This is honestly a great idea! Once upon a time in version 1.14 Mojang destroyed the balance of obtaining totems, you could literally get them in huge quantities without even going to the mansion. With this mod you can still fight off raids and kill еvokеrs, but at the same time you will need to GO to the mansion to get these totems. My respect as a proponent of balance, this is one of the best mods!
Some suggestions for a future update: 1. Armor trims for the other vaults 2. Make the color coating of the ominous trial chamber slightly less jarring. (Maybe make the ominous slate blocks slightly less dark so it can blend well better with the bright titanium blocks) 3. Make the fire charge be more like the other charges
Suggestions for mod: now this Added mob & structure For the Nether & The End trial chambers I think it would make sense to use the Nether & The End mobs instead. Gợi ý cho mod: bây giờ cái này Đã thêm mob & cấu trúc Dành cho phòng thử nghiệm Nether & The End. Tôi nghĩ sẽ hợp lý hơn nếu sử dụng mob Nether & The End thay thế.
😊I have many “earth charges” in real life. One time I threw one at a person so hard the fell over laughing, silently laughing. They oozed red laugh juice
Boss needs more attack types. New Vault keys needs different and reasonable way to obtain. Water mob arena should change in my opinion, it is so bare. New trail chamber idea is cool actually but blocks should change, not just recolour
I had a blast working on this Mod with you,especially when it came to animating the Mobs (Yeah I'm the one who did that),and I can't wait for the players to see what's next for the Mod! :D
I’d just like to say that making the warden drop a key is a very bad idea; the warden is supposed to be an unstoppable force and a punishment with zero reward, the only thing you should do with it is run and evade. I think you should have made a new, lesser-mob that drops it instead.
Yet, despite that, some/most people will kill the warden, even though they get nothing in the end but bragging points. I always like the idea of more skulk mobs and adding onto the family. However, I believe it'd still be nice to at least have the warden drop the key as an alternative method to obtaining said key. Players who aren't fond of fighting it can still get keys through a new mob, but those who feel more confident and want to take that fatal risk against the warden could end up with more keys.
@@4rdency The warden can be killed with just a bunch of trapdoors, observers and a bow. It's too easy and unoriginal to make the warden drop something, a new mob or a specific block is better gameplay-wise
I kill the warden out of spite. I need to show him how useless he is. All he does it drop a single skulk catalyst. Imagine being in a game about crafting stuff, and being a mob that DOESN'T drop anything that can be crafted with.
Everyone saying 1.21 is bad or very mid are just so wrong. It completely reworked how loot works through keys and vaults. And just like seen here, we can have so many new types of loot rooms. And it completely fixes the problem on servers with chests being raided all the time. It will be extremely exciting to see what happens in the future with these new features.
You're right, this new loot system is fantastic... except it's exclusive to just the one structure? The features in this video are products of the modding community (and a very talented one at that), there's no guarantee that Mojang will consider expanding the base game in this way, and this is what's created the "lazy Mojang" sentiment among players. The modding community is truly the reason for Minecraft's longevity.
Im currently 6:02 into the video and heard how you get the trial keys and cant help but feel that while it preserves the first aspect of tricky trials and why the update is getting such high praise compared to others of making server wide obtainability of an item a thing it defeats the 2nd one being that trials arent easy to farm and mist likely not intended to be farmed whilst every single one of these jeys can be mass farmed
good the other vaults are good but for the woodland key make the ivoker or smt i forgor drop normal totem in a raid cuz then you will have to go to the woodlan mansion witch is rare and then get atleast 3 so make the ivoker in a raid drop totem and ivoker in woodland mansion the key
The "ominous chambers" are literaly just an unfair version of the trial chambers that makes cheesing more appealing than going though it. It doesn't have any interesting gameplay mechanics unlike the vanilla _ominous_ trial chambers, which at least have _some_ new ideas, and doesn't justify it's existance with it's loot or visuals. It probably shouldn't have been released with everything else at that early stage of development and only after it's remade into something somewhat different from the original
@@BelgieMinecraft My feedback is that if you want to make "harder trial chambers", you should take a different approach. There are things called trial events that trigger when you get a bad omen effect. By adding a trial event to either the new boss room or a different structure, not to a copy of the trial chambers, you can make "harder trial chambers" the more interesting and vanilla-friendly way. The effects of it shouldn't just be "hahaha look they have netherite haha", the spawners should spawn projectiles and mobs with diamond armor like they do in regular ominous events, but the mobs themselves can differ. For example, instead of piglins and other unfitting mobs replacing other monsters, we can have something like bigger spiders, skeletons that shoot different types of arrows each time and maybe a crumbled/spectral/a bit different in some way version of the boss
I think this update seems very repetitive and most of the features act like they are to complete a collection rather than to add new stuff. A little feedback would be to make the new boss different. I was thinking a giant breeze with arms and copper armor and a special sheil with a sheild charge combat mechanic, add new rooms to the trial chambers including a submerged one, a Redstone puzzle one, and one where you have to fight your way along the edge of a cylindrical tower to get to. Boss fight arena where the copper clad knight (the breeze boss I mentioned earlier) will try to knock you bac off the tower. Also add new Redstone blocks and trinkets, the copper and tuff golem, make some new rooms in the basement of the woodland mansion with an illusioner, multiple zombie villager healing stations, ravager cages, and a better treasure roo. To tore the woodland vault than out in the open in the mansion, retexture the end city vault to be darker with purple particles rather than made of endstone, add some new mobs to the structures that you added vaults to, like a new illager, a type of giant bat in th ceiling of the ancient city that can use echolocation or some crazy stuff like that, some new piglins, and even maybe some new end mobs. Finally revert the tick delay nerf to the copper bulb, and add functionality to the fletching table.
Some of these are cool but this is only update 1 and we plan to release new updates with more features every few months, inside of the trials and tales plus mod the fletching table works, and as for some more rooms, thats planned for future updates its just not something we could work on due to the constant changes in snapshots
@@BelgieMinecraft understandable. This was in fact meant to be feedbac for future updates, so be sure to consider at least a couple of these features while developing!
@@BelgieMinecraft i disagree i love the idea that you are just completing mojangs updates and fleshing out the content they make. i also remember the last update you did for 1.20 and it didnt come all in one update there was several versions.
This looks so cool! A few things I would add in update two would be different textures for titanium/ominous slate so they’re not just re colored copper/tuff. Also I think it would be better if it was piglin brutes that dropped keys and not just the normal piglins.
Suggested weapons: - The Heavy Anchor for the Ocean Chambers. It uses: 1 Heavy Core (top middle) , 1 Iron Bar (middle), 1 Water Charge (bottom middle), and 2 Cut Copper Slabs/Stairs (top left and right). It's similar to the Mace but is slower on land than the mace, but faster (same as the Mace would be on land) in the ocean and can shoot water charges but with a bit longer recharge or be thrown like a Trident (again in the water, and Riptide cannot work because... it's heavy...) - The Harpoon Crossbow. The bow itself would be similar to the crossbow but the sticks replaced with copper ingots and the string replaced with chains. The harpoons would be heavy hitting arrows (with shorter range) but crafted with a iron ingot or nugget for the tip, a water charge in the middle, and a iron bar or can be sold by the fisherman villager (harpoons only). it can be shot through or in water but with a slower recharge but can be increased by the "Quickdraw" enchantment (Quickdraw III level is that of a Quickdraw I effect when reloading a crossbow)
When you will update it you could code these too: Elemental maces: 1.The fire mace made with a fire charge and a blaze rod 2.the wind mace made with a wind charge and a breeze rod 3.the earth mace made with a earth charge and a stick 4.the water mace made with a water charge and a bubzy rod And add any ability to them if you want
This was AWESOME also I can finally not have to ban totems of undying from me and my friend's smp becasue of how unreasonably renewable they were, atleast now you have to go to a wooodland mansion to get a tote
Okay, you want ideas, I'll give you ideas. 1. The mansion vault doesn't give you the totem, it use the totem as a "key". When opened, it can give you emerald blocks, crossbows, iron blocks, either the good old vex armor trim or a new trim with asymmetrical rectangles kind of like bricks or planks and some other stuff. It could also hypothetically give you something like a gilded goat horn. It's main purpose is to give status effects, but the effects depend on the number of uses. After the first use, it'll give the user regeneration 1 and strength 1 for approximately 10-5 and 30-20 seconds respectively, all living entities in front of the user gain weakness 1 and poison 2 for around 25-15 seconds. After the second use, it'll give you strength for maybe 5-3 seconds and your enemies poison 1 and weaknesess 1 for 15-5 seconds. After the third use, it grants everyone around the user (including the user themself) healing 2, poison 1 for a few dozens of seconds and strength 2. Then it breaks 2. Remove the stun, replace it with something like weakness 2. Make the boulders more deadly, but affected by gravity like arrows. When they reach the ground, they break into particles. The room should be bigger and have some randomized obstacles, the spawner should act like the normal one, but only spawn exactly one mob at a time, so there would never be more mobs than there are spawners. The mob shouldn't be called blitz, but rather something different (people already gave you some options). It's boulders should be more smooth (less like the beta cobble, more like the modern cobble) and should rotate around the center head, not under it
@@BelgieMinecraft First of all, weaknesess is not unique, but stunlocks are literaly the worst types of softlocks. Stunning is _much_ worse. Second of all, you absolutely ignored the entire concept of the gilded horn. Third of all, strays don't give you weakness, they give you slowness, so your curent design is closer to strays than the alternative design
Ok… here’s an idea for all the structures with the vaults… and the bad omen effect. End cities - none of the mobs will be able to drop the key unless if you have the end omen effect… all of the shulkers will respawn, the enderman will be mad at you, and a new mob could even spawn in, guarding the end ship… this would make the cities harder to loot AND make the elytra harder to get. Woodland mansions - similarly with the end cities… the key is only given when you have the woodland omen, all the illagers will respawn and pillagers/ravagers will be inside too… there would be the TOTEM OF REVIVAL. where you can right click a mob (or player if your in hardcore) and revive them if they die. But it only works once. And only has a chance of dropping from the vaults (fairly rare). Bastion remnants - when having the bastion omen effect all the piglins will respawn, instantly be mad at you, and blazes will spawn in the structure. Other than that, nothings changed except the key only drops when you have the effect. Ancient cities - this is a big one… the warden no longer drops the key (no more warden killing) so when you have the ancient omen effect, and you activate a skulk shrieker the warden instantly spawns in, and skulk sensors go through wool (no more wool) there will be stone chests which are harder to open and make a lot of noise, will have A LOT better loot. (And will give you the keys) I feel like this would balance everything and give players more of a high risk, high reward rather than just… kill shulker get key elytra and more get bad omen big fight get key then get elytra… let me know if you like em! (Sry for any vocabulary errors)
@@DELTARUNEFAN1997 Yh its something we had been working on for a few months now, join the discord and leave any ideas you have there as they all get reviewed
This is very cool! I would love to see more versions of trial chambers, though, too. Maybe a sandy one that looks like an old tomb, or an underwater one based on ocean temples. Maybe an Icy one that looks like an Icy cave, and a firey one that spawns only in the nether or deep underground. Then, you can tweak the mob spawns for each one. The default will spawn generic mobs. Zombies, skeletons, spiders, maybe bogged, slime, and the breeze, of course. Sandy ones spawn husks, silverfish, and the blitz. Ocean ones spawn guardians, drowned, and the bubze. Icy ones spawn strays, aggresive snow golems, aggressive polar bears, and my new mob, the freeze. Firey ones spawn piglins, magma cubes, wither skeletons, and the blaze. They all work basically the same as normal ones. Same kind of keys and stuff too. The loot would be slightly different, though. Generally befitting of their theme. Both the general loot and the special stuff like trims, banner patterns, and special weapon parts will be changed.
This is honestly super cool. I think the end city vault should have more of an enderman motif than a shulker motif, given that you get the key from the dragon. (i mean endermen are even known for opening their mouths frighteningly wide so it makes sense!) and i also the the piglin vault key should only drop from brutes. that just seems like a much more fitting requirement. but if you really want it to be renewable, you could also make it a rare piglin bartering reward! oh also the bubbz are a little underwhelming tbh. imo they deserve a new name, and the water charge should have a more interesting and dangerous effect. like maybe it clears potion effects off you, or reduces their timer.
could you make the fire charge actually work like the other ones? like you can trow it and you can craft it by blaze rods. Edit: blaze rods already craft powder but you can fix it by mix enother element to make the charge
10:32 enchantments ideas 1. Range (can be put to III)- this is basically what it sounds like more range, 1 more block if 1 more enchantment lvl 2. can be also enchanted by sharpness more move dmg Edit: got hearted!
Everything was not bad(except the avatar breezes) until the harder trial chambers and titanium blocks(they're just fake trial chambers and fake copper) The vaults, painting table and dogs were awesome tho
I'm making a new structure with Trial Spawners and Vaults, like you did. Unfortunately, the vaults don't work after generation because of this bug: MC-268618 If you encountered this bug, how did you fix it? If you didn't then what do you think I could do to fix it?
We added our own custom vault blocks that fix that bug, but the way to fix it is setting that value to 0 just before you save them and load them into the structure
One suggestion, instead of titanium, iron could use some love; maybe some new textures from the copper ones. Aside that omg thank you for making totem's of undying much more difficult to get; that makes them soo worth the fight!
Make the painting table a bit more upwards-facing/disable shading for it in order for it to be less dark and try adding a display for the texture of the painting kind of like the loom does with banner paterns. It'll be perfect!
Suggestions for mod: For the nether trial chambers I think it would make sense to use the nether mobs instead. It would make a lot more sense with what dimension the structure is in. Plus there’s a lot of nether mobs you can play around with
idea: when the heavy core from the trial knight hits you, you could add a sound effect(like an anvil being placed) and also maybe it could give the player slowness(like a stun)
6:32 i think The End one need rework, not a garanted elytra but some other iten, Elytra can be in the loot table, but like just 25% or 10%, i think a new iten shoulb be include, with other loottabkes like dragon head idk.
@@BelgieMinecraft them dont remove the alredy loot, the boat have elytra(in frame), but instead of a vault that gives the elytra give another iten, like ripitade but for air that help boost elytra and fly from ground more easily. Pls heard me, its balanced! Dont remove the vannila and add! Perfect! .
@@mthaylanprogames3689 Yes but we replaced the item frame with a vault so in mulitplayer worlds all players can get a elytra from 1 boat, they dont have to explore 1000s of blocks
@@BelgieMinecraft in my opnion just change, becuase its you can obtain the Elytra by the vault, you just need luck! Like the mace, but much more common, you will get a 100% elyta from the boat, and then you can have another with luck, its prety vanila balanced, also like the upper guy said change the wardem droping a key, crash the proposal of the mob, that is be a pain in the back for you not loot the chests with easily methods. But the mods is yours, do what your want, i just say is more better like that.
@Belgie I know this video was released a month ago (as of writing this comment) but please read everything I have written below ... I have some cool ideas/possible changes for your mod to consider :) Feedback/constructive criticism: Textures: -- Maybe add your own textures instead of re-skins for your new blocks.. I know it takes time and you probably already thought of this, but it if you haven't, well.. yeah, it would be super cool... -- Like @spudgunner8 said, have less contrast between the two colours of the ominous chamber... Ominous Trial Chambers: -- For the ominous trial chambers, what if you had the default mob dificulty being the ominous dificulty in the regular chambers, and have the ominous dificulty for the ominous chamber spawn mobs with guaranteed diamond and Iron armour -- some having enchants. Vaults: -- Instead of the Ender Dragon dropping the end vault keys, what if you made it a 10% chance or something to drop from shulkers, as you can only kill the dragon a set amount of times (20?) and that isn't great for multiplayer as that means you can only get a set amount of elytras, also the key is shulker-textured so it makes sense, I guess.. Elemental Charges: -- Add some variation for the uses of each, instead of just being throwables... like, the blaze rods make a vital potion ingredient, and one of two ingredients to craft the key to beating the game... I don't have any alternative ideas myself for the charges at the moment but I'll be sure to mention it if I get an epiphany... -- add a Sonic Charge? it could be a throwable item (kinda ironic lol) that emits a sonicly-charge shriek that could be similar to/replaces the Earth Charge in the sense that it could stun mobs, and if it DOES replace the earth charge, maybe the Blits/Blitz mob could drop something else, like a random raw ore OR different stone block variants (Andesite, Stone, Tuff, etc...) ... like Raw Titanium... if thats how it spawns naturally... -- Water Charge effect could be change to just damage you, and maybe when used underwater it could drop items from the fishing loot pool to serve as like a kind of "disturbance in the water"... I dunno...? The Sonic Flail: -- Different crafting recipie? - Maybe have it include chains, and instead of the warden dropping a Sonic Core it could maybe drop a Sonic CHARGE. I have a few more ideas but I gotta get back to doing my Geography assessment... please consider these ones, and it's a great mod and an awesome video, KEEP IT UP! :)
The concept of the mod is great! But in my opinion, instead of the keys being dropped by mobs like that (which, taking a look at it again...the ender dragon and warden ones are craaaazy...specially the ender dragon one cuz that would be so hard just to get one key)the easier acquired keys could come out of the trial spawners so in order to have prizes from other structures, the player has to visit a trial chamber in their midgame experience with a hint at somewhere(like the advancements tab or something like that) so they wont go to the structures with these vaults without visiting a trial chamber first. On the other hand the ender dragon key and the warden key should be acquired by an ominous trial spawner...that would be more balanced in my opinion...also the erath charges should at least be crafted into an earth rod to keep the legacy of all 4 of them And maybe having a special weapon with each of the rods And also...i think the trial chamber boss should be deactivated at first and player should activate it by right clicking it with a heavy core...that would be so much cooler and interesting overall... Anyways i hope you read my comment and i also hope that this mod gets the attention it deserves because its pretty cool and challenging!
Maybe the "bubsy" should be renamed to something more nautical such as The Current or The Tide or something under the lines of that, it also goes the same for the earth elemental too, just leaving this for your consideration.
@@spongybananas6967 What about simply calling it the Bubble? I mean,this Mob is a mix of Bubble and Breeze,so it would just make sense to call it the Bubble.I might ask Belgie about this (I'm one of the Devs!)
cant wait to play this, loved your last update mod. the new trial spawner wont affect the other block from the last update in the ancient city portal will it?
@@BelgieMinecraft ahh so currently i cant run both mods in 1.21? i will be waiting for more mods to come out before i update to 1.21 anyway so i look forward to you making them work together. im shocked the 1.20 update wasnt more popular, i cant imagine playing without it. im sure 1.21 will be the same
More ≠ better I think a handful of this content makes trial chambers feel less special, like the elemental mobs and the aquatic and ominous versions of trial chambers. But in terms of some actual critiques of this mod: I like the wolf variants, I just wish skeleton dogs would spawn in any biome very rarely kinda like skeleton horses. And for the painting table, why not just add that functionality to the loom? Crafting a whole new table just feels like a waste when you could be selecting paintings the same way you select banner patterns.
The real explanation of why paintings having a separate table is a good decision is because it doesn't utilise all 3 loom slots, just one slot for the painting, should have a display for paintings that's different to the display for banner paterns and utilises a different crafting system, so it's easier to make it an entirely different block
I think the flair could get an enchantment that increases the damage it deals according to how many mobs around Also the omnious trial chambers could need a key that is dropped bu the boss on normal trial chambers but that is just another idea
Wait, the evoker change with the key is kinda genius. I mean, raid farms were already nerfed with the ominous effect change, so this would nerf it even further, especially considering they are a 50% chance. Good solid mod 👍
I think you should make the eco flail have more radius the higher you do it from (like the mace) also maybe to make the eco flail harder to get, make it so there is an item that drops from the warden that you need to get to craft it. Maybe called Ancient Shards which you can make an Eco Crystal with 9 but you don't have to kill 9 wardens. In some structures, you can find an Ancient Duplicator which can duplicate ancient crystals
With the woodland vault having to spawn totems of undying, well it means that the evokers won't have to drop it anymore, meaning that totems of undying are no longer renewable but limited.
A great feature would be making the painting table show the painings art when selecting! Not everyone knows the names, also is it compatible with paintings from other mods?
Hello, I think this is a cool mod and I'm going to try it out as soon I have time but if I were to give a suggestion, I would say to make the new Titanium and Ominous Slate blocks a bit more unique looking as they kind of just look like recolored versions of Copper and Tuff. Other than that, very well put together mod.
No way 💀💀💀I also wanted to make a mod similar to yours. I had different variants of chambers in mind to make, like ice and desert and you make a mod just like I was about to make. Would you mind if my mod had similar features?
are there currently any plans to make this mod for fabric? It's an incredibly well crafted mod, and I'd love to add it to my vanilla+ fabric modpack one day.
Not too much of a fan of the vault designs and the flail's texture/model is a bit weird but I LOVE the trial night, it's such a badass design. I like how it looks so far!
Me and Centauri have worked on the Mob's Looks,and Belgie made the Code. The original textures and Model were made by Centauri,then I've improved them and made the animations. Glad you like the Boss,it took a while to make! :D
I have a couple of things that I want to nitpick about. 1. The textures of the vaults feel kind of out of place, mainly the bastion vault. The bastion vault feels more fitted for the Nether Fortress rather than the Bastion, mainly considering how its mostly red, while the bastion is completely black with a bit of gold mixed in it. The ancient city vault is fine at least in my opinion. The shulker face on the end city vault feels a bit weird, but overall is ok I guess. For the woodland mansion vault, the colors don't feel right, especially the gold and totem of undying. I feel like instead of a totem of undying, it should be like the head of an evoker, as it would be way more fitting than a PNG of a totem of undying. 2. I feel like the trial chamber boss should have its own spawner that requires an item from the vault to spawn it instead. That way, it requires the player to first fight through the trial chamber itself instead of skipping the entire thing and going straight for the boss considering everyone is gonna go after the heavy core. 3. I feel like the other elemental mobs should also spawn in the trial chambers with their own spawners. The areas that they spawn in just honestly feel like a glorified dungeon, so having them also spawn in the trial chamber would be nice. 4. The echo flail feels way too underpowered for how you get it. Yes, there's ton of ways to kill the warden easily, but a netherite sword with sweeping edge can pretty much do the same job as the echo flail but better. I would honestly either buff the echo flail or replace it entirely with a different type of weapon. 5. I feel like the ominous trial chamber should have harder rooms. While the mobs that spawn are indeed much harder, the rooms themselves are just a copy and paste of the trial chamber but with a different block palette. How about adding parkour into the mix to make it harder to traverse, or even adding hazards like a pit full of stalagmites in some rooms? At least make the rooms themselves harder instead of just being the same thing. Aside from these things, this mod is pretty ok for what it is. It at least feels a lot more in place compared to trails and tales+ at least, and is definitely an improvement from before. I think this mob has a lot of potential and could be great, but I think there are some things that can be improved.
The titanium and ominous slate blocks and their variants and whatnot should get a texture change I also think the ominous trial chambers should have more traps and stuff I also ALSo kinda think the bubble guys should make you lose some of your air when underwater
Suggestions for mod: now this Added mob & structure For the Nether & The End trial chambers I think it would make sense to use the Nether & The End mobs instead. Gợi ý cho mod: bây giờ cái này Đã thêm mob & cấu trúc Dành cho phòng thử nghiệm Nether & The End. Tôi nghĩ sẽ hợp lý hơn nếu sử dụng mob Nether & The End thay thế.
this mod seems very good all aligns very well with vanilla Minecraft only problem i have is with the ominus trial chamber ,not a big fan of that one instead you should make a special ominus potion that makes the normal trial chamber extra hard
@@BelgieMinecraft Are you implying that a worse *copy* of the structure that's *harder to find* is... "easier" for new players than a *different spin* on an *already existing mechanic?* As I said, it doesn't make any sense and only makes the mod less vanilla-friendly and less original. By the way, what features have you rejected because you though they "don't fit"?
@@BelgieMinecraft and i had a mob idea for your update request for a minecraft nether update 2.0 mod new mobs fungus thrower zombified fungus thrower piglin leader zombified piglin leader hoglin brute zoglin brute ancient dragon (a nether boss, possible real name is maximillian, also a mob from newscapegames) nether hound (Also from newscapegames) crimson orc & warped orc (newscapegames' mobs) banshee crimson spider gargoyle nether knight)
9:51 rotate it a bit towards the player and either make it fully 2D or two completely different models for when you are holding it and when it's in the inventory. It's texture in the inventory is very strange and the way you are holding it in you hand is strange too ¯\_(ツ)_/¯
I feel like the dreaming effect would be a lot more useful if it was an enchantment (for maybe helmets) instead of a potion. Having to carry around and constantly eat food is annoying, the last thing the game needs is another consumable to carry around and drink every 15 minutes.
I feel like if the Ominous Trial Chambers are so hard, there should be at least some reward for completing them, since right now it just looks like a re skinned trial chamber but the mobs have netherite. Maybe you can get a whole new tier of items/weapons/armors above netherite?
the mobs having 100hp will just make me want to use lava over all of them. Just take fire potion and lava and you're set (unless you put blazes in them)
alright the videos over now and I think that the 100% guarantee of all the special items is a bit of a bad decision because it makes the trials seem more like a you go for 2 second errand and less like a grand adventure like the real trial chambers. The flail is cool I like that you added to what the mace did by adding a new piece of gear that has a special mechanic but it doesnt have much of a pvp use its more like a singleplayer focused item which is a little dissapointing maybe if you could make it have a grappling feature or some debuff due to the spikes that could be cool Now for the boss he looks great and I think its a good 2nd way to get the heavy core and I think you should run with this for all the trial stuff you added to the other structures for my final point I feel that the ominous trual chambers are for one confusing with the name due to ominous trials existence and I think that just reskinning the trial chambers kind of just gives it the feel of being a ressource pack and more repetitive rather than a new challenge and a new experience Also you HAVE to add a reason to go do the ominous trials
@BelgieMinecraft Im glad youre replying and Im sorry if may have come off wrong I am really wxcited to see what this project does as it is the closest thing to what thegeekfactor described in one of his minecraft progression videos
a suggestion I have: make titanium more useful by giving the titanium bulb the one tick Redstone delay of the old copper bulb mumbo jumbo would approve
This is honestly a great idea! Once upon a time in version 1.14 Mojang destroyed the balance of obtaining totems, you could literally get them in huge quantities without even going to the mansion. With this mod you can still fight off raids and kill еvokеrs, but at the same time you will need to GO to the mansion to get these totems. My respect as a proponent of balance, this is one of the best mods!
Thanks, i hated when totems were made farmable as it ruins so much and makes them not "exiting" to obtain
Some suggestions for a future update:
1. Armor trims for the other vaults
2. Make the color coating of the ominous trial chamber slightly less jarring. (Maybe make the ominous slate blocks slightly less dark so it can blend well better with the bright titanium blocks)
3. Make the fire charge be more like the other charges
We had the fire charge change planned for this update but postponed it, it should be in next update :)
@@CentauriTheFreak W
Also water skeletons from MC Dungeons for the underwater trials?
Suggestions for mod:
now this Added mob & structure For the Nether & The End trial chambers I think it would make sense to use the Nether & The End mobs instead.
Gợi ý cho mod:
bây giờ cái này Đã thêm mob & cấu trúc Dành cho phòng thử nghiệm Nether & The End. Tôi nghĩ sẽ hợp lý hơn nếu sử dụng mob Nether & The End thay thế.
Maybe change how the ominous trial chamber looks. like maybe a little bit more destroyed and abandoned
This mod has been really cool so far, can’t wait to see what’s in store. Also the new trail knight seems like a fun fight
😊I have many “earth charges” in real life. One time I threw one at a person so hard the fell over laughing, silently laughing. They oozed red laugh juice
💀💀💀💀💀
We should tell him.
💀💀
Wow so cool all love ❤❤❤
Boss needs more attack types. New Vault keys needs different and reasonable way to obtain. Water mob arena should change in my opinion, it is so bare. New trail chamber idea is cool actually but blocks should change, not just recolour
all of the above things are in the works for V3 releasing sometime in august
I had a blast working on this Mod with you,especially when it came to animating the Mobs (Yeah I'm the one who did that),and I can't wait for the players to see what's next for the Mod! :D
Theres a lot more to come :)
When will it finish?
@@RaresPricop-rf1qz What do you mean?
@@RaresPricop-rf1qz There will be loads of updates bringing new features every few months
Ok
I’d just like to say that making the warden drop a key is a very bad idea; the warden is supposed to be an unstoppable force and a punishment with zero reward, the only thing you should do with it is run and evade. I think you should have made a new, lesser-mob that drops it instead.
Fr
Yet, despite that, some/most people will kill the warden, even though they get nothing in the end but bragging points. I always like the idea of more skulk mobs and adding onto the family.
However, I believe it'd still be nice to at least have the warden drop the key as an alternative method to obtaining said key. Players who aren't fond of fighting it can still get keys through a new mob, but those who feel more confident and want to take that fatal risk against the warden could end up with more keys.
we are aware and this will change in the future
@@4rdency
The warden can be killed with just a bunch of trapdoors, observers and a bow. It's too easy and unoriginal to make the warden drop something, a new mob or a specific block is better gameplay-wise
I kill the warden out of spite. I need to show him how useless he is. All he does it drop a single skulk catalyst. Imagine being in a game about crafting stuff, and being a mob that DOESN'T drop anything that can be crafted with.
DanTDM can have his dog grim back with this, awsome, 1:20
Wish we could turn back time, to the good ol days
I LOVE this, I'm very grateful you let me work on this Belgie :)
no
@@yonosaboluis wdym no
Everyone saying 1.21 is bad or very mid are just so wrong. It completely reworked how loot works through keys and vaults. And just like seen here, we can have so many new types of loot rooms. And it completely fixes the problem on servers with chests being raided all the time. It will be extremely exciting to see what happens in the future with these new features.
I think 1.21 is a decent update but everything can be improved even the best of the best
1.21 isn't bad but it's mid.
You're right, this new loot system is fantastic... except it's exclusive to just the one structure? The features in this video are products of the modding community (and a very talented one at that), there's no guarantee that Mojang will consider expanding the base game in this way, and this is what's created the "lazy Mojang" sentiment among players. The modding community is truly the reason for Minecraft's longevity.
@@vapcr The devs have their reasons but the modding community will always be on top as they dont have the requirements mojang have
@@vapcr that’s very true, though the potential for stuff like this in new structures is still around
I think the harder Trails Chamber needs more space to move around and dodge the harder mobs
We have some changes coming that will hopefully fix these issues
HOLY FUCK HEY ADDED GRIMM INTO MINECRAFT!!!!! DOWNLOAD
YES! I’m glad someone else realized!
Im currently 6:02 into the video and heard how you get the trial keys and cant help but feel that while it preserves the first aspect of tricky trials and why the update is getting such high praise compared to others of making server wide obtainability of an item a thing it defeats the 2nd one being that trials arent easy to farm and mist likely not intended to be farmed whilst every single one of these jeys can be mass farmed
That's because they don't give as good of rewards
This is something that we might rework in the future to change
good the other vaults are good but for the woodland key make the ivoker or smt i forgor drop normal totem in a raid cuz then you will have to go to the woodlan mansion witch is rare and then get atleast 3 so make the ivoker in a raid drop totem and ivoker in woodland mansion the key
The "ominous chambers" are literaly just an unfair version of the trial chambers that makes cheesing more appealing than going though it. It doesn't have any interesting gameplay mechanics unlike the vanilla _ominous_ trial chambers, which at least have _some_ new ideas, and doesn't justify it's existance with it's loot or visuals. It probably shouldn't have been released with everything else at that early stage of development and only after it's remade into something somewhat different from the original
the loot isnt complete and we wanted to hear feedback first
@@BelgieMinecraft
My feedback is that if you want to make "harder trial chambers", you should take a different approach. There are things called trial events that trigger when you get a bad omen effect. By adding a trial event to either the new boss room or a different structure, not to a copy of the trial chambers, you can make "harder trial chambers" the more interesting and vanilla-friendly way. The effects of it shouldn't just be "hahaha look they have netherite haha", the spawners should spawn projectiles and mobs with diamond armor like they do in regular ominous events, but the mobs themselves can differ. For example, instead of piglins and other unfitting mobs replacing other monsters, we can have something like bigger spiders, skeletons that shoot different types of arrows each time and maybe a crumbled/spectral/a bit different in some way version of the boss
I think this update seems very repetitive and most of the features act like they are to complete a collection rather than to add new stuff. A little feedback would be to make the new boss different. I was thinking a giant breeze with arms and copper armor and a special sheil with a sheild charge combat mechanic, add new rooms to the trial chambers including a submerged one, a Redstone puzzle one, and one where you have to fight your way along the edge of a cylindrical tower to get to. Boss fight arena where the copper clad knight (the breeze boss I mentioned earlier) will try to knock you bac off the tower. Also add new Redstone blocks and trinkets, the copper and tuff golem, make some new rooms in the basement of the woodland mansion with an illusioner, multiple zombie villager healing stations, ravager cages, and a better treasure roo. To tore the woodland vault than out in the open in the mansion, retexture the end city vault to be darker with purple particles rather than made of endstone, add some new mobs to the structures that you added vaults to, like a new illager, a type of giant bat in th ceiling of the ancient city that can use echolocation or some crazy stuff like that, some new piglins, and even maybe some new end mobs. Finally revert the tick delay nerf to the copper bulb, and add functionality to the fletching table.
Some of these are cool but this is only update 1 and we plan to release new updates with more features every few months, inside of the trials and tales plus mod the fletching table works, and as for some more rooms, thats planned for future updates its just not something we could work on due to the constant changes in snapshots
@@BelgieMinecraft understandable. This was in fact meant to be feedbac for future updates, so be sure to consider at least a couple of these features while developing!
I like these ideas, some of them would definitely fit
@almomggamer5327 This is something we can do
@@BelgieMinecraft i disagree i love the idea that you are just completing mojangs updates and fleshing out the content they make.
i also remember the last update you did for 1.20 and it didnt come all in one update there was several versions.
This looks so cool! A few things I would add in update two would be different textures for titanium/ominous slate so they’re not just re colored copper/tuff. Also I think it would be better if it was piglin brutes that dropped keys and not just the normal piglins.
if it was piglin brutes they wouldnt be renewable
Suggested weapons:
- The Heavy Anchor for the Ocean Chambers. It uses: 1 Heavy Core (top middle) , 1 Iron Bar (middle), 1 Water Charge (bottom middle), and 2 Cut Copper Slabs/Stairs (top left and right). It's similar to the Mace but is slower on land than the mace, but faster (same as the Mace would be on land) in the ocean and can shoot water charges but with a bit longer recharge or be thrown like a Trident (again in the water, and Riptide cannot work because... it's heavy...)
- The Harpoon Crossbow. The bow itself would be similar to the crossbow but the sticks replaced with copper ingots and the string replaced with chains. The harpoons would be heavy hitting arrows (with shorter range) but crafted with a iron ingot or nugget for the tip, a water charge in the middle, and a iron bar or can be sold by the fisherman villager (harpoons only). it can be shot through or in water but with a slower recharge but can be increased by the "Quickdraw" enchantment (Quickdraw III level is that of a Quickdraw I effect when reloading a crossbow)
When you will update it you could code these too:
Elemental maces:
1.The fire mace made with a fire charge and a blaze rod
2.the wind mace made with a wind charge and a breeze rod
3.the earth mace made with a earth charge and a stick
4.the water mace made with a water charge and a bubzy rod
And add any ability to them if you want
This was AWESOME
also I can finally not have to ban totems of undying from me and my friend's smp becasue of how unreasonably renewable they were, atleast now you have to go to a wooodland mansion to get a tote
This is the plan as they are just not fun to obtain anymore
Okay, you want ideas, I'll give you ideas.
1.
The mansion vault doesn't give you the totem, it use the totem as a "key". When opened, it can give you emerald blocks, crossbows, iron blocks, either the good old vex armor trim or a new trim with asymmetrical rectangles kind of like bricks or planks and some other stuff. It could also hypothetically give you something like a gilded goat horn. It's main purpose is to give status effects, but the effects depend on the number of uses. After the first use, it'll give the user regeneration 1 and strength 1 for approximately 10-5 and 30-20 seconds respectively, all living entities in front of the user gain weakness 1 and poison 2 for around 25-15 seconds. After the second use, it'll give you strength for maybe 5-3 seconds and your enemies poison 1 and weaknesess 1 for 15-5 seconds. After the third use, it grants everyone around the user (including the user themself) healing 2, poison 1 for a few dozens of seconds and strength 2. Then it breaks
2.
Remove the stun, replace it with something like weakness 2. Make the boulders more deadly, but affected by gravity like arrows. When they reach the ground, they break into particles. The room should be bigger and have some randomized obstacles, the spawner should act like the normal one, but only spawn exactly one mob at a time, so there would never be more mobs than there are spawners. The mob shouldn't be called blitz, but rather something different (people already gave you some options). It's boulders should be more smooth (less like the beta cobble, more like the modern cobble) and should rotate around the center head, not under it
replacing stun with weakness is boring and not unique, that would just be a stray and the vault not giving a totem would make them pointless
@@BelgieMinecraft
First of all, weaknesess is not unique, but stunlocks are literaly the worst types of softlocks. Stunning is _much_ worse.
Second of all, you absolutely ignored the entire concept of the gilded horn.
Third of all, strays don't give you weakness, they give you slowness, so your curent design is closer to strays than the alternative design
@@Yegor_Mechanic i didnt ingore it, it wasnt something that fit our vision and removes from potions
@@BelgieMinecraft
What does "removes from potions" mean?
@@BelgieMinecraft
I forgot to mention it only has 3 uses and doesn't stack ¯\_(ツ)_/¯
Ok… here’s an idea for all the structures with the vaults… and the bad omen effect.
End cities - none of the mobs will be able to drop the key unless if you have the end omen effect… all of the shulkers will respawn, the enderman will be mad at you, and a new mob could even spawn in, guarding the end ship… this would make the cities harder to loot AND make the elytra harder to get.
Woodland mansions - similarly with the end cities… the key is only given when you have the woodland omen, all the illagers will respawn and pillagers/ravagers will be inside too… there would be the TOTEM OF REVIVAL. where you can right click a mob (or player if your in hardcore) and revive them if they die. But it only works once. And only has a chance of dropping from the vaults (fairly rare).
Bastion remnants - when having the bastion omen effect all the piglins will respawn, instantly be mad at you, and blazes will spawn in the structure. Other than that, nothings changed except the key only drops when you have the effect.
Ancient cities - this is a big one… the warden no longer drops the key (no more warden killing) so when you have the ancient omen effect, and you activate a skulk shrieker the warden instantly spawns in, and skulk sensors go through wool (no more wool) there will be stone chests which are harder to open and make a lot of noise, will have A LOT better loot. (And will give you the keys)
I feel like this would balance everything and give players more of a high risk, high reward rather than just… kill shulker get key elytra and more get bad omen big fight get key then get elytra… let me know if you like em! (Sry for any vocabulary errors)
It sounds cool and is something we will look into, but we might makes changes to how the vaults / keys are generated / obtained
@@BelgieMinecraft ok 👍 Ty! I just like expressing my ideas, this is a great mod! Especially being released like… a day after the update dropped.
@@DELTARUNEFAN1997 Yh its something we had been working on for a few months now, join the discord and leave any ideas you have there as they all get reviewed
This is very cool! I would love to see more versions of trial chambers, though, too. Maybe a sandy one that looks like an old tomb, or an underwater one based on ocean temples. Maybe an Icy one that looks like an Icy cave, and a firey one that spawns only in the nether or deep underground.
Then, you can tweak the mob spawns for each one. The default will spawn generic mobs. Zombies, skeletons, spiders, maybe bogged, slime, and the breeze, of course. Sandy ones spawn husks, silverfish, and the blitz. Ocean ones spawn guardians, drowned, and the bubze. Icy ones spawn strays, aggresive snow golems, aggressive polar bears, and my new mob, the freeze. Firey ones spawn piglins, magma cubes, wither skeletons, and the blaze.
They all work basically the same as normal ones. Same kind of keys and stuff too. The loot would be slightly different, though. Generally befitting of their theme. Both the general loot and the special stuff like trims, banner patterns, and special weapon parts will be changed.
we are looking into more versions
This is honestly super cool. I think the end city vault should have more of an enderman motif than a shulker motif, given that you get the key from the dragon. (i mean endermen are even known for opening their mouths frighteningly wide so it makes sense!) and i also the the piglin vault key should only drop from brutes. that just seems like a much more fitting requirement. but if you really want it to be renewable, you could also make it a rare piglin bartering reward!
oh also the bubbz are a little underwhelming tbh. imo they deserve a new name, and the water charge should have a more interesting and dangerous effect. like maybe it clears potion effects off you, or reduces their timer.
They were originally called Blizzes, but they're name was changed as it's too close to Blitze
These are some cool ideas that we can look into
could you make the fire charge actually work like the other ones? like you can trow it and you can craft it by blaze rods.
Edit: blaze rods already craft powder but you can fix it by mix enother element to make the charge
Thats the plan it was meant to be in update 1 but we decided to delay it for update 2
Thats actually planned lol it will be in update 2
10:32 enchantments ideas
1. Range (can be put to III)- this is basically what it sounds like more range, 1 more block if 1 more enchantment lvl
2. can be also enchanted by sharpness more move dmg
Edit: got hearted!
WOW, for me its even better than trails&tails plus!
We plan to update Trials and tales plus but this will be the main focus now
You could've done the Woofshroom. Strange that you chose a skeleton wolf.
whats the woofshroom
@@BelgieMinecraft Its simply like the Mooshroom, but a wolf. For example, there was a mob in Minecraft Earth called the Cluckshroom.
Everything was not bad(except the avatar breezes) until the
harder trial chambers and titanium blocks(they're just fake trial chambers and fake copper)
The vaults, painting table and dogs were awesome tho
I'm making a new structure with Trial Spawners and Vaults, like you did. Unfortunately, the vaults don't work after generation because of this bug: MC-268618
If you encountered this bug, how did you fix it? If you didn't then what do you think I could do to fix it?
We added our own custom vault blocks that fix that bug, but the way to fix it is setting that value to 0 just before you save them and load them into the structure
the earth charge looks wierd like a rock but perfectly round
thats just to make all the charges consistent as all the charges are square
@@BelgieMinecraft yeah but its round
@@BelgieMinecraftjust make some parts stick out
One suggestion, instead of titanium, iron could use some love; maybe some new textures from the copper ones. Aside that omg thank you for making totem's of undying much more difficult to get; that makes them soo worth the fight!
Make the painting table a bit more upwards-facing/disable shading for it in order for it to be less dark and try adding a display for the texture of the painting kind of like the loom does with banner paterns. It'll be perfect!
1:21 OMAGAH ITS GRIMM
5:37 did you know that trial spawners, after getting all of their mobs defeated, they wait 30 minutes before spawning mobs? keys are already renewable
Yes i am aware, i was talking about the keys we have added
Suggestions for mod:
For the nether trial chambers I think it would make sense to use the nether mobs instead. It would make a lot more sense with what dimension the structure is in. Plus there’s a lot of nether mobs you can play around with
idea: when the heavy core from the trial knight hits you, you could add a sound effect(like an anvil being placed) and also maybe it could give the player slowness(like a stun)
Would be cool if, in the ominous chamber, you could get all the new elemental mobs
6:32 i think The End one need rework, not a garanted elytra but some other iten, Elytra can be in the loot table, but like just 25% or 10%, i think a new iten shoulb be include, with other loottabkes like dragon head idk.
but if its not a 100% elytra that would make end cities not have elytra 100$ of the time
@@BelgieMinecraft them dont remove the alredy loot, the boat have elytra(in frame), but instead of a vault that gives the elytra give another iten, like ripitade but for air that help boost elytra and fly from ground more easily.
Pls heard me, its balanced! Dont remove the vannila and add! Perfect!
.
@@mthaylanprogames3689 Yes but we replaced the item frame with a vault so in mulitplayer worlds all players can get a elytra from 1 boat, they dont have to explore 1000s of blocks
@@BelgieMinecraft in my opnion just change, becuase its you can obtain the Elytra by the vault, you just need luck! Like the mace, but much more common, you will get a 100% elyta from the boat, and then you can have another with luck, its prety vanila balanced, also like the upper guy said change the wardem droping a key, crash the proposal of the mob, that is be a pain in the back for you not loot the chests with easily methods.
But the mods is yours, do what your want, i just say is more better like that.
@@mthaylanprogames3689 we are changing all the keys but im happy with how the vaults are currently
@Belgie
I know this video was released a month ago (as of writing this comment) but please read everything I have written below ... I have some cool ideas/possible changes for your mod to consider :)
Feedback/constructive criticism:
Textures:
-- Maybe add your own textures instead of re-skins for your new blocks.. I know it takes time and you probably already thought of this, but it if you haven't, well.. yeah, it would be super cool...
-- Like @spudgunner8 said, have less contrast between the two colours of the ominous chamber...
Ominous Trial Chambers:
-- For the ominous trial chambers, what if you had the default mob dificulty being the ominous dificulty in the regular chambers, and have the ominous dificulty for the ominous chamber spawn mobs with guaranteed diamond and Iron armour -- some having enchants.
Vaults:
-- Instead of the Ender Dragon dropping the end vault keys, what if you made it a 10% chance or something to drop from shulkers, as you can only kill the dragon a set amount of times (20?) and that isn't great for multiplayer as that means you can only get a set amount of elytras, also the key is shulker-textured so it makes sense, I guess..
Elemental Charges:
-- Add some variation for the uses of each, instead of just being throwables... like, the blaze rods make a vital potion ingredient, and one of two ingredients to craft the key to beating the game... I don't have any alternative ideas myself for the charges at the moment but I'll be sure to mention it if I get an epiphany...
-- add a Sonic Charge? it could be a throwable item (kinda ironic lol) that emits a sonicly-charge shriek that could be similar to/replaces the Earth Charge in the sense that it could stun mobs, and if it DOES replace the earth charge, maybe the Blits/Blitz mob could drop something else, like a random raw ore OR different stone block variants (Andesite, Stone, Tuff, etc...) ... like Raw Titanium... if thats how it spawns naturally...
-- Water Charge effect could be change to just damage you, and maybe when used underwater it could drop items from the fishing loot pool to serve as like a kind of "disturbance in the water"... I dunno...?
The Sonic Flail:
-- Different crafting recipie? - Maybe have it include chains, and instead of the warden dropping a Sonic Core it could maybe drop a Sonic CHARGE.
I have a few more ideas but I gotta get back to doing my Geography assessment...
please consider these ones, and it's a great mod and an awesome video, KEEP IT UP!
:)
Please watch update 2 and 3 as we have made most of these changes in them updates
You could make it so you can plate your armor with Titanium and increase its durability perhaps.
I think it’s be neat if ominous slate spawns in place of tuff inside the deep dark to make it renewable
it spawns in deepslate layers
Oh i love the skeleton wolf texture
i need a boss mob for the ominous trial chambers
not the guy that drops heavy core though
This could be something :)
u should make the ominous trail chamber spawn in the end, that would be cool...i dont have any other good reason then that🤣
The concept of the mod is great!
But in my opinion, instead of the keys being dropped by mobs like that (which, taking a look at it again...the ender dragon and warden ones are craaaazy...specially the ender dragon one cuz that would be so hard just to get one key)the easier acquired keys could come out of the trial spawners so in order to have prizes from other structures, the player has to visit a trial chamber in their midgame experience with a hint at somewhere(like the advancements tab or something like that) so they wont go to the structures with these vaults without visiting a trial chamber first.
On the other hand the ender dragon key and the warden key should be acquired by an ominous trial spawner...that would be more balanced in my opinion...also the erath charges should at least be crafted into an earth rod to keep the legacy of all 4 of them
And maybe having a special weapon with each of the rods
And also...i think the trial chamber boss should be deactivated at first and player should activate it by right clicking it with a heavy core...that would be so much cooler and interesting overall...
Anyways i hope you read my comment and i also hope that this mod gets the attention it deserves because its pretty cool and challenging!
ooh, i like this idea
Maybe the "bubsy" should be renamed to something more nautical such as The Current or The Tide or something under the lines of that, it also goes the same for the earth elemental too, just leaving this for your consideration.
Or make it fit with the others and call it the Bubblz
@@spongybananas6967 What about simply calling it the Bubble?
I mean,this Mob is a mix of Bubble and Breeze,so it would just make sense to call it the Bubble.I might ask Belgie about this (I'm one of the Devs!)
11:03 I really expected a boss like this in the trial chambers
It would have been cool
cant wait to play this, loved your last update mod.
the new trial spawner wont affect the other block from the last update in the ancient city portal will it?
Currently the other mob isnt in 1.21 but we do plan to make them work together
@@BelgieMinecraft
ahh so currently i cant run both mods in 1.21?
i will be waiting for more mods to come out before i update to 1.21 anyway so i look forward to you making them work together.
im shocked the 1.20 update wasnt more popular, i cant imagine playing without it. im sure 1.21 will be the same
@@BUSHCRAPPING Yh its something we are working on but currently the focus is update 2 so we can polish out a lot of features
More ≠ better
I think a handful of this content makes trial chambers feel less special, like the elemental mobs and the aquatic and ominous versions of trial chambers.
But in terms of some actual critiques of this mod:
I like the wolf variants, I just wish skeleton dogs would spawn in any biome very rarely kinda like skeleton horses.
And for the painting table, why not just add that functionality to the loom? Crafting a whole new table just feels like a waste when you could be selecting paintings the same way you select banner patterns.
I think the painting table is fine as it is ¯\_(ツ)_/¯
just because looms are for banners and it feels weird making it also for paintings
The real explanation of why paintings having a separate table is a good decision is because it doesn't utilise all 3 loom slots, just one slot for the painting, should have a display for paintings that's different to the display for banner paterns and utilises a different crafting system, so it's easier to make it an entirely different block
@@Yegor_Mechanic our first idea was to use up 3 slots, one for painting, one for dye and one for paper / new item
@@BelgieMinecraft
What color of dye?
I think the flair could get an enchantment that increases the damage it deals according to how many mobs around
Also the omnious trial chambers could need a key that is dropped bu the boss on normal trial chambers but that is just another idea
The flail will get a damage increase enchantment
Can you add a winter elemented mob, winter rod and winter charge?
Wait, the evoker change with the key is kinda genius. I mean, raid farms were already nerfed with the ominous effect change, so this would nerf it even further, especially considering they are a 50% chance. Good solid mod 👍
That was our plan, to make totems rewarding to unlock like before 1.14
@@BelgieMinecraft I like it! its a really great idea
Please make this mod for Fabric 😢
I feel like the blocks for the ominous trial chamber should have different unique textures, and same with the design of the ominous trial chamber
I have a idea:
If you name the skeleton wolf “sans” it will have flaming blue eyes
DanTDM veterans when they visit a mushroom biome with this mod: 👀
1:24, GRIMM!!
will this generate trail chambers even if on a version before 1.21?
what do you mean?
if we are on version 1.19 or something. will normal trial chambers still spawn and modded chambers?
I think you should make the eco flail have more radius the higher you do it from (like the mace) also maybe to make the eco flail harder to get, make it so there is an item that drops from the warden that you need to get to craft it. Maybe called Ancient Shards which you can make an Eco Crystal with 9 but you don't have to kill 9 wardens. In some structures, you can find an Ancient Duplicator which can duplicate ancient crystals
thats weird tho and takes away from it being different
With the woodland vault having to spawn totems of undying, well it means that the evokers won't have to drop it anymore, meaning that totems of undying are no longer renewable but limited.
Thats intneded to make them rare again like before 1.14
@@BelgieMinecraft ohh so it's a feature from the mod then, I didn't noticed it until now that you mentioned.
@@Greeeyt Yh we made them drop the key to unlock the vaults
@@BelgieMinecraft
You should've just nerfed raid farms and added new items for the woodland mansion
@@Yegor_Mechanic its not "just white copper" the textures have been changed slightly
A great feature would be making the painting table show the painings art when selecting! Not everyone knows the names, also is it compatible with paintings from other mods?
Thats something we are looking into
it's a good mod actually,i hope it gets better in the future👍
will there be fabic ver of it or only forge???
fabric is something we are looking into once we have a more stable tricky chamber
Hello, I think this is a cool mod and I'm going to try it out as soon I have time but if I were to give a suggestion, I would say to make the new Titanium and Ominous Slate blocks a bit more unique looking as they kind of just look like recolored versions of Copper and Tuff. Other than that, very well put together mod.
Thanks, thats something we will consider
It has Grim, I'm sold
No way 💀💀💀I also wanted to make a mod similar to yours. I had different variants of chambers in mind to make, like ice and desert and you make a mod just like I was about to make. Would you mind if my mod had similar features?
if they are your own and not just copied we cant stop you
are there currently any plans to make this mod for fabric? It's an incredibly well crafted mod, and I'd love to add it to my vanilla+ fabric modpack one day.
Its something i am currently working on now
Not too much of a fan of the vault designs and the flail's texture/model is a bit weird but I LOVE the trial night, it's such a badass design. I like how it looks so far!
How could they be improved?
Me and Centauri have worked on the Mob's Looks,and Belgie made the Code.
The original textures and Model were made by Centauri,then I've improved them and made the animations.
Glad you like the Boss,it took a while to make! :D
I have a couple of things that I want to nitpick about.
1. The textures of the vaults feel kind of out of place, mainly the bastion vault. The bastion vault feels more fitted for the Nether Fortress rather than the Bastion, mainly considering how its mostly red, while the bastion is completely black with a bit of gold mixed in it. The ancient city vault is fine at least in my opinion. The shulker face on the end city vault feels a bit weird, but overall is ok I guess. For the woodland mansion vault, the colors don't feel right, especially the gold and totem of undying. I feel like instead of a totem of undying, it should be like the head of an evoker, as it would be way more fitting than a PNG of a totem of undying.
2. I feel like the trial chamber boss should have its own spawner that requires an item from the vault to spawn it instead. That way, it requires the player to first fight through the trial chamber itself instead of skipping the entire thing and going straight for the boss considering everyone is gonna go after the heavy core.
3. I feel like the other elemental mobs should also spawn in the trial chambers with their own spawners. The areas that they spawn in just honestly feel like a glorified dungeon, so having them also spawn in the trial chamber would be nice.
4. The echo flail feels way too underpowered for how you get it. Yes, there's ton of ways to kill the warden easily, but a netherite sword with sweeping edge can pretty much do the same job as the echo flail but better. I would honestly either buff the echo flail or replace it entirely with a different type of weapon.
5. I feel like the ominous trial chamber should have harder rooms. While the mobs that spawn are indeed much harder, the rooms themselves are just a copy and paste of the trial chamber but with a different block palette. How about adding parkour into the mix to make it harder to traverse, or even adding hazards like a pit full of stalagmites in some rooms? At least make the rooms themselves harder instead of just being the same thing.
Aside from these things, this mod is pretty ok for what it is. It at least feels a lot more in place compared to trails and tales+ at least, and is definitely an improvement from before. I think this mob has a lot of potential and could be great, but I think there are some things that can be improved.
You have miss understood how the flail works, a ntherite sword with sweeping edge cant hit no where near as many mobs as the echo flail can
Wow thanks
The titanium and ominous slate blocks and their variants and whatnot should get a texture change
I also think the ominous trial chambers should have more traps and stuff
I also ALSo kinda think the bubble guys should make you lose some of your air when underwater
watch some of the more updated videos
@BelgieMinecraft ohh
please make that that i can see the painting in the painting table
by following the elemental logic, shouldn´t the trial chamber with the breeze be in the sky?
That would make sense but i guess there is wind in caves
@@BelgieMinecraft never been into a real cave so i guess you´re right
I’d like if the trial boss had an interaction with Trial Omen
hopefully soon ;)
Suggestions for mod:
now this Added mob & structure For the Nether & The End trial chambers I think it would make sense to use the Nether & The End mobs instead.
Gợi ý cho mod:
bây giờ cái này Đã thêm mob & cấu trúc Dành cho phòng thử nghiệm Nether & The End. Tôi nghĩ sẽ hợp lý hơn nếu sử dụng mob Nether & The End thay thế.
Plan on doing it for NeoForge? Since most major mods are dropping the Forge loader
its something we can look into
i would've called the elemental mob for water the brine, cos its very similar to blaze and breeze and is a word linked to water and oceans
Its something we can maybe change
this mod seems very good
all aligns very well with vanilla Minecraft
only problem i have is with the ominus trial chamber
,not a big fan of that one
instead you should make a special ominus potion that makes the normal trial chamber extra hard
That would have been cool but i think having it a different structure means the player has to encounter it and it will be easier for new players
@@BelgieMinecraft Well, that doesn't make any sense :)
@@Yegor_Mechanic it does, having it as a effect would be more confusing for new players to the mod
@@BelgieMinecraft
Are you implying that a worse *copy* of the structure that's *harder to find* is... "easier" for new players than a *different spin* on an *already existing mechanic?* As I said, it doesn't make any sense and only makes the mod less vanilla-friendly and less original.
By the way, what features have you rejected because you though they "don't fit"?
@@Yegor_Mechanic you are just turning every feature and comment into a complaint you dont have to install the mod
change the texture for titanium please and the estructure for the titanium chamber
the bubsy? don't you mean brine?
nope i mean bubze but we renamed it to bubblze in v3
i mean bubze
bubze i meant
@@BelgieMinecraft oh
@@BelgieMinecraft and i had a mob idea for your update request for a minecraft nether update 2.0 mod
new mobs
fungus thrower
zombified fungus thrower
piglin leader
zombified piglin leader
hoglin brute
zoglin brute
ancient dragon (a nether boss, possible real name is maximillian, also a mob from newscapegames)
nether hound (Also from newscapegames)
crimson orc & warped orc (newscapegames' mobs)
banshee
crimson spider
gargoyle
nether knight)
9:51 rotate it a bit towards the player and either make it fully 2D or two completely different models for when you are holding it and when it's in the inventory. It's texture in the inventory is very strange and the way you are holding it in you hand is strange too ¯\_(ツ)_/¯
I feel like the dreaming effect would be a lot more useful if it was an enchantment (for maybe helmets) instead of a potion. Having to carry around and constantly eat food is annoying, the last thing the game needs is another consumable to carry around and drink every 15 minutes.
if you get a level 5 it lasts for 1+ hours
and in update 3 we released today they are now brewable making them easier to obtain
bubsy we will call it the Bizze.
the new trial chambers you mentioned should have a higher chance of giving the mace like 39% or smthn
It does, the heavy core has a 1/5 chance from vaults in that structure
can you make a datapack that adds the new wolf variants
i have a tutorial on the channel on how to add new wolf variants but we can look into it
I feel like if the Ominous Trial Chambers are so hard, there should be at least some reward for completing them, since right now it just looks like a re skinned trial chamber but the mobs have netherite. Maybe you can get a whole new tier of items/weapons/armors above netherite?
You can get loot from the vaults and we plan in update 2 of the mod to rebalance the vault loot tables depending on feedback
and i would really like it if there was a warden boss bar
That is SO SICK!
the mobs having 100hp will just make me want to use lava over all of them. Just take fire potion and lava and you're set (unless you put blazes in them)
We could give them fire resistance
alright the videos over now and I think that the 100% guarantee of all the special items is a bit of a bad decision because it makes the trials seem more like a you go for 2 second errand and less like a grand adventure like the real trial chambers.
The flail is cool I like that you added to what the mace did by adding a new piece of gear that has a special mechanic but it doesnt have much of a pvp use its more like a singleplayer focused item which is a little dissapointing maybe if you could make it have a grappling feature or some debuff due to the spikes that could be cool
Now for the boss he looks great and I think its a good 2nd way to get the heavy core and I think you should run with this for all the trial stuff you added to the other structures
for my final point I feel that the ominous trual chambers are for one confusing with the name due to ominous trials existence and I think that just reskinning the trial chambers kind of just gives it the feel of being a ressource pack and more repetitive rather than a new challenge and a new experience
Also you HAVE to add a reason to go do the ominous trials
The look of the ominous trial chamber will be changed in the future
@BelgieMinecraft Im glad youre replying and Im sorry if may have come off wrong I am really wxcited to see what this project does as it is the closest thing to what thegeekfactor described in one of his minecraft progression videos
Would you be able to add this to Modrinth too?(if not already)
I plan to sometime this weekend
Can you show us images of the Bubsy and blitz please
Belgie awesome video ❤
can you make bossbar for the boss?
because the way the boss works a boss bar is weird
@@BelgieMinecraft i dont think so...
@@csabanegaal9115 why not, we tested it and due to the boss always being in the world the boss bar will always be there and thats weird
@@BelgieMinecraft oh than okay and sorry
I should improve the blitz textures, i think, it should be made from dripstone
its the element of earth so it dont really make sense to use dripstone
a suggestion I have: make titanium more useful by giving the titanium bulb the one tick Redstone delay of the old copper bulb
mumbo jumbo would approve
Next update ;)
You can make a version for Fabric, most of the mods are in Fabric
we dont plan to make a fabric version yet
@@BelgieMinecraft ok bro thx for reply
Tell you the truth, It's a pretty good intro to the modding of 1.21
Can you throw fire charge ?
That will be added in Update 2