Mods shown in the video: Mobs attempt parkour (fabric only) Spiders 2.0 Ice and Fire Savage and Ravage Nether Extension Upgrade Aquatic And my own personal testing mod
A friend of mine who composts irl is so salty that the Minecraft poisonous potatoes are non-compostable, citing that bad potatoes irl are perfectly good for composting.
It might be poisoned by wastes in the soil, which when composted, releases toxins, which ultimately defeats the purpose of bonemeal? It is possible to compost poisonous potatoes, but it just means you pass the poison to more of your plants.
This is just my theory. Feel free to suggest more.
@@ervellynkane9742 Poisonous potatoes are just sprouted potatoes which have many toxins that make it unfit for human consumption, but i do not think the toxin is absorbed into plants grown with fertilizer from composted poisonous potatoes irl
@@voicelessglottalfricative6567 Hmm, well, what do I know, the only thing I’ve farmed is some ladyfingers, and they became surprisingly sterile, for some reason...
@@Engieman909 "If you sorround super wither potato with phantom membrains you get super flying wither potato, grants levitation, poison, and wither effects
@@Engieman909 "if you surround a pufferfish with super wither potato you get a witherfish potato, grants wither and nausea and hunger and doubles the poison effect"
An enderman once spawned into my red stone contraption, stole a granite block with red stone on it and crashed my entire system, leaving me with no clue of what had happened. The lesson of this should be to always light up your closed off systems or place red stone on unnatural blocks
terraria: we should keep things fair to the player minecraft: *allows mobs to destroy blocks, allows chests to be destroyed, and allows items to be easily destroyed and also despawn*
Finally, I have acquired a copy of Jeb book. But there's something wrong. A page is half-torn out. I can see the word "Poisonous Potato" but the rest is gone...
One system I hope mojang works on I'd the environmental relationship between mobs, like how piglins only hunt hoglins when they feel hungry. They could expand it in many ways, for example, we can see ocelots hunt creepers, but the creeper runs away, rather than exploding, to explain why creepers are afraid of cats (this is also a feature in MCD). Or axolotls occasionally swimming to the surface to hunt fish, rather than being the savages the snapshots currently depict them as
I liked "Like Stories of Old" suggestion of having mobs require food, drink and exercise to remain healthy. Perhaps that mindset could be applied to mob interactions too!
Huge agree. I have been a big proponent of a mob-overhaul update, something that focuses on really fleshing out the existing mobs of the game. I would love to see more unique interactions with the environment, more cross-species interactions, as well as more biome diversity. Minecraft Earth has already shown us a colorful spectrum of mob variations, and I see no reason why they shouldn't be added.
Well ever since microsoft, mojangs depiction of nature seems to be geared towards "everything is perfect and harmonious, and how dare you think that animals can be hostile or hungry in any way" :/
In my opinion, a mod is vanilla when it doesn't provide "one block" solutions to everything, fits in with vanilla's art style, and not be unnecessarily over complicated. However I don't play mods because they are vanilla, I play them to have fun so it doesn't really matter for me.
@@ivn2530 I can see that, but look on the paddles of boats, or minecarts. there are a few things here and there that arent all smooth, the animation for me is fine
@@gortalla5474 True, but while Minecraft has smooth animations, they usually aren't actual moving and rotating blocks like in create. So i would say create is a mod that captures the vanilla style well, but is pretty non-vanilla mechanics-wise
@@UltraAryan10 it tells you wether the back signal is stronger than the side signal With a right click it tells you by how much It can also tell how full a container is or how far an item in an item frame is rotated
I think Biome O'Plenty, which "only" added a humongous amount of biomes, was actually one of the most vanilla-like mods, since it didn't make the game feel unnatural.
I think there is TOO many biomes and they were all empty, no life, no personality, just a bunch of cool looking blocks and trees and thats all. When i think in how a biomes mod should be done i think mainly on the ecosystem and how it would develop on the enviroment, interacting with existent things on minecraft, adding few blocks to not feel too modlike. That would be organic and vanilla+, otherwise it will be like the mods that add new basic ores.
Remember when they had a "log rotator" that you could use to change the direction of logs? Before you could actually do that in vanilla... The sky lands they added also felt rather modded (and they caused ridiculous lag).
@@daka.notatpThat’s mainly why I prefer Traverse over BoP. That mod imo hits that vanilla-esque nail perfectly, by mainly expanding upon and offering new biomes that I feel would fit well into the base game.
@@daka.notatp thats a problem with vanilla minecraft too imo. The biomes don't have enough differences between them. With a few exceptions the only difference between biomes is the tree type and the color/blocks its made of. Occasionally they will have a unique structure or mob, but thats pretty rare.
I think one design philosophy that Mojang likely follows is: No new feature should overshadow preexisting mechanics. They can be direct upgrades to old mechanics (diamond pickaxe -> netherite pickaxe), but they shouldn't be a new mechanic that replaces an old one. Like pipelines usually being objectively better hoppers.
To build on this, the Netherite idea was genius. Instead of just adding a new most powerful ore and making Diamond obsolete, they made it only obtainable by *upgrading* Diamond stuff. I just wish Netherite was worth the effort.
The first time I saw an underwater temple I thought to my self: Hah! I don't need to waste my time going through the maze like I would in any other game, this is minecraft, I'll just mine right through the top. Then i brought a cow out into the middle of the ocean on a lead, filled a bunch of buckets of milk, and mined right through. At the time I felt like I had outsmarted mojang, but now I just realised that mojangs intention has always been that players should be able to play the game however they want. They made an intentional way of interacting with the temple, but didn't make it too strict because if people wanted to find a way around it, they should be allowed to. I think that is a really awesome design philosophy that some other game developers should consider a bit ***cough cough, bungie***
@@galzoltan2615 I love prismarine, on an SMP with my friends I made SS Prismarine Submarine Quarantine which is a submarine decorated using prismarine and its an escape room that involves 2 people in seperate rooms hence the quarantine lol
Im okay with more undead variants since the undead has sort of represented a whole faction ever since the wither was added. More members of said faction sounds nice.
@Kingglassrat1 To be fair, Brown Mooshroom could be treated as a consitence thing because of the red ones and mushrooms in the game being red and brown.
"We cant add sharks because we cant make hostile mobs based on real animals!" Mojang adding polar bears which are miles more deadly and making them neutral:
I could go on and on about my dislike for that reasoning they have for sharks when adding dolphins to game is much worse imo. Frankly I wouldn't go near a dolphin because they are just as sadistic as humans.
The "One Block at a Time" principle is what also made Thaumcraft's Axe of the Stream a good tool; it was made to chop entire trees easily, but instead of breaking all logs at once, if you broke a log, it scanned the connected log, and instead broke the log the furthest away from you. A tree with 10 logs meant you just had to break the same log 10 times.
the TreeFalling mod does this, and i love it. It gives you the option for the bottom block to take the amount of time it takes to break each block as well and whether after that time it breaks it instantly or it breaks it one block at a time.
Perhaps the way they could add sharks is to make them similar to goats: they rarely attack the player, and only a few circumstances allow any possibility for them to attack, like wearing shiny iron or golden armor or holding a fish. This would make them neutral, and perhaps to make them useful, they’d naturally scare off drowned, even attacking them, as sharks are naturally scavengers. This would offer an alternative to players who don’t have an axolotl bucket or tropical fish on hand. This would also offer a unique lesser of two risks type of gameplay. On one hand, swim far away from the sharks but risk drowned attack. On the other, swim relatively close to the shark to keep safe from drowned, but risk angering the shark into giving you a very bad warning bite. Alternatively, they could add an original aquatic top predator inspired by extinct fish like placoderms or lobe-finned fish, as those could easily fit the mild fantasy vibe of Minecraft, and implement the aforementioned game mechanic. Edit: it says I got a heart, but I don’t see it, lol. Maybe something’s wrong on my end.
@@jazzysoggy12 oh. Thanks. I only edited it because I thought of some better changes to add to my idea. Should I delete this comment and then repost it or just leave it be? Also, what do you think of my idea of how to add sharks or an original shark-analog?
Personally I love each artistic style of a whole bunch of mods coming together to create a new non vanilla style, with non cubic models contributing to it. Of course, a model with 50k triangles and pbr lighting still wouldn't fit, but no mod I know of does anything that bad.
Regarding creepers, I'd change them to act more like tnt (drop 100% of blocks destroyed). Tnt is something the player can control, unlike creepers. I absolutely despise the idea of permanently losing items to something you cannot control.
Or they could do the same thing as endermen: creepers could only destroy things like cobblestone, wood, and dirt, while harder things to obtain get dropped every time.
If I understand correctly a poisonous potato disaster mod which makes poisonous potatoes the only way to stop natural disasters is a perfect vanilla + mod. /s
I don't think the thought process in designing was "it would be better if these fell down", I think it's just that they can't exist without a support block (like torches for example). So it's kind of a chain reaction of "the block under me isn't there? guess I can't exist any more" rather than "breaking this block breaks all of them". It's still only one at a time, even if the end result is the same :)
I found Jeb's Game Design book online. Here was everything it said. First there is the introduction and talks about the inspirations behind Minecraft, then it talks about what makes Minecraft great. Minecraft is exploration, adventure, creativity, engineering, persistent, limitless, scary, simple, ridiculous and multiverse. Then it gets to the design principles. Here they are: 1. One Block At A Time! - This was in this video. You can only directly interact with one block at a time, so no templates or 3x3 mining. 2. There Is No Steve Or Alex - They recommend players make their own skin and do not want Steve or Alex in spinoff projects or storylines, they they can be in merchandise. 3. Not Quite An RPG - The player should not develop skills overtime like in a role playing game. Experience should instead be used for things like enchanting etc. 4. Bad Things Happen... - This was the other in this video. All bad things should technically be the player's fault. 5. New Features Should Be Respectful Of Existing Ones - New features should balance the game, not simply devalue other parts of the same. 6. Items Should Be Multi-Purpose - Items are better if they have multiple uses. 7. It's Up To The Player To Build The World - Mobs shouldn't really be able to build significant things. So no villagers building structures. 8. You Are Not Wearing A Hud - Rely as little as possible on text messages for explanation of things. 9. Finding Things Is Fun, Searching For Them Is Not - Players shouldn't have an incredibly hard time searching for new features if there is no clear way to find them. 10. Real-Life Animals Should Be Friendly - Real animals should not be hostile. 11. Hostile Mobs Should Be Unique - To give Minecraft more of a mythology of its own, avoid adding cliched fantasy mobs like unicorns and minotaurs. Mobs Need Personality - Give the mobs interesting personalities. 12. Human Characters Are Human Beings - Do not add mobs that look like players. 13. No Blood, No Gore - Do not add blood or gore to Minecraft. 14. Keep It Vanilla - Minecraft should expand in all directions, rather than just adding a bunch of updates that add the same kind of content. 15. No Item Is Truly Unique - Don't give items names that imply it is the one and only of its kind. 16. Expand The Mysteries - Minecraft makes you wonder a lot. 17. Gender Neutrality Is A Core Principle - Mobs should be genderless. 18. Death Is Real - Have things with a Hardcore mode mind. So do not have an achievement for dying spectacularly. 19. Bugs Are Not Features - Do whatever is takes to remove glitches, even if players like them. 20. Minecraft Is Not An Editor - Do not let game rules take away people's fun. Last, the book goes through some anecdotes.
As someone who started playing on 1.3 and stopped around 1.7, then got back into Minecraft at 1.16, vanilla Minecraft doesn't even feel like vanilla Minecraft anymore... Hell, anvils and flower pots still feel new to me.
Eh, imo anvils and flower pots were from one of the last updates to the game that I believe felt truly vanilla, 1.4. The last update to feel vanilla was 1.8 imo, 1.9 just changed sooooo much lol
@@youwantmyname9208 Hard to say, some things feel like they belong but others just feel weird and off. Stuff like the new combat system and the new Nether integrated wonderfully, it's like Minecraft has always been this way. However - to name a few - pandas, woodland mansions, and poppies are just weird to me. And since everyone is mentioning horses, I'd also like to add that to the list of things I'm still not used to
It's painful but god it's so much better than unmodded, i mean, you get gravestones anyways so dying is a LOT less annoying, especially with teleports and the ability to fly and stuff
Add notch to the game. He's a gendered boss that spawns randomly in the world, destroys every block he touches, and can only be hurt with poisonous potatoes. Throughout the game he taunts the player through chat, which can be used to predict his attacks. When he dies, he bursts into blood and drops the "Liberal Slayer" gun which by some unintended behaviour mines a 3x3 area in front of it if it hits an item frame.
I’ve always been confused by mojangs development choices when it comes to Minecraft, but their design philosophies having changed over time explains a lot. I do think they neglect traditional gameplay in favor of sandbox mechanics but that may be personal preference clouding my judgement
Yeah, Minecraft is the first massive game of its kind to be a gameified sandbox. Plenty of gamers, especially older players, don't really know how to critique the game based on this philosophy. Good to see you're open minded though
They really do have a unique way of designing things, but I found that this desinh philosophy only works on Minecraft, you can clearly see this with how akwardly designed Minecraft dungeons came up being
@@elijahfordsidioticvarietys8770 Bruh dont be some boomer who rejects change. Minecraft have changed so much for the better, but even if you dont like the current updates, no one said you cant go back to pre-1.9.
One idea I thought of while watching this for a potential way to add sharks (in an update or mod) would be to fallow the “real animals shouldn’t be miss represented or hostile” principle…in a nutshell, if I were adding sharks to Minecraft, I’d take inspiration from Subnautica’s Stalkers, which as far as I know are neutral unless attacked, have there eggs stolen, or you get to close…similarly, as far as I’m aware, shark attacks in real life are relatively rare, and there are several tips to avoid them…so I’d make it so that Minecraft sharks wouldn’t attack unless attacked, or if you’re splashing at the surface (as splashing makes the shark think you’re food) I’d also make them passively drop their teeth, which could be used to make simple weapons like swords and spears, but they’d only be about as powerful as a wood or gold tool…and to give the player a way too look above the surface of the water without splashing, I’d add a feature where if the player’s head is above the surface, they start to tread water and “hover” as if they were standing still, but if they continue going up, they start splashing……would something like this happen? Probably not…this is just how I think Mojang could make it work
Not me, I still love the dumb bastards. Between being my favorite green, the destruction it causes being along the lines of my own, and just discovering them after having zoned out one too many times while growing up, and they've always been a favorite of mine... now second to wither skeletons, which makes me wish I had a good PC, just to see if I could combine them in a fun way.
100% agree with the magic statement. I have yet to find magic outside of expanding enchants or potions that feels vanilla. If you look at existing magic in MC, the stronger it is, the weaker the mob. Creepers and Ghasts have volatile explosions, but one dies when it attacks, while the other is a huge target that barely stomaches a couple arrows. Ghasts can blow up from range, but it's reflectable. The perfect magic system mod in MC personally would be similar to how it is now in vanilla. Spells require material components, since the pc is not innately magical. The more powerful the spell, the more expensive it is to produce, topping of with non generated items for the powerhouse spells. There is one mod that adds these pillars that stop hostile mob spawn. It is really expensive to build and I love it. It gives me a way to protect my complex towns without making them ugly from 1 million lightsoures and specific designs, all the while making the vanilla way to mob proof ALOT cheaper in comparison
One thing to note on how vanilla does things is how it deals with refinement and block creation. Nearly every item in Minecraft either is either usable immediately (blocks, saplings) or requires 1 step of crafting to make something usable (furnaces, ore smelting), exceptions to this are either rare (books used to require another crafting step to be useful, now with librarian trades they're useful as a currency) or only provide aesthetics (stone bricks require two steps to make (smelting cobblestone, then making bricks) but aren't significantly different from cobble). So mods that aim to be vanilla like shouldn't have several layers of useless items that only exist to make the recipe "more realisitc" or act as a way to balance the cost of the thing against it's use.
Poisonous potatoes can have a use in a roleplay. Imagine a world where Poisonous Potatoes are considered the gift of the Gods and the government has a secret potato farm of enormous size. You pay with them, you get paid with them, you rob people for them. There's a lot you can come up with in rp when you have a useless item...
@@andrewpenn1145 its kind of sort of like bitcoin farming, you cant just make more of them you have to farm massive amounts of potatoes just to get a handful. If you could ascertain the drop rate you could probably set an exchange rate for trading lol.
I do think Minecraft would be much less of a standout title if it had been designed with this ideology from the get-go, but I think it’s a good way to go about adding new features in general. That said, part of the benefit of well-defined rules is knowing how and when to break them skillfully to make for a better experience. Hopefully, when a genuinely amazing idea comes across Mojang’s desk, they don’t dismiss it out-of-hand because it rides the line (or steps a toe across it).
All updates felt a lot like modded content when the snapshots first released, especially 1.14. Now whenever I play pre-1.14 I remember how bad Villagers used to be
@@jaidenwapenos89 Are you kidding? They're "flashier" now, but 1.14 was certainly a terrible update. -village golems became WAY over-powered -The villager AI is broken -trading requires you to lag your game more now and is generally more annoying -pillagers are weak, un-creative mobs -raids nullify 1.11 -All of the passive mobs are pretty useless and un-creative and thats pretty much the bulk of the village & pillage
@@timewarpdrive77 Villager trading lagging for you isn't a problem with the update, as its a performance issue, and not a gameplay one, which was what I was focusing on. and the golems still move very slowly and cannot detect mobs at a far enough distance to protect a village. I do agree on that raids have removed the desire to find mansions for totems though.
@@jaidenwapenos89 No.. In order to take advantage of the trading, you need to have 10 times more villagers...Trading is more annoying because of this pointless restriction. I'm referring to the rate at which they spawn. I've had several villagers that just randomly have 100s of them. The old system for spawning golems didn't really work, but this is overkill..
Personally, I always preferred small, light-weight mods. Mods intended to polish existing mechanics, rather than overhauling major parts of the world or gameplay. Small enough that, at times, you'd forget you've even modded your game, though that you'll absolutely miss when updating.
I use mods based on the style they use, like the create mod, which has a similar texture style to vanilla Minecraft and can feel like it’s part of the game because of how polished it is, still gives you the ability to do crazy stuff, but u can also just do simple things.
Carpet, OptiFine, MiniHUD... Yeah I completely agree. I technically don't play vanilla a lot of the time, but I don't really play heavily modded either.
I think there is a lot of room at this point in minecraft for mods that add functionality to existing blocks. A lot of new stuff in the game is purely decorative or, from a technical perspective, has niche uses- usually due to a lucky hitbox or accidental mechanical functionality, and there is little incentive to farm new blocks. Things like the two new crystals, copper, the recent passive animals, netherite/lodestones, phantom membranes, the crafting stations, and even whole systems like minecarts, potions and enchantment could use huge upgrades to their interact ability.
Here is another thing: A mob's texture should fit their scale (with the exception of babies which are always a downscaled version of the adult, and cave spiders which were added in the early versions, and for some strange reason bats have more detail than they should), Ghasts are 4×4 so they have a large texture, same deal with ravagers, big mob with big texture, zombies are more player sized so they have a player sized texture, unpuffed pufferfish have a tiny texture because they are tiny. If you look at one of the mobs in RubberRoss' latest group effort to make a new mod you'll see a highly detailed "skeleton spider" mob that has a humanoid skeleton at the front, with arms, and many smaller skuls all around, just the head already has a texture close in size to a ghast, so how big is this mob? Is it a massive boss? Nope, just a common enemy that's as tall as a default spider; That's how big that super detailed model is. One. Block. Tall. with a more detailed texture than a ghast just for the main head, meanwhile their beautifuly gorgeous plant deer with fungal antlers has about the same detail scale as a default minecraft mob, which makes it look like they are from completely different mods
100% Agreed The thing you're talking about is called Mixels (Mini Pixels), where a texture has more or less texture resolution compared to the surrounding environment. Texture resolutions should represent the scale of the mob/block, if you have a highly detailed model and it's only a size of a silverfish, you're doing something wrong.
@@jeanivanjohnson Ghasts, Bats, and Vexes are the main mixel mobs. Babies and variants of mobs or mobs like slimes and magma cubes could be exceptions.
5:08 In that case. Please make it where creepers can no longer start their timer while falling onto a player, instant death by falling creeper is often times unavoidable because of the time from when you see the creeper to when it explodes. Look how many Hardcore runs have ended because of falling creepers that nearly instantly explode when landing on you. Edit: You all make great points and I now accept the creeper kamikaze.
Eh, gotta disagree with you there. I think it's hilarious when that happens. Just mining in a ravine, a bright green figure falls in front of you, "OH SH-" dead.
I feel like the creeper is such an iconic part about Minecraft because it is genuinely a well designed enemy. It does a wonderful job of reminding you of the games mechanics and what made Minecraft so unique when it first came out, as well as being a unique challenge compared to other mobs.
@@totalNERD-eo7wxExactly, they're basically guidelines after the fact. No way could they remove such a well loved mob that breaks the guidelines later laid out.
No, creeper is by far the worst designed *thing* in minecraft. Genuinely just bad game design Especially that they are the only mob that doesn't make any ambient noise
So here's what I took from this video Rules of vanilla-style mods: 1. Modifications should fit with the fantasy theme of Minecraft (e.g. some sort of magic, not robotics) 2. Real life animals shouldn't be hostile* (e.g. slime monsters, not piranhas) 3. Stereotypes**, gender, and unbreakable blocks** should be avoided (e.g. a gender neutral animal, like a worm, but not a bull***) 4. Players can only change one block at a time (e.g. an acid, not instant vein mining) 5. Players are the cause of all disaster in the world (e.g. a summoned boss, not a random unpreventable boss fight) 6. NEVER EVER give poisonous potatoes a use (e.g. leaving potato alone and respect Jeb's wishes, not adding a use) *This rule does not apply to fantastical versions of real life animals, such as giant ant, or a creature with similar behavior to actual animals **Stereotypes as in real life cultures, like an existing nation or such. A good example is that Millenaire mod adds real life culture, making it non-vanilla style ***Unbreakable blocks should be avoided unless breaking them would cause a catastrophe, like breaking the end portal frame ****Avoiding bulls causes some strange things, meaning all cows are female yet can produce babies. Maybe that makes cows fantasy Guidelines that vanilla style mods should at least attempt to follow: Add a new feature, not just a clone of a vanilla feature (e.g. an ore with a special property, not just a new equipment material) Have blocks interact with each other (e.g. something similar to campfires and beehives, enchantment tables and bookshelves) Add something that you think Mojang might add (e.g. vertical slabs, not guns. Mojang said no) And something I think that should be followed as well that wasn't covered in the video- Try to have models of blocks and entities similar to that of Minecraft, y'all. Circles don't look right. If any of you are considering doing a vanilla style mod that adds a feature Mojang might add, consider browsing the Previously Considered Suggestions on Mojang's website. Here's the link: feedback.minecraft.net/hc/en-us/articles/360005029872-Previously-Considered-Suggestions
Mojang said no to vertical slabs, they said they regret half Slabs and stairs because it adds too much detail and takes away from what they believe is Minecraft's blocky feeling
Okay now they said they wouldn't add shark as a hostile mob, but what if they add it as a Natural mod? Like in real life sharks are natural and I'd be perfect to the game, same as grizzly bears. If you ask "but sharks will attack dolphins, squids an fishs" Yeah, axolotl does it too.
@@niveditasrinivasan7070 bruh have you ever read any kind of shark attacka, sharls dont like to eat humans we taste like shit, they only bite once then leave. If you talling about attacking other mobs, bruh im not saying go male a special animation for them, plus you can add a timer, after a attack shark won't attack anything cus he is fed, easy as that
@@shywilliams1719 SO TRUE, PEOPLE TJINK THEY ATTACK BECAUSE THEY ARE BLOOD THIRSTY MONSTERS THAT ATTACK JUST FOR THE FUN, BUT THEY DONT EVEN LIKE OUR TASTE MOST OF THE SHARK ATTACKS CAUSED BECAUSE THE MAN LOOKED LIKE A SEAL WHEN SWIMMING BUT THEY DONT KNOW THAT TIGER SHARKS LIKE TO BE PET
@@niveditasrinivasan7070 oh, bruh if you go near a llama it will spit you in your face because they think you're a threat, thats goes for every animal unless there is no active predator that they need to run away, please learn about animals more
I think the most important takeaway is actually that Mojang's post Microsoft design principles are fundamentally different from Notch Mojang principles. All the principles like animals not being hostile or having useful death drops, or mobs not affecting the environment, etc. All of these are not Notch's Minecraft, neither is the art style as it's deviated slightly but noticeably.
@@schnek8927 I agree they have become too corporate honestly aside form the nether, end, and cave and cliffs update most thier updates are just inoffensive filler nonsense but the problem there is you are just diluting the game with random crap to make the kidos happy and go cool new mob and then they will forget about it in a week. I feel the game is losing part of what made it quintessentially minecraft although large improvements have been made.
A few ideas I'd love to see: -Being able to make cheese "wheels" with milk (that function like cake but are easy to make) that in turn could attract (non-hostile) mice, that in turn are kept at bay by having an occelot nearby. -Having dust devil type mobs in deserts that will knock you back or launch items into the air, so if you box them in with blocks they can act as either a mob barrier, or a sort of express mail system higher elevations
One of my favorite mods is actually showcased here. Ice and Fire. The iconic mod that adds dragons and sea serpents (among others) to Rlcraft. And watching this video made me realize. The dragons are not vanilla. They can cause untold damage to your world without your interaction, spawn areas are entirely random, and unless you're ready, you'll likely be unfairly killed by a dragon without being able to prevent it, and they gave the poisonous potato a use in growing dragons (or not growing them to be more accurate). But I love the mod and LOVE the dragons. I'm a bit confused on why but it doesn't really matter
Ice and fire has amazing mobs, some of the best ive ever seen. But I dislike ice and fire before changing the configs because their world generation numbers are unplayably bad. Worlds dont need to have 999 cyclops dens and dragon hoards every couple kilometers. SPACE your content, dole it out slowly, make it special!
There's a mod called "Comforts" that adds sleeping bags that skip to day without setting your spawn. It's a tiny addition that I wish was in vanilla because it's amazing for exploration and multiplayer (though I don't play multiplayer on Java.)
you know one thing I like to argue is that dimensions like the twilight forest or aether can technically be canon, but isn't seen anywhere or implemented because lore-wise it has never been discovered.
Simply amazing mods. But to me they feel like they replace the minecraft overworld instead of having a functionality like nether or the end. They are more about starting it over in a new land, replacing the overworld.
@@mechspace Date friend is a commonly accepted term in the non-binary and genderqueer community to replace girlfriend or boyfriend, with agender being the term for someone with no gender, usually, because they lost it behind the couch or donated it to a mutual aid group.
My friends and I have been playing around with the Create Mod recently, and it’s interesting because even though it goes against the idea of having minecraft additions be fantasy related, it feels entirely vanilla. It very similar to redstone, but more simplified for the average player. Yet it can still be utilized to make advanced contraptions by more experienced players. It gives a use to andesite, making it more than just a decorative block, and although it adds a new ore, it gives it a use that isn’t new armour or tools. So, as much as I agree with following the vanilla structure to make a mod that feels ‘vanilla’, I also think there are ways to work around this, well still ending up with a ‘vanilla’ result.
I love this comment so much, Create feels so much more Vanilla as it gives a way of farming without needing to use say, glitches or exploits. You can make it your own way and if you do find an exploit to Create, go for it, but I love the simplicity. Sure Minecraft is for people to do anything but imo people make it way, way too complex these days, and I feel that things should be simple where you don't need to worry about mobs or be the best, just relax and enjoy the nature of this blocky game. ... Dang I went on a tangent there-
The things that are possible with create also work in conjunction with everything that already exists in Minecraft. There are so many simple create farms that are significantly more efficient than redstone ever could be, and yet, it looks and feels more vanilla than redstone itself. I remember playing the create mod and my first thought was to make an elevator using pulleys into a mine. It sounds so non-minecraft but it doesn't feel out of place at all. Create is easily one of the greatest mods ever released for minecraft, and its updates continue to impress me. The only mod that comes close to it for me is tinkers construct. Designing a tool fit for purpose is so much more fun with tinkers construct, instead of the current make a tool in 2 seconds then use villagers to get efficiency 5.
@@Gatrehs Yeah? Create essentially replaces redstone, tinkers replaces tools. It's not unexpected for a mod to replace a feature with its own content. Even if the vanilla tools were left in tinkers construct, why would you want to use them, when tinkers tools are far superior?
@@AtomixKingg accodring to Mojangs design principles that are listed in this video, they won't add things that completely replaces an already existing set of tools that are already in minecraft. AKA Create isn't "vanilla styled"
Back when I played Minecraft in 2015, my mod list consisted of QOL stuff such as recipe books, optifine, knocking down trees by removing their base, held torches providing light etc. As well as backpacks, ruins or dungeons, middle ages and renaissance era weapons (remember when balkon's was a thing?) and expansions to on-foot mobility like Smart Moving. Things that didn't affect the intended pre-industrial, light-fantasy survival feel of the game. When texture packs are used, I tend to prefer 32x32 packs that add detail and perhaps some randomizer texture variety but without losing the intended feel the game was going for, nothing photorealistc, but not too cartoony either. As one that checked all the boxes did not yet exist, this often resulted in me having to assemble my own texture pack from scratch using bits and bobs from others, even cracking open GIMP2 or Paint if it proved nessesary. A part of why I retired from Minecraft is that all the mods I considered mandatory had depreciated with most of them having no suitable replacements made. Some not until years later, others never. Back after they depreciated, the mod scene got oversaturated with stuff that went too far into modern aspects, crossovers, or huge resource and biome expansions that had no proper rhyme or reason in how they merged into the world. Nothing was subtle, and it kind of alienated me. Overall, you could say I was a Vanilla+ player before Vanilla+ was a thing. Now that things have calmed down and settled, I might take a look back at Minecraft if I get a feel for survival sandbox gaming again.
Balkans - a mod which I, too, loved to death! - has been partially revived with the Spartan Weaponry mod! And also I can tell you that *many* of the QOL features you mentioned in your comment can be found in mods for recent versions of the game, as I have myself installed many mods that contain the features you listed. There is still hope, brother! ;P
@@galaxydoes8034 true, but sometimes it's hard to find or fight zombies due to current gear, but this is a fringe case I never had since food is easy to get.
@@epicblue00 bro this happened more than once for me but different mobs. (Even an invisible creeper man!) Died almost everytime it was an invisible brute/creeper.
Hey the quality of mods has WAY improved. It used to just be a couple of white cubes that do everything, but now there is so much more, all while looking more aesthetically pleasing, working better with eachother, and being better in general.
I think ore vein miners, 3x3 miners, and tree-felling is perfectly fine, even if it toes the line of the One Block At A Time principle. Anyone can intuitively understand what is happening and why if they see somone, for example, chop down a tree and the whole thing falls down. There are definitely limits to something like that, but as long as it's handled well and doesn't get too complicated or overpowered, I think it's close enough to vanilla that I'd consider it fine.
Same! Imagine if you could extract the soul energy from soul sand and use it to power alchemical machines, or collect the purple essence from crying obsidian and nether portals to create a teleportation device.
I don't think it would fit. Minecraft is a low fantasy world, which means that magic is subtle and practical (enchanting and potions) or the dangerous tools of villains (evokers) Minecraft is more about simplicity and tools, so powerful magic would be too complicated to wield or not tied to the physical world closely enough.
bundles arent an inventory expansion, its just for storing junk (aka when you have a lot of items, but only have a few of each item. say you have 5 stone, 8 flowers, 15 pumpkins)
@@MinecraftIdeasAcademy I get what you mean,I know mojang works in stuff that look and feel vanilla,but if they wanted to add,for example,giant realistic dragons to vanilla like the ice and fire mod,there's nothing to be said about it.It would be vanilla,may not feel like it,but it's part of the base game.
@@MeLlamoBauti Vanilla in this context is more of a style though, something can not be vanilla and feel like vanilla and be vanilla but not feel like it
I love mods that make vanilla items or mechanics feel accessible and useful. Like a quiver that helps you more efficiently use ripped arrows, crafted through the fletching table
Yeah, I think that's why the rule is phrased that way. But it's certainly harder to avoid them than something like the wither, which you can choose not to summon.
@@MinecraftIdeasAcademy Well there's a problem with ghasts then. The player can absolutely not prevent ghast spawning, _unless_ they resort to exploitative measures like placing down slabs. Ghasts will spawn anywhere they fit, no ifs or buts, and when they do, they will damage the world. The player's only real choice is to not care about damage in the Nether or to build out of stronger blocks, which shouldn't be the choice being made. Even if they count punching back the ghast balls as "preventing" ghast destruction. The balls have to hit somewhere, and chances are ghasts shooting at you from 100 blocks away instantly upon spawning isn't going to be easy to hit back into them.
@@MinecraftIdeasAcademy Not if your trying to build for aesthetic they ain't. Or anything that isn't "Build a house outta glowstone and torches." Hell, they've spawned inside of an actual glowstone house I made.
Usually people ask for powerful stuff like craftable enchanted golden apple. I did a data pack where I can actually craft enchanted golden apple by using an apple, 4 gold blocks and 4 eyes of ender. Still too powerful as it makes you a god and help you in tuff situations. I'd make it more harder to craft like make the corners out of diamond blocks.
Mods have one issue, they are not correctly balanced. Usually, it's because it does not serve the exact purpose, or has a lot of pros and occasionally bad sides. What I mean is Mojang has that perfect skill, and it's balancing every singular item and mob they add. While mods don't ever do deep balancing, and instead fix the surface, leaving the inside get bad.
@@robdatboi992 and also make a mob that could be coded by a 7 year old with a basic knowledge on Code thats a reskin and then put it on the next big decider of the update
I'd say there is a difference between vanilla style and vanilla+. Vanilla+ mods don't really alter core mechanics or try to produce radically different gameplay (though they may add gameplays in ways that don't conflict). In contrast, the core of vanilla-style to me, means having the intuitive feel of vanilla. Vanilla style, does try to alter gameplay, but in ways that feel intuitively like vanilla, where I'd prefer a more old-school vanilla style. It might be worthwhile to acknowledge two variants of vanilla style, Mojang style (current) and Notch-style (classic), where I would prefer Notch-style. My own mods (Climatic Biomes and Doomlike Dungeons) are vanilla+ because they only add word-gen and don't really change core mechanics. In contrast, I'd consider the old Minefantasy mod, which is an overhaul and pretty far from vanilla+, to be fairly Notch-style for the most part.
Create is the most Vanilla+ tech mod I’ve seen and the textures are very consistent with Minecraft texture design. I’m surprised to see it on the opposite end of the spectrum in that chart. Every single mechanic it adds beautifully builds on several under-utilized vanilla and create features in a way no other mod I’ve seen has. Like every single thing it adds interacts with everything to create interesting gameplay. A good example is the toolbox. They solved the problem of too many building blocks for your hot bar with a diegetic block that interacts with other toolboxes to create submenus and can be used for far more cases than building Create structures AND it isn’t overpowered because of the distance limit which also keeps it lightly fantasy. Also on top of all that they stuck rigidly to their theme of every single block using rotation in some way and no GUI menus except the tool box. Great video though.
I definitely am a big fan of non-vanilla style mods that add tons of content - Ice and Fire, Betweenlands, Twilight Forest, Thaumcraft, etc - but especially in the past couple updates, vanilla-style mods have been really fun and fantastic to play with. On one hand, having vanilla-style mods usually reduces the strain on lower end computers since they're smaller overall, and on the other they really do feel like a natural extension of the game. I think perhaps prior to 1.13, these currently popular vanilla+ mods would have felt very out of place and not very vanilla style at all, but since Mojang's been making such dramatic and large changes/additions to the game each update the past few years, it's much easier to build off what we have and create something new in the same vein.
Exactly, it'd be pretty hard to make something like Upgrade Aquatic back when oceans were still just gravel pits, so I really don't blame mods for doing their own thing. Mods like Betweenlands especially are so disconnected from the vanilla game that they may as well be their own game at that point But nowadays, vanilla minecraft is so much more fleshed out and there's a lot more to do, so mods can focus more on adding to it rather than just ignoring it to do something radically new and different
I play minecraft for quite some time and always played with non-vanilla style mods i think they are more attractive for me and my friends, usually i like to play with industrial and magical mods and build big industries trying to make them auto-suficient
I love those mods too, but recently I love smaller mods that just add a pretty biome and some cool mechanics, like Endergetic Expansion, one of my all-time favorite mods :p
This video was amazing as always! I'm excited for the next one! An idea that I'd love to see a take on is about the nature of difficulty in minecraft, and how you think challenge and choice should be handled to appease to a wide variety of demographics. Keep up the great work!
Thank you! I do think it would be worth it to dig further into that topic - my previous video about survival mechanics was mainly explaining why they wouldn't be a good idea to add now, and what could be added instead. But it didn't come to a very satisfying conclusion in my opinion.
@@MinecraftIdeasAcademy did you ever watch Whitelight’s Minecraft Critique series? they’re a really good watch. he goes into the differences between the original Survival Minecraft and the new (what he has dubbed to be) Conquest Minecraft and has some cool ideas on how to expand upon the way difficulty is being handled now.
@@MinecraftIdeasAcademy I agree, I loved that video, and I also enjoyed your one about survival mechanics. I do agree that while the one about survival mechanics made some good points, it never fully explained the best way to utilize the principles of it.
i feel like one of the reason how these mods seem vanilla is how complex minecraft is getting and starting to look visually more complex rather than how simple it was like back in its early days
Fifty years later, some Minecraft developer makes some feature with an edge case where being poisoned would be useful, it gets added without anyone really thinking about it, thus making poison potatoes have a use, and he laughs to himself.
This video has significantly changed my views on mods and mod development as a whole. I find it fascinating and I've now got a few ideas to try out in the near future.
For me I enjoy the fossils and archaeology mod out of everyother mod. The whole not including sharks is stupid. At the end of the day, players will kill things.
@@InventorZahran Killer Whales are the badguys, Sharks aren't actaully that bad, if they add sharks it will teach kids about the true nature of sharks, if you're bleeding in the water then you're gonna get munched on by a shark
@@LazyLoonz I believe Mojang’s reasoning was: “If sharks are peaceful, kids will go try and pet a shark irl, but if they are hostile kids will kill every irl shark they see” Doesn’t make much sense but whatever
@@MinecraftIdeasAcademy Yeah, Not Every Mod needs to be Vannila Friendly (my Favorite Mods Ever are basically things that would never enter in Vannila)
@@MinecraftIdeasAcademy yeah, if I wan't to make a content mod. I don't care if it's not "Vanilla-friendly", as long as people will enjoy it, I'm fine with it.
Honestly, I disagree with a few of those design principles. Interacting with one block at a time makes sense in a multiplayer setting, but in a singleplayer world, creating a large build or clearing out a large area is slow and tedious. In my current 1.16.5 forge setup, I'm building dragon enclosures (Dragon Mounts Legacy mod) and they're _big._ Being able to build all four walls at once with builder's wands, dig up stone, dirt, and gravel with Tinker's Construct hammers and excavators, quickly replace large quantities of blocks with Exchangers, and filling up holes and lakes with Hole Fillers makes these projects much more enjoyable to build. Maybe having them as part of survival is too much, but things like what's added by those mods should definitely exist as creative mode utilities.
I would definitely love to see more symbiotic mobs or just exploring more depth of some blocks; like I feel they are sorely under thinking the potential here. Like ok lemme give myself 30 min to come up with some basic ideas that somewhat follow the rules we know: No vertical slabs as a rule makes no sense as it flies in the face of the idea of users effecting blocks, you can't rotate fences or bars or chains/rope, not every wood type is compatible with every wood based recipe and those that are half the time don't have different variants (imagine the possibilities with different fence/slab/door/trapdoor styles). Dyes could have more uses like coloring wooden tools/sign texts, glass could be crafted with iron/gold nuggets for interesting patterns I understand the desire to have it be a player driven world with player activated consequences, but then let us have minecarts be basic machines that require hand/hopper refueling or boats that can move on their own but require a player to furl/unfurl a sail or steer the ship with use of a map and compass! (Maybe even a pseudo-airship that requires a combination of a furnace minecart, boat, and elytra that must be hand piloted, would let you glide and have a single chest worth of storage but requires rockets/firecharges to rise, very vunerable, requires fuel, maybe you could even hook it to posts with leads or hang it in a hangar with chains) Have a natural enemy for zombies (seeing as skeletons have wolves and creepers have cats), you could have it be that phantoms attack them because they think its a player that hasn't slept, maybe even have them be pesudo tameable/shown as passive/fearful during the day Give pigs more uses! if you wanna go semi-realistic then make it so they drop tallow/fat for candles/lanters or could be placed on the floor to create a icey effect that doesn't melt Maybe have Piglins be shown as sometimes riding or befrending striders/farming warped/crimson fungus as they have been hinted at being much more technologically advanced in the past. Villagers should be able to at the very least be able to trade emeralds for a lot of building materials and then using those to fix up their towns and that if you steal they keep increasing their prices (making it so that interacting is just beyond looting and stealing) Give endermen/shulkers more interactions, maybe even connect up the implications between teleportation and levitation effects by introducing elytra effects/vertically aligned storage devices
Minecarts I think could become a key component of automation if they were updated. Quark has pigs dropping tallow but seeing as 1.17 will have candles crafted from honeycomb I don't think it's needed, plus pigs are intelligent creatures so it would be nice to give the player incentive to keep them around. Piglins kill striders for their string, so I don't think they'd be friends, but Zombified Piglins can be seen riding Striders sometimes. Some of them even have a warped fungus on a stick. I think villagers being able to build and fix up their towns seems like a tough mechanic to get right. How would they fix it up, especially if you've custom built one? etc
@@MinecraftIdeasAcademy Ah I forgot about that feature for candles, maybe have it so that pigs will occasionally fill a composter by a level (ala manure to fertilizer) if you feed them items that aren't carrots (besides poisonous potatos of course) as both a way to get rid of extra crop and also produce a decent amount of bonemeal early game Hmmm, I like the zombified piglin idea, honestly I was just trying to think of extra ways piglins/striders could be expanded upon and forgot that they are actually enemies in game. Many of the nether mobs definitely need some dimension to them beyond basic player neutrality/hositility (maybe warped/crimson fungus mob or a infected piglin/zombie piglin that has mushrooms growing out of it ala the mooshroom?) you make a fair point, I think it would be good for things like fixing holes in the roads and repairing doors, maybe lighting up houses that have low light levels (regrowth does something very similar to this and its a pretty low profile mod, though truthfully it feels like the villagers need a whole seperate rework to make them not horrible to mod for)
I don't have strong opinions on your other ideas but I love the idea of phantoms attacking zombies because they think it's a player that's hasn't slept
@@shywilliams1719 not really, look at every cow. All are female. It’s just to avoid those Twitter “social justice warriors” I guess who probably want Minecraft cancelled.
2:26 well they could make the shark mod act like the goat does, not be hostile until you're way to close, by saying "we won't include violant mod based on real life like shark" they kinda continue the stereotypes that shark are super killers which they aren't...
An easy way to “fix” creepers is to only have them explode if they’re standing on a block, so they don’t fall off of ledges in ravines without giving the player a chance to run away
1:56 I am pretty sure at least one kid out there thinks it‘s a good idea to approach a polar bear because „minecraft teached me that polar bears are only hostile when they have babies“, hostile animals could teach someone to not come near a hostile real life animal.
I mean, polar bears are one of the only animals on earth that have been known to actively hunt humans, so I guess it would make more sense for polar bears to be hostile to the player, then again, the only reason polar bears are in the game in the first place is because jeb wanted to impress his wife
Also, shouldn't polar bears hunt Cod and Salmon? I mean, wolves hunt sheep and rabbits, ocelots hunt chickens, foxes hunt rabbits and chickens, so wouldn't it make sense for polar bears to hunt fish? Considering they drop fish on death?
If that kid is going through life purely on knowledge they learned from video games, nobody will be shocked when they inevitably gets themselves killed.
Im my opinion, if you are able to use the poisonous potato to get the advancement “How did we get here”, then it technically has a “use”, being an item used to get said advancement. Of course, it could be argued that just because poisonous potatoes may be used as an item to get the advancement when there is a better alternative (pufferfish) or just at all does not count as being useful. But I believe that because it could be used to get this advancement, it does technically have a use!
5:36 "Creepers ignore iron golems so they don't destroy buildings randomly" I've seen skeletons shoot at iron golems and hit creepers agroing them so they blow up without any interaction from players.
Kind of the same hapenned to me... a drowned tried to throw the iron golem with a trident but it hit a creeper instead, so it blew up... on my freshly made half auto crop farm.
Imo there are 2 vanilla mimecrafts Pre and post Microsoft (before and after notch left) Most of the ethics of modern minecraft are additions made by the new devs
I actually had an idea for a while now to keep away endermen, something in the form of a riverbed block, which is found on the bottom of rivers and waterfalls, if water is above this block, it could create a noise similar to that of a fast flowing river, or rapids. possibly even a small particle effect around it. Now, this noise, and particle effect, would naturally deter endermen, as they would already be lured away by the noise of water splashing around. Furthermore, this would allow for both fast streaming rivers and waterfalls, without forcing the particles and noise effect on every water stream, since many players might really dislike that.
Tbh, Minecraft doesn't know itself what "Vanilla" means anymore. Recent additions have been really weird... But in the Golden age, when Notch and Jeb were still at the top of everything, Minecraft was based off of Notch's old RPG Dungeon Crawler, thus it takes a sorta low-fantasy rpg style, with classic rpg monsters like Zombies, Archer Skeletons, Slimes, giant spiders, etc. all of them being relatively simple in design. Only thing it's really missing is giant rats, but then again, spiders fill that role. And the non-hostile mobs are mostly simple farm animals like Cows or Sheep. If I were to add things to minecraft in that style, I would keep to rpg tropes, the few ideas I have are ghosts that phase through objects but don't attack directly, gryphons which serve as strong overworld monsters, goblin tribes that serve the same purpose as illagers and maybe even have jungle biomes have man-eating plants that drop rare crafting items
Mods shown in the video:
Mobs attempt parkour (fabric only)
Spiders 2.0
Ice and Fire
Savage and Ravage
Nether Extension
Upgrade Aquatic
And my own personal testing mod
Isn't this quarry the Builder from RFTools at 10:59?
Yeah, but I didn't include that one because it wasn't one of the examples of vanilla style mods.
Yes 😎
@@MinecraftIdeasAcademy What's the magic mod called at: 11:07?
Mana and artifice.
A friend of mine who composts irl is so salty that the Minecraft poisonous potatoes are non-compostable, citing that bad potatoes irl are perfectly good for composting.
its not a bad potato, its a poisonous one- wait no nvm- you can still technically compost that-
It might be poisoned by wastes in the soil, which when composted, releases toxins, which ultimately defeats the purpose of bonemeal? It is possible to compost poisonous potatoes, but it just means you pass the poison to more of your plants.
This is just my theory. Feel free to suggest more.
@@ervellynkane9742 Poisonous potatoes are just sprouted potatoes which have many toxins that make it unfit for human consumption, but i do not think the toxin is absorbed into plants grown with fertilizer from composted poisonous potatoes irl
@@voicelessglottalfricative6567 Hmm, well, what do I know, the only thing I’ve farmed is some ladyfingers, and they became surprisingly sterile, for some reason...
I use poison potatoes in item sorters, as filler.
I think there should be a possibillty to put 9 poisonous potatoes in a crafting table to craft a super poisonous potato
It also has no functionallity
"It's basically a poisonous potato but it deals Poison 2"
@@conejitorosada2326 “if you surround a wither skull with level 2 poison potatoes you get a super wither potato, grants poison and wither effects”
@@Engieman909 "If you sorround super wither potato with phantom membrains you get super flying wither potato, grants levitation, poison, and wither effects
Or it creates a drug similar to a pufferfish, but with less damage.
I like the effect.
@@Engieman909 "if you surround a pufferfish with super wither potato you get a witherfish potato, grants wither and nausea and hunger and doubles the poison effect"
An enderman once spawned into my red stone contraption, stole a granite block with red stone on it and crashed my entire system, leaving me with no clue of what had happened.
The lesson of this should be to always light up your closed off systems or place red stone on unnatural blocks
@Faizan & Stuff I personally like concrete since it looks smooth, thats just me lol
@Acysu what if he was in creative
Mobgriefing gamerule turned off is the right way to play minecraft
@@DamageMaximo Its technically cheating to turn off mob griefing but I guess you do have your freedom to make your own rules in Minecraft
@@UltraAryan10 I bet you also think its technically cheating to play the game in peaceful then; but its not.
Minecraft: we should keep things fair to the player
Terraria: *The air is getting colder around you*
i agree
you feel vibrations from deep below...
terraria: we should keep things fair to the player
minecraft: *allows mobs to destroy blocks, allows chests to be destroyed, and allows items to be easily destroyed and also despawn*
@@jaydenwilton5279 same with terraria
@@jaydenwilton5279 well, death needs to be punished
I look forward to your 3 hour video essay about the mystery of the poisonous potato.
Finally, I have acquired a copy of Jeb book. But there's something wrong. A page is half-torn out. I can see the word "Poisonous Potato" but the rest is gone...
Yes
@@MinecraftIdeasAcademy maybe the real poisonous potatos are the friends we made along the way
I will personally congratulate the masalas that does this as a school essay
Its sole purpose is needed to complete "balanced diet" advancement.
One system I hope mojang works on I'd the environmental relationship between mobs, like how piglins only hunt hoglins when they feel hungry. They could expand it in many ways, for example, we can see ocelots hunt creepers, but the creeper runs away, rather than exploding, to explain why creepers are afraid of cats (this is also a feature in MCD). Or axolotls occasionally swimming to the surface to hunt fish, rather than being the savages the snapshots currently depict them as
I liked "Like Stories of Old" suggestion of having mobs require food, drink and exercise to remain healthy. Perhaps that mindset could be applied to mob interactions too!
Huge agree. I have been a big proponent of a mob-overhaul update, something that focuses on really fleshing out the existing mobs of the game. I would love to see more unique interactions with the environment, more cross-species interactions, as well as more biome diversity. Minecraft Earth has already shown us a colorful spectrum of mob variations, and I see no reason why they shouldn't be added.
Especially since minecraft earth is ending.
Alex's mobs does this rlly well
Well ever since microsoft, mojangs depiction of nature seems to be geared towards "everything is perfect and harmonious, and how dare you think that animals can be hostile or hungry in any way" :/
In my opinion, a mod is vanilla when it doesn't provide "one block" solutions to everything, fits in with vanilla's art style, and not be unnecessarily over complicated.
However I don't play mods because they are vanilla, I play them to have fun so it doesn't really matter for me.
Create really feels like an industry mod based on that "one block" thing.
@@naneyezgani create is honestly just as good as the redstone system, it feels perfectly vanilla to me
@@gortalla5474 object rotation/smooth movement in create imo makes it lose its vanilla feel
@@ivn2530 I can see that, but look on the paddles of boats, or minecarts. there are a few things here and there that arent all smooth, the animation for me is fine
@@gortalla5474 True, but while Minecraft has smooth animations, they usually aren't actual moving and rotating blocks like in create. So i would say create is a mod that captures the vanilla style well, but is pretty non-vanilla mechanics-wise
"...As long as the functionality is simple and intuitive"
Everyone: *stares at the redstone comparator*
CUMPARATOR
BOTTOM TEXT
It's pretty easy to understand how the comparator works, and it gets complicated when you want more complicated things
@@conejitorosada2326 Its not easy for non-redstone people
@@UltraAryan10 I'm a not redstone person and I know how the comparator works in it's simplest form, but not it's more complex one
@@UltraAryan10 it tells you wether the back signal is stronger than the side signal
With a right click it tells you by how much
It can also tell how full a container is or how far an item in an item frame is rotated
I remember when poisonous potatoes looked just like regular potatoes. I’d always trick my friends into eating them by renaming them “Potato”
Well, they were slightly green and 1 pixel shorter
@@MinecraftIdeasAcademy Oh! Didn’t know that! I would never have known.
we do a little trolling
@@hsd6716 We partake in a miniscule amount of tomfoolery
@@kemonono trolled
Everyone talking about how useless the poisonous potato is when I literally just ate one today for the balanced diet advancement.
Lol
So it have use, and video is a complete lie
And then you sat down to play Minecraft.
An item being part of an achievement of sorts doesn't make it useful...
@@theimperfectgod7140 it was a joke...
I think Biome O'Plenty, which "only" added a humongous amount of biomes, was actually one of the most vanilla-like mods, since it didn't make the game feel unnatural.
Actually some of the biomes feels unnatural to me, but maybe that's just me
I think there is TOO many biomes and they were all empty, no life, no personality, just a bunch of cool looking blocks and trees and thats all. When i think in how a biomes mod should be done i think mainly on the ecosystem and how it would develop on the enviroment, interacting with existent things on minecraft, adding few blocks to not feel too modlike. That would be organic and vanilla+, otherwise it will be like the mods that add new basic ores.
Remember when they had a "log rotator" that you could use to change the direction of logs? Before you could actually do that in vanilla...
The sky lands they added also felt rather modded (and they caused ridiculous lag).
@@daka.notatpThat’s mainly why I prefer Traverse over BoP. That mod imo hits that vanilla-esque nail perfectly, by mainly expanding upon and offering new biomes that I feel would fit well into the base game.
@@daka.notatp thats a problem with vanilla minecraft too imo. The biomes don't have enough differences between them. With a few exceptions the only difference between biomes is the tree type and the color/blocks its made of. Occasionally they will have a unique structure or mob, but thats pretty rare.
I think one design philosophy that Mojang likely follows is: No new feature should overshadow preexisting mechanics. They can be direct upgrades to old mechanics (diamond pickaxe -> netherite pickaxe), but they shouldn't be a new mechanic that replaces an old one. Like pipelines usually being objectively better hoppers.
Oh definitely.
Perhaps pipelines could have rarer blocks in their crafting recipe and only hoppers can catch blocks.
Hoppers aren't even good hoppers tho.
To build on this, the Netherite idea was genius. Instead of just adding a new most powerful ore and making Diamond obsolete, they made it only obtainable by *upgrading* Diamond stuff. I just wish Netherite was worth the effort.
@@Deadflower019 It is, specially when you're on a server were knockback is an important thing in pvp
"relatively tame lightning strike" those fuckers killed my parrot
Huge F
F
F
F
F
The first time I saw an underwater temple I thought to my self: Hah! I don't need to waste my time going through the maze like I would in any other game, this is minecraft, I'll just mine right through the top.
Then i brought a cow out into the middle of the ocean on a lead, filled a bunch of buckets of milk, and mined right through.
At the time I felt like I had outsmarted mojang, but now I just realised that mojangs intention has always been that players should be able to play the game however they want. They made an intentional way of interacting with the temple, but didn't make it too strict because if people wanted to find a way around it, they should be allowed to.
I think that is a really awesome design philosophy that some other game developers should consider a bit ***cough cough, bungie***
Exactly. You solved it in your own way and had fun while doing so.
If only the underwater temple wasn’t basically useless
@@sterloin sponges should get more attention, it's a cool and useful block, and prismarine is also good for decoration.
@@galzoltan2615 I love prismarine, on an SMP with my friends I made SS Prismarine Submarine Quarantine which is a submarine decorated using prismarine and its an escape room that involves 2 people in seperate rooms hence the quarantine lol
@@galzoltan2615 things like that are why I love Minecraft since you can be as creative as you want
I disagree entirely, we need at least a dozen new ores and recolored mobs each update. Don’t ask me what makes each unique.
What makes each unique?
Lmao
(edit: I'm pretty sure the comment was sarcasm)
so you added the Husks and Strays?
Im okay with more undead variants since the undead has sort of represented a whole faction ever since the wither was added. More members of said faction sounds nice.
@Kingglassrat1 To be fair, Brown Mooshroom could be treated as a consitence thing because of the red ones and mushrooms in the game being red and brown.
"We cant add sharks because we cant make hostile mobs based on real animals!"
Mojang adding polar bears which are miles more deadly and making them neutral:
@Nyris it’s called being happy which you clearly aren’t lmao
@Nyris how is jeb a simp for loving the person he’s married to for the rest of his life and making her happy?
I could go on and on about my dislike for that reasoning they have for sharks when adding dolphins to game is much worse imo. Frankly I wouldn't go near a dolphin because they are just as sadistic as humans.
@@C.G.Gasterthey literally rape each other but God forbid a hostile animal is added
Neutral, not hostile. Like wolves.
The "One Block at a Time" principle is what also made Thaumcraft's Axe of the Stream a good tool; it was made to chop entire trees easily, but instead of breaking all logs at once, if you broke a log, it scanned the connected log, and instead broke the log the furthest away from you. A tree with 10 logs meant you just had to break the same log 10 times.
Reminds me a bit of how scaffolding works
Sooo, that's an interesting example and I like it
I spend like 15 hours to complete all the book, one of the best mod i played.
the TreeFalling mod does this, and i love it. It gives you the option for the bottom block to take the amount of time it takes to break each block as well and whether after that time it breaks it instantly or it breaks it one block at a time.
@@TherandusGaming And it gives a feeling of real life tree chopping
Perhaps the way they could add sharks is to make them similar to goats: they rarely attack the player, and only a few circumstances allow any possibility for them to attack, like wearing shiny iron or golden armor or holding a fish. This would make them neutral, and perhaps to make them useful, they’d naturally scare off drowned, even attacking them, as sharks are naturally scavengers. This would offer an alternative to players who don’t have an axolotl bucket or tropical fish on hand. This would also offer a unique lesser of two risks type of gameplay. On one hand, swim far away from the sharks but risk drowned attack. On the other, swim relatively close to the shark to keep safe from drowned, but risk angering the shark into giving you a very bad warning bite. Alternatively, they could add an original aquatic top predator inspired by extinct fish like placoderms or lobe-finned fish, as those could easily fit the mild fantasy vibe of Minecraft, and implement the aforementioned game mechanic.
Edit: it says I got a heart, but I don’t see it, lol. Maybe something’s wrong on my end.
Dont edit it, if you edit the heart disappears
@@jazzysoggy12 oh. Thanks. I only edited it because I thought of some better changes to add to my idea. Should I delete this comment and then repost it or just leave it be? Also, what do you think of my idea of how to add sharks or an original shark-analog?
Rehearted haha
@@MinecraftIdeasAcademy nice!
@@drsharkboy6568 I think its a good idea, although I don't think they will add it sadly laugh at me if I'm wrong in the future
I hate when mods add mobs with non-cubic models that don't look minecrafty.
I remember the old Pixelmon mod.
@@SirDavid290 RL craft is cool, but the models are crap imo xD
I mean, not crap, but not fitting Minecraft aesthetics
@@pinkraven4402 Well, I can say that some are crap. Like that derpy looking dragon one.
Personally I love each artistic style of a whole bunch of mods coming together to create a new non vanilla style, with non cubic models contributing to it. Of course, a model with 50k triangles and pbr lighting still wouldn't fit, but no mod I know of does anything that bad.
Regarding creepers, I'd change them to act more like tnt (drop 100% of blocks destroyed). Tnt is something the player can control, unlike creepers. I absolutely despise the idea of permanently losing items to something you cannot control.
Or they could do the same thing as endermen: creepers could only destroy things like cobblestone, wood, and dirt, while harder things to obtain get dropped every time.
@@HappyhipposMC yeak, ik. that's why i always craft a lot of fences. it's just kinda annoying :/
@@HappyhipposMC Not a bad point normally, but when playing on a server other people blowing YOUR stuff up because THEY were careless is kinda shit.
@@HappyhipposMC One time three creepers spawned near my house in another and I only realized there were multiple of them, when I hit the first one.
@@HappyhipposMC my house on my modded private server is like a creeper hotspot it’s not like I have much of a say in it
If I understand correctly a poisonous potato disaster mod which makes poisonous potatoes the only way to stop natural disasters is a perfect vanilla + mod. /s
This is beyond science
@@MinecraftIdeasAcademy It is beyond physic.
@@MinecraftIdeasAcademy this isnt science, its the truth
@@An_Entire_Lime A truth you will never reach.
@@mikedanielespeja6128 *golden experience intencifies*
The treefelling rule seems odd to me when you consider both Cacti, Sugar Cane, and Chorus Trees all break with one cut while trees do not
That's a good point
Hmmm.
I don't think the thought process in designing was "it would be better if these fell down", I think it's just that they can't exist without a support block (like torches for example). So it's kind of a chain reaction of "the block under me isn't there? guess I can't exist any more" rather than "breaking this block breaks all of them". It's still only one at a time, even if the end result is the same :)
to be fair those arent major things like regular trees are
@@edenengland1883 To be fair, a regular tree isn't that major.
"All blocks should be mined one at a time"
All minecraft players: *Places torch under sand so you don't have to do the mining.*
Modern problems require modern solutions 😄
No, this follows the rules because placing the torch is the action, much like igniting TNT.
@@zyibesixdouze4863 this
Well wouldnt crafting and mining with the hammer be the action?
@@usmanyounas5181 not really, because that's nine simultaneous dig actions than one dig that is a 3x3
I found Jeb's Game Design book online. Here was everything it said. First there is the introduction and talks about the inspirations behind Minecraft, then it talks about what makes Minecraft great. Minecraft is exploration, adventure, creativity, engineering, persistent, limitless, scary, simple, ridiculous and multiverse. Then it gets to the design principles. Here they are:
1. One Block At A Time! - This was in this video. You can only directly interact with one block at a time, so no templates or 3x3 mining.
2. There Is No Steve Or Alex - They recommend players make their own skin and do not want Steve or Alex in spinoff projects or storylines, they they can be in merchandise.
3. Not Quite An RPG - The player should not develop skills overtime like in a role playing game. Experience should instead be used for things like enchanting etc.
4. Bad Things Happen... - This was the other in this video. All bad things should technically be the player's fault.
5. New Features Should Be Respectful Of Existing Ones - New features should balance the game, not simply devalue other parts of the same.
6. Items Should Be Multi-Purpose - Items are better if they have multiple uses.
7. It's Up To The Player To Build The World - Mobs shouldn't really be able to build significant things. So no villagers building structures.
8. You Are Not Wearing A Hud - Rely as little as possible on text messages for explanation of things.
9. Finding Things Is Fun, Searching For Them Is Not - Players shouldn't have an incredibly hard time searching for new features if there is no clear way to find them.
10. Real-Life Animals Should Be Friendly - Real animals should not be hostile.
11. Hostile Mobs Should Be Unique - To give Minecraft more of a mythology of its own, avoid adding cliched fantasy mobs like unicorns and minotaurs.
Mobs Need Personality - Give the mobs interesting personalities.
12. Human Characters Are Human Beings - Do not add mobs that look like players.
13. No Blood, No Gore - Do not add blood or gore to Minecraft.
14. Keep It Vanilla - Minecraft should expand in all directions, rather than just adding a bunch of updates that add the same kind of content.
15. No Item Is Truly Unique - Don't give items names that imply it is the one and only of its kind.
16. Expand The Mysteries - Minecraft makes you wonder a lot.
17. Gender Neutrality Is A Core Principle - Mobs should be genderless.
18. Death Is Real - Have things with a Hardcore mode mind. So do not have an achievement for dying spectacularly.
19. Bugs Are Not Features - Do whatever is takes to remove glitches, even if players like them.
20. Minecraft Is Not An Editor - Do not let game rules take away people's fun.
Last, the book goes through some anecdotes.
19 reminded me of coper bulbs :(
They definitely stepped away from 9 with the netherite templates and archaeology (at times).
As somebody who's had a special interest in game design for pretty much my entire life, this is super interesting!
Holy moly.
Is that book official for real?? That information is fascinating
@@caios5128 Yes, it is for real. All 21 of those rules are true. I think you can look them up.
As someone who started playing on 1.3 and stopped around 1.7, then got back into Minecraft at 1.16, vanilla Minecraft doesn't even feel like vanilla Minecraft anymore... Hell, anvils and flower pots still feel new to me.
I feel the same way. I’m still not 100% used to horses being in the game, and things like the new nether feel so strange
Eh, imo anvils and flower pots were from one of the last updates to the game that I believe felt truly vanilla, 1.4. The last update to feel vanilla was 1.8 imo, 1.9 just changed sooooo much lol
So, does it feel fun and alive or bad to you
lol i remember horses being added and thinking abt how modded it felt. oh hot times change
@@youwantmyname9208 Hard to say, some things feel like they belong but others just feel weird and off. Stuff like the new combat system and the new Nether integrated wonderfully, it's like Minecraft has always been this way. However - to name a few - pandas, woodland mansions, and poppies are just weird to me. And since everyone is mentioning horses, I'd also like to add that to the list of things I'm still not used to
I recommend the farmer’s delight to anyone who enjoys food based mods
It feels vanilla while still adding many things
I started my own project and then I realized that I was making farmers delight
Imma check it out never heard of it
@@thebreadbunny1863 you'll have this ;-;
I literally just using that mod today and I absolutely love it!
I prefer it over cooking for blockheads. And the only reason I am playing the 1.16 update
The Jeb book, aka the Jeble.
ALL HAIL THE MIGHTY JEBLE
Jible rolls off the tongue better
Can you make a Dragon
I'd get a copy of the Jeble if I could XD
Written by Jebus_
Mojang: "Avoid making things that are impossible to avoid."
RLcraft: " *n o* "
It's painful but god it's so much better than unmodded, i mean, you get gravestones anyways so dying is a LOT less annoying, especially with teleports and the ability to fly and stuff
Same pfp let's gooo
Lycanites mobs go brrrrr
There’s a texture pack that makes lycanites mobs have blocky models and it makes it so much more playable without being immersion breaking
RLcraft is a trash modpack
Me: I totally agree with this video's points.
Also me: *takes an M4 assault rifle, hops on a Humvee and invade Nether with a ton load of mods*
* emerges from a rift linked to a distant planet, pulls a buster sword from my backpack, and smokes a joint *
Same here.
* Gives Poisonous Potatoes a use *
Yep.
Techguns lets you make the LITERAL BFG 10K
@@liemduongthanh8386 the fucking giant planet destroyer super gun from Doom Eternal or the Quake 2 one?
*Launches a nuclear missile towards a Village because bad trades*
Creating a mod that breaks all the principles could be a fun challenge
Add notch to the game. He's a gendered boss that spawns randomly in the world, destroys every block he touches, and can only be hurt with poisonous potatoes. Throughout the game he taunts the player through chat, which can be used to predict his attacks. When he dies, he bursts into blood and drops the "Liberal Slayer" gun which by some unintended behaviour mines a 3x3 area in front of it if it hits an item frame.
@@MinecraftIdeasAcademy holy shit that's genius
@@MinecraftIdeasAcademy im doing this
@@MinecraftIdeasAcademy now that's a great idea for a mod, but a wee suggestion is that he spawns hyper aggressive sharks that will attack the player.
And the sharks have guns attached to their head!
I’ve always been confused by mojangs development choices when it comes to Minecraft, but their design philosophies having changed over time explains a lot. I do think they neglect traditional gameplay in favor of sandbox mechanics but that may be personal preference clouding my judgement
Yeah, Minecraft is the first massive game of its kind to be a gameified sandbox. Plenty of gamers, especially older players, don't really know how to critique the game based on this philosophy. Good to see you're open minded though
They really do have a unique way of designing things, but I found that this desinh philosophy only works on Minecraft, you can clearly see this with how akwardly designed Minecraft dungeons came up being
In my view, Minecraft has been dead since 1.9. WTF is this shit? That’s not how it was when I played the game. Therefore, bad.
@@elijahfordsidioticvarietys8770 shut up kid
@@elijahfordsidioticvarietys8770 Bruh dont be some boomer who rejects change. Minecraft have changed so much for the better, but even if you dont like the current updates, no one said you cant go back to pre-1.9.
One idea I thought of while watching this for a potential way to add sharks (in an update or mod) would be to fallow the “real animals shouldn’t be miss represented or hostile” principle…in a nutshell, if I were adding sharks to Minecraft, I’d take inspiration from Subnautica’s Stalkers, which as far as I know are neutral unless attacked, have there eggs stolen, or you get to close…similarly, as far as I’m aware, shark attacks in real life are relatively rare, and there are several tips to avoid them…so I’d make it so that Minecraft sharks wouldn’t attack unless attacked, or if you’re splashing at the surface (as splashing makes the shark think you’re food) I’d also make them passively drop their teeth, which could be used to make simple weapons like swords and spears, but they’d only be about as powerful as a wood or gold tool…and to give the player a way too look above the surface of the water without splashing, I’d add a feature where if the player’s head is above the surface, they start to tread water and “hover” as if they were standing still, but if they continue going up, they start splashing……would something like this happen? Probably not…this is just how I think Mojang could make it work
How about adding freshwater sharks which would be smaller in size and neutral. It would be perfect for an aquarium
@@ramentalukdar8178There are few species of freshwater sharks, and the most well known one (bull shark) is probably the most aggressive shark… yeah.
That creeper exploding and more little creepers coming out is gonna give me nightmares
I would accept that as a Level 2 creeper... Besides that i want it dead 🗿
Not me, I still love the dumb bastards. Between being my favorite green, the destruction it causes being along the lines of my own, and just discovering them after having zoned out one too many times while growing up, and they've always been a favorite of mine... now second to wither skeletons, which makes me wish I had a good PC, just to see if I could combine them in a fun way.
If you watch scramble craft season 2 they have that creeper mod installed on there along with a whole lot more mods
At least they don't destroy blocks
I made a modpack once and installed the mod that adds that without knowing that exact feature, what a goddamn surprise
Instructions unclear, accidentally made Poisonous Potatoes better than Netherite.
Error
You have doomed humanity you FOOL!
how
@@zsaidmiranda4971 i just did
impossible
100% agree with the magic statement. I have yet to find magic outside of expanding enchants or potions that feels vanilla. If you look at existing magic in MC, the stronger it is, the weaker the mob. Creepers and Ghasts have volatile explosions, but one dies when it attacks, while the other is a huge target that barely stomaches a couple arrows. Ghasts can blow up from range, but it's reflectable.
The perfect magic system mod in MC personally would be similar to how it is now in vanilla. Spells require material components, since the pc is not innately magical. The more powerful the spell, the more expensive it is to produce, topping of with non generated items for the powerhouse spells.
There is one mod that adds these pillars that stop hostile mob spawn. It is really expensive to build and I love it. It gives me a way to protect my complex towns without making them ugly from 1 million lightsoures and specific designs, all the while making the vanilla way to mob proof ALOT cheaper in comparison
What’s the name for the mod that lets you build pillars to stop hostile mob spawns?
And btw I agree with all your points here
@@Unkle_Genny I believe it was the Braizer mod. It should be on cursedforge
The turtle master potion is a vanilla balanced example.
i think for vanilla artstyle the most important thing is to rely on texturing for detail and detail with voxels only when absolutely necessary
I think this is something a lot of mods that add tables/work stations could stand to hear.
One thing to note on how vanilla does things is how it deals with refinement and block creation. Nearly every item in Minecraft either is either usable immediately (blocks, saplings) or requires 1 step of crafting to make something usable (furnaces, ore smelting), exceptions to this are either rare (books used to require another crafting step to be useful, now with librarian trades they're useful as a currency) or only provide aesthetics (stone bricks require two steps to make (smelting cobblestone, then making bricks) but aren't significantly different from cobble). So mods that aim to be vanilla like shouldn't have several layers of useless items that only exist to make the recipe "more realisitc" or act as a way to balance the cost of the thing against it's use.
Armour stands require 4 changes cobble - stone - smooth stone - smooth stone slabs
@@walloper9972+ logs-planks-sticks 🤓
What do you mean you dont want to craft six tiers of gears and induction coils?
@@olbluelips opencomouters has this specific problem
This is why if I ever make a modpack that has Industrialcraft I'll gate it behind Applied Energistics or Refined Storage.
adding to the list of natural disasters: lava pit in a jungle
Underrated comment
Don't build your base out of flammable blocks in the jungle without fully exploring it
@@UltraAryan10 or just dont build at a jungle at all
Poisonous potatoes can have a use in a roleplay.
Imagine a world where Poisonous Potatoes are considered the gift of the Gods and the government has a secret potato farm of enormous size.
You pay with them, you get paid with them, you rob people for them.
There's a lot you can come up with in rp when you have a useless item...
Maybe that's partially why they're useless lol
that would be me and my friends world lol
Never did I think I'd see the day where someone considers implementing a potato-backed currency in Minecraft.
@@andrewpenn1145 its kind of sort of like bitcoin farming, you cant just make more of them you have to farm massive amounts of potatoes just to get a handful. If you could ascertain the drop rate you could probably set an exchange rate for trading lol.
@@MinecraftIdeasAcademy once i tricked someone into eating that, you can call me the hitman
I assumed the dolphin speedboost was based on the real world phenomena where they will sometimes aid swimmers in getting to shore or safety fast
They should make a mechanic based on the real world phenomena of dolphins killing people and animals for fun.
@@VoxAstra-qk4jzHell yeah.
But that would go against their ideology.
Gotta keep the lie going!
All animals are innocent angels, don’tcha know?
@@schnek8927It ain't that deep
@@joshidk-zy9xj and you don't have to reach that deep to make that conclusion, either
I do think Minecraft would be much less of a standout title if it had been designed with this ideology from the get-go, but I think it’s a good way to go about adding new features in general. That said, part of the benefit of well-defined rules is knowing how and when to break them skillfully to make for a better experience. Hopefully, when a genuinely amazing idea comes across Mojang’s desk, they don’t dismiss it out-of-hand because it rides the line (or steps a toe across it).
Kingbdogz has said he went out of his way to break as many design principles as possible with the Warden.
@@MinecraftIdeasAcademy lmao
Well maybe not break but more like bend
@@MinecraftIdeasAcademy, I did not expect to see you reply to your own comment an entire year later. 🤣
I get notifs for every comment
Thats so true 1.16 felt so modded and now I feel use to it
The same thing is with 1.17 it changed the hole game but i can see me getting use to it
All updates felt a lot like modded content when the snapshots first released, especially 1.14. Now whenever I play pre-1.14 I remember how bad Villagers used to be
@@jaidenwapenos89 Or how terrible pre 1.13 oceans are, that update was the turning point for the game for the better.
@@jaidenwapenos89 Are you kidding? They're "flashier" now, but 1.14 was certainly a terrible update.
-village golems became WAY over-powered
-The villager AI is broken
-trading requires you to lag your game more now and is generally more annoying
-pillagers are weak, un-creative mobs
-raids nullify 1.11
-All of the passive mobs are pretty useless and un-creative
and thats pretty much the bulk of the village & pillage
@@timewarpdrive77 Villager trading lagging for you isn't a problem with the update, as its a performance issue, and not a gameplay one, which was what I was focusing on.
and the golems still move very slowly and cannot detect mobs at a far enough distance to protect a village. I do agree on that raids have removed the desire to find mansions for totems though.
@@jaidenwapenos89 No.. In order to take advantage of the trading, you need to have 10 times more villagers...Trading is more annoying because of this pointless restriction.
I'm referring to the rate at which they spawn. I've had several villagers that just randomly have 100s of them. The old system for spawning golems didn't really work, but this is overkill..
Personally, I always preferred small, light-weight mods. Mods intended to polish existing mechanics, rather than overhauling major parts of the world or gameplay. Small enough that, at times, you'd forget you've even modded your game, though that you'll absolutely miss when updating.
appleskin, swipe through grass, better crafting, better mouse
I use mods based on the style they use, like the create mod, which has a similar texture style to vanilla Minecraft and can feel like it’s part of the game because of how polished it is, still gives you the ability to do crazy stuff, but u can also just do simple things.
Carpet, OptiFine, MiniHUD... Yeah I completely agree. I technically don't play vanilla a lot of the time, but I don't really play heavily modded either.
gregtech.
I think Bees and Honey Blocks are a great example of this. Same with things like Target Blocks or Observers.
I think there is a lot of room at this point in minecraft for mods that add functionality to existing blocks. A lot of new stuff in the game is purely decorative or, from a technical perspective, has niche uses- usually due to a lucky hitbox or accidental mechanical functionality, and there is little incentive to farm new blocks.
Things like the two new crystals, copper, the recent passive animals, netherite/lodestones, phantom membranes, the crafting stations, and even whole systems like minecarts, potions and enchantment could use huge upgrades to their interact ability.
Here is another thing: A mob's texture should fit their scale (with the exception of babies which are always a downscaled version of the adult, and cave spiders which were added in the early versions, and for some strange reason bats have more detail than they should), Ghasts are 4×4 so they have a large texture, same deal with ravagers, big mob with big texture, zombies are more player sized so they have a player sized texture, unpuffed pufferfish have a tiny texture because they are tiny.
If you look at one of the mobs in RubberRoss' latest group effort to make a new mod you'll see a highly detailed "skeleton spider" mob that has a humanoid skeleton at the front, with arms, and many smaller skuls all around, just the head already has a texture close in size to a ghast, so how big is this mob? Is it a massive boss?
Nope, just a common enemy that's as tall as a default spider; That's how big that super detailed model is. One. Block. Tall. with a more detailed texture than a ghast just for the main head, meanwhile their beautifuly gorgeous plant deer with fungal antlers has about the same detail scale as a default minecraft mob, which makes it look like they are from completely different mods
100% Agreed
The thing you're talking about is called Mixels (Mini Pixels), where a texture has more or less texture resolution compared to the surrounding environment. Texture resolutions should represent the scale of the mob/block, if you have a highly detailed model and it's only a size of a silverfish, you're doing something wrong.
For short textures shoukd be 16x16 for it to be vanilla look
ghast's texture should be larger
@@jeanivanjohnson Ghasts, Bats, and Vexes are the main mixel mobs. Babies and variants of mobs or mobs like slimes and magma cubes could be exceptions.
Imo ghasts look fine since you usually see them from far away. Most ghast retextures I've seen have a jarring resolution.
5:08 In that case. Please make it where creepers can no longer start their timer while falling onto a player, instant death by falling creeper is often times unavoidable because of the time from when you see the creeper to when it explodes. Look how many Hardcore runs have ended because of falling creepers that nearly instantly explode when landing on you.
Edit: You all make great points and I now accept the creeper kamikaze.
Totally agree.
that’s why one of the main rules you should follow when playing hardcore or survival in general is to avoid ravines in the early stages of the game
Or even better just get 1 armor piece of blast protection 4 and you will survive an explosion of even a super charged creeper easily.
@@allenliang4838 Or just do a top to bottom search and torch
Eh, gotta disagree with you there. I think it's hilarious when that happens. Just mining in a ravine, a bright green figure falls in front of you, "OH SH-" dead.
Its quite ironic,that the most popular sandbox game has its most iconic mob destroy your hardwork
"Oh you spent 5 months gathering the materials and finding the perfect design? It would be ashame if someone just.. destroyed it"
@@conejitorosada2326 "And you won't get 100% of the drops.."
How is it ironic?
@@atanaZion do you know what is irony?
Is perfectly balanced
I feel like the creeper is such an iconic part about Minecraft because it is genuinely a well designed enemy. It does a wonderful job of reminding you of the games mechanics and what made Minecraft so unique when it first came out, as well as being a unique challenge compared to other mobs.
Considering how good it is despite breaking some of these rules, I suppose the rules themselves are more like guidelines than actual rules
@@totalNERD-eo7wxExactly, they're basically guidelines after the fact. No way could they remove such a well loved mob that breaks the guidelines later laid out.
No, creeper is by far the worst designed *thing* in minecraft. Genuinely just bad game design
Especially that they are the only mob that doesn't make any ambient noise
So here's what I took from this video
Rules of vanilla-style mods:
1. Modifications should fit with the fantasy theme of Minecraft (e.g. some sort of magic, not robotics)
2. Real life animals shouldn't be hostile* (e.g. slime monsters, not piranhas)
3. Stereotypes**, gender, and unbreakable blocks** should be avoided (e.g. a gender neutral animal, like a worm, but not a bull***)
4. Players can only change one block at a time (e.g. an acid, not instant vein mining)
5. Players are the cause of all disaster in the world (e.g. a summoned boss, not a random unpreventable boss fight)
6. NEVER EVER give poisonous potatoes a use (e.g. leaving potato alone and respect Jeb's wishes, not adding a use)
*This rule does not apply to fantastical versions of real life animals, such as giant ant, or a creature with similar behavior to actual animals
**Stereotypes as in real life cultures, like an existing nation or such. A good example is that Millenaire mod adds real life culture, making it non-vanilla style
***Unbreakable blocks should be avoided unless breaking them would cause a catastrophe, like breaking the end portal frame
****Avoiding bulls causes some strange things, meaning all cows are female yet can produce babies. Maybe that makes cows fantasy
Guidelines that vanilla style mods should at least attempt to follow:
Add a new feature, not just a clone of a vanilla feature (e.g. an ore with a special property, not just a new equipment material)
Have blocks interact with each other (e.g. something similar to campfires and beehives, enchantment tables and bookshelves)
Add something that you think Mojang might add (e.g. vertical slabs, not guns. Mojang said no)
And something I think that should be followed as well that wasn't covered in the video-
Try to have models of blocks and entities similar to that of Minecraft, y'all. Circles don't look right.
If any of you are considering doing a vanilla style mod that adds a feature Mojang might add, consider browsing the Previously Considered Suggestions on Mojang's website. Here's the link: feedback.minecraft.net/hc/en-us/articles/360005029872-Previously-Considered-Suggestions
Excellent summary. And good point about the circles - I didn't include that cause I felt it was too obvious lol
shadows go brrrrrrrrrrrrr
Iron Golems and Guardians being robots: *Am I a joke to you?*
Mojang said no to vertical slabs, they said they regret half Slabs and stairs because it adds too much detail and takes away from what they believe is Minecraft's blocky feeling
@@rdfgghjkhkzbhkgvdx7180 Really? Damn, and to think Slabs and Stairs are incredibly important to the building side of minecraft
A mod that adds poisonous potato ore, it wouldn’t add a use just make them more abundant
Okay now they said they wouldn't add shark as a hostile mob, but what if they add it as a Natural mod?
Like in real life sharks are natural and I'd be perfect to the game, same as grizzly bears.
If you ask "but sharks will attack dolphins, squids an fishs"
Yeah, axolotl does it too.
RIGHT??? they could make it hostile but only if fucked with, like irl sharks
Axololtl also don't brutally dismember you when you go near them.
@@niveditasrinivasan7070 bruh have you ever read any kind of shark attacka, sharls dont like to eat humans we taste like shit, they only bite once then leave.
If you talling about attacking other mobs, bruh im not saying go male a special animation for them, plus you can add a timer, after a attack shark won't attack anything cus he is fed, easy as that
@@shywilliams1719 SO TRUE, PEOPLE TJINK THEY ATTACK BECAUSE THEY ARE BLOOD THIRSTY MONSTERS THAT ATTACK JUST FOR THE FUN, BUT THEY DONT EVEN LIKE OUR TASTE MOST OF THE SHARK ATTACKS CAUSED BECAUSE THE MAN LOOKED LIKE A SEAL WHEN SWIMMING
BUT THEY DONT KNOW THAT TIGER SHARKS LIKE TO BE PET
@@niveditasrinivasan7070 oh, bruh if you go near a llama it will spit you in your face because they think you're a threat, thats goes for every animal unless there is no active predator that they need to run away, please learn about animals more
I think the most important takeaway is actually that Mojang's post Microsoft design principles are fundamentally different from Notch Mojang principles. All the principles like animals not being hostile or having useful death drops, or mobs not affecting the environment, etc. All of these are not Notch's Minecraft, neither is the art style as it's deviated slightly but noticeably.
honestly I think it has devaited better
@@partnermammoth2562 (it hasnt)
@@partnermammoth2562It’s a downgrade in most aspects.
@@schnek8927 true
@@schnek8927 I agree they have become too corporate honestly aside form the nether, end, and cave and cliffs update most thier updates are just inoffensive filler nonsense but the problem there is you are just diluting the game with random crap to make the kidos happy and go cool new mob and then they will forget about it in a week. I feel the game is losing part of what made it quintessentially minecraft although large improvements have been made.
A few ideas I'd love to see:
-Being able to make cheese "wheels" with milk (that function like cake but are easy to make) that in turn could attract (non-hostile) mice, that in turn are kept at bay by having an occelot nearby.
-Having dust devil type mobs in deserts that will knock you back or launch items into the air, so if you box them in with blocks they can act as either a mob barrier, or a sort of express mail system higher elevations
I am guessing that they can eat the cheese?
@@bestaround3323 Yes, the dust devils should be able to eat the cheese
One of my favorite mods is actually showcased here. Ice and Fire. The iconic mod that adds dragons and sea serpents (among others) to Rlcraft. And watching this video made me realize. The dragons are not vanilla. They can cause untold damage to your world without your interaction, spawn areas are entirely random, and unless you're ready, you'll likely be unfairly killed by a dragon without being able to prevent it, and they gave the poisonous potato a use in growing dragons (or not growing them to be more accurate). But I love the mod and LOVE the dragons. I'm a bit confused on why but it doesn't really matter
Well hey, things don't need to be vanilla style to be enjoyable.
Ice and fire has amazing mobs, some of the best ive ever seen. But I dislike ice and fire before changing the configs because their world generation numbers are unplayably bad.
Worlds dont need to have 999 cyclops dens and dragon hoards every couple kilometers. SPACE your content, dole it out slowly, make it special!
@@olbluelips gotta love when you're wandering around early-game and find a village that's on fire for some reason
You know what happens next 😅
Honestly, Ice and Fire can definitely be made more vanilla+ if you use the configs correctly. Still not 100%, but definitely more of a 90%
Personally, one of my least favorite mods. I spawn in, walk 12 feet, see a dragon, quit cause that world's already gone.
There's a mod called "Comforts" that adds sleeping bags that skip to day without setting your spawn. It's a tiny addition that I wish was in vanilla because it's amazing for exploration and multiplayer (though I don't play multiplayer on Java.)
That's gonna be so good for exploring caves (i don't usually note my house's coordinate)
This is so good I doubt they'll add it someday, and it would also be a lot more useful than bamboo blocks...
@@FishWithTheShaders its in mojang cancelled ideas meaning they will never add it
It seems harder to craft than beds itself
Edit:Oh yeah, you could use it while having a bed
@@WhenIOmor Why?
Why would you sleep while you explore a cave?
you know one thing I like to argue is that dimensions like the twilight forest or aether can technically be canon, but isn't seen anywhere or implemented because lore-wise it has never been discovered.
I like to think this way about future Minecraft updates lol
@@MinecraftIdeasAcademyHey same!! I always imagine that new biomes are just "further out" from the centre of the world.
@@LunizIsGlacey and technically they are if you use the same world
@@beesree39 Exactly!
Simply amazing mods. But to me they feel like they replace the minecraft overworld instead of having a functionality like nether or the end.
They are more about starting it over in a new land, replacing the overworld.
That's it. I'm making poisonous potatoes a currency.
Haha potato farm go brrr
emeralds: guess I'll die :P
Nothing is useless beacuse currencies exist
well capitalism is useless so that fits the design principals.
I wonder, what is rarer/harder to get diamonds or poisonous potatoes?
So, my take away is the, "girlfriend mod" is not ok?
🔫🥺
Do you mean... THEORESPAWNMOD by THEYCALLMEDANGER? It’s too much of a classic mod to be not ok.
but an agender date friend mod would be ok.
@@mechspace Date friend is a commonly accepted term in the non-binary and genderqueer community to replace girlfriend or boyfriend, with agender being the term for someone with no gender, usually, because they lost it behind the couch or donated it to a mutual aid group.
@@mechspace idk what the fuck he said but it sounds stupid
My friends and I have been playing around with the Create Mod recently, and it’s interesting because even though it goes against the idea of having minecraft additions be fantasy related, it feels entirely vanilla.
It very similar to redstone, but more simplified for the average player. Yet it can still be utilized to make advanced contraptions by more experienced players.
It gives a use to andesite, making it more than just a decorative block, and although it adds a new ore, it gives it a use that isn’t new armour or tools.
So, as much as I agree with following the vanilla structure to make a mod that feels ‘vanilla’, I also think there are ways to work around this, well still ending up with a ‘vanilla’ result.
I love this comment so much, Create feels so much more Vanilla as it gives a way of farming without needing to use say, glitches or exploits. You can make it your own way and if you do find an exploit to Create, go for it, but I love the simplicity.
Sure Minecraft is for people to do anything but imo people make it way, way too complex these days, and I feel that things should be simple where you don't need to worry about mobs or be the best, just relax and enjoy the nature of this blocky game.
... Dang I went on a tangent there-
The things that are possible with create also work in conjunction with everything that already exists in Minecraft. There are so many simple create farms that are significantly more efficient than redstone ever could be, and yet, it looks and feels more vanilla than redstone itself. I remember playing the create mod and my first thought was to make an elevator using pulleys into a mine. It sounds so non-minecraft but it doesn't feel out of place at all.
Create is easily one of the greatest mods ever released for minecraft, and its updates continue to impress me. The only mod that comes close to it for me is tinkers construct. Designing a tool fit for purpose is so much more fun with tinkers construct, instead of the current make a tool in 2 seconds then use villagers to get efficiency 5.
@@AtomixKingg So what you're saying is..
It completely replaces an already existing set of tools that minecraft has..
@@Gatrehs Yeah? Create essentially replaces redstone, tinkers replaces tools. It's not unexpected for a mod to replace a feature with its own content. Even if the vanilla tools were left in tinkers construct, why would you want to use them, when tinkers tools are far superior?
@@AtomixKingg accodring to Mojangs design principles that are listed in this video, they won't add things that completely replaces an already existing set of tools that are already in minecraft.
AKA Create isn't "vanilla styled"
Back when I played Minecraft in 2015, my mod list consisted of QOL stuff such as recipe books, optifine, knocking down trees by removing their base, held torches providing light etc. As well as backpacks, ruins or dungeons, middle ages and renaissance era weapons (remember when balkon's was a thing?) and expansions to on-foot mobility like Smart Moving. Things that didn't affect the intended pre-industrial, light-fantasy survival feel of the game.
When texture packs are used, I tend to prefer 32x32 packs that add detail and perhaps some randomizer texture variety but without losing the intended feel the game was going for, nothing photorealistc, but not too cartoony either. As one that checked all the boxes did not yet exist, this often resulted in me having to assemble my own texture pack from scratch using bits and bobs from others, even cracking open GIMP2 or Paint if it proved nessesary.
A part of why I retired from Minecraft is that all the mods I considered mandatory had depreciated with most of them having no suitable replacements made. Some not until years later, others never. Back after they depreciated, the mod scene got oversaturated with stuff that went too far into modern aspects, crossovers, or huge resource and biome expansions that had no proper rhyme or reason in how they merged into the world. Nothing was subtle, and it kind of alienated me.
Overall, you could say I was a Vanilla+ player before Vanilla+ was a thing. Now that things have calmed down and settled, I might take a look back at Minecraft if I get a feel for survival sandbox gaming again.
Balkans - a mod which I, too, loved to death! - has been partially revived with the Spartan Weaponry mod! And also I can tell you that *many* of the QOL features you mentioned in your comment can be found in mods for recent versions of the game, as I have myself installed many mods that contain the features you listed. There is still hope, brother! ;P
I really like when they tie features together. I was disappointed when they didn't add target blocks to the pillager outpost targets
The day the poisonous potato gains a use is the day Minecraft truly dies
they do have a use, last resort survival food on hard mode, and for roleplay video making.
@@stm7810 two words.
Rotten Flesh.
If you want all advancements they have a use. Really only for one though
@@galaxydoes8034 true, but sometimes it's hard to find or fight zombies due to current gear, but this is a fringe case I never had since food is easy to get.
play a multiplayer server
host a competition
whoever loses must eat poisonous potatos as punishment
there i gave poisonous potatoes a use
Poisonous potatoes already have a use. They’re great for filling item sorters.
They should do something about it then
"The challenge of bastions come from their state of disrepair."
Piglin Brutes:
1.16.1 ftw
i mean piglin brutes would be easy to kill if you were just walking around a big flat surface
@@icedragon9097 true, distance is the key to beat them. And the bastion is a claustrophobic place.
I once had an invisible piglin brute from a bug and it almost killed me
@@epicblue00 bro this happened more than once for me but different mobs.
(Even an invisible creeper man!)
Died almost everytime it was an invisible brute/creeper.
Jeb: The only natural disaster is the *tame* lightning bolt.
The lightning bolt: Strikes and burns my house down.
And that's why they're adding the lightning rod to combat this.
Lightning rod
@@whateverIwasthinkingatthetime yeah and and it only took them a few years
theyre tame compared to something like tornados
@@randoncourter4923 tornados aren’t in vanilla, that comparison holds no weight
Hey the quality of mods has WAY improved. It used to just be a couple of white cubes that do everything, but now there is so much more, all while looking more aesthetically pleasing, working better with eachother, and being better in general.
I think ore vein miners, 3x3 miners, and tree-felling is perfectly fine, even if it toes the line of the One Block At A Time principle. Anyone can intuitively understand what is happening and why if they see somone, for example, chop down a tree and the whole thing falls down. There are definitely limits to something like that, but as long as it's handled well and doesn't get too complicated or overpowered, I think it's close enough to vanilla that I'd consider it fine.
this video makes me want a mod that expands upon vanilla magic. that would be amazing
Same! Imagine if you could extract the soul energy from soul sand and use it to power alchemical machines, or collect the purple essence from crying obsidian and nether portals to create a teleportation device.
I don't think it would fit. Minecraft is a low fantasy world, which means that magic is subtle and practical (enchanting and potions) or the dangerous tools of villains (evokers) Minecraft is more about simplicity and tools, so powerful magic would be too complicated to wield or not tied to the physical world closely enough.
@@connordarvall8482 that's a good argument but if its low fantasy I'll just have to add more, possibly a sister mod that expands dragons?
@@ferretforrent1144 That's not what low fantasy means. Adding more just changes the genre to high fantasy.
I really recommend the Quark mod, which adds a bunch of things the creator believes to be Vanilla friendly.
I like how the shulker is not going to be replaced by pouches.
it was never going to
but it was never the plan. shulkers are for expanding your inventory, pouches are for organizing it
@@cheatsykoopa98 yeah, it is for something like flowers, random stones, etc.
Well yeah, pouches are forever vaporware.
bundles arent an inventory expansion, its just for storing junk (aka when you have a lot of items, but only have a few of each item. say you have 5 stone, 8 flowers, 15 pumpkins)
i am actually really proud of mojang for trying to create features that looks like a mod but still feels and looks vanilla
I mean,whatever mojang does will be vanilla anyway...
Not necessarily. It might be in vanilla, but it might not fit thematically.
@@MinecraftIdeasAcademy I get what you mean,I know mojang works in stuff that look and feel vanilla,but if they wanted to add,for example,giant realistic dragons to vanilla like the ice and fire mod,there's nothing to be said about it.It would be vanilla,may not feel like it,but it's part of the base game.
It would be vanilla hypothetically, but because it doesn't feel vanilla I doubt they'd add it.
@@MeLlamoBauti Vanilla in this context is more of a style though, something can not be vanilla and feel like vanilla and be vanilla but not feel like it
I love mods that make vanilla items or mechanics feel accessible and useful. Like a quiver that helps you more efficiently use ripped arrows, crafted through the fletching table
Tipped*
Creepers aren't antithetical to Minecraft's design because they could be reasonably avoided by sleeping or lighting up an area.
Yeah, I think that's why the rule is phrased that way. But it's certainly harder to avoid them than something like the wither, which you can choose not to summon.
or going into peaceful, going into creative, just straight up walking away...
wait- is night not a threat anymore? or am i just stupid?
@@MinecraftIdeasAcademy Well there's a problem with ghasts then. The player can absolutely not prevent ghast spawning, _unless_ they resort to exploitative measures like placing down slabs. Ghasts will spawn anywhere they fit, no ifs or buts, and when they do, they will damage the world. The player's only real choice is to not care about damage in the Nether or to build out of stronger blocks, which shouldn't be the choice being made.
Even if they count punching back the ghast balls as "preventing" ghast destruction.
The balls have to hit somewhere, and chances are ghasts shooting at you from 100 blocks away instantly upon spawning isn't going to be easy to hit back into them.
@@MinecraftIdeasAcademy Not if your trying to build for aesthetic they ain't. Or anything that isn't "Build a house outta glowstone and torches." Hell, they've spawned inside of an actual glowstone house I made.
I don't particularly like the ghast's implementation either.
If you really want a mod that feels vanilla, it should be full of things most people don't want, and one or two things people really want
Usually people ask for powerful stuff like craftable enchanted golden apple. I did a data pack where I can actually craft enchanted golden apple by using an apple, 4 gold blocks and 4 eyes of ender. Still too powerful as it makes you a god and help you in tuff situations. I'd make it more harder to craft like make the corners out of diamond blocks.
@@SAZTAPO I completely forgot that their crafting recipe was removed until I read your comment 💀
release half of the mod with all the side feature, then 5 months later release the features you advertised
Mods have one issue, they are not correctly balanced.
Usually, it's because it does not serve the exact purpose, or has a lot of pros and occasionally bad sides.
What I mean is Mojang has that perfect skill, and it's balancing every singular item and mob they add. While mods don't ever do deep balancing, and instead fix the surface, leaving the inside get bad.
@@robdatboi992 and also make a mob that could be coded by a 7 year old with a basic knowledge on Code thats a reskin and then put it on the next big decider of the update
I'd say there is a difference between vanilla style and vanilla+. Vanilla+ mods don't really alter core mechanics or try to produce radically different gameplay (though they may add gameplays in ways that don't conflict). In contrast, the core of vanilla-style to me, means having the intuitive feel of vanilla. Vanilla style, does try to alter gameplay, but in ways that feel intuitively like vanilla, where I'd prefer a more old-school vanilla style. It might be worthwhile to acknowledge two variants of vanilla style, Mojang style (current) and Notch-style (classic), where I would prefer Notch-style.
My own mods (Climatic Biomes and Doomlike Dungeons) are vanilla+ because they only add word-gen and don't really change core mechanics. In contrast, I'd consider the old Minefantasy mod, which is an overhaul and pretty far from vanilla+, to be fairly Notch-style for the most part.
So create is vanilla style.
But not vanilla+.
Create is the most Vanilla+ tech mod I’ve seen and the textures are very consistent with Minecraft texture design. I’m surprised to see it on the opposite end of the spectrum in that chart. Every single mechanic it adds beautifully builds on several under-utilized vanilla and create features in a way no other mod I’ve seen has. Like every single thing it adds interacts with everything to create interesting gameplay. A good example is the toolbox. They solved the problem of too many building blocks for your hot bar with a diegetic block that interacts with other toolboxes to create submenus and can be used for far more cases than building Create structures AND it isn’t overpowered because of the distance limit which also keeps it lightly fantasy. Also on top of all that they stuck rigidly to their theme of every single block using rotation in some way and no GUI menus except the tool box. Great video though.
I definitely am a big fan of non-vanilla style mods that add tons of content - Ice and Fire, Betweenlands, Twilight Forest, Thaumcraft, etc - but especially in the past couple updates, vanilla-style mods have been really fun and fantastic to play with. On one hand, having vanilla-style mods usually reduces the strain on lower end computers since they're smaller overall, and on the other they really do feel like a natural extension of the game. I think perhaps prior to 1.13, these currently popular vanilla+ mods would have felt very out of place and not very vanilla style at all, but since Mojang's been making such dramatic and large changes/additions to the game each update the past few years, it's much easier to build off what we have and create something new in the same vein.
Exactly, it'd be pretty hard to make something like Upgrade Aquatic back when oceans were still just gravel pits, so I really don't blame mods for doing their own thing.
Mods like Betweenlands especially are so disconnected from the vanilla game that they may as well be their own game at that point
But nowadays, vanilla minecraft is so much more fleshed out and there's a lot more to do, so mods can focus more on adding to it rather than just ignoring it to do something radically new and different
I play minecraft for quite some time and always played with non-vanilla style mods i think they are more attractive for me and my friends, usually i like to play with industrial and magical mods and build big industries trying to make them auto-suficient
Twilight forest is non vanilla??? That mod feels like a legit dlc.
I love those mods too, but recently I love smaller mods that just add a pretty biome and some cool mechanics, like Endergetic Expansion, one of my all-time favorite mods :p
Based
I was just thinking the other day how i would like to try my hand at making a vanilla style mod. How convenient for me to stumble upon this video
Hope it comes in handy!
This video was amazing as always! I'm excited for the next one! An idea that I'd love to see a take on is about the nature of difficulty in minecraft, and how you think challenge and choice should be handled to appease to a wide variety of demographics. Keep up the great work!
Thank you! I do think it would be worth it to dig further into that topic - my previous video about survival mechanics was mainly explaining why they wouldn't be a good idea to add now, and what could be added instead. But it didn't come to a very satisfying conclusion in my opinion.
@@MinecraftIdeasAcademy did you ever watch Whitelight’s Minecraft Critique series? they’re a really good watch. he goes into the differences between the original Survival Minecraft and the new (what he has dubbed to be) Conquest Minecraft and has some cool ideas on how to expand upon the way difficulty is being handled now.
I did watch them. You might see me credited in one of them somewhere! His takes are a lot more nuanced, and definitely worthy of a response video.
@@MinecraftIdeasAcademy I agree, I loved that video, and I also enjoyed your one about survival mechanics. I do agree that while the one about survival mechanics made some good points, it never fully explained the best way to utilize the principles of it.
"Poisonous potatoes should never be given a use"
Quark: I'm gonna pretend I didn't see that
Iirc they can be used to prevent baby mobs from growing
@@SenyiKimmo yeah they can
i feel like one of the reason how these mods seem vanilla is how complex minecraft is getting and starting to look visually more complex rather than how simple it was like back in its early days
Fifty years later, some Minecraft developer makes some feature with an edge case where being poisoned would be useful, it gets added without anyone really thinking about it, thus making poison potatoes have a use, and he laughs to himself.
MA: Poisonous potatos should never, ever, have a use!
Me: Nah. *Proceeds to use it in a recipe to make poison bombs*
This video has significantly changed my views on mods and mod development as a whole. I find it fascinating and I've now got a few ideas to try out in the near future.
For me I enjoy the fossils and archaeology mod out of everyother mod. The whole not including sharks is stupid. At the end of the day, players will kill things.
Exactly
What about making sharks neutral, like polar bears?
@@InventorZahran Killer Whales are the badguys, Sharks aren't actaully that bad, if they add sharks it will teach kids about the true nature of sharks, if you're bleeding in the water then you're gonna get munched on by a shark
@@LazyLoonz I believe Mojang’s reasoning was:
“If sharks are peaceful, kids will go try and pet a shark irl, but if they are hostile kids will kill every irl shark they see”
Doesn’t make much sense but whatever
kid: kills shark in minecraft
kid: i will now get a harpoon and kill every shark in the Pacific Ocean
Great video, let's hope this gets around to as many mod developers as possible!!!
Or, at least ones who want to emulate vanilla.
@@MinecraftIdeasAcademy Yeah, Not Every Mod needs to be Vannila Friendly (my Favorite Mods Ever are basically things that would never enter in Vannila)
@@MinecraftIdeasAcademy yeah, if I wan't to make a content mod. I don't care if it's not "Vanilla-friendly", as long as people will enjoy it, I'm fine with it.
Perhaps Mojang should add a way to scare off endermen. Maybe the enderman should be afraid of something water related?
The conduit, perhaps? That has a large radius of effect.
Ice
Endermite
sprinkler
Axolotls!
Honestly, I disagree with a few of those design principles. Interacting with one block at a time makes sense in a multiplayer setting, but in a singleplayer world, creating a large build or clearing out a large area is slow and tedious. In my current 1.16.5 forge setup, I'm building dragon enclosures (Dragon Mounts Legacy mod) and they're _big._ Being able to build all four walls at once with builder's wands, dig up stone, dirt, and gravel with Tinker's Construct hammers and excavators, quickly replace large quantities of blocks with Exchangers, and filling up holes and lakes with Hole Fillers makes these projects much more enjoyable to build. Maybe having them as part of survival is too much, but things like what's added by those mods should definitely exist as creative mode utilities.
This channel is a perfect example of quality over quantity
I would definitely love to see more symbiotic mobs or just exploring more depth of some blocks; like I feel they are sorely under thinking the potential here.
Like ok lemme give myself 30 min to come up with some basic ideas that somewhat follow the rules we know:
No vertical slabs as a rule makes no sense as it flies in the face of the idea of users effecting blocks, you can't rotate fences or bars or chains/rope, not every wood type is compatible with every wood based recipe and those that are half the time don't have different variants (imagine the possibilities with different fence/slab/door/trapdoor styles).
Dyes could have more uses like coloring wooden tools/sign texts, glass could be crafted with iron/gold nuggets for interesting patterns
I understand the desire to have it be a player driven world with player activated consequences, but then let us have minecarts be basic machines that require hand/hopper refueling or boats that can move on their own but require a player to furl/unfurl a sail or steer the ship with use of a map and compass!
(Maybe even a pseudo-airship that requires a combination of a furnace minecart, boat, and elytra that must be hand piloted, would let you glide and have a single chest worth of storage but requires rockets/firecharges to rise, very vunerable, requires fuel, maybe you could even hook it to posts with leads or hang it in a hangar with chains)
Have a natural enemy for zombies (seeing as skeletons have wolves and creepers have cats), you could have it be that phantoms attack them because they think its a player that hasn't slept, maybe even have them be pesudo tameable/shown as passive/fearful during the day
Give pigs more uses! if you wanna go semi-realistic then make it so they drop tallow/fat for candles/lanters or could be placed on the floor to create a icey effect that doesn't melt
Maybe have Piglins be shown as sometimes riding or befrending striders/farming warped/crimson fungus as they have been hinted at being much more technologically advanced in the past.
Villagers should be able to at the very least be able to trade emeralds for a lot of building materials and then using those to fix up their towns and that if you steal they keep increasing their prices (making it so that interacting is just beyond looting and stealing)
Give endermen/shulkers more interactions, maybe even connect up the implications between teleportation and levitation effects by introducing elytra effects/vertically aligned storage devices
Minecarts I think could become a key component of automation if they were updated.
Quark has pigs dropping tallow but seeing as 1.17 will have candles crafted from honeycomb I don't think it's needed, plus pigs are intelligent creatures so it would be nice to give the player incentive to keep them around.
Piglins kill striders for their string, so I don't think they'd be friends, but Zombified Piglins can be seen riding Striders sometimes. Some of them even have a warped fungus on a stick.
I think villagers being able to build and fix up their towns seems like a tough mechanic to get right. How would they fix it up, especially if you've custom built one? etc
@@MinecraftIdeasAcademy
Ah I forgot about that feature for candles, maybe have it so that pigs will occasionally fill a composter by a level (ala manure to fertilizer) if you feed them items that aren't carrots (besides poisonous potatos of course) as both a way to get rid of extra crop and also produce a decent amount of bonemeal early game
Hmmm, I like the zombified piglin idea, honestly I was just trying to think of extra ways piglins/striders could be expanded upon and forgot that they are actually enemies in game. Many of the nether mobs definitely need some dimension to them beyond basic player neutrality/hositility (maybe warped/crimson fungus mob or a infected piglin/zombie piglin that has mushrooms growing out of it ala the mooshroom?)
you make a fair point, I think it would be good for things like fixing holes in the roads and repairing doors, maybe lighting up houses that have low light levels (regrowth does something very similar to this and its a pretty low profile mod, though truthfully it feels like the villagers need a whole seperate rework to make them not horrible to mod for)
The pig composter idea sounds cool if has a much higher chance to raise the level
This comment is really well thought out and I like all the ideas you gave here.
I don't have strong opinions on your other ideas but I love the idea of phantoms attacking zombies because they think it's a player that's hasn't slept
"Stereotypes, gender, and unbreakable blocks should be avoided." One of these things is not like the other!
ikr? gender is so out of place smh
@@shywilliams1719 not really, look at every cow. All are female. It’s just to avoid those Twitter “social justice warriors” I guess who probably want Minecraft cancelled.
Notch deliberately made them genderless since 2011 before sjws were a big deal lol
@@Aeternus75 and male they have horns
@@MinecraftIdeasAcademy ohhhhh, oops. Mb lol
2:26 well they could make the shark mod act like the goat does, not be hostile until you're way to close, by saying "we won't include violant mod based on real life like shark" they kinda continue the stereotypes that shark are super killers which they aren't...
An easy way to “fix” creepers is to only have them explode if they’re standing on a block, so they don’t fall off of ledges in ravines without giving the player a chance to run away
1:56 I am pretty sure at least one kid out there thinks it‘s a good idea to approach a polar bear because „minecraft teached me that polar bears are only hostile when they have babies“, hostile animals could teach someone to not come near a hostile real life animal.
I mean, polar bears are one of the only animals on earth that have been known to actively hunt humans, so I guess it would make more sense for polar bears to be hostile to the player, then again, the only reason polar bears are in the game in the first place is because jeb wanted to impress his wife
Also, shouldn't polar bears hunt Cod and Salmon? I mean, wolves hunt sheep and rabbits, ocelots hunt chickens, foxes hunt rabbits and chickens, so wouldn't it make sense for polar bears to hunt fish? Considering they drop fish on death?
If that kid is going through life purely on knowledge they learned from video games, nobody will be shocked when they inevitably gets themselves killed.
Mojang:
"Poisonous potatoes should never, EVER be given a use"
Also Mojang:
"Welcome to the Poisonous Potato Update!"
I was searching for this comment lol 😂
Im my opinion, if you are able to use the poisonous potato to get the advancement “How did we get here”, then it technically has a “use”, being an item used to get said advancement. Of course, it could be argued that just because poisonous potatoes may be used as an item to get the advancement when there is a better alternative (pufferfish) or just at all does not count as being useful. But I believe that because it could be used to get this advancement, it does technically have a use!
Do you not have to eat a poisonous potato to gain the achievement of eating one of everything in game?
5:36 "Creepers ignore iron golems so they don't destroy buildings randomly"
I've seen skeletons shoot at iron golems and hit creepers agroing them so they blow up without any interaction from players.
Maybe they should just make creepers not retaliate like they don't to goats
Kind of the same hapenned to me... a drowned tried to throw the iron golem with a trident but it hit a creeper instead, so it blew up... on my freshly made half auto crop farm.
Imo there are 2 vanilla mimecrafts
Pre and post Microsoft (before and after notch left)
Most of the ethics of modern minecraft are additions made by the new devs
And people wonder why there’s still a pretty large 1.7.10 fanbase...
Then what makes mods to be like OLD vanilla style? 🤔
I actually had an idea for a while now to keep away endermen,
something in the form of a riverbed block, which is found on the bottom of rivers and waterfalls, if water is above this block, it could create a noise similar to that of a fast flowing river, or rapids. possibly even a small particle effect around it.
Now, this noise, and particle effect, would naturally deter endermen, as they would already be lured away by the noise of water splashing around.
Furthermore, this would allow for both fast streaming rivers and waterfalls, without forcing the particles and noise effect on every water stream, since many players might really dislike that.
That sounds really cool! I love multipurpose ideas.
Tbh, Minecraft doesn't know itself what "Vanilla" means anymore. Recent additions have been really weird...
But in the Golden age, when Notch and Jeb were still at the top of everything, Minecraft was based off of Notch's old RPG Dungeon Crawler, thus it takes a sorta low-fantasy rpg style, with classic rpg monsters like Zombies, Archer Skeletons, Slimes, giant spiders, etc. all of them being relatively simple in design. Only thing it's really missing is giant rats, but then again, spiders fill that role. And the non-hostile mobs are mostly simple farm animals like Cows or Sheep.
If I were to add things to minecraft in that style, I would keep to rpg tropes, the few ideas I have are ghosts that phase through objects but don't attack directly, gryphons which serve as strong overworld monsters, goblin tribes that serve the same purpose as illagers and maybe even have jungle biomes have man-eating plants that drop rare crafting items