@@phunghieu2007 not quite, it did its charge attack which I have re-added, but the full on chasing the player while flying wasn't possible since well, the player couldn't fly with an elytra is the elytra didn't exist at that point
So many mods claim to “fix” vanilla, and then provide solutions that are either overdone, over complicated or simply do not fit in with Minecraft’s nature. This is the first mod I’ve seen that actually feels spiritually Minecraft vanilla at its core. So many of these features are such small things, but i think it really does add up to make the player experience overall better as a whole. I’ll probably wait on downloading this because I want to experience it once you’ve worked on it a bit more, but it looks fantastic so far!
Thank you. Yeah I thought the same thing which is why felt I needed to do this, so I am glad you think this does actually do its job. No worries on the waiting a bit, I just wanted to get a first proper version out before Christmas so people could play with it over the holidays, especially as I will be away for atleast 2 of them then I'll work on updating it after that
This is really cool. The only thing that will likely hold this mod down a little is the fact you cant customise it to your liking, i totally get that it would be difficult, but if you add it i think this mod could really go a long way. I am not sure about some things you added, but i can see the reasoning for it and it makes sense. Honestly some things should really be in the game already. Mojang focuses too much on adding stuff rather than polishing and expanding on whats already there. Good work dude!
I'll might get around to adding more toggles where I feel could benefit from it, especially as I update the mod, I just wanted to get something out for people to play over the christmas holidays. For reasoning, if you haven't watched the other videos, they give alot more insight into why I made the changes I did, but there is still alot more reasoning behind most changes that I didn't say in the videos otherwise they would be far longer. And yes, some things really should be in the game by now
one mod i used to use all the time in servers was fabrication, it can be customized exactly how you'd like (literally every feature can be turned off) and most of the changes work even if the person joining the server doesn't have the mod (such as disabling elytra firework rocket boosting). it would be really cool if green jab's mod also could be used like that. also, any change that needs the mod installed on the client (the person joining the server) having a warning or something in it like fabrication has, so that if someone wants to make a vanilla-friendly server (a server where people playing vanilla can join and play, without people who have the mod gaining any advantages), they can
@Smug_K Its mostly a summary to get people up to speed on what is in the mod, remind people of the changes and let the know the slight differences between the videos and the final version of the mod
@@BonziBUDDY I like the food changes haven't gone far enough to try the enchanting and anvil stuff but food changes has actually made me think of what foods to use instead of just spamming porkchops/steak/golden carrots
I have a suggestion, how about when you die, instead of your items completely disappearing, they instead have a chance to sink into the ground, turning the blocks around it into suspicious blocks, you then have to use a brush to get them back, the chance of this happening scaling down with difficulty, I think Archeology is a very underused mechanic and this would be really cool.
That’s a pretty cool idea, and archeology is one of the parts I would like to improve but just not sure how. my main concern with this is implementation, I don’t quite see how it would done well atleast at this point in time
@@GreenJab I don't know much about modding, but isn't it possible to have the dropped item check if sand or gravel is nearby and change its data to make it a suspicious block holding that item? Maybe also with a suspicious dirt block so it wouldn't be as situational. Idk if I'm asking for too much lmao.
@@aamirrt Like sure that part wouldn't be too hard, but in terms of trying to make it more of a general use mechanic, rather than specifically only on sand or gravel, additionally would it just be some items? if so should it try to save your 'better' items or will it just save your dirt. Also what if you just drop an item over it not from death, should that work?
@@GreenJab I think most deaths (beside falling in lava) happen on a few common blocks like grass, sand, stone etc, so this doesn't have to for every single block, also yeah it would be cool if it would prioritize your more important stuff like tools, weapons, armor etc, and maybe it would also depend on difficulty, on easy all your stuff will be preserved, two thirds on normal, and one third on hard, or even non. And maybe on hard mode it would spawn like a super zombie with all your armor and weapons that you would have to defeat to get back!
Having changes to the structures to show tutorials is such a great idea. Interesting idea with the food system not too sure if I’d enjoy that. Will you be doing a forge or 1.20.1 port?
I will rather update to 1.21 than backport to 1.20.1 but Ill see how I go. Forge-wise I don't really know/use forge so probs won't be something I do myself, but the fabric code is fully public and I am not stopping anyone from making a forge port if they want
I have a suggestion for fishing and guardians. I think the heart of the sea should be dropped by the elder guardian instead of dropping sponge. It is called a heart after all and the guardian laser is similar to the conduit's attack. The monument also includes the blocks needed to power the conduit. Sponge should instead be obtained through fishing on the "level 3" loot (the one with ingots). Additionally, the top tier fishing loot should only be obtainable while under the effects of conduit power, so that it's only possible to farm conduits if you already have one to begin with, thus encouraging the player to defeat a monument first.
What I could do is since I made Notch apples drop 50% of the time from elders, I could make it so that hearts drop the other 50% of the time. for fishing, I don’t want treasure loot to required the conduit effect, however I could make it increase your chances of good loot
One of the few "fixing minecraft" videos/series where the author actually seems to understands the vanilla game. While the majority of these changes primarily interact with combat and exploration, these changes don't undermine the fundamental part of the game which is building and in some cases lead to more building options. I particularly like the inclusion of in-world tutorials for enchanting, beacons, conduits, redstone and golems. It really fits with the philosophy of the vanilla game. The little redstone additions (another aspect of the game these "fixers" seem to always forget about) are pretty good, and simple enough to not break anything like the phase of the moon detector and the amethyst signal strength creator. Personally I have never been a fan of the husks dropping sand mechanic for making sand renewable, it just isn't very interesting, even with the addition of requiring them to transform into a zombie underwater, which admittedly is a nice touch. I really like the ideas for renewable sand and gravel shown in this video: ruclips.net/video/AwkgAM9c7M8/видео.htmlsi=dm0z2EeJJV8l_0wK
Thanks. And very interesting video, however dirt and gravel already have renewability, just sand needed something. A friend of mine suggested the idea of if there is flowing water over gravel it will convert to sand, and I did make a small mod for him to test but for this mod, I decided to just go with a simpler solution and modify the common idea of husk drop to husk conversion. The dripstone idea in that video is interesting, but I am happy with the way this mod does it already
It would appear Amos himself has just seen this video and has asked if I could help him make a mod to make his changes, so, we will see where that goes
I've mostly got this mod under my belt, especially now the bulk is done and most of what is left is updating. But if this can inspire you to learn how to code/mod and create your own thing I will still be happy
Wow, i just played to the dragon and beat a sea monument and I gotta say, this is really something special! I will say, Somehow it seems that biomes are REALLY big. Like, I've traveled around 3k blocks and I have yet to see a biome other than jungle, ocean, and birch forest with like 8 chunks worth of savana. also beating a ocean monument is kinda painful because you can't really heal well because you're always considered swimming unless you're standing perfectly still so your stamina is almost always at zero. I went through 3 duration boosted water breathing potions and most of that time was spent sitting still waiting to regen. But man, that end fight is crazy, got me down to one heart from the endermen beating me up even with full port 4 diamond, swiftness, gaples, and slow falling. Very nice!
@@taiyo-alt1360 That's so good to hear. I haven't touched biome sizes so that could just be unlucky. As I added the diamond blocks to the monument I did want to to be harder, to the point where its almost necessary to have breathing potions, and having golden carrots (for stamina) and health/regen potions to actually survive. And I'm very glad you enjoyed the ender dragon fight. I spend an entire week on that
So excited to play this! Will comment when i have feedback, but it looks awesome so far! Hope you do more cool projects like these Thinking of playing this with the Blaze and caves advancements datapack to try and experience everything of this mod :)
Many good changes, many pretty bad changes too, I wouldnt said you fixed Minecraft, but there are many good ideas I for sure want in the vanilla game. Good job, as much as anyone likes or dislikes this mod, you MADE with your own two hands (mostly) the Minecraft you dreamt about, you have my respects.
I appreciate that. Sure I do think using the word 'fixed' is a little pretentious, but there is a youtube game to play, and I wouldn't have used that word if I didn't feel like it had atleast some merit behind it
@@alias4216 I had played with the atlas in RLcraft, I liked the idea, but it wasn't feel vanilla enough for my taste in terms of trying to fix the game
@@GreenJab yeah 'antique atlas' is pretty cool but there's another mod called 'map atlases' which is maintained by the supplementaries dev and it's very similar to the one in this video
@@alias4216 Yeah I heard about another one once my one was basically done anyway, looked at what it does, very similar but there are few things I didn't like about that one either
its insane that some of this basic balance changes arent in the game yet. Mojang should really focus on it for future updates instead of adding scary biome number 17
I completely agree. Sure, they try to do bits here and there, but it can feel like 1 step forwards 2 steps backwards at the pace they are currently going
Not everyone may agree with you and I may not agree with every change, however you fully deserve credit for putting your money where your mouth is and actually making a mod to put your ideas into practice. I may be out of my 2 week minecraft period rn but I am definitely gonna try this mod when I come back
I play this game since beta 1.5 in early 2011... I always felt like modern Minecraft got too bloated with unfinished features to ever fix. For this reason I often play on beta-based mods such as Better than Adventure, that captures that balanced survival feeling from older versions while fixing and improving the more polished beta experience. So extra congratulations to you sir. I believe you cracked the code here, and I'll give your mod a try any day now. Some people may criticise you but they often forget that this game originally was about survival back in 2010/2011. When Jeb took over as the creative director, the game sort of lost itself in this "dragon-enchantment-potions-rpg" phase, and that never really got finished/polished or the people in charge decided in which direction the game should actually go. 'First nights' aren't challenging anymore not only because we grew older, but because we can now sprint from mobs that run 1/2 as fast as yourself and never face combat. So you can imagine my happiness seeing faster and more interesting monsters balanced for the modern Minecraft needs. If you're accepting suggestions, I'd suggest two: 1 - removing drops from skeletons/zombies burning from sunlight (In terraria for example in the morning mobs run away from you, so you're never rewarded for combat you didn't engage. That is not the case in Minecraft, where in the morning you can get armour and all of the bones you'll ever need for your farms by just standing there); 2 - Readding the nightmare mechanic from beta (but with better checks): This feature was the actual intended functionality of the bed, but was removed due to a bug with the checking mechanics - and instead of fixing it they completely removed the feature; but the original idea of beds was that you could only sleep IF you were in a lit up (block light) environment that was somewhat closed off to the elements (basically a valid house), or else you would be woken up at night by a zombie or a skeleton (nowadays I'd also add a message in chat so the player can learn from their mistake). This was the only feature in the entire game apart from enchantment tables that provide an actual reason for building anything, and provides the only balance for beds that are the only item which can be used to avoid surface-level combat completely. This would provide a much needed fix for people placing beds in random positions to skip nights just because they feel like it, at least you would have to build a small shelter to skip the night, just like in the old days. In terraria they create a reason for building by requiring a furnished house so NPCs can spawn for example, minecraft has no such feature, but the beds could provide that. I know you don't want to sustain this forever, but I believe you should take a look at the Better Than Adventure's implementations to draw some inspirations from there, as I think you are aligned in some interesting things and your mod can be made that much better. The only reason I play that mod is that it feels like an actual fun game, and I believe yours is headed in the same direction. (I'm ALMOST considering getting back to modding (I'm a developer and I was a Terraria modder, but I'd learn Minecraft modding for this hahaha) just to create addons for your mod 😅 I'm that excited) These are only suggestions so feel free to ignore them. Nonetheless, congratulations. I'll finish the two builds I have yet to finish on my better than adventure world and I'll playtest this and hopefully come back to state my experience. I never felt so hyped to play modern minecraft again, COULD THIS ACTUALLY MAKE SURVIVAL MINECRAFT FUN AND ENGAGING AGAIN?? :o Btw the map book thing is the most genius minimap/map implementation that feels vanilla that I've ever seen. Again, I feel like I'm repeating myself already, but congratulations!
For anyone reading this I'm not saying modern minecraft isn't fun per se, I have countless hours on my modern minecraft survival worlds but they are solely focused on building - there is no surviving at all from the second I spawn in the world, I'm just crafting/building/mining and mobs are only a nuisance. what I'm saying here that the elements in >survival< minecraft aren't as fun and engaging as they could be just watch any hardcore video here on youtube, nobody is actually surviving anything, they're just flying with elytras, gathering resources and building things. Building is fun, but for a survival game the direction minecraft went is underwhelming, mojang has a lot of room to improve and they really have a gold mine in their hands, just like Green_Jab said in the end of the video, if this inspires mojang somehow to improve the base game that would make the experience better for all of us.
Thank you SO much for your reply and willingness to try this out. What you have said is one of the largest reasons why I have done this. With regard to your suggestions: 1. I haven't heard/thought much about that, I don't see it as too much of a problem as there is only so much you can get from mobs that burnt in daylight, but I see where you are coming from, my biggest worry about removing that is the implementation as I don't want to break other farms that don't necessary involve the player killing the mobs directly as I am not anti farm, additionally some might want the drops without the xp. 2. I have actually done alot of thinking about this, and slightly mentioned it in part 2, I know its history and why it was removed. The difference between minecraft and terraria is it is a lot easier (atleast effeciantly) to detect an enclosed room in 2D than it is in 3D, especially when there is also a tendency build larger rooms in 3D where the perspective is yourself rather than screenspace, and there are far more block types in minecraft that don't equate to a full block and such. If you go the route of detecting mob pathfinding, is there a certain distance: then why not just torch a large area, getting to the bed: just put fences around the bed, skylight: large roof, line of sight: lots of walls, pathfind from the bed away: bed could be in a hole... The point is I am yet to figure out a simple yet reliable way to detect if the bed is in a safe place. And I can't use the structure detector since not only would that limit creativity, but it fundamentally broken, just take a look at the end portal video on my channel. TLDR: I am not against it, I just can't find a way to implement it
@@GreenJab In regard to the bed, making whether to sleep a more meaningful choice rather than just the always optimal choice would be better. After all, “given the opportunity, players will optimize the fun out of a game.” So, I’m excited to see how everyone likes your mod’s work on this problem!
@@GreenJab is there a way you could tell whether a block is player placed because if you can do that maybe you can make it so a bed detects if it’s enclosed with player blocks
@Smug_K no, thats not a thing. It should be cause then chunks could detect if anything had changed and therefore if it should be saved to memory, but it is not
Constructive enchanting criticism: Love most of the changes to do with enchanting: I like that you might need multiple tools/armour sets as you can't combine things in an anvil anymore I like the new netherite anvil and how in the late game it does feel like slowly getting closer to max gear I like that you can't spam the grindstone infinitely I like the new use for enchanted books, especially that there's now a choice between using them with chiselled bookshelves - for a sort of medium permanent enchanting buff - or just smacking them on your amour straight away for an instant big boost. It makes exploring and finding new books even more satisfying. However there's one thing I very much don't like: Before I went to the nether I had around 56 levels and I found that with only spending around 16 lapis and 16 levels I could get full prot 4 armour and tools with sharpness 5, power 5, efficiency 5 ect. I understand that you can't combine anything anymore so you can only get one enchant on each tool, but having full prot 4 at only around 30% of the game is insane, and getting efficiency 5 tools with only help fund diamond and xp production, so it'll only be easier to keeping renewing the OP enchants and tools It didn't feel like "slowly improving gear" when going from an iron sword to sharpness 5 diamond... I'm not sure about what the solution would be to this, but I think it should be way, WAY more time consuming and expensive to get these enchants so early, possibly needing something more than just an enchanting table and 15 bookshelves, which aren't that hard to obtain with a sugar cane and cow farm But again, love all the other changes with enchanting and everything else, keep at it!!
It is difficulty to try balance something as complex as the enchanting system without also making it even more convoluted. Sure you have more levels early on but that was intentional to incentivise enchanting earlier on like you did. Sure you talk about full prot 4, but remember, prot 4 is now weaker than it was before as it no longer helps with fire, blast and projectile damage. And sure you can more easily get eff tools, but those tools wont necessarily have unbreaking/mending or silk/fortune, so overall I think its balanced well enough. You say you went from iron to sharp 5 diamond sword, but it wouldn't have been too hard to get an enchanted iron sword inbetween, and now its just sharp 5 and you build up to the other enchants as you collect them as opposed to trying to get them all in one go. For everything else I am glad you like these changes
How can I support you besides giving you likes, commenting and rewatching the video? I WILL download this, can’t believe how many of my ideas got into this… after the discord incident I never went back, out of fear.
The discord is actually really good now that all the trouble makers are gone. You can support me telling other people about the mod. I haven't set up any monetisation as for me, this is a gift to the community
in my opinion, i definetly agree with the enchant system needing changes but the changes you made do feel a bit weird? they are still way better than the current system. As a currently mainly bedrock player, flying through water with elytra is a feature i am very jealous java has and should not be removed. the other elytra changes i also dont agree with. The mapbook thing is really cool i definelty think that should be added great idea. The nether blue ice highways being removed i am against as they take time and effort and if someone wanted to, this is a sandbox game let people do what they want, they should be allowed to. The bundle being able to hold multiple unstackable items is a no brainer, tho i do this maybe 8 instead of 4 All the changes to raids and totems are great, giving echo shards more uses is really cool idk how i really think about the stamina bar making the difficulties do different things is also really cool because currently hard mode is probably easier then easy so this is great the phantom changes are also great im now only gunna comment about the things i disagree with as saying 'this is great' for every great feature makes this already stupidly long comment even longer tbh i think the java wither should just be replaced with the bedrock wither your wither is closer to it but i think the bedrock wither is the best version of this boss i have seen the new ender dragon stuff is mostly great but the end cystals summoning the dragon is sort of strange like could you punch them to disrupt the spawning cycle and is the enderdragon just like supposed to be not there until the player gets there? limiting the player from going to the outer islands until the dragon slayed is something i dont like, again, this is a sandbox game let me play it how i want to i am not supposed to be limited here maybe this is just on bedrock but i swear the buying lots of the same trade increasing the price thing is already in the game? i think instead of the materials changing what effects you get using certain materials unlocks new effects you can use along the base ones overall, i think most of the changes you made a great but there are a few i think not just me but many other people would disagree with and i cant say this fully 'fixes survival minecraft' but is by far the best video on the topic i have ever seen
First, sure minecraft is a sandbox of sorts, but it is also a game, and this requires rules and restrictions, especially for survival. Trying to use 'sandbox' to waive away all challenge is not a valid take. In what way are the enchanting changes 'weird' and do you propose a better solution? That's why I made it a gamerule for the nether melting ice Bundles holding 4 I think is a nice balance, 8 might be too much I might make a gameule around how fast stamina drains but even so I think the new system is rather balanced Bedrock Wither might be better, I have only touched it a little, I just wanted to make some basic changes to make it better than it is now The end crystals summon the dragon is supposed to teach the player how to respawn it, and stop the dragon killing them the moment they enter the end. Also the initial crystals are indestructible so you can't just cancel its spawning the first time The world border is difficulty tied (so its not there on easy mod) and gives use to the world border outside of so far no one will ever see it. sure its a restriction but I think a valid one, and the point i make at the beginning of this comment still stands. Yes there already is a system in place for increasing price when you buy a lot of stock but is so weak it may as well not be there especially at the happiness a villager gets from you trading deceases its price faster I think the beacon base needing the same block is a good change, better balance (rarer ores give better buffs) and give more uses to those blocks
@@GreenJab after re-watching the part where you explained the new enchantment system i also have forgotten i i thought it was weird. and you've crushed all my other points too. ig ill just sub to you and like the video you win i need to do my homework
@@GreenJab From my memory, your wither seems much better than the bedrock version. It would be nice if it had some sort of animation or effect when it clipped into blocks though... I disagree on the bundle change. I think with 4 it would feel barely worth carrying a bundle around for that, and I can't see any problems 8 would cause. If it's possible, maybe I'll edit the mod and try both! I feel the same way about the Ender dragon fight. With your improved dragon, it seems to me that all the methods to skip it would be fairly risky, and they already either require game knowledge or a good amount of effort. (I guess piston glitching is less risky if you know the seed though.) I don't see the harm in giving different playstyles alternatives. What would happen with a mixed-block beacon? Would it just not work, or could it maybe switch randomly between the effects of the blocks it has? Or something else funky?
@@bell2023 I wouldn't really know how to go about adding an animation for when the wither is in a block, I am mainly focusing on the functionality. If the bundle could hold 8 unstackables, that's almost a full row of them which I felt to be a bit more over powered than I would like, so I stuck with 4. A mixed block pyramid base would do nothing, it all needs to be the same block.
I managed to contact him in one of his earlier streams, he does somewhat know that this was coming, but would be good to contact him again now that this is out
You forgot to mention whether fixing your gear will eventually result in it getting "too expensive" or whether that was removed. I know from the last videos it was something you talked about, but even if you didn't implement that feature it's still important to note that.
I did say the cost would be the sum total of enchant cost on the output item. I could have said something about too expensive but I guess either I forgot or didn't think it was too necessary at the time of writing the script, but yeah there is no double cost use that eventually results in "too expensive"
Enchants need to be toggled on or off, like sometimes I want torns, other times I don't. Maybey an upgrade template, so I can switch between the different protections.
Although some have asked, no I don’t, although I appreciate the fact you and others would be willing to give. Back when I had others helping me I might of set something up to give back to them, and sure I may have effectively been working on the mod full time for the last 3 months unpaid, since it was basically just me making the mod, think of it like a gift to the community (besides, I get a little bonus from RUclips ads). Apart from the occasional update and other bits and pieces, there isn’t too much more I can do on this now that there is a major release. Receiving money would create expectations that I don’t want looming over me, but I do hope to use this project in my portfolio to get a job as well as a guideline for Mojang to help get this game back on track. Maybe things will change down the line but this is where I stand now.
this looks awesome! like seriously these changes are great, huge props to you. i did want to ask about two things, one the iron golem spawning change. are you trying to nerf iron farms? this change just seems to make them more annoying to build, but they should still run at similar efficiency. also, the elytra fireworks change. requiring dragon's breath to craft fireworks could be an issue since it's not really renawable. however, that could be a good thing and maybe I'm just too used to having infinitely renewable rockets. anyway, great job man, I'll be trying out the mod over the weekend!
thanks. for iron golems, it’s less nerfing, which is why I reduced the delay, just raising the bar to entry so it not as much a day one build so you never have to worry about iron again. for fireworks, dragons breath is infinitely renewable, just not as automatable as gunpowder/ paper alone. I also just want people to spam fireworks less and actually think a little to how they move around their world
If that's the actual order then I must have used to wrong terminology, fortune and farming are swapped then, since farming is after fishing. But otherwise nice visual
@@GreenJab Okay, I checked it out and there were errors with the moon shadow being on the wrong side of the emojis. I think my confusion came from how Minecraft’s moon shadows are reversed compared to what you’d expect from real-life moon phases. Also, I swapped the farming and fortune buffs so does it look correct now? Moon phases and their effects: 🌕Full moon (Fishing buff) 🌔Waning gibbous (Difficulty +1) 🌓Third quarter (Difficulty +2, ~Farming~ buff) 🌒Waning crescent (Difficulty +3) 🌑New moon (Difficulty +4, Looting buff) 🌘Waxing crescent (Difficulty +3) 🌗First quarter (Difficulty +2, ~Fortune~ buff) 🌖Waxing gibbous (Difficulty +1)
@@GreenJab The moon’s bonuses are a cool reason to play at night. My favorite is the new moon when mobs have better loot and a global looting effect. But honestly, I do find the moon cycles hard to follow sometimes. Have you considered adding a lunar clock? “Urkaz Moon Tools” adds that tool but it would be great if there was something similar, don’t you think? Anyways, I’m so impressed by your mod, you should be getting way more recognition!
@@GreenJab I’m hesitant to offer unsolicited advice, but your mod’s new wiki reminded me of a gold standard mod page you might find inspiring. I recommend googling “Hyrule Rebalance.” He has a well formatted description that lists the changes without overwhelming detail; for those who prefer more in-depth information, a comprehensive Google sheet is available. But unless they really need it, keep the description short and sweet. Also, his mod page gallery shows off its major changes, you should do the same.
For all the generations of players for which the game has aged out from their enjoyability, what you've done is the only way I see Minecraft existing with any relevancy for them in the future. Not in the sense that I think your changes are good at all but the idea that you customized the game how _you_ thought it should play. Taking the work upon yourself to keep cool ideas and scrap or redo asinine ones is THE MOST *sandbox* Minecraft can ever be. Coding up some way of modularizing the features of game and from what version they're taken from is a long time pipe dream of mine which I only started to seriously investigate the feasibility of this year. When I fail in that larger pursuit, I will inevitably do something akin to the project in this video... although, I will end up stripping out probably more than a quarter of content from the game entirely instead of conservatively trying to fix them. (Here's looking at you, _archeology!)_
I'll try to eventually get round to adding more toggles here and there where possible so the player has more customisation, but if this project can get people inspired to make their own fixes, I see that as a win in my eyes
Nerfing iron golems was unironically a good choice. Having unlimited iron bred complacency over the resource, making it lose its value really quickly. And while it's not completely impossible to do with this mod, it's considerably harder to pull off now. I see it as a good thing imo.
@@r0an3v3 All I wanted to do was raise the bar to entry, not remove it entirely. Besides, with 1.18s large iron veins and now my old growth iron buff and my fortune buffs, mining for iron early game can be more rewarding and thus have less need for a farm until later
Ohh, this is very well done o.o I love the bundle idea, but how does it work when items of different max stack sizes are put together? I don't know the technical term, but for example with 64 "spaces", are the 16-stackables (taking up 4 spaces each) being treated as taking up 2 bundle-spaces, and non-stackables (64 spaces) taking up 16 bundle-spaces? E.g. 1 tool (16 bundle-spaces) + 20 pearls (40 bundle-spaces) + 8 grass blocks all fit in 1 bundle?
I've been waiting for this since the first video Edit: I suppose the mod is already released, but do you think it would also be possible to make finding slime chunks more reasonable/less luck based, kind of like the biome maps from wandering traders
I know a mod that might help you find slime chunks easier that’s compatible with Green_Jab’s mod. The mod, “Stop Abusing F3,” adds a compass like item that tells you whether you’re in a slime chunk. It also makes it so that if you have a compass it gives you coordinates, hence the mod’s name.
I had thought about it but couldn't really think of a good solution. Sure I could have gone the route of adding an item like in the mod mentioned from classycube, but I learn more on the side of removing the idea of slime chunks in general as relying on a mechanic tied to random 'chunks' can take you out of the experience that this is a continuous world, so would prefer doing something like making slimes spawn in lush caves instead, but didn't end up doing that
The elytra is amazing as a building tool, so what if, to discourage long distance travel and make it easier to fly in tight spaces, a normal rocket only propeles the player a little. this would also need the elytra startup cooldown to be reduced so it can be activated from the ground.
"Why don't java mods do this" because A: someone else already did that, so why duplicate that work. B: java mods are much more "work together" than the dedrock "one mod to do it all" philosophy. C: many many many players don't care about, or use, tipped arrows, because without mods they are not renewable, and are thus hot garbage. (and for those that do care, see the mod "potion cauldrons" which lets you do that)
There's a bug where if you leave items in the 2x2 crafting slot and reset the game they'll disappear, and it explains why I lost a stack of red stone blocks....
one problem that prevent me from getting back into minecraft, is the fact that the game IS TOO SEED DEPENDENT... why mt friend have an quad witch hut, or 5 nether fortress intersections together... this is a problem that terraria fixed, i wish i could create my artificial biome(if i want to have a nether biome area on overworld, do it) and structures in survival... or transfer the structure from a place to another... also bedrock limits creativity, so a way to break it would be amazing... also i wish i could change the world spawn point and create my own ender portals/ link gateways in any biome or dimension... and also an lava sponge and item collector, is sad how tnt duping mining delete most items, could be an tnt that deal no damage to players or items but breack terrain, a silk touch tnt... i also wish there would be a way to clone villagers, like if i have a 35 trades villager and want to have a backup copy. + create "custom" mobs, like why i can't have a mob ridding another mob of my preference... like an universal saddle that i can put in any mob making other mobs ride it. also naming a mob will make so any kill made by the named mob will drop player kill loot... and if you enchant the name tag the mob will have it's propriety's like looting effect if the nametag have it. and make vindicator pickup weapons... and custom wolf ai, for making it target some specific mobs and ignore others... lets say i want them to ignore an enemy type no matter if i accidentally hit it, right now i can't, and that's why i think wolfs/dogs are just annoying and have a terrible/non customizable AI, and that's why i don't cara about wolf armor since dogs still dog sh!t and will still screw you when you accidentally hit a rare villager making the dog kill it before you even get able to make it chill/sit back on the ground... or teleport from no where right when you're at side of an desert temple pressure plate before you even get able to break it, rare things, but can happen, and i already saw this happening... and about bundles i think that still not fix the inventory problem... instead of making every bundle store 64 items of any variety why not make this with the inventory itself, an unified inventory, where it can carry 64x 27+9 the total max item amount you can carry right now with all slots it has right now... like think of an inventory where you can have as many variety's as the item amount limit, the just make a search bar and a option for a keybinding for the items you want, + the middle mouse button helps change the item of the in hand keybinding item... i also think the health system scaling is too low... how getting hit by another player with an rock deals the same damage as an cactus, and why throwing an pickaxe from the top of an hole into the head of another player at the botton of the hole deals no damage
You can still get highly enchanted gear, infact you can now get fully enchanted gear from the etable, I am just trying to balance it a bit more and reduce the 'rush' some people feel a need to get 'max' gear
Hey GreenJab, amazing stuff. these are some really cool changes that I agree fit well with the vanilla game. If you have the time I would love to work with you if you could help code a mod for the ideas I discussed in my recent video about adding weathering processes to Minecraft. Let me know! Video here: ruclips.net/video/AwkgAM9c7M8/видео.html
Funny, I literally just watched this vid cause someone else just suggested it to me. Watching your video it looked like it was already done via a mod, but I might be able to help you make it, it shouldn't be too hard. Talk to me via discord for further discussion
@GreenJab that's a coincidence haha! was done with command blocks actually, I don't have the coding skills for mods, I only have basic proficiency with Python. I'll message you on discord in a bit 😀
My comment disappeared? Well I was going to reply and say “I’m glad I was wrong about the insomnia mechanic, since it seemed ridiculously OP! If you could just eat five membranes to get the insomnia lvl 5. I think I’ve gotten to level 2 insomnia before. I have a question since the higher your insomnia level more phantoms spawn so at level 5 is it like the horde of like twenty spawn? Also, you should really consider going into game design if you haven’t already.
Idk why you comment disappeared, I don't see it on my end either. I studied Software Engineering majoring in Game Programming, but I have always been watchful into how games work, and what makes them good. If I can't get into mojang, then yeah I'll probs end up doing games anyway
@@GreenJab My comment probably triggered a spam filter because I edited it after you replied, or maybe it was a RUclips glitch. No idea really. I definitely think you have a knack for game design. The best programmers I’ve noticed are always fiddling and making things better, and that’s true of your mod too. So I hope you find yourself a dream job whether or not it’s with Mojang.
I don't understand the removal of ice boating in the never because Packed and Blue ice are fairly endgame item that require silk touch and a lot of grinding. I also think exploding fireworks allowing flight should be disabled because it doesn't really make sense from a players perspective. Basically, as to what is the reason fireworks that explode let you fly when normal fireworks don't. Besides those minor criticisms though this seems like a great mod with lots of changes that I would like to see in the game!! (also saying fixed survival is a bit uhhhh idk)
the exploding fireworks was more of an alternative to needing dragons breath, it’s possible but not advised. you can also bypass the hit frames by having super enchanted blast protection
There are a few things that I feel like just became more complicated, and I don't agree with those being a fix. Some mechanics also seem good but they're too time-consuming. Some mechanics are just too op and easy to abuse. And some mechanics are bloated in random mechanics. There are a few ideas that I agree with though. I guess my opinion of this mod is half half. Cool mod!
@@BeansInABun Bedrock is a completely different system, additionally bedrock addons only really support adding new things rather than changing existing things which is the entire point of this mod. Also, I don't play bedrock
a lot of these changes may sound good but are more likely to make the game more annoying. same way how games give enemies more HP to make the game harder but it ends up being more tedious than hard
that's why I have tried my best to make sure changes aren't just 'simple number changes for the sake of balance'. Most of these changes are just straight up make the game better, and some of the more controversial changes have a gamerule attached
i havent seen what nerf you are going to give the elytra but i already know i completely disagree with the elytra being nerfed. Minecraft is a sandbox game, i play it how i want to, and the elytra in their current state are really fun to use in my opinion and make getting around much faster. while i do agree other things should be buffed, no nerfs, if you dont like the elytra, dont use it. no ones stopping you :/
@@GreenJab this is a sandbox game dude the entire point of this game is to do what you want? if this was a survival game yes my comment would be wrong but no i still stand by my points
@@Superkss0Yes, elytra is fun, but it is completely removing the usefulness of every other transport, its not that greenjab doesnt like the elytra, the problem is that the elytra is way to powerful
I don’t get how you can either heavily nerf or completely remove certain farms and then say this version is better or fixed, especially the iron farm. You didn’t even do anything to make it easier to mine or get iron another way. In fact, you made in harder and more difficult with the changes made to enchanting. You've made mending more difficult to get and more expensive to use but did nothing to actually adress why people want it so much. Now not only will tools and items break more often, it will be even harder to get good tools in the first place. There's acruallt a lot in this mod that seems to just make the game more tedious or harder for no reason in general. Making the repair item for totems of undying the nether star and then heavily nerfing how you can obtain them because they're "repairable" now is utterly laughable. The kneecapping of the elytra is a bit to far, imo. Making the only way to get usable rockets through dragons breath, where you even made the fight harder, means that the elytra is now next to useless in terms of actually using it as a form of transport. 90% of the time you aren't going to have any form of propulsion so you say goodbye to any form of flight longer than a couple hundred blocks at best depending on how high of a cliff you jump from.
'I didn't do anything make it easier mine or to get iron in another way" bro I made iron ore more common on old growth biomes, tnt will drop 1.5x its normal drop and later game you can reach fortune 5, and besides, iron farms have potential to be even more powerful, I just raised the bar to entry to get unlimited of the most useful resource. "Tools and items will break more often" it is now far cheaper to repair items in an anvil and it you can repair an item an infinite amount of times. There is a reason behind every change. The totem change is a valid change that gives more meaning to the totems you use, don't know what you are on about. The elytra is by far one of the most powerful items in the game giving you access to flight, of course it needs some trade-offs, that's how games work and what makes them interesting.
@@GreenJab At best its a thrival sandbox. Its not hard to survive in survival Minecraft, and that's not the point. The point is to build, create and explore, all hallmarks of the sandbox experience. Nobody plays it like a survival game, outside of hard modding survival into the gameplay loop. Its just a naming convention. Bedrock edition is called Bedrock too, despite Java not being built on it.
@@iPlayGamesX Then don't install the mod? IMO the fixes this mod implements make much more sense, and for me that leads to a better sandbox. Better sandbox means more actual playing, leading to more creativity and more fun.
@iPlayGamesX The sandbox is not just the building-aspect, but the world you inhabit. This changes how the mechanics of the world you inhabit works, thus changing the sandbox. I agree that this does not add tons of new ways of building or stuff like that, if that's your definition of a sandbox. But if building is what you want, what stops one from building in creative?
the dragon actually chasing you is terrifying lol
One of my more favourite changes
it's actually what the dragon did pre-1.9. Sometimes charge at the player for fun
@@phunghieu2007 not quite, it did its charge attack which I have re-added, but the full on chasing the player while flying wasn't possible since well, the player couldn't fly with an elytra is the elytra didn't exist at that point
So many mods claim to “fix” vanilla, and then provide solutions that are either overdone, over complicated or simply do not fit in with Minecraft’s nature. This is the first mod I’ve seen that actually feels spiritually Minecraft vanilla at its core. So many of these features are such small things, but i think it really does add up to make the player experience overall better as a whole. I’ll probably wait on downloading this because I want to experience it once you’ve worked on it a bit more, but it looks fantastic so far!
Thank you. Yeah I thought the same thing which is why felt I needed to do this, so I am glad you think this does actually do its job. No worries on the waiting a bit, I just wanted to get a first proper version out before Christmas so people could play with it over the holidays, especially as I will be away for atleast 2 of them then I'll work on updating it after that
The map book is maybe the best implementation anyone has ever done for vanilla like maps in the game.
Glad you think so
lol it says poop in the url
haha I guess it does, I have no control over that
o0psie...
Reminds me of the time a geometry dash youtuber got the n word in the url
XD
@@GreenJab great video though, this is what i thought minecraft would eventually be when i got into it at 11 years old... 13 yrs ago lol
This is really cool. The only thing that will likely hold this mod down a little is the fact you cant customise it to your liking, i totally get that it would be difficult, but if you add it i think this mod could really go a long way. I am not sure about some things you added, but i can see the reasoning for it and it makes sense. Honestly some things should really be in the game already. Mojang focuses too much on adding stuff rather than polishing and expanding on whats already there. Good work dude!
I'll might get around to adding more toggles where I feel could benefit from it, especially as I update the mod, I just wanted to get something out for people to play over the christmas holidays. For reasoning, if you haven't watched the other videos, they give alot more insight into why I made the changes I did, but there is still alot more reasoning behind most changes that I didn't say in the videos otherwise they would be far longer. And yes, some things really should be in the game by now
one mod i used to use all the time in servers was fabrication, it can be customized exactly how you'd like (literally every feature can be turned off) and most of the changes work even if the person joining the server doesn't have the mod (such as disabling elytra firework rocket boosting). it would be really cool if green jab's mod also could be used like that. also, any change that needs the mod installed on the client (the person joining the server) having a warning or something in it like fabrication has, so that if someone wants to make a vanilla-friendly server (a server where people playing vanilla can join and play, without people who have the mod gaining any advantages), they can
Shh, Don't tell anyone you can click the link in the description before the video premieres
Is this video going to be about what’s in the mod?
hey you should make an advancement for getting an over-enchanted netherite hoe
@Smug_K Its mostly a summary to get people up to speed on what is in the mod, remind people of the changes and let the know the slight differences between the videos and the final version of the mod
There is already the netherite hoe advancement which feels like a better one anyway
Ill make sure to yell it from the rooftops.
The map changes were honestly brilliant, disagree with some of the elytra changes, but other than that this was solid.
All sounds good on paper, but I wonder if it will actually be more fun.
I guess we are about to find out now that people can actually play with the changes
Personally not a fan of the enchanting/anvil changes and especially the food changes, I think those will just make the game slower and more annoying
@@BonziBUDDY I like the food changes haven't gone far enough to try the enchanting and anvil stuff but food changes has actually made me think of what foods to use instead of just spamming porkchops/steak/golden carrots
I have a suggestion, how about when you die, instead of your items completely disappearing, they instead have a chance to sink into the ground, turning the blocks around it into suspicious blocks, you then have to use a brush to get them back, the chance of this happening scaling down with difficulty, I think Archeology is a very underused mechanic and this would be really cool.
That’s a pretty cool idea, and archeology is one of the parts I would like to improve but just not sure how. my main concern with this is implementation, I don’t quite see how it would done well atleast at this point in time
@@GreenJab I don't know much about modding, but isn't it possible to have the dropped item check if sand or gravel is nearby and change its data to make it a suspicious block holding that item? Maybe also with a suspicious dirt block so it wouldn't be as situational. Idk if I'm asking for too much lmao.
@@aamirrt Like sure that part wouldn't be too hard, but in terms of trying to make it more of a general use mechanic, rather than specifically only on sand or gravel, additionally would it just be some items? if so should it try to save your 'better' items or will it just save your dirt. Also what if you just drop an item over it not from death, should that work?
This is SO clever
@@GreenJab I think most deaths (beside falling in lava) happen on a few common blocks like grass, sand, stone etc, so this doesn't have to for every single block, also yeah it would be cool if it would prioritize your more important stuff like tools, weapons, armor etc, and maybe it would also depend on difficulty, on easy all your stuff will be preserved, two thirds on normal, and one third on hard, or even non. And maybe on hard mode it would spawn like a super zombie with all your armor and weapons that you would have to defeat to get back!
Having changes to the structures to show tutorials is such a great idea. Interesting idea with the food system not too sure if I’d enjoy that. Will you be doing a forge or 1.20.1 port?
I will rather update to 1.21 than backport to 1.20.1 but Ill see how I go. Forge-wise I don't really know/use forge so probs won't be something I do myself, but the fabric code is fully public and I am not stopping anyone from making a forge port if they want
I have a suggestion for fishing and guardians. I think the heart of the sea should be dropped by the elder guardian instead of dropping sponge. It is called a heart after all and the guardian laser is similar to the conduit's attack. The monument also includes the blocks needed to power the conduit. Sponge should instead be obtained through fishing on the "level 3" loot (the one with ingots). Additionally, the top tier fishing loot should only be obtainable while under the effects of conduit power, so that it's only possible to farm conduits if you already have one to begin with, thus encouraging the player to defeat a monument first.
What I could do is since I made Notch apples drop 50% of the time from elders, I could make it so that hearts drop the other 50% of the time. for fishing, I don’t want treasure loot to required the conduit effect, however I could make it increase your chances of good loot
6:17 The Riptide Enchantements need to work out of water, but it doesn't launch you , it's only doing a lot knockback to nearby mobs
Interesting idea, would help the problem where it does literally nothing when not touching water
or it could just be thrown like a normal trident, since the boost is already really good
You are doing some great stuff here, Green!
Love to see you excelling out here!
I appreciate that!
One of the few "fixing minecraft" videos/series where the author actually seems to understands the vanilla game. While the majority of these changes primarily interact with combat and exploration, these changes don't undermine the fundamental part of the game which is building and in some cases lead to more building options.
I particularly like the inclusion of in-world tutorials for enchanting, beacons, conduits, redstone and golems. It really fits with the philosophy of the vanilla game.
The little redstone additions (another aspect of the game these "fixers" seem to always forget about) are pretty good, and simple enough to not break anything like the phase of the moon detector and the amethyst signal strength creator.
Personally I have never been a fan of the husks dropping sand mechanic for making sand renewable, it just isn't very interesting, even with the addition of requiring them to transform into a zombie underwater, which admittedly is a nice touch. I really like the ideas for renewable sand and gravel shown in this video: ruclips.net/video/AwkgAM9c7M8/видео.htmlsi=dm0z2EeJJV8l_0wK
Thanks. And very interesting video, however dirt and gravel already have renewability, just sand needed something. A friend of mine suggested the idea of if there is flowing water over gravel it will convert to sand, and I did make a small mod for him to test but for this mod, I decided to just go with a simpler solution and modify the common idea of husk drop to husk conversion. The dripstone idea in that video is interesting, but I am happy with the way this mod does it already
It would appear Amos himself has just seen this video and has asked if I could help him make a mod to make his changes, so, we will see where that goes
@@GreenJabWho's Amos?
@@bell2023 The guy who made the video that was linked in the original comment
@@GreenJab ohh ty! Idk how I missed that XD
Holy cow! This makes me wana learn to mod and help with this project!
I've mostly got this mod under my belt, especially now the bulk is done and most of what is left is updating. But if this can inspire you to learn how to code/mod and create your own thing I will still be happy
Wow, i just played to the dragon and beat a sea monument and I gotta say, this is really something special! I will say, Somehow it seems that biomes are REALLY big. Like, I've traveled around 3k blocks and I have yet to see a biome other than jungle, ocean, and birch forest with like 8 chunks worth of savana. also beating a ocean monument is kinda painful because you can't really heal well because you're always considered swimming unless you're standing perfectly still so your stamina is almost always at zero. I went through 3 duration boosted water breathing potions and most of that time was spent sitting still waiting to regen. But man, that end fight is crazy, got me down to one heart from the endermen beating me up even with full port 4 diamond, swiftness, gaples, and slow falling. Very nice!
@@taiyo-alt1360 That's so good to hear. I haven't touched biome sizes so that could just be unlucky. As I added the diamond blocks to the monument I did want to to be harder, to the point where its almost necessary to have breathing potions, and having golden carrots (for stamina) and health/regen potions to actually survive. And I'm very glad you enjoyed the ender dragon fight. I spend an entire week on that
Thanks for taking the time to create these ideas and even more so actually turning it into a mod 💪
Your Welcome
9:25 Oh I really love the idea of the echo fruit!
better version of the echo compass, but is consumed. Would be great for times like falling off an end city thousands of blocks out
So excited to play this! Will comment when i have feedback, but it looks awesome so far! Hope you do more cool projects like these
Thinking of playing this with the Blaze and caves advancements datapack to try and experience everything of this mod :)
Many good changes, many pretty bad changes too, I wouldnt said you fixed Minecraft, but there are many good ideas I for sure want in the vanilla game.
Good job, as much as anyone likes or dislikes this mod, you MADE with your own two hands (mostly) the Minecraft you dreamt about, you have my respects.
I appreciate that. Sure I do think using the word 'fixed' is a little pretentious, but there is a youtube game to play, and I wouldn't have used that word if I didn't feel like it had atleast some merit behind it
I will be downloading this.
This. This is so good, you're an actual legend dude, the legend of the minecraft fixer.
The Man the myth the legend himself
map book reminds me of antique atlas but more minecrafty
that’s the idea
literally re-invented 'map atlases' mod
@@alias4216 I had played with the atlas in RLcraft, I liked the idea, but it wasn't feel vanilla enough for my taste in terms of trying to fix the game
@@GreenJab yeah 'antique atlas' is pretty cool but there's another mod called 'map atlases' which is maintained by the supplementaries dev and it's very similar to the one in this video
@@alias4216 Yeah I heard about another one once my one was basically done anyway, looked at what it does, very similar but there are few things I didn't like about that one either
its insane that some of this basic balance changes arent in the game yet. Mojang should really focus on it for future updates instead of adding scary biome number 17
I completely agree. Sure, they try to do bits here and there, but it can feel like 1 step forwards 2 steps backwards at the pace they are currently going
I have a suggestion for the mod, make a gamerule that makes items stay on the block on which you died, instead of spreading.
although possible, its fun that they do that
@@GreenJab Just for those players who don't want their items to fall into lava or into a pit when they die I suppose.
This guy cooked ngl
THANK YOUUU!!! I'm so hyped im gonna try to create a server tomorrow
Not everyone may agree with you and I may not agree with every change, however you fully deserve credit for putting your money where your mouth is and actually making a mod to put your ideas into practice. I may be out of my 2 week minecraft period rn but I am definitely gonna try this mod when I come back
I play this game since beta 1.5 in early 2011... I always felt like modern Minecraft got too bloated with unfinished features to ever fix. For this reason I often play on beta-based mods such as Better than Adventure, that captures that balanced survival feeling from older versions while fixing and improving the more polished beta experience.
So extra congratulations to you sir. I believe you cracked the code here, and I'll give your mod a try any day now. Some people may criticise you but they often forget that this game originally was about survival back in 2010/2011. When Jeb took over as the creative director, the game sort of lost itself in this "dragon-enchantment-potions-rpg" phase, and that never really got finished/polished or the people in charge decided in which direction the game should actually go.
'First nights' aren't challenging anymore not only because we grew older, but because we can now sprint from mobs that run 1/2 as fast as yourself and never face combat. So you can imagine my happiness seeing faster and more interesting monsters balanced for the modern Minecraft needs.
If you're accepting suggestions, I'd suggest two:
1 - removing drops from skeletons/zombies burning from sunlight (In terraria for example in the morning mobs run away from you, so you're never rewarded for combat you didn't engage. That is not the case in Minecraft, where in the morning you can get armour and all of the bones you'll ever need for your farms by just standing there);
2 - Readding the nightmare mechanic from beta (but with better checks): This feature was the actual intended functionality of the bed, but was removed due to a bug with the checking mechanics - and instead of fixing it they completely removed the feature; but the original idea of beds was that you could only sleep IF you were in a lit up (block light) environment that was somewhat closed off to the elements (basically a valid house), or else you would be woken up at night by a zombie or a skeleton (nowadays I'd also add a message in chat so the player can learn from their mistake). This was the only feature in the entire game apart from enchantment tables that provide an actual reason for building anything, and provides the only balance for beds that are the only item which can be used to avoid surface-level combat completely. This would provide a much needed fix for people placing beds in random positions to skip nights just because they feel like it, at least you would have to build a small shelter to skip the night, just like in the old days. In terraria they create a reason for building by requiring a furnished house so NPCs can spawn for example, minecraft has no such feature, but the beds could provide that.
I know you don't want to sustain this forever, but I believe you should take a look at the Better Than Adventure's implementations to draw some inspirations from there, as I think you are aligned in some interesting things and your mod can be made that much better. The only reason I play that mod is that it feels like an actual fun game, and I believe yours is headed in the same direction. (I'm ALMOST considering getting back to modding (I'm a developer and I was a Terraria modder, but I'd learn Minecraft modding for this hahaha) just to create addons for your mod 😅 I'm that excited)
These are only suggestions so feel free to ignore them. Nonetheless, congratulations. I'll finish the two builds I have yet to finish on my better than adventure world and I'll playtest this and hopefully come back to state my experience. I never felt so hyped to play modern minecraft again, COULD THIS ACTUALLY MAKE SURVIVAL MINECRAFT FUN AND ENGAGING AGAIN?? :o
Btw the map book thing is the most genius minimap/map implementation that feels vanilla that I've ever seen. Again, I feel like I'm repeating myself already, but congratulations!
For anyone reading this I'm not saying modern minecraft isn't fun per se, I have countless hours on my modern minecraft survival worlds but they are solely focused on building - there is no surviving at all from the second I spawn in the world, I'm just crafting/building/mining and mobs are only a nuisance.
what I'm saying here that the elements in >survival< minecraft aren't as fun and engaging as they could be
just watch any hardcore video here on youtube, nobody is actually surviving anything, they're just flying with elytras, gathering resources and building things. Building is fun, but for a survival game the direction minecraft went is underwhelming, mojang has a lot of room to improve and they really have a gold mine in their hands, just like Green_Jab said in the end of the video, if this inspires mojang somehow to improve the base game that would make the experience better for all of us.
Thank you SO much for your reply and willingness to try this out. What you have said is one of the largest reasons why I have done this. With regard to your suggestions:
1. I haven't heard/thought much about that, I don't see it as too much of a problem as there is only so much you can get from mobs that burnt in daylight, but I see where you are coming from, my biggest worry about removing that is the implementation as I don't want to break other farms that don't necessary involve the player killing the mobs directly as I am not anti farm, additionally some might want the drops without the xp.
2. I have actually done alot of thinking about this, and slightly mentioned it in part 2, I know its history and why it was removed. The difference between minecraft and terraria is it is a lot easier (atleast effeciantly) to detect an enclosed room in 2D than it is in 3D, especially when there is also a tendency build larger rooms in 3D where the perspective is yourself rather than screenspace, and there are far more block types in minecraft that don't equate to a full block and such. If you go the route of detecting mob pathfinding, is there a certain distance: then why not just torch a large area, getting to the bed: just put fences around the bed, skylight: large roof, line of sight: lots of walls, pathfind from the bed away: bed could be in a hole... The point is I am yet to figure out a simple yet reliable way to detect if the bed is in a safe place. And I can't use the structure detector since not only would that limit creativity, but it fundamentally broken, just take a look at the end portal video on my channel. TLDR: I am not against it, I just can't find a way to implement it
@@GreenJab In regard to the bed, making whether to sleep a more meaningful choice rather than just the always optimal choice would be better. After all, “given the opportunity, players will optimize the fun out of a game.” So, I’m excited to see how everyone likes your mod’s work on this problem!
@@GreenJab is there a way you could tell whether a block is player placed because if you can do that maybe you can make it so a bed detects if it’s enclosed with player blocks
@Smug_K no, thats not a thing. It should be cause then chunks could detect if anything had changed and therefore if it should be saved to memory, but it is not
This is the type of mod that should be in vanilla, NOW
Agreed
I do hope mojang continues to take inspiration or use some of your ideas
I do too
10:24 Camman18 must be happy
oh my god, you werent kidding, YOU ACTUALLY FIXED IT??? this is SO AWESOME
Of course I did, I fixed it
Great, looking up to try this soon...
Hope you enjoy
Constructive enchanting criticism:
Love most of the changes to do with enchanting:
I like that you might need multiple tools/armour sets as you can't combine things in an anvil anymore
I like the new netherite anvil and how in the late game it does feel like slowly getting closer to max gear
I like that you can't spam the grindstone infinitely
I like the new use for enchanted books, especially that there's now a choice between using them with chiselled bookshelves - for a sort of medium permanent enchanting buff - or just smacking them on your amour straight away for an instant big boost. It makes exploring and finding new books even more satisfying.
However there's one thing I very much don't like:
Before I went to the nether I had around 56 levels and I found that with only spending around 16 lapis and 16 levels I could get full prot 4 armour and tools with sharpness 5, power 5, efficiency 5 ect. I understand that you can't combine anything anymore so you can only get one enchant on each tool, but having full prot 4 at only around 30% of the game is insane, and getting efficiency 5 tools with only help fund diamond and xp production, so it'll only be easier to keeping renewing the OP enchants and tools
It didn't feel like "slowly improving gear" when going from an iron sword to sharpness 5 diamond...
I'm not sure about what the solution would be to this, but I think it should be way, WAY more time consuming and expensive to get these enchants so early, possibly needing something more than just an enchanting table and 15 bookshelves, which aren't that hard to obtain with a sugar cane and cow farm
But again, love all the other changes with enchanting and everything else, keep at it!!
It is difficulty to try balance something as complex as the enchanting system without also making it even more convoluted. Sure you have more levels early on but that was intentional to incentivise enchanting earlier on like you did. Sure you talk about full prot 4, but remember, prot 4 is now weaker than it was before as it no longer helps with fire, blast and projectile damage. And sure you can more easily get eff tools, but those tools wont necessarily have unbreaking/mending or silk/fortune, so overall I think its balanced well enough. You say you went from iron to sharp 5 diamond sword, but it wouldn't have been too hard to get an enchanted iron sword inbetween, and now its just sharp 5 and you build up to the other enchants as you collect them as opposed to trying to get them all in one go. For everything else I am glad you like these changes
Yeah, it would be tough to balance it I imagine, and I feel like any issues are more to do with the core system itself and Minecraft's nature
Btw, when do you think the mod will update to a newer version? (It's a banging mod, I'm just excited! 💯💯)
@caelenkraft4264 I am about to go on holiday for the next few weeks with family so it won't be until the new year at least. Probs mid Jan.
Buzzing for it
I’m really enjoying this mod, and want to help beginners by sharing some mods that work well with it:
*Optimization:* c2me, cull less leaves, badoptimizations, sodium, enhanced block entities, entity culling, immediatelyfast, indium, lithium, more culling, modernfix, noisium, threadtweak
*Quality of life:* stop abusing f3, quick stack, reimagined trims, advanced recycling, weaker spiderwebs, unloaded activity, swimming horses, status effect bars, spyglass improvements, shulker box tooltip, mouse tweaks, hotbar cycle, indy pets, glass breaker, axes are weapons, better recipe book, auto crouch, chai’s inventory sorter, double doors, even better enchants, client tweaks, debugify, minecart splitting, no animal tempt delay, portal linking compass, fish no stuck, disable custom worlds advice, itemfavorites, replanting crops, cycle paintings, cleardespawn, pigs have litters, held item info, nature’s compass, not interested!, smelt raw ore blocks, forgiving void, allay behave !
*Expansive:* the immersive music mod, more tools (polymer), macaw’s bridges, macaw’s fences and walls, macaw’s paths and pavings, macaw’s roofs, nullscape, potion cauldron, better archeology, urkaz moon tools
*Aesthetic:* seamless loading screen, visuality, void fog, reese’s sodium options, mod menu, better lush caves, centered plants, flowerpatch, eating animation, lambdynamiclights, presence footsteps, not enough animations
*Increased difficulty:* chicken nerf, ice boat nerf, faster spawners, mobs on rails, no sneaking over magma!, nocoordinates, totally lit, glory to pork
Nice to see people using this as a based to their own modded adventures
How can I support you besides giving you likes, commenting and rewatching the video? I WILL download this, can’t believe how many of my ideas got into this… after the discord incident I never went back, out of fear.
The discord is actually really good now that all the trouble makers are gone. You can support me telling other people about the mod. I haven't set up any monetisation as for me, this is a gift to the community
@@GreenJab what happened after the "incident"? I left the discord after it.
@matheuscabral9618 well after the incident, the people who caused it left so the server became a much healthier place
Really good call to make it so that bundles can stack certain unstackables.
All unstackables, they just count as 16 items i.e. 1/4 of the space
in my opinion,
i definetly agree with the enchant system needing changes but the changes you made do feel a bit weird? they are still way better than the current system.
As a currently mainly bedrock player, flying through water with elytra is a feature i am very jealous java has and should not be removed. the other elytra changes i also dont agree with.
The mapbook thing is really cool i definelty think that should be added great idea.
The nether blue ice highways being removed i am against as they take time and effort and if someone wanted to, this is a sandbox game let people do what they want, they should be allowed to.
The bundle being able to hold multiple unstackable items is a no brainer, tho i do this maybe 8 instead of 4
All the changes to raids and totems are great, giving echo shards more uses is really cool
idk how i really think about the stamina bar
making the difficulties do different things is also really cool because currently hard mode is probably easier then easy so this is great
the phantom changes are also great
im now only gunna comment about the things i disagree with as saying 'this is great' for every great feature makes this already stupidly long comment even longer
tbh i think the java wither should just be replaced with the bedrock wither your wither is closer to it but i think the bedrock wither is the best version of this boss i have seen
the new ender dragon stuff is mostly great but the end cystals summoning the dragon is sort of strange like could you punch them to disrupt the spawning cycle and is the enderdragon just like supposed to be not there until the player gets there?
limiting the player from going to the outer islands until the dragon slayed is something i dont like, again, this is a sandbox game let me play it how i want to i am not supposed to be limited here
maybe this is just on bedrock but i swear the buying lots of the same trade increasing the price thing is already in the game?
i think instead of the materials changing what effects you get using certain materials unlocks new effects you can use along the base ones
overall, i think most of the changes you made a great but there are a few i think not just me but many other people would disagree with and i cant say this fully 'fixes survival minecraft' but is by far the best video on the topic i have ever seen
First, sure minecraft is a sandbox of sorts, but it is also a game, and this requires rules and restrictions, especially for survival. Trying to use 'sandbox' to waive away all challenge is not a valid take.
In what way are the enchanting changes 'weird' and do you propose a better solution?
That's why I made it a gamerule for the nether melting ice
Bundles holding 4 I think is a nice balance, 8 might be too much
I might make a gameule around how fast stamina drains but even so I think the new system is rather balanced
Bedrock Wither might be better, I have only touched it a little, I just wanted to make some basic changes to make it better than it is now
The end crystals summon the dragon is supposed to teach the player how to respawn it, and stop the dragon killing them the moment they enter the end. Also the initial crystals are indestructible so you can't just cancel its spawning the first time
The world border is difficulty tied (so its not there on easy mod) and gives use to the world border outside of so far no one will ever see it. sure its a restriction but I think a valid one, and the point i make at the beginning of this comment still stands.
Yes there already is a system in place for increasing price when you buy a lot of stock but is so weak it may as well not be there especially at the happiness a villager gets from you trading deceases its price faster
I think the beacon base needing the same block is a good change, better balance (rarer ores give better buffs) and give more uses to those blocks
@@GreenJab after re-watching the part where you explained the new enchantment system i also have forgotten i i thought it was weird. and you've crushed all my other points too. ig ill just sub to you and like the video you win i need to do my homework
@@GreenJab From my memory, your wither seems much better than the bedrock version. It would be nice if it had some sort of animation or effect when it clipped into blocks though...
I disagree on the bundle change. I think with 4 it would feel barely worth carrying a bundle around for that, and I can't see any problems 8 would cause. If it's possible, maybe I'll edit the mod and try both!
I feel the same way about the Ender dragon fight. With your improved dragon, it seems to me that all the methods to skip it would be fairly risky, and they already either require game knowledge or a good amount of effort. (I guess piston glitching is less risky if you know the seed though.) I don't see the harm in giving different playstyles alternatives.
What would happen with a mixed-block beacon? Would it just not work, or could it maybe switch randomly between the effects of the blocks it has? Or something else funky?
@@bell2023 I wouldn't really know how to go about adding an animation for when the wither is in a block, I am mainly focusing on the functionality. If the bundle could hold 8 unstackables, that's almost a full row of them which I felt to be a bit more over powered than I would like, so I stuck with 4. A mixed block pyramid base would do nothing, it all needs to be the same block.
Peak incoming
this is amazing dude
been wit you since the frist vid love this!
Thank you for being a loyal viewer
I just wrote a comment under Cubs last video. We need him to endorse this!
So, everyone seeing this.... Write comments to him, until he does XD
I managed to contact him in one of his earlier streams, he does somewhat know that this was coming, but would be good to contact him again now that this is out
Awesome job
Thanks!
😭😭😭 but flying with elytra and Riptide is my favorite thing to do
LETS GO
ur a wizard?
@ yes
I gotta try this out.
do it
You forgot to mention whether fixing your gear will eventually result in it getting "too expensive" or whether that was removed.
I know from the last videos it was something you talked about, but even if you didn't implement that feature it's still important to note that.
I did say the cost would be the sum total of enchant cost on the output item. I could have said something about too expensive but I guess either I forgot or didn't think it was too necessary at the time of writing the script, but yeah there is no double cost use that eventually results in "too expensive"
Damn those are good stuff
Enchants need to be toggled on or off, like sometimes I want torns, other times I don't.
Maybey an upgrade template, so I can switch between the different protections.
Of you could just make 2 sets of gear, one with thorns one without, and now you can use the bundle to store the full set in a single slot
@@GreenJabyo, have you made thorns on shields?, dont have access to the mod rn so I cant check...
@@hothdog No I haven't done that
You have a patron fella? Would like to make this your full time job
Although some have asked, no I don’t, although I appreciate the fact you and others would be willing to give. Back when I had others helping me I might of set something up to give back to them, and sure I may have effectively been working on the mod full time for the last 3 months unpaid, since it was basically just me making the mod, think of it like a gift to the community (besides, I get a little bonus from RUclips ads). Apart from the occasional update and other bits and pieces, there isn’t too much more I can do on this now that there is a major release. Receiving money would create expectations that I don’t want looming over me, but I do hope to use this project in my portfolio to get a job as well as a guideline for Mojang to help get this game back on track. Maybe things will change down the line but this is where I stand now.
do you hate cheese? yes you do
I have a good reason to
this looks awesome! like seriously these changes are great, huge props to you. i did want to ask about two things, one the iron golem spawning change. are you trying to nerf iron farms? this change just seems to make them more annoying to build, but they should still run at similar efficiency. also, the elytra fireworks change. requiring dragon's breath to craft fireworks could be an issue since it's not really renawable. however, that could be a good thing and maybe I'm just too used to having infinitely renewable rockets. anyway, great job man, I'll be trying out the mod over the weekend!
I agree with the change because i think iron farms should be harder to build.
thanks. for iron golems, it’s less nerfing, which is why I reduced the delay, just raising the bar to entry so it not as much a day one build so you never have to worry about iron again. for fireworks, dragons breath is infinitely renewable, just not as automatable as gunpowder/ paper alone. I also just want people to spam fireworks less and actually think a little to how they move around their world
I promese to play this 24/7
please promise to take breaks to at least eat and sleep irl
HYPED
Moon phases and their effects:
🌕Full moon (Fishing buff)
🌔Waning gibbous (Difficulty +1)
🌓Third quarter (Difficulty +2, Farming buff)
🌒Waning crescent (Difficulty +3)
🌑New moon (Difficulty +4, Looting buff)
🌘Waxing crescent (Difficulty +3)
🌗First quarter (Difficulty +2, Fortune buff)
🌖Waxing gibbous (Difficulty +1)
If that's the actual order then I must have used to wrong terminology, fortune and farming are swapped then, since farming is after fishing. But otherwise nice visual
@@GreenJab
Okay, I checked it out and there were errors with the moon shadow being on the wrong side of the emojis. I think my confusion came from how Minecraft’s moon shadows are reversed compared to what you’d expect from real-life moon phases. Also, I swapped the farming and fortune buffs so does it look correct now?
Moon phases and their effects:
🌕Full moon (Fishing buff)
🌔Waning gibbous (Difficulty +1)
🌓Third quarter (Difficulty +2, ~Farming~ buff)
🌒Waning crescent (Difficulty +3)
🌑New moon (Difficulty +4, Looting buff)
🌘Waxing crescent (Difficulty +3)
🌗First quarter (Difficulty +2, ~Fortune~ buff)
🌖Waxing gibbous (Difficulty +1)
@@classycube3079 Yes that looks correct
@@GreenJab The moon’s bonuses are a cool reason to play at night. My favorite is the new moon when mobs have better loot and a global looting effect. But honestly, I do find the moon cycles hard to follow sometimes. Have you considered adding a lunar clock? “Urkaz Moon Tools” adds that tool but it would be great if there was something similar, don’t you think? Anyways, I’m so impressed by your mod, you should be getting way more recognition!
@@GreenJab I’m hesitant to offer unsolicited advice, but your mod’s new wiki reminded me of a gold standard mod page you might find inspiring. I recommend googling “Hyrule Rebalance.” He has a well formatted description that lists the changes without overwhelming detail; for those who prefer more in-depth information, a comprehensive Google sheet is available. But unless they really need it, keep the description short and sweet. Also, his mod page gallery shows off its major changes, you should do the same.
For all the generations of players for which the game has aged out from their enjoyability, what you've done is the only way I see Minecraft existing with any relevancy for them in the future. Not in the sense that I think your changes are good at all but the idea that you customized the game how _you_ thought it should play. Taking the work upon yourself to keep cool ideas and scrap or redo asinine ones is THE MOST *sandbox* Minecraft can ever be.
Coding up some way of modularizing the features of game and from what version they're taken from is a long time pipe dream of mine which I only started to seriously investigate the feasibility of this year. When I fail in that larger pursuit, I will inevitably do something akin to the project in this video... although, I will end up stripping out probably more than a quarter of content from the game entirely instead of conservatively trying to fix them. (Here's looking at you, _archeology!)_
I'll try to eventually get round to adding more toggles here and there where possible so the player has more customisation, but if this project can get people inspired to make their own fixes, I see that as a win in my eyes
this guy here fixed minecraft while the company themselves......
THIS MOD IS AWSOME, the only problem is nerfing irongolem farms, they must not be nerfed. But still looking forward for 1.21.4 update
Iron Golem nerfing was one of the more important changes
Nerfing iron golems was unironically a good choice. Having unlimited iron bred complacency over the resource, making it lose its value really quickly.
And while it's not completely impossible to do with this mod, it's considerably harder to pull off now. I see it as a good thing imo.
@@r0an3v3 All I wanted to do was raise the bar to entry, not remove it entirely. Besides, with 1.18s large iron veins and now my old growth iron buff and my fortune buffs, mining for iron early game can be more rewarding and thus have less need for a farm until later
What the hell I watched the other videos literally today...
Well I guess its your lucky day :)
YES!
👏👏👏 Amazing work.
Ohh, this is very well done o.o
I love the bundle idea, but how does it work when items of different max stack sizes are put together? I don't know the technical term, but for example with 64 "spaces", are the 16-stackables (taking up 4 spaces each) being treated as taking up 2 bundle-spaces, and non-stackables (64 spaces) taking up 16 bundle-spaces?
E.g. 1 tool (16 bundle-spaces) + 20 pearls (40 bundle-spaces) + 8 grass blocks all fit in 1 bundle?
Exactly. I just reduced how much the items fill up the bundle
I've been waiting for this since the first video
Edit: I suppose the mod is already released, but do you think it would also be possible to make finding slime chunks more reasonable/less luck based, kind of like the biome maps from wandering traders
I know a mod that might help you find slime chunks easier that’s compatible with Green_Jab’s mod. The mod, “Stop Abusing F3,” adds a compass like item that tells you whether you’re in a slime chunk. It also makes it so that if you have a compass it gives you coordinates, hence the mod’s name.
I had thought about it but couldn't really think of a good solution. Sure I could have gone the route of adding an item like in the mod mentioned from classycube, but I learn more on the side of removing the idea of slime chunks in general as relying on a mechanic tied to random 'chunks' can take you out of the experience that this is a continuous world, so would prefer doing something like making slimes spawn in lush caves instead, but didn't end up doing that
The elytra is amazing as a building tool, so what if, to discourage long distance travel and make it easier to fly in tight spaces, a normal rocket only propeles the player a little. this would also need the elytra startup cooldown to be reduced so it can be activated from the ground.
I had thought about it, but if normal rockets give any sort of boost, people are gonna abuse that like they do rockets now
I think the beacon effect depending of the ore type very unnecessary because it just make projects literally hell
I think it gives a proper reason to have each ore, the more powerful effects using the rarer ores, and overall more balanced.
OMG FINALLYYY!!!!
PLEASE JUST MAKE TIPPED ARROWS IN A CAULDRON!!
WHY DONT ANY JAVA MODS DO THIS.
I literally link a mod that does that on the modrinth page for this mod, which is why I didn't add it to my own mod, cause it already exists
"Why don't java mods do this"
because A: someone else already did that, so why duplicate that work.
B: java mods are much more "work together" than the dedrock "one mod to do it all" philosophy.
C: many many many players don't care about, or use, tipped arrows, because without mods they are not renewable, and are thus hot garbage.
(and for those that do care, see the mod "potion cauldrons" which lets you do that)
There's a bug where if you leave items in the 2x2 crafting slot and reset the game they'll disappear, and it explains why I lost a stack of red stone blocks....
What version are you on? I believe I have fixed this for 1.0.4. I am sorry about your lost items due to the bug
Wintergatan music =D
It is Wednesday my dudes...
one problem that prevent me from getting back into minecraft, is the fact that the game IS TOO SEED DEPENDENT... why mt friend have an quad witch hut, or 5 nether fortress intersections together... this is a problem that terraria fixed, i wish i could create my artificial biome(if i want to have a nether biome area on overworld, do it) and structures in survival... or transfer the structure from a place to another... also bedrock limits creativity, so a way to break it would be amazing... also i wish i could change the world spawn point and create my own ender portals/ link gateways in any biome or dimension... and also an lava sponge and item collector, is sad how tnt duping mining delete most items, could be an tnt that deal no damage to players or items but breack terrain, a silk touch tnt... i also wish there would be a way to clone villagers, like if i have a 35 trades villager and want to have a backup copy. + create "custom" mobs, like why i can't have a mob ridding another mob of my preference... like an universal saddle that i can put in any mob making other mobs ride it. also naming a mob will make so any kill made by the named mob will drop player kill loot... and if you enchant the name tag the mob will have it's propriety's like looting effect if the nametag have it. and make vindicator pickup weapons... and custom wolf ai, for making it target some specific mobs and ignore others... lets say i want them to ignore an enemy type no matter if i accidentally hit it, right now i can't, and that's why i think wolfs/dogs are just annoying and have a terrible/non customizable AI, and that's why i don't cara about wolf armor since dogs still dog sh!t and will still screw you when you accidentally hit a rare villager making the dog kill it before you even get able to make it chill/sit back on the ground... or teleport from no where right when you're at side of an desert temple pressure plate before you even get able to break it, rare things, but can happen, and i already saw this happening... and about bundles i think that still not fix the inventory problem... instead of making every bundle store 64 items of any variety why not make this with the inventory itself, an unified inventory, where it can carry 64x 27+9 the total max item amount you can carry right now with all slots it has right now... like think of an inventory where you can have as many variety's as the item amount limit, the just make a search bar and a option for a keybinding for the items you want, + the middle mouse button helps change the item of the in hand keybinding item... i also think the health system scaling is too low... how getting hit by another player with an rock deals the same damage as an cactus, and why throwing an pickaxe from the top of an hole into the head of another player at the botton of the hole deals no damage
Unfortunately a lot of this is either thing I am unable or unwilling to do
17:36 FINALLY!! Someone who isn't misgendering the Ender Dragon...
I can understand people not knowing her name as Jean since that’s not told ingame, but she literally lays an egg.
ironic
i strongly disagree with the game limiting mending with highly enchanted items in my opinion
You can still get highly enchanted gear, infact you can now get fully enchanted gear from the etable, I am just trying to balance it a bit more and reduce the 'rush' some people feel a need to get 'max' gear
You know you still can repair your gear as much as you want you just have to repair it with resources
Will the mod ever have a port to forge?
Maybe, but it won't be by me. If someone else wants to, I'm not stopping them
Man I thought this in Forge, now I can't even use it for my pack :(
Im sorry about that, but I only really use fabric. But the code if publicly available if anyone wants to make a forge port
Is there a way to disable to stamina mechanic?
I have made a gamerule to modify how fast it drains
@@GreenJab Sounds good
@@GreenJab Oh also, will you ever put this mod on curse forge?
Probs eventually, just starting with modrinth
Spawner iron farm :D
And thats a perfectly valid way of doing it, however you will need to stay within 16 blocks of the spawner for the farm to run
@GreenJab afk mob spawner iron farm
🐐
Hey GreenJab, amazing stuff. these are some really cool changes that I agree fit well with the vanilla game. If you have the time I would love to work with you if you could help code a mod for the ideas I discussed in my recent video about adding weathering processes to Minecraft. Let me know!
Video here:
ruclips.net/video/AwkgAM9c7M8/видео.html
Funny, I literally just watched this vid cause someone else just suggested it to me. Watching your video it looked like it was already done via a mod, but I might be able to help you make it, it shouldn't be too hard. Talk to me via discord for further discussion
@GreenJab that's a coincidence haha!
was done with command blocks actually, I don't have the coding skills for mods, I only have basic proficiency with Python. I'll message you on discord in a bit 😀
My comment disappeared? Well I was going to reply and say “I’m glad I was wrong about the insomnia mechanic, since it seemed ridiculously OP! If you could just eat five membranes to get the insomnia lvl 5. I think I’ve gotten to level 2 insomnia before. I have a question since the higher your insomnia level more phantoms spawn so at level 5 is it like the horde of like twenty spawn? Also, you should really consider going into game design if you haven’t already.
Idk why you comment disappeared, I don't see it on my end either. I studied Software Engineering majoring in Game Programming, but I have always been watchful into how games work, and what makes them good. If I can't get into mojang, then yeah I'll probs end up doing games anyway
@@GreenJab My comment probably triggered a spam filter because I edited it after you replied, or maybe it was a RUclips glitch. No idea really. I definitely think you have a knack for game design. The best programmers I’ve noticed are always fiddling and making things better, and that’s true of your mod too. So I hope you find yourself a dream job whether or not it’s with Mojang.
I can’t wait for someone to add this mod to GTNH in some way creating an unholy union of realism, grind and quality of life balance.
Never heard of GTNH before, looks interesting
I don't understand the removal of ice boating in the never because Packed and Blue ice are fairly endgame item that require silk touch and a lot of grinding.
I also think exploding fireworks allowing flight should be disabled because it doesn't really make sense from a players perspective. Basically, as to what is the reason fireworks that explode let you fly when normal fireworks don't.
Besides those minor criticisms though this seems like a great mod with lots of changes that I would like to see in the game!! (also saying fixed survival is a bit uhhhh idk)
the exploding fireworks was more of an alternative to needing dragons breath, it’s possible but not advised. you can also bypass the hit frames by having super enchanted blast protection
NETHERITE BLOCK IN NETHERITE ANVIL, BRO THIS IS TOO EXPENSIVE
Its supposed to be expensive, one ingot would be way too cheap. Be glad it wasn't the 3 netherite blocks and 4 ingots route.
No i mean like 3 to 4 ingots?? @GreenJab
@@miladmoro88 Its end game for a reason, and gotta give a netherite sink to those that have full netherite gear
I think it's the perfect amount
There are a few things that I feel like just became more complicated, and I don't agree with those being a fix. Some mechanics also seem good but they're too time-consuming. Some mechanics are just too op and easy to abuse. And some mechanics are bloated in random mechanics.
There are a few ideas that I agree with though.
I guess my opinion of this mod is half half. Cool mod!
Is this Jetstarfish 2.0?
No, I'm what Jetstarfish wishes he was
@@GreenJab I cant agree on that
Does this work on bedrock? If not, can you make it work on bedrock?
not for bedrock, and no I wont
@ oh, may I ask why you won’t?
@ it’s fine if you don’t btw, just curious
@@BeansInABun Bedrock is a completely different system, additionally bedrock addons only really support adding new things rather than changing existing things which is the entire point of this mod. Also, I don't play bedrock
@@GreenJab ok, that’s fine, thanks
4
mod dosn't make the game like fortnite at all. unsubed
Hahaha, you miss the point, fortnight is supposed to be like this
I do like most of the ideas here, however enchanting feels wrongly done, it incentivizes that weird way of adding books doesn't it?
can you explain why that is the wrong way of doing it can do you have a better alternative
@@GreenJab There is, or atleast used to be a specific order to apply books in to use the least amount of levels
@@zapx1239 Well with the anvil use cost gone, that issue is largely gone
nuh uh
?
a lot of these changes may sound good but are more likely to make the game more annoying. same way how games give enemies more HP to make the game harder but it ends up being more tedious than hard
that's why I have tried my best to make sure changes aren't just 'simple number changes for the sake of balance'. Most of these changes are just straight up make the game better, and some of the more controversial changes have a gamerule attached
i havent seen what nerf you are going to give the elytra but i already know i completely disagree with the elytra being nerfed.
Minecraft is a sandbox game, i play it how i want to, and the elytra in their current state are really fun to use in my opinion and make getting around much faster. while i do agree other things should be buffed, no nerfs, if you dont like the elytra, dont use it. no ones stopping you :/
"if you dont like it, dont use it", clearly shows you don't understand game design and miss the point of this mod
@@GreenJab this is a sandbox game dude the entire point of this game is to do what you want? if this was a survival game yes my comment would be wrong but no i still stand by my points
@@GreenJab most of the points you have made in this video (so far i havent watched all of it) are great but i just disagree with this one
@@Superkss0Yes, elytra is fun, but it is completely removing the usefulness of every other transport, its not that greenjab doesnt like the elytra, the problem is that the elytra is way to powerful
I don’t get how you can either heavily nerf or completely remove certain farms and then say this version is better or fixed, especially the iron farm. You didn’t even do anything to make it easier to mine or get iron another way. In fact, you made in harder and more difficult with the changes made to enchanting. You've made mending more difficult to get and more expensive to use but did nothing to actually adress why people want it so much. Now not only will tools and items break more often, it will be even harder to get good tools in the first place.
There's acruallt a lot in this mod that seems to just make the game more tedious or harder for no reason in general.
Making the repair item for totems of undying the nether star and then heavily nerfing how you can obtain them because they're "repairable" now is utterly laughable.
The kneecapping of the elytra is a bit to far, imo. Making the only way to get usable rockets through dragons breath, where you even made the fight harder, means that the elytra is now next to useless in terms of actually using it as a form of transport. 90% of the time you aren't going to have any form of propulsion so you say goodbye to any form of flight longer than a couple hundred blocks at best depending on how high of a cliff you jump from.
'I didn't do anything make it easier mine or to get iron in another way" bro I made iron ore more common on old growth biomes, tnt will drop 1.5x its normal drop and later game you can reach fortune 5, and besides, iron farms have potential to be even more powerful, I just raised the bar to entry to get unlimited of the most useful resource. "Tools and items will break more often" it is now far cheaper to repair items in an anvil and it you can repair an item an infinite amount of times. There is a reason behind every change. The totem change is a valid change that gives more meaning to the totems you use, don't know what you are on about. The elytra is by far one of the most powerful items in the game giving you access to flight, of course it needs some trade-offs, that's how games work and what makes them interesting.
Yeah no
you are entitled to your own opinion
Minecraft is not a survival game, there's nothing to be balanced.
then why is it called survival mode?
@@GreenJab At best its a thrival sandbox. Its not hard to survive in survival Minecraft, and that's not the point. The point is to build, create and explore, all hallmarks of the sandbox experience. Nobody plays it like a survival game, outside of hard modding survival into the gameplay loop. Its just a naming convention. Bedrock edition is called Bedrock too, despite Java not being built on it.
@@iPlayGamesX Then don't install the mod? IMO the fixes this mod implements make much more sense, and for me that leads to a better sandbox. Better sandbox means more actual playing, leading to more creativity and more fun.
@@bloodaxeNOR It has nothing to do with the sandbox mechanics of the game tho?
@iPlayGamesX The sandbox is not just the building-aspect, but the world you inhabit. This changes how the mechanics of the world you inhabit works, thus changing the sandbox.
I agree that this does not add tons of new ways of building or stuff like that, if that's your definition of a sandbox. But if building is what you want, what stops one from building in creative?