Hi I'm Siscu, the creator of this pack. I'm so happy you decided to showcase this project of mine, much less with this level of detail and production value. Thank you very much, I hope you don't mind if I share this video in the planetminecraft post. Cheers!
@@amqndin Yes! It may have some issues depending on what server software are you using, but for the most part it's fully functional and it's been designed with multiplayer in mind
@@cisculog9628 holy shit bro. you made such HUGE datapack with so much features and it is MULTIPLAYER FRIENDLY?!?! hm i wanna be like you, when time comes i will make vanilla+ multiplayer friendly datapack too.
Love this data pack! It would be cool if the armor had a channeling effect, where if lightning struck you, it would arc to nearby nearby or copper objects without damaging you
Love the copper tools, trident, and armor set! I wish this was in vanilla. The witch hut and guide books are cool too, but enchanting the horse armor with frost walker is probably the absolute best datapack improvement ever made lmao
@@HPnodsu still, copper tools and trident is such a bad feature game design, goes against most of the established game design choices, theres a reason they dont exist in vanilla edit: forgot to add "🤓"
There’s another mod that does this too you can find mossy cobble and Cobble ruins and foundations in the same format as old villages in forest biomes. Really smart
i get that minecraft referencing old updates would kinda mess with lore, but it still makes me happy as an old player when fanmade stuff adds some references to older content
Really good data pack. Only gripe I would have with it is the withering in the nether. It just seems to make nether trips more annoying than interesting, especially since you got the withering effect even immediately after eating that warped food. However, thats not me hating, love everything else you have made!
Data packs do go a little crazy, one of my favourites is Mechanization. It's absurd what it adds considering it's only a data pack, and I'd love to cover it in a video sometime but there's just so much.
I think a cool feature for the bee counter could be that if placed in a regular item frame, you only see the number of bees when you hover over the counter, but if placed into a glow item frame it shows up as you demonstrated where it's always visible
@@AdmiralGordonHuh? Ever since 1.13 Mojang has been doing nothing but changing core parts of the game! The Ocean Update, Village and Pillage, the Nether Update and Caves and Cliffs have all been massive reworks of some of the game's most important aspects.
@@snuggle_plaga This, but the last two updates have been pretty wack, what they should've done is 1.16 is nether, 1.17 is overworld, 1.18 is the end, that would've made more sense and more consistent. It'd also be cool to see an alternative to the end and the nether (could be named like the beginning and, obviously the aether)
It's amazing how this datapack has so many changes that I have personally wanted to see in the base game. And even the features I oppose are cool though, and the whole withering/zombification mechanic is amazing!
what a beautiful name for this. feels impactful considering kingbdogz's statements on minecraft development becoming less survival focused and more creative sandbox focused.
He didn’t say that. He meant that some updates should focus on adding sandbox elements for builders (and redstone engineers). They’re still focusing on the survival aspect, why else would they be adding structures?
I've just recently hit the point of my survival world where I feel exploring is too stale, but I don't want to build. I'll definitely be adding this to my world, thank you for the great video breakdown of the pack!
It's amazing that this isn't a mod. It just goes to show how powerful datapacks could be and shows that there are people willing to make these datapacks as powerful as they are. Thank you Siscu for doing such a feat, and thank you Rainrann for showing me this. I finally have a good reason to play 1.20
Oh my gosh! This is so cool! I’ve been trying to do stuff like this myself with data packs, and this just gives me encouragement. Thank you for reviewing this!
I recently discovered this data pack, and it has become such a staple for my world. It genuinely feels like an official update, it's hard to go back to straight Vanilla. The copper equipment alone feels worth the install, but then it goes and adds so many other features, it's really hard to articulate just how smoothly this blends in with Minecraft! 10/10, would recommend for anyone who wants to play Vanilla+
Why are you ignoring how updates introduce more than a mob and huge structures? If anything, considering that this is a datapack, Mojang is doing a pretty good job in adding tools. This kind of stuff wouldn’t be possible a few updates ago.
You know, rabbit foot is actually considered a totem of good luck in some cultures. Would be cool if Mojang changed it so that frogs drop some jump boost item for brewery and rabbit foot could brew Luck Potion.
i love how it make it harder to progress like make it so u wither in nether , get zombyfied , and need certain book for enchanted crafting table and make wandering trader usefull while kept it felt vanilla. this'll make my hardcore wolrd way more fun. (since i just started it)
Seems cool, but I personally don't like the withering and phage effects. They seem like they'd only serve as an annoyance during gameplay while providing no real merit to the overall experience. So, I came up with a couple of things that could maybe improve them a little. For the withering mechanic, I'd make it so you can only be affected when in the withering biome. Since it'd be one region rather than the whole nether, you should shorten the window to receive the effect every 10 minutes. Also, the warped stew should act more like a fire resistance potion and stop you from taking the wither damage. To be clear, I mean it prevents the withering effect from occurring at all; it'd essentially reset the timer that determines when you gain the effect and also pause it temporarily (anywhere from 30s to 3min). Only when you're already taking withering damage should it lessen how much damage is taken. You could also make it so the mechanic becomes applicable outside the biome and lingers with you if you get the wither effect 3 times within a certain timeframe (like say, 60 minutes). If outside the biome, warped stew gets rid of the lingering effect entirely. Meanwhile for the phage, curing it would literally be impossible early game due to needing to brew potions, and death is too harsh a penalty. With that in mind, I'd make it much easier to cure, with say, any golden food item. An easier cure would of course mean a shorter cure grace period. Then to remedy the harsh death penalty, I'd have it instead give you incurable slowness, mining fatigue, & weakness for 10 minutes after setting in. It'd be less like getting a terminal illness and more like getting sick and losing your energy and strength for a while, (and you could also make it so strength/regeneration potions, stews, or golden foodstuffs decrease the time by a 1-2 minutes each). You could also make it so you can't eat anything during that window, as sick people generally have a lack of appetite. Still something you definitely wanna avoid, but not as annoying as before. Hope someone reads this and gets ideas from it
I'm frankly astounded and flabbergasted, perplexed and pleasantly surprised even, that datapacks are this powerful, being able to add whole new mechanics and items and structures - this feels like a version of MCreator (a software for making mods for minecraft) but built-in to the game directly, and I love it. Now if only datapacks made fully custom blocks possible, we as a community could almost forgo modding altogether for many or most concepts!
This seems like a lovely vanilla expansion to the game and i am thankful for being able to adjust settings like how vanilla does it! Thanks for sharing and showing off this paxk for us!
Things I think the Phage should do in addition to what it does now: (This is just general idea and not me complaining.) Pillagers/Illagers/Evokers should also be able to get infected and cured, however once doing so they become neutral. The Evokers might also give you a slight small buff for saving them like a bit of regen for a few seconds or a 'totem fragment'. Gather enough and you can craft a totem without killing one of them. Witches should also be able to infect, however they'd just cure themselves and if it was the player who infected them via the arrow they'd start throwing potions faster and with higher potency. Iron Golems when infected should become 'rusted' similar to the oxidation effect of copper, but for iron. Once 'rusted' they attack everything that's not undead and become an 'undead' themselves, however their attacks are severely weakened due to their rusted state. When an Evoker is turned into a zombie they should attack with poisoned jaws as well as occasionally spawning undead with leather helmets to shield them from sun or more likely 'undead pillagers'. However, unlike normal undead pillagers, these would have a life span similar to the Vex that are spawned, meaning after a time that the Evoker is dead, they take damage over time as well before dying. (Also, for shits and giggles, the Evoker should turn sheep of any color into green sheep, because 'zombie', lol. Also good luck finding a use for puke green wool in your blue and purple base.) If a player is infected by Phage they should become neutral to undead. (Similar to the Walking Dead media where you can 'disguise' yourself by wearing rotting flesh or covering yourself in blood to an extent and remaining quiet and slow. So if you sprint in their area they should still be alerted to your location and begin attacking, but so long as you walk you're basically invisible to them.) Finally with Piglins, both brutes and normal variants. They should also become neutral once you've cured them, even the brutes. However, getting to cure a brute would be an absurdly hard task as they would probably be both faster and stronger. In addition to curing them, you might could get a similar effect to 'Hero of the Village' making you neutral to both Piglins and Brutes for curing one of their kind. If it was a default Zombified Piglin, about 2 minutes of neutrality, 4-5 for a normal Piglin, and 10 for a Brute. This would also let you loot their chests without being attacked either. Similarly to this, you could also try an effect for Pillagers like 'Raider Savior' or something funky sounding like that which would make you neutral to all 'illager' type mobs like Witches, Pillagers, Ravagers, etc. If you read this far, thanks, I know this likely won't get added since this is just a showcase and not the actual post site, but if someone wants to pass it along, feel free. Honestly you could just make an entire datapack centered around this 'zombification' function alone and make it its own thing. Adding some more depth to the game would be amazing and I think this change to zombification would be a nice one, especially regarding the other previously 'hostile' mobs as mentioned before like Piglins and Pillagers. Being neutral to them, even if temporarily, would still be cool to see. Also, similar hierarchy timing for Pillagers like Piglins: Pillager - 1min, Vindicator - 2min, Evoker - 10min, Ravager - 20min (because ow, pain.). You wouldn't be able to cure the Witches, because again, they'd cure themselves and then start throwing Harming/Poison 2 potions at you and at twice the frequency. TL;DR: DON'T USE PHAGE ARROWS ON A COVEN OF WITCHES!
Your work with this datapack is great! I only have one criticism and it is this: one of the main reasons to go to the nether is to get Nether wart. If you do an overworld loot, it loses a little more sense to enter the nether fort, since in your data pack you can also find blazes and wither skeletons outside it. You have inadvertently rendered one of the largest structures in the game practically useless. But the datapack is still cool ❤
And as such, (this is not shown in the video) nether fortresses have been removed completely by the pack. The reasoning behind is it didn't make sense for the two mobs that spawn there to be unique to the structure, as well as nether wart only being found on them. In this pack, nether wart also generates next to lava pools in the nether.
@@cisculog9628it's cool. A totally diferent nether experience... I like that. But the fortress it's an important part in the lore and history of Minecraft. When you say "vanilla" i understand the improve the actual gameplay and, In my opinion, it's funny run over the fortress, scaping from the enemies and found some loot. it's a true, sometimes it's so much tedious found a fortress, for this razon I mean to your idea as cool, can be much funny found the principal loot of this dimension randomly.
Looks amazing, my only real nitpick is that the new witches huts have a little too much/good loot in them for only having to fight 4 witches. Just my opinion though, love pretty much all of it
I'm still baffled that people are able to do this kind of stuff just with vanilla data packs... Especially stuff like the crafting recipes in the advancements, I have no clue how they managed to do that.
Also kinda scary playing a hardcore world while walking around at night, at some point you’re gonna get the phage and if you don’t have a potion and apple at hand, that world is gone
Quick idea, make it so that chain armor is craftable with chains and that by using it, you become imune to bees, you can harvest them without them getting angry.
a thing that NEEDS to happen wit h the trident!! Me and a friend have been discussing this for like 3 years now, but make it so that when you kill one of the 3 elder guardians, it drops a "Triden chard", when you've killed all 3 you should have 3 trident chards, combine it with a heart of the sea & stick in a crafting table (chards on the top row, heart of the sea in the middle, stick bottom middle), then you get the original ocean trident!
wow watching this video brought me back to when i was little and watching old magma musen i think its the subtitles but i loved it, very underrated content on a side note, im definitely gonna have to make a world with this data pack because this is awesome
It's kind of embarrassing that things like that witch hut with the potion guide aren't in the game. Mojang needs a quality of life update that adds more features like that before they update all of the biomes they think we forgot about and update the end. Before they added netherite the tool progression was way too quick with how easy diamonds are to get so the copper tools are interesting. Iron is so easy to get though so I don't see the use for copper tools except for like cheap but decent shovels and other disposable tools early game.
crazy to think a random guy made the best minecraft update only by fixing and improving existing mechanics or implementing new ones to resolve problems
12:20 That's not a new feature, that's a removed feature that was available back in 1.7, and is still available in Bedrock, if you put your center inside the skinny box, before they notice you. 13:45 Nitwits are actually a profession that exists in RL, it's just a diverse job range that it can't be put into one thing in Minecraft. I am talking about the artist. Basically, they could have made them sell sculptures, paintings, or this data pack showcase.