silly goose and wanna see if I can beat it on a first run but the constantly ticking difficulty clock makes it basically impossible without set-seed shenanigans@@MonoCodeYT
This is by far the most insane datapack I've ever played, and I've had so much fun trying out different upgrade paths and playing with my friends. Defense and attack speed are absolutely insane upgrades.
@@MonoCodeYT Yeah, it’s blowing up, hopefully. But when I looked at the views at first I thought it was 1.8 Mil pr something, then I looked again and it was 18k. Unexpected, considering that ypur content is pretty original, in contrast to „100 days in minecraft hardcore“ or „Minecraft facts that you definitely didn’t know „
Good video but you should probably work on controlling the speed you talk at more. Sometines you talk really clear and other times its hard to distunguish when one word ends and another begins. As for the data pack. Its fun but for a rogue like its not very replayable at all. Theres simply not enough randomness. Like the replayability comes from minecraft itself not the datapack imo.
Thanks for the feedback! I was hoping that the different classes and potential playstyles would provide some replayability, but that sadly wasn't enough. Definitely wanna focus on adding replayability for future updates, i just need to think of a clean way to do it
Well, a clean way of doing so would be to add things that intrige the player, so this could be: Adding new items /bosses / structures Modifying already existing structures and loot tables Adding new classes where you can go all out on creativity Adding challenges to go with specific classes, skills, etc. I hope this helps :) @@MonoCodeYT
This took me a minute to figure out. On the Modrinth page, click on "Versions" at the top, then on the latest version (1.0.1 right now). Note that you aren't clicking the download button, click on the name of the version. Then un the 3rd section down in the middle called "Files" it lists datapacks, and then the resource pack. Click download there and put it in your resource pack folder.
This took me a minute to figure out. On the Modrinth page, click on "Versions" at the top, then on the latest version (1.0.1 right now). Note that you aren't clicking the download button, click on the name of the version. Then un the 3rd section down in the middle called "Files" it lists datapacks, and then the resource pack. Click download there and put it in your resource pack folder.@@GreenArc
Honestly I liked it enough to try it but I have loved this so freaking much. I have never played minecraft this much and I haven't stopped playing. Multiplayer is amazing. Please please please keep updating I love this so much.
This took me a minute to figure out. On the Modrinth page, click on "Versions" at the top, then on the latest version (1.0.1 right now). Note that you aren't clicking the download button, click on the name of the version. Then un the 3rd section down in the middle called "Files" it lists datapacks, and then the resource pack. Click download there and put it in your resource pack folder.
Absolutely hyped to try this out. You ironed out one of the mayor flaws of Minecraft :) The great early and early-midgame only takes so long. This datapack allows us to enjoy it a lot more :)
I have a couple of suggestions I find interesting and a good addition to the datapack 1You should add a sort of summoner/tamer class where you can spawn and/or tame mobs and make them protect you or attack enemies using an ability or a hole class 2There aren't a lot of mods that use this as in depth or just don't use this but I think that using mobs/creatures to farm resources instead of machines like in Minecraft Legends feels like it belongs in the Minecraft world and in this setting I think they could have limited health, speed or have some sort of time limit for how long they can "be alive" to make them more balanced 3 A lot of people talk about adding new weapons and armor that is just an upgrade to the vanilla ones but a more interesting idea in this scenario would be to infuse abilities to your wepons, this way it feels a lot more creative and in theme than just adding another op custom wepon to the game
@@mystycfyremaster2299 great idea, but I was referring to abilities for example whenever an arrow from your bow hits an enemy it explodes or armor that whenever you get low on health creates a sort of pulse that pushes enemies away
This took me a minute to figure out. On the Modrinth page, click on "Versions" at the top, then on the latest version (1.0.1 right now). Note that you aren't clicking the download button, click on the name of the version. Then un the 3rd section down in the middle called "Files" it lists datapacks, and then the resource pack. Click download there and put it in your resource pack folder.
Played thru it completely in the last 2 days. I completely ate it and enjoyed it a lot! I wish for more content or extending the existing content. Makes Minecraft a real rougelite expirience. Ill watch out for more stuff from you. Big fan!
Yo the new 1.0.5 update made our server go from really laggy to lag-free. Before, the more players joined, the laggier it got. 1 Player on = 15 tps 2 Players on = 8 tps 3 Players on = 6 tps And now, even with 3 people, we're still at 20 tps, that's insane. I know the server we were using had limited resources but luckily we don't need to think about upgrading the server now ;) Thank you!
@@MonoCodeYT yeah it's crazy to me too, especially since I did not see anyone else complaining about performance. It's a paper server and when I used the timings command over 100% of the tick was apparently due to "Command Functions", so i guess you were probably teleporting them every tick or something, but I still don't get how that impacted the performance that much
I absolutely can't wait to try this! Such a great concept I've started to try making before but no where near this well put together nor as well thought out. Great video too!
Dude this is for real one of the best data packs ive ever found, completely make a new way to play Minecraft and that ender dragon fight oh boy! I have a question tho, wich version does that datapack should be played? Does it support older versions like 1.16.5?
@@apersonwhomayormaynotexist9868 the console thing was a side point, sir. Anyone could have fun, Anyone. I was saying it would be nice on console because they get like, no good rogue-lite or -like games.
nice idea, what i dont see the top comments speaking of thjo is the classes, i feel the tank class is op(double hearts and armor) while the healer class is so weak because it has only 1 time use potions, maybe you should balance the classes out a bit
This is really awesome I haven’t seen a data pack this fleshed out and am looking forward to giving it a try myself. I am fortunate to have discovered your channel and hope the algorithm promotes your videos to more people!
like the other commenters said, there should be some meta progression regarding the bosses, eg, killing the wither 5 times over the course of multiple runs, will unlock the stronghold, or something like that
This is awesome dude. an absolute beast of an idea to take on and I think you've done really well with it. Got so many ideas but feels unfair to state them unless I play it. Hope your channel grows like crazy off this, gotta take a look at some of your past work now. Excited to see what else you do!
This is pretty sweet! It sounds incredibly fun and you should be proud for creating it. This can be a great way to spice up normal gameplay of Minecraft!
a really really small suggestion, but a 30 second grace period from the start of the run to the difficulty going up would help a lot. my computer sucks so by the time i'm done generating terrain, it's already 1/4 of the way to level 2
DUDE THIS IS INSANE!! AS A PERSON WHO ABSOLUTELY LOVES ROGUELIKES/LITES AND MINECRAFT, THIS IS THE MOST AWESOME DATAPACK IVE SEEN IN MY LIFE, GREAT JOB DUDE!!! I WILL DEFINITELY PLAY THIS WITH MY FRIENDS!
I understand that you don’t want to add mods to datapacks, but this mode combines perfectly with the Epic Fight mod. Not even because of the animations, but because of the skills and weapons that you can buy for skill points and build a class on them.
suggestions I would have to make it an actual roguelike would be to actually build multiple dungeon rooms, and when you start, the dungeon rooms are placed randomly to form a dungeon near your spawn point. so you do basic minecraft stuff, but there's also an actual roguelike dungeon to take on when you think you're ready, obviously making it harder and harder on each room
Ideas to make the game unique: - Consider adding in custom mobs and enemies! For example, adding in mini bosses that can give cool rewards in the overworld. - Maybe add new structures into the game that could make the world a bit more different from normal vanilla Minecraft (Don't have to be too complex) - Add in minigames that could give us extra skill points - Also I noticed that you didn't really take damage in the final fight against the ender dragon. Maybe consider making balance changes so that you still have the possibility of dying even if you are crazy over powered
Love the video Mono and I am really looking forward to playing the datapack! I mainly focus on Roguelike/Roguelite games on my channel, and I love Minecraft, so this could not be a more perfect data pack to try out. I already downloaded it and plan on posting a video on it VERY SOON, so keep up the great work man I am excited to see more people try it out!
So that was unexpected. I was hoping that this video would do well, but it's by far the best performing video I've ever made. Thanks everyone! I'll update this comment every so often to reply to some common comments I got.
"Where is the resource pack download?"
The data pack can be downloaded on the same page as the data pack, but turns out there was another way to download stuff off of modrinth that I didn't know of, so I uploaded the resource pack as a standalone version to make it easier to find. It should now show up under "Featured version"
"Your description of Roguelikes sucked"
Honestly, yeah. This was just a fun discussion I had with with a friend once and I felt like this was the perfect place to bring it up. I know that there's a lot more to Roguelikes than what I mentioned, same with Roguelites, I just thought it was fun to bring up.
"This isn't really a Roguelite"
I think this data pack is in a gray area when it comes to the definition, but one thing I will say is that there will be some updates for this later down the line. One of the many goals for these updates is to make this more of a roguelite.
"Will you add X to the data pack?"
If the idea is good an it's possible to implement, there's a good chance! As I said, I have some updates planned, and while I have my own ideas of what to add, definitely keep the ideas coming! I love reading through the comments, so while I don't answer every single one, I see pretty much all of them.
"Can I make a video about this?"
YES, please do! I'd love to see some other people play this. The only thing I'm asking for is a download link in the description, though more credit would be much appreciated (you can also add something like "made by @monocodeyt" so I get a notification, that I believe that only works with a specific sub count).
Lastly, if you have any bugs to report, I don't have an issue tracker just yet (though I have something planned for that), so for the time being just post them in the comments.
Edit 1: Turns out the resource pack on modrinth is missing some textures, I'll fix this asap!
Edit 2: Resource pack is now updated, hopefully it should work now (modrinth.com/datapack/rogue-craft/version/H9SHRSlb)
Other than that, I saw some people mention that the reset run command is broken on newer versions, so I‘ll look into that tomorrow. Can‘t wait for this video to reach 20 quintillion views overnight lol
Edit 3: Turns out the data pack just doesn't boot up for some people. I think I know why this happens, so I'll work on a quick hotfix, but as a temporary fix, go to the coordinates 0 0, wait for the terrain to load and run "/reload"
Edit 4: Just fixed some crucial bugs, like the world not loading up, not being able to use abilities or the "Start run" item (though I thought I fixed it the last time for good, let's see if this actually works now), not being able to use the "/trigger restart_run" command on 1.20.4, the end crashing most servers or instances and finally I added a command called "/trigger start_run" just in case the Start run item still doesn't work
muck
Is this configurable?
put this on legitimoose's server
@@tico5058 not yet unless you edit the files, not a bad idea though
You forgot to put the skill pearl texture in some of the packs, I was able to download an old version and grab the texture for it from Rougecraft\assets\minecraft\textures\item and move it to the version I was using
Instead of a flat static increase from no armor to full armor, it might be more fun to have the equipment trickle in more gradually for mobs. For example at a certain difficulty level you might get a lot of mobs with leather armor, some with a few pieces of iron armor, and a rare spawn with diamond armor. I think that having less homogeny in the mob spawns would make the moment-to-moment combat much more engaging
Yeah, imagine being at Difficulty Level 3 or something and finding a random enemy decked out in Diamond Armor. I'd be terrified!
Could even do a few pieces of armor separately, like one difficulty could have it just be chest plates etc, or also maybe scaling with enchants on mobs gear.
@@1manApocalypse_CPyeah that seems a lot better
I think it would be really cool to just give weights to the different armor levels based on the current difficulty level, as well as giving different armor pieces their own chances so that every mob isn't just in full leather or full diamond but has different armor qualities in each slot. Also, giving a small chance to drop those armors for the current run might be an exciting way to reward pushing into higher difficulty tiers instead of just punishing the player for taking too long (similar to Darkest Dungeon giving more rewards when fighting in the dark).
not just that, he should use protection enchantments to make the change more gradual
I think it would be cool if there were more "final bosses" to make the progression more interesting. Like in your first few runs you need to win a raid, Afterward you unlock the ability to fight the wither in your next run. After beating those two bosses, you will unlock the ability to go to the end in the next run.
I think one of the cool things about roguelites is that you can theoretically beat them on your first run. So maybe they could act as mini bosses you need to pass before the enderdragon, rather than gating progress behind multiple runs.
@@matthewlyons6544 Don't most Roguelites add new final bosses as you do more runs? For example in Binding of Isaac, Mom is the final boss on the first run, but slowly like 5 more "final" bosses get unlocked.
you technically can defeat the later final boss, which is the lamb on your first run, it would just require insane luck and specific items, if anything I think that adding different routes, that would be unlocked with later runs would be a good idea@@CaptainMonkeyFez
I had something like this planned for the "wither", but adding more bosses is a good idea. I still think it should be theoratically be beatable on your first run, but maybe there could be multiple final bosses on the same tier as the ender dragon? Maybe also a mini boss in the nether? There's definitely potential here, I'll think more about it.
and something with the elder guardian would be pretty cool
Dude i gotta say this is a great idea and it looks extremely well excuted. Id try and message some big creators about to see if they could make a video on it to blow it up
Thanks! That's definitely something I was planning on doing soon, so we'll see what comes of it
True
@@MonoCodeYT So is it cool to make youtube videos on it? Full credit given ofc
dawg you got 3 subscribers what are you gonna do ☠️
I'd recommend hitting a group like @Hatfilms up this seems like something they'd find pretty fun!@@MonoCodeYT
Minecraft as roguelike have a too simple progression, and moving tools and armor to metaprogression is not making it better. Game is also lacks variety to be played as roguelike, but I belive it's all solvable problems.
So I have a few suggestions for your datapack:
1. Make mobs sometime spawn with special powerful tools/armor that always will drop on death. You can take some upgrades from hub, and move them to the run progression for this items. This will increase variety of runs, and force players to fight mobs in some situations. Risk = Reward
2. Make random event runs. For example, there's small chanse of slime event appearance when you start a new run: every hostile mob will spawn as slimes (As magma cubes in the nether, excluding blazes). Or skeleton event, where will be only skeletons, wither skeletons and strays. This will add more variety between runs. Event runs also can grant more skill points for additional challange.
3. Structures. You can use datapack tools to generate unique structures near the spawn location, and make them contain useful loot (suggestion 4) or a mandatory items for progression, such as blaze rods or a special item (more in suggestion 5)
4. Move some metaprogression to the actual run progression. I think that the amount of buffs and perks you can get in hub is a bit overwhelming. And I see this as a missed opportunity to add more interesting situations in runs. Just imagine getting 5x5 pickaxe randomly in your second run from the chest or mob drop, so much fun potential.
5. Add a different progress barriers to choose from. Roguelikes is all about decision making. You can add a new item, required to get to the end, and many different ways to get it.
For example: You can get this item as a drop from the wither, it can be found in the anicent cities, ocean monuments and bastions, it can be traded from villagers. And through the run you will decide the best way to get this item. You found a looting X sword? Great, wither is your way to go. You have a snowy mountain near your spawn? You know what to do. You got a heart of sea in the treasure chest? Time to beat some guardians to death. There's so many things in minecraft just waiting to be used in your datapack like this.
I hope you like my suggestions and will use some of them for your future updates.
The idea of this datapack was in my mind for years, and I'm very happy that someone actually did it. I really appreciate the way how you turned minecraft into roguelike, and PLEASE don't stop the development of this datapack, this is a GEM.
P.S. There's a bug in multiplayer, when last player disconnects in multiplayer when run is on going. Everyone returns to the hub, but when the player returns back he's appearing in the overworld, and forced to die and reconnect again to return to the hub
agreed, roguelites are supposed to be really hard to beat with nothing, but not impossible. If youre good enough, it should be able to beat the game on your first run without any metaprogression, but in this is feels like its impossible to beat the game on your first run no matter how good you are, especially after seeing what the ender dragon fight looks like..
I think you might like the Vault Hunters 3 modpack.
These are amazing suggestions actually.
These are good suggestions
Or just play the Vault Hunters modpack.
Here’s a suggestion to improve the difficulty progression: instead of just having the armors increase in tiers, you can also give mobs potion effects like strength, speed, and even absorption to give them more hp. You can also slowly crank up spawn rates until there are mobs everywhere
I think you should add bosses before the ender dragon, kinda like how most roguelikes have multiple bosses before the final boss.
Super cool project! Very impressive! I love the implementation of the skills, and the dragon fight is a nice refresh.
Great work! I'm excited to see what else you do with this
Knarfy's next video:
"Breaking roguecraft with your dumb ideas"
Thanks, really appreciate the kind words!
IDEA
Roguelites usually has random items, that you collect through run. These item could:
- improve your stats (e.g. more health, regeneration, higher jump),
- change some mechanics (e.g. Creepers attack another mobs instead you),
- give some benefits but with negative effects (e.g. better loot from mobs, but they are stronger).
Items could be found in all generated structures. Additionally you could add custom structure: shrine, where player can choose one of the three items.
Imagine this paired with something like Chunklock, having to spend a run gathering items to unlock an area for a future run.
Probaly not something I'll add, it would just be way too slow and pretty much impossible to implement, but it's an interesting idea to say the least. Fun fact: Chunklock is actually the data pack that gave me the motivation to finally work on this project, I've been following one of the creators for a while, so there's that
is it possible for the end user to just merge the two together?@@MonoCodeYT
I think instead of armor mobs should get resistance and/or strength. Only a few mobs can wear armor, so if you can just avoid them it becomes too easy.
baby zombies with speed. sounds fun
@@slpyOb Philzas nightmare
I really like the Risk of Rain style difficulty scaling over time. Definitely interested in checking it out!
OH MY GOD THANK YOU. I knew I got the inspiration for the difficulty level from somewhere, but I couldn't remember which game it was from
@MonoCodeYT i recognised it right away, risk of rain really does that idea well and im glad you added it, such a dynamic change and interesting
I feel like it would be a good idea to have a "home" world, so players can build permanent structures in multiplayer, Maybe can bring items in but not out, and players have plots they can buy or something, IDK
Believe it or not, but that was actually the first idea for the hub. The main issue was that I didn't think I could implement it in a clean way, but I agree that this is a great idea, it's something I've always wanted to see in a game, so maybe I should revisit this idea at some point...
@@MonoCodeYT Maybe add it as a "Sandbox" mode after E.Dragon, so the players get to have some freedom, maybe add some custom structures at specific coordinates if possible.
@@MonoCodeYTyou could have some secret area that unlocks in the hub after you beat the Ender Dragon that adds the increased difficulties of bosses or something.
Like the player islands in wynncraft! You get a shared space to build and can use different blocks and decorations based on your current progression
@@MonoCodeYT if im not mistaken, you can make custom dimensions with datapacks, right? Haven't watched the video in it's entirety, but you could always just add a dimension made for the freebuild area
I highly recommand adding difficulties like dead cells "boss stem cells" because at the moment the datapack looks near impossable on your first run and way to easy on a late game run. this would have the added benefit of more replayability
As much as I love Roguelikes, I haven't actually played Dead Cells yet, but that sounds interesting, maybe I'll finally give that game a shot to see what those are about
@@MonoCodeYTI recently started playing it, and it's very fun.
Boss stem cells are basically new difficulty levels that you unlock after beating the previous difficulty. The locations stay the same, but there's less health available, harder enemies/enemy combinations, and so on.
@@MonoCodeYT its a really interesting system, in short if you beat the game on 0bc(boss stem cell) you can play on 1 bc which is more difficult overall and once you beat 1bc, you can play on 2bc etc. until you get to 5bc which is the hardest difficulty. I think this would really help the balancing of this game since the begining is way to hard and near the end it gets way to easy.
This is a great starting point for a proof of concept. I think it could benefit a lot from taking a page or two out of other rougelites though, as it seems the permanent upgrades will guarantee players will eventually steamroll the game.
Games like ETG use their progression for *potential* finds during the stages of the run. Currently, there isn't really anything to "find" during a run (dungeon chests would be a great place to add in unique items/gear!), and there aren't seemingly any stages during a run other than getting EoEs and fighting the dragon.
Lowering the guaranteed amount of player power and adding something like bosses/dungeons that must be cleared before The End would definitely help keep player interest and make runs more challenging. It's a lot of work (and we can clearly see how much you've put in already!), but I think this idea can expanded much further.
having unlockables that are available in future runs would be a way cooler way of doing it, but yeah this is a super cool start i think, looking forward to trying it
nah, steamrolling the game is the fun part!
I just finished getting the "1000%" advancement in the datapack and I gotta say, this pack was phenomenal. I had an absolute blast playing this, thank you so much for the amazing pack! If you ever end up updating this or creating some sort of sequel, a change I'd like to see is certain abilities being locked behind advancement progression, for example, you can only increase defense up to a certain point until you manage to beat the wither or something along those lines. But once again I loved playing through this and if anyone else is reading this wondering if you should try it, please do!!
This kind of reminds me of Vault Hunters (by far my favorite modpack) which essentially adds a looter/roguelite to minecraft, in addition to RPG skill trees. While there are a lot of mods in the pack [even some big ones like the create mod] most are locked behind knowledge, which you get from running randomly generated dungeons with a variety of different objectives. I highly recommend trying it if you haven't before.
It's not a roguelite?? People keep saying this and it's so clearly not, it literally shares none of the essential roguelite traits. It's an RPG dungeon crawler, and dungeon crawlers have a few similarities, but they're not the same in any way shape or form
@apersonwhomayormaynotexist9868 I said it shared elements with RPGs, looters, and roguelites, not that it WAS a roguelite... but I would also say that most dungeon crawler RPGs don't have completely random dungeons. Idk why you exclusively want to contrast one genre it could also be compared with and vice versa, but I'll happily do the opposite, if you want to discuss it further.
Mojang should make their own rougelite, call it Minecraft Bungeons
Happy to see this video. After days of setting up a LAN network for my family to enjoy Minecraft together, I shared a similar vision. Definitely going to set up a subserver and give your modpack a shot.
How about Vanilla+ roguelike? Everything goes normal until you kill Enderdragon. When you enter the portal you will be loaded into new Overworld with no items, increased enemy health and damage and chance to drop an additional loot and XP, old Nether and End would be deleted. In return you may access higher level enchantments. This way it will be mod friendly (not sure how modded monsters will scale).
This looks great! I've been looking for a reason/some inspiration to get back into Minecraft, and I love roguelite and this seems like a lot of fun!
been playing this a lot over the last week. just got the speedrun advancement and i gotta say it's been a ton of fun working my way up to that
genuinely one of the most engaging minecraft datapacks ive ever played, nice work
You were so decked out at the end there that the Enderdragon, Wither, and Warden did basically no damage. XD
This looks like one of the coolest "mods" for the game ever. Definitely worth trying out!
Your datapack is becoming very famous! A pretty famous streamer from Brazil (Felps) played it recently. You is very good with what you do!
This looks super cool, but maybe consider adding special modifiers to enemies to make combat more engaging? Idk, like, maybe have a witch that has health boost, speed, and occasionally casts an aura of damaging potions around itself
Hmmm, gonna take some notes here
I have the %100 achievement. Here is my review:
Overall, it’s an interesting twist on Minecraft, but it has a few glaring problems.
The first problem, it doesn’t really vary much from run to run. Most rouge likes give you mid-run buffs that are randomized.
How do you solve this? Well I can fix this while also solving another issue: potion effects. There are some upgrades that give you permanent potion effects. The issue comes when you have all of them at the same time. It’s too overpowered and fairly cheap. I maxed the potion effects in just two runs. This can be solved by changing them to randomized upgrades half way through a run. You could still keep them as upgrades. But have the one in the hub just unlock it, so if it’s not payed for, it doesn’t show up.
Two problems killed with one stone, but let’s do it again. The issues are: lack of class variety, and lack of weapon variety. As of the current moment, you will always spawn with a sword and bow if it’s unlocked. What about tridents, shields, or crossbows? Here is my idea: give the different classes different weapons. The tank gets a shield instead of a bow. The healer gets some damage potions instead of a bow (or if you want to keep the bow, make them tipped arrows or something). You could also create more classes with this:
The Atlantean: gets a trident instead of a bow. Bow upgrades instead enchant the trident. Starts with dolphins grace and can breathe underwater.
The pillager: starts with a crossbow instead of a bow, upgrades to the bow instead enchant the crossbow (or turns arrows into fireworks). Starts with bad omen.
The valkare: starts with an elytra instead of a bow and chest plate . All arrows are converted into fireworks. Has reduced health
Those are just some of my ideas, personally, I don’t like the class exclusive abilities and they should just be made into spells.
Speaking of spells, they are horribly balanced. Dirt walker is just a better water walker, lava walker, and levitation all in one. Most spells can be spammed off cooldown when you have max mana regeneration. And there should be more offensive spells like a fireball or lightning strike. Reduce the broken spells like dirt walker, quick heal, and parry to their tier 2 counterparts and debuff the ones below them (I think even tier one dirtwalker is overpowered. Make the dirt disappear after a short time so you can’t just stand on it and wait for mana to regenerate)
And finally, add an upgrade to start with a loadstone at spawn. Finding some way to get that loadstone at the correct point in the neather would also be nice, because you sometimes have to travel thousands of blocks in the nether to find a fortress, and the nether would be the fastest way back to spawn. (You could also add an upgrade that increases the spawn frequency of structures, including a fortress. However I don’t know how hard that would be in a data pack.)
Overall Minecraft datapack rating:
9/10
Overall rougelike rating:
5/10
Edit: one thing I forgot to add: pet upgrades. Add upgrades that give you a wolf or a horse when you spawn in on a run. You could even add upgrades with horse armor.
Edit 2: you could also add class upgrades, make certain class features take multiple upgrades to unlock, like only giving the healer two potions on the first level or something. It could also be upgraded by playing with that class instead of skill points, so you are encouraged to try them all multiple times to get them maxed
Edit 3 (I swear this is the last one): add an upgrade to spawn with 1-3 shulkers, inventory management is a big problem in this mod, especially with how quickly you break blocks late game.
I feel like some new mobs would really anchor in the difficulty offset so you cant just punch an armored zombie just as easily as an armorless one just for longer
Custom mobs are not easy to make at all (mostly bc I have no experience with it) but that's not a bad idea, I should probably just give it a shot
@@MonoCodeYTYou don't need to make new mobs to change the way you approach them. Mobs could have effects like improved speed or range, or inflict poison or hunger. Fotrunately, minecraft already has alternate versions of mobs, such as strays, husks, and cave spiders. These could replace spawns in higher ratios as the difficulty increases. Perhaps days could become shorter and nights longer, leading to more spawns
Someone that understands the diff between t and k? a rare sight to behold! props for that alone
yup, it's not stored in any of the function, but the shop entities themselves. simply move up to one and type in "/data merge entity @e[type=marker,sort=nearest,limit=1] {data:{max:insert_number_here}}" to change the maximum of the shop
i think the healer is going to be better if you speed up the generation speed of health (just an idea)
but this datapack is realy good,nice job creating it
How did I not think about that, that's such a clean way to buff the healer class. I'll definitely find some way to implement this in a balanced way
like a year ago me and my friends all did hardcore RLCraft runs, which was very much like a roguelike. A roguelike which would occasionally just kill you, but still a roguelike.
Super cool! Although, I’d wish there were more passive abilities and synergies that could make cool builds like in ror2
I just finished playing a few rounds of Roguecraft and it's really good so far! Although I have some (a lot of) suggestions and feedback.
First and most importantly, I think that the game becomes trivially easy once you obtain more than 10 hearts, especially because of the Tank class, which gives you a flat +10 heart bonus for just 8 skill points. I think this could be fixed by changing the Tank class to give some other ability than more hearts, such as armor, resistance 1, or knockback resistance. Another thing I think can be improved is the skill points system. I think that there should be a way to spend your skill points mid-run for useful buffs and items. This would add more choices for the player to make, and it would also increase replay value (Also small thing, I think that the Tier-3 skill point crafting recipe should give 4 skill points instead of 3, as diamonds can be quite rare).
Secondly, I think the hub should definitely be changed to be more like the player's base camp, instead of what could easily be done with UI. I think it could be cool if the hub was remodeled into a village, with different upgrades being located in different houses, which could be unlocked or upgraded by completing special objectives in runs. (There could also be some buildings that require large point investments, where you could deposit excess skill points.) This could help lock some of the late-game overpowered upgrades behind objectives, and could also help direct players to new custom content they might otherwise miss. In a similar vein, there could be some sort of "job board" inside the hub that offers randomly generated objectives for the player to complete for extra skill points, with the objectives being similar to Minecraft Bingo.
Overall this is coming along really well so far, and I will definitely be following this project until completion.
i think the hub is perfect except the game has many bugs with multiplayer
Can you make Starting with an Enderchest an upgrade? I'd love to be able to gift my Next Run some Items.
Also could you make an Elytra a Upgrade?
Also Version 2.0 with New Boss Warden and or Harder Wither?
Ahh this has so much potential.
Damn this singlehandedly made me excited to try Minecraft again after so many years of not touching it, thank you for making me excited to play my core childhood game again!
This is amazing!! Fantastic job, like holy cow. There's so much work in this pack.
I'm gonna see if I can fire it up on our multiplayer server!
Thank you so much, and have fun!
Oh man have I spent my entire day grinding this datapack
just downloaded my friend. a suggestion i have would be to add a few bosses before the final ender dragon fight that could help to balance out the early to mid game
yooooooooooo this video got me all excited to play this! thank you so much
If I can make a suggestion if you ever make another version of it, it would be better to make the system more like a traditional rogue like, where the things you unlock you do not equip them at the start, but rather you find them in-game, for example the binding of isaac, enter the gungeon.
Wizard of legend does a mix of both your take and isaac's take.
With this, you achieve a lot more of variety in builds having to use what you get.
But besides, this looks really awesome, I can't wait to download it
I like that the difficulty is basically local difficulty but made into something actually meaningful. With some Risk of Rain dna, ofc.
>makes a roguelite
>doesn't make a rogue class
how did i not think of that lol. either way, i'm now torn between adding the class because it would just make sense, and not adding it/adding it under a different name bc of the irony
@MonoCodeYT I think the glass cannon is a hilarious substitute, maybe could just tweak it a bit to make it more rogue-y? fantastic work by the way, I'm glad you took my original comment in good humor
Every class has a cool buff and the healer is just some potions lmao
The shield should also be an upgrade instead of a recipe because it's way better than any of the disabled recipes.
I was seriously debating making the shield an upgrade. There were a few arguments against it, but it also just makes sense, so in the end, it came down to a cointhrow. Still, in retrospective, you're right, it just makes sense for the shield to be an upgrade. I'll think about it
should be an upgrade @@MonoCodeYT
I have finished it. This is the best minecraft mod that I play in my entire life (no joke). I don't when was the last time that I have so much joy while playing minecraft. I have completed it with a friend, it was awesome
This look surprisingly well balanced and designed, cant wait to play it!
Suggestions :- 1) Blacklist biomes such as ocean, warm ocean etc to start run in. It gets tedious to restart run everytime that happens and is also bad for players who aim to beat this gamemode in the least amount of runs possible.
2) give an option to pregenerated chunks in which the players will spawn in in future runs.
3) fix the issue that resets players skill points on relogging
4) right click on start_run/abilities still doesn't work after 'fixing' it 4 times so abilities are impossible to use
honestly, i totally agree with the first idea. there's no way to disable biomes in data packs afaik, but i could simply replace the generation of ocean biomes with that of plains for example.
as for the third point, i'll look into it.
now the last point caught me off guard. i swear, this bug is impossible to fix, i'll have to go for a new approach here most likely, i'll see what i can do
Very different take to "Minecraft Roguelike" compared to something like Vault Hunters. Neat!
This is amazing, especially for only 3 months of work. Really impressive. My only suggestion is to make all sources of damage in the end fight more threatening, because although there are a ton of cool attacks none of them really did much damage to you. Unless you were overprepared and the average player would have much less defense/hp by then
I think it's because normally you would have to get hundreds of levels to get the amount of skill points and therefore, abilities and hearts and such, making him WAY overprepared.
would have to give this datapack a try! it already sounds amazing from the video alone
This is really cool but I think it should be beatable with the default load out instead of death being forced so your are strong enough to beat the dragon, of course it would be very difficult though
Definitly surprised this video has so few views.
While I'm usually not that big of a fan of roguelites as opposed to roguelikes, I think you did a pretty good job, and I think it could be a nice challange to see in just how many runs one could manage to beat the game. I might try this out eventually, I'll stay tuned though at least
because it's less than a day old!
"First of all, let's talk about The Hub" - MonoCode
Very interesting concept! After playing it myself I have watched the whole video and was struck by the enderdragon fight. Going to have to watch the video dedicated to that too! I will have a gameplay video using this datapack releasing very soon, really cool concept
Nice, can't wait to see it!
I cant tell you how long I’ve wanted something like this, this is sweet!
I played this with my partner and we absolutely loved it! I love the progression system and would love to see you do this on the scale of a modpack. Keep it up!
Could you add some way of using skill pearls to lower the difficulty bar? Not below zero, obviously, but some way of staving off the op mobs if you can't find what you're looking for quickly.
hm, i was thinking of giving skill peals a secondary use. not sure if i'll do this, but i'll write it down
@@MonoCodeYT I wonder how many things you have written down so far…
Thanks, I'm being a bit of a silly goose and wanna see if I can beat it on a first run
but the constantly ticking difficulty clock makes it basically impossible without set-seed shenanigans@@MonoCodeYT
This is by far the most insane datapack I've ever played, and I've had so much fun trying out different upgrade paths and playing with my friends.
Defense and attack speed are absolutely insane upgrades.
How does this video not have 1 million views already? You're so underrated dude
Thanks, although even just the 40k views it got so far is insane in my eyes, it literally became my most viewed video in a day
@@MonoCodeYT Yeah, it’s blowing up, hopefully. But when I looked at the views at first I thought it was 1.8 Mil pr something, then I looked again and it was 18k. Unexpected, considering that ypur content is pretty original, in contrast to „100 days in minecraft hardcore“ or „Minecraft facts that you definitely didn’t know „
1:42 This sounds so unhinged out of context
Cries in bedrock
Don't worry I'm sure someone will come along, rip it off and then sell it for real money in the store... 😢
Wait this is so sick! I'm definitely going to try this out!!
Good video but you should probably work on controlling the speed you talk at more. Sometines you talk really clear and other times its hard to distunguish when one word ends and another begins.
As for the data pack. Its fun but for a rogue like its not very replayable at all. Theres simply not enough randomness. Like the replayability comes from minecraft itself not the datapack imo.
Thanks for the feedback! I was hoping that the different classes and potential playstyles would provide some replayability, but that sadly wasn't enough. Definitely wanna focus on adding replayability for future updates, i just need to think of a clean way to do it
Well, a clean way of doing so would be to add things that intrige the player, so this could be:
Adding new items /bosses / structures
Modifying already existing structures and loot tables
Adding new classes where you can go all out on creativity
Adding challenges to go with specific classes, skills, etc.
I hope this helps :)
@@MonoCodeYT
Nah bro, youtube been recommending some actually good videos
Where's the link to the resource pack? I can't seem to find it on the modrinth page.
Me neither, and its not in the datapack folder
This took me a minute to figure out. On the Modrinth page, click on "Versions" at the top, then on the latest version (1.0.1 right now). Note that you aren't clicking the download button, click on the name of the version. Then un the 3rd section down in the middle called "Files" it lists datapacks, and then the resource pack. Click download there and put it in your resource pack folder.
This took me a minute to figure out. On the Modrinth page, click on "Versions" at the top, then on the latest version (1.0.1 right now). Note that you aren't clicking the download button, click on the name of the version. Then un the 3rd section down in the middle called "Files" it lists datapacks, and then the resource pack. Click download there and put it in your resource pack folder.@@GreenArc
Honestly I liked it enough to try it but I have loved this so freaking much. I have never played minecraft this much and I haven't stopped playing. Multiplayer is amazing. Please please please keep updating I love this so much.
where is the texture/resource pack? i cant find it...
This took me a minute to figure out. On the Modrinth page, click on "Versions" at the top, then on the latest version (1.0.1 right now). Note that you aren't clicking the download button, click on the name of the version. Then un the 3rd section down in the middle called "Files" it lists datapacks, and then the resource pack. Click download there and put it in your resource pack folder.
Absolutely hyped to try this out. You ironed out one of the mayor flaws of Minecraft :) The great early and early-midgame only takes so long. This datapack allows us to enjoy it a lot more :)
go play
it fun :)
totally not biased I swear
For just being a datapack this is an awesome take on minecraft!
what is the name of the game in 0:02
muck
I have a couple of suggestions I find interesting and a good addition to the datapack
1You should add a sort of summoner/tamer class where you can spawn and/or tame mobs and make them protect you or attack enemies using an ability or a hole class
2There aren't a lot of mods that use this as in depth or just don't use this but I think that using mobs/creatures to farm resources instead of machines like in Minecraft Legends feels like it belongs in the Minecraft world and in this setting I think they could have limited health, speed or have some sort of time limit for how long they can "be alive" to make them more balanced
3 A lot of people talk about adding new weapons and armor that is just an upgrade to the vanilla ones but a more interesting idea in this scenario would be to infuse abilities to your wepons, this way it feels a lot more creative and in theme than just adding another op custom wepon to the game
Maybe unique enchants or something like life steal or wither aspect etc for 3?
@@mystycfyremaster2299 great idea, but I was referring to abilities for example whenever an arrow from your bow hits an enemy it explodes or armor that whenever you get low on health creates a sort of pulse that pushes enemies away
Where is the resource pack?? its not on the datapack page
This took me a minute to figure out. On the Modrinth page, click on "Versions" at the top, then on the latest version (1.0.1 right now). Note that you aren't clicking the download button, click on the name of the version. Then un the 3rd section down in the middle called "Files" it lists datapacks, and then the resource pack. Click download there and put it in your resource pack folder.
Played thru it completely in the last 2 days. I completely ate it and enjoyed it a lot! I wish for more content or extending the existing content. Makes Minecraft a real rougelite expirience. Ill watch out for more stuff from you. Big fan!
im having trouble with the texture pack!!! :( :( :(
the new version on modrinth should make it a lot easier to find, it prompts you the link right as you start the data pack
This is beautiful, I never mess with mods or datapacks because they just don't scratch any itch for me, this though OH MY 10/10.
Currently addicted to vampire survivors, i wanted to find fresh concept for playing Minecraft, and i can this recommended. Weirdly perfect
Yo the new 1.0.5 update made our server go from really laggy to lag-free.
Before, the more players joined, the laggier it got.
1 Player on = 15 tps
2 Players on = 8 tps
3 Players on = 6 tps
And now, even with 3 people, we're still at 20 tps, that's insane. I know the server we were using had limited resources but luckily we don't need to think about upgrading the server now ;)
Thank you!
huh, that's surprising, i guess all those interaction entities really did cause a lot of lag
@@MonoCodeYT yeah it's crazy to me too, especially since I did not see anyone else complaining about performance. It's a paper server and when I used the timings command over 100% of the tick was apparently due to "Command Functions", so i guess you were probably teleporting them every tick or something, but I still don't get how that impacted the performance that much
I absolutely can't wait to try this! Such a great concept I've started to try making before but no where near this well put together nor as well thought out. Great video too!
This is like the Vault Hunters modpack
Dude this is for real one of the best data packs ive ever found, completely make a new way to play Minecraft and that ender dragon fight oh boy!
I have a question tho, wich version does that datapack should be played? Does it support older versions like 1.16.5?
Roguelite minecraft is something I never thought about but is absolutely awesome. Great job
It would be beautiful seeing this available to console players… It looks so well refined and like something a group could have DAYS of fun with!
A group could have days of fun with this on an actually functional version of minecraft, console isnt necessary
@@apersonwhomayormaynotexist9868 they are saying they want to be able to play it on Xbox
@@apersonwhomayormaynotexist9868 the console thing was a side point, sir. Anyone could have fun, Anyone. I was saying it would be nice on console because they get like, no good rogue-lite or -like games.
nice idea, what i dont see the top comments speaking of thjo is the classes, i feel the tank class is op(double hearts and armor) while the healer class is so weak because it has only 1 time use potions, maybe you should balance the classes out a bit
you're absolutely right, i got some decent ideas to fix the classes and make them more balanced though, this would effect all classes except for mage
This is really awesome I haven’t seen a data pack this fleshed out and am looking forward to giving it a try myself. I am fortunate to have discovered your channel and hope the algorithm promotes your videos to more people!
like the other commenters said, there should be some meta progression regarding the bosses, eg, killing the wither 5 times over the course of multiple runs, will unlock the stronghold, or something like that
Really cool stuff! I haven’t played Minecraft for over a decade, but this might tempt me to give it another go.
i like how instead of making a map you used the nautrally generated world although a stronghold and nether fortress revamp would go well with this
This is awesome dude. an absolute beast of an idea to take on and I think you've done really well with it. Got so many ideas but feels unfair to state them unless I play it. Hope your channel grows like crazy off this, gotta take a look at some of your past work now. Excited to see what else you do!
This is pretty sweet! It sounds incredibly fun and you should be proud for creating it. This can be a great way to spice up normal gameplay of Minecraft!
a really really small suggestion, but a 30 second grace period from the start of the run to the difficulty going up would help a lot. my computer sucks so by the time i'm done generating terrain, it's already 1/4 of the way to level 2
That was awesome! It was well edited, well-explained, entertaining to watch, and clean! I'm super excited to play!
DUDE THIS IS INSANE!! AS A PERSON WHO ABSOLUTELY LOVES ROGUELIKES/LITES AND MINECRAFT, THIS IS THE MOST AWESOME DATAPACK IVE SEEN IN MY LIFE, GREAT JOB DUDE!!! I WILL DEFINITELY PLAY THIS WITH MY FRIENDS!
I understand that you don’t want to add mods to datapacks, but this mode combines perfectly with the Epic Fight mod. Not even because of the animations, but because of the skills and weapons that you can buy for skill points and build a class on them.
absolutely love this. i played for 4 hours straight the first time i downloaded it
waiiiiiit but a world border that expands at each level would go _hard_
suggestions I would have to make it an actual roguelike would be to actually build multiple dungeon rooms, and when you start, the dungeon rooms are placed randomly to form a dungeon near your spawn point.
so you do basic minecraft stuff, but there's also an actual roguelike dungeon to take on when you think you're ready, obviously making it harder and harder on each room
Ideas to make the game unique:
- Consider adding in custom mobs and enemies! For example, adding in mini bosses that can give cool rewards in the overworld.
- Maybe add new structures into the game that could make the world a bit more different from normal vanilla Minecraft (Don't have to be too complex)
- Add in minigames that could give us extra skill points
- Also I noticed that you didn't really take damage in the final fight against the ender dragon. Maybe consider making balance changes so that you still have the possibility of dying even if you are crazy over powered
Love the video Mono and I am really looking forward to playing the datapack! I mainly focus on Roguelike/Roguelite games on my channel, and I love Minecraft, so this could not be a more perfect data pack to try out. I already downloaded it and plan on posting a video on it VERY SOON, so keep up the great work man I am excited to see more people try it out!
I've been playing the heck out of this datapack, and just got two 100 skill point runs in a row! Fortune is definitely needed to rack up skill points.
Great to see your video blowing up!! I really need to play this sometime soon, it looks super fun.
I'd love to see this paired with dungeon generation to make it a more cohesive experience than just plopping you into the overworld