The depths totem is one of the most unique datapack items I've ever seen. Really neat concept! Hopefully Mojang sees this video and decides to expand on the deep dark
@@arthurlouiskarlchorus fruit teleport you in a small range around you after eating it, the depth totem allows you to reach the surface in case of an emergency by using it in your offhand. How are they the same? Because they teleport? In that case the enderman is a reverse shulker.
I love how you remade the ancient city, but I it's ancient so I feel like its supposed to be more like ruins, like its been sitting there... for hundreds of years, supposed to be falling apart but intact enough to be able to make out the structure they once were.
I love the thoughtful redesign! Especially the outposts - I think it adds nice variety while also making the deep dark feel more common and therefore more integrated throughout the world. I love the new content but it’s relative isolation kept it feeling more like an auxiliary system. If you ever wanted to expand on this pack I think it would be interesting to add more defensive blocks / mechanics to counter the increased difficulty. It would be cool if there was a modified calibrated skulk sensor that halted the spread of the sound waves: acting like the equivalent target block for redstone. Additionally I think the warden antenna is a great idea, but it’s quite overpowered on its own. I think it would be cool if it was instead an ingredient in a potion rather than a stand alone element. That way killing the warden does grant you a cool reward, but not one so amazing that it permanently alters the rest of the game.
Truthfully, these are all *great* ideas, but data pack implementation of them would be nightmare-ishly complicated, if not impossible all together. It took me almost 2 weeks alone just do make the Keeper, for instance, because I had to re-code about 80% of mob functionality since datapacks don't have a proper way to interact with those systems. Blocks are even more complicated, because you can't ACTUALLY add new blocks. The ones I have are technically entities using some tricks to create the illusion that they are blocks, but its imperfect. For example, you have to kill the Soul Spawner, not break it, because it's not really a block. So while I 100% agree that there are some better ways to execute some of the features, time constraints and data-pack limitations are the main reason I couldn't make that happen....especially with the scale of the whole project! Edit: you did get my brain mulling over the antler though, the more I think about it, the more I see your point. I would point out it ONLY shows mobs in the direction you are looking with a range of about 30 blocks, but still. Some limiting element of it's use would be a good idea!
i come from a viking stream (he says to say hi) where we had a fun convo about the warden, and he recommended folks come watch this video. i see why. the thought put into this project is frickin astounding, and appeals to both sides of me (i think the warden was never meant to be fought, and it isn't a boss, but is instead a punishment for failing a sneak task) (the deep dark could be Better). i love how every inch of this datapack has had thought put into it - the rewards are fitting for where you find them and what you need them to do, and i'm very genuinely impressed with how it all looks. great job, josh!
this is so cool!!!!!!!! the outposts are absolutely awesome, making the deep dark feel like an interconnected realm underground rather than just spots, i love it. and the watchers add a whole other level of difficulty i think it needed. love it!!!!
In my opinion, I think the original warden should've been able to climb, break blocks (When mob griefing is set to true), and tunnel through walls, instead of using a sonically charged shriek, which kinda feels out of place to me. Immunity to arrows, drowning, and water effecting its speed would've also been a nice addition to prevent players from killing it. Also, great video! This is probably one of the most well-made datapack I've seen!
4:30 with the soul spawner, normal mob grinders with or without a normal spawner, zombies die with looting, one zombie drops 3-4 flesh, creating more zombies than you started with, creating an infinite amount of zombies.
This is so awesome!! I'm working on my own deep dark mod and it's so cool to see others' ideas on how to expand on the biome! (Also, I LOVE the new structures omg)
These are super cool, but I feel like the watchers go against the sculk sound motif. I feel like something akin to a radar or something that echolocates would fit a lot better.
Something that should be in the deep dark is a sculk charge to light the portal but if you do you will lose 3 mob spawners one is the skulk golem which u can tame and make an army of another is the skulk lantern which reveals ur location to the warden with a light that makes a noise and is also a light source when dropped and the other is a skulk skeleton which shoots u like a normal skeleton helping the warden but also 2x strength and speed and a skulk warrior which is the skulk golem but bigger and stronger like another variant of the warden and drops a sculk rift which can make portals to get to other areas with a limit of 50 blocks which can be increased by echo shards with a max of 500 blocks but it also uses a diamond to teleport giving it another use and u can get a new variant of the ancient city which is not infested by skulk and instead of a warden there is a deep slate golem which can be ridden and works as an iron golem and new villagers to trade with that wants skulk
I feel like the Keeper losing hearing and smelling makes them pretty much docile barring an erroneous step on sculk that can be pretty easily avoided, assuming no hearing means everything but hitting them and stepping on sculk can’t be detected. You would need God Apples and maxed out Netherite to kill with a bow if you’re not preplanning a ladder up; I do think the Keeper does need hearing to be a real threat - at least for me - or else it’s very easy to trap it in a hole like you would a warden. Still a spectacular mod regardless
I love the fact that its a datapack, so if i so wanted to I could just... make a "vanilla" world (I would have to use essential for multiplayer tho) and invite my friends telling them it's just a normal world
@@CodeNeonMC nice not my first choice but it definitely needs one, I think I saw some pictures you posted(idk coulda just been my imagination) I think I saw a submarine. Not really a fan of that idea but 1. My opinion is invalid 2. It’s not my project 3. I can just ignore it. But so far it looks sick. My favorite was the dungeon overhaul, I was actually working on making my own “randomly” generated dungeon(which is how I stumbled upon the video) unfortunately I’m on bedrock and can’t use jigsaw blocks so imma definitely overcomplicate things with commands, but I’m not very good at commands so to make the commands easier I’m going to overcomplicate the building. I can talk about this project for hours it’s a few days in the making and nowhere near done I have 57+ room templates so far(not decorated yet just basic skeletons to lay out the different room types, imma make several variations of each one completely decorated… eventually) the room size im currently working on will have 250+ possible variations that I am considering(if I don’t take any shortcuts) with almost infinite more and that’s just the third room type I want two more sizes bigger, and rectangle rooms, and specialty rooms that aren’t just boxes(like that cool intersection in the stronghold, stairs, oddly shaped rooms etc.) so this will take a while. I just bought ps+ so I can play with my cross platform friends and they can help speed up the process(they aren’t the best at building[except my gf, she’s almost as good as me, but the real reason is she is WAY better than me at terraforming, interior designing, and whatever that thing is called where you randomly replace blocks with similar ones to add volume and texture, which is very important) they can help speed up the process exponentially because the rooms are rather basic rn, just skeletons with doorways in different spots, so they should be able to handle that, and my gf can help hand build a huge mountain on the flat world to hide the dungeon(I built it for 2 hours and got it 2 blocks tall, it’s rather large[insert your mother joke here]) oh my, I’ve typed a lot, sorry I’ll shut up, if you want me to explain how I’ll “randomize” it, or why there is 250+ basic variations on a simple 17x17 square ask and I’ll keep typin
You deserve to blow up big you have some great ideas. They should honestly hire you to build for the actual game. Never stop doing what your doing. Just found your channel, can't wait to go watch all your videos
This is actually sick af bro. I’m praying they update the deep dark like this and maybe even a dimension🤔 I think the totem might be a lil common tho imo
thank you for making my favorite struckture in minecraft even better. i have always felt like the loot could've been a bit better and that it wasn't dangerous enough
One thing I think would be nice is something that would help with stealth, like a cloak you’d make from wool and the eye of a watcher or anything like that. It would do something like temporary making you invisible or letting fade through walls, idk a lot about Minecraft moding but something like that would be pretty cool
An interesting idea I had while watching, have you thought about introducing permanent consequences for farming Wardens or Keepers? For example, if you kill several Wardens and/or fewer Keepers, each kill will increase the chances of a Skulk Apocalypse happening to your world. If you're going to give rewards for killing creatures you aren't supposed to kill, the other way to deter players from killing them, especially repeatedly and in the face of power creep, is consequences. I'd recommend making this a collaborative effort between you and the authors of the Skulk Apoc. mod, and ofc its just a suggestion and would be good for content too.
The mod as a whole is awesome, though there's always gonna be things that people disagree on... The Depths Totem, however, is one of the SINGLE BEST items I've ever seen in a mod! Awesome creativity and thinking outside the box!!!
I think a fundamental problem with bigger, stronger weapons is that no matter how difficult it is to find it, if once you find it you've already done the challenge, you're just gonna use it to make the rest of the game OP. There needs to be continuously increasing difficulty afterwards, like Terraria, through something like a new dimension. And ideally, I'd make a weapon that's more unique than strong, or uniquely useful against, say, underwater mobs It'd also be maybe far more interesting, IDK if it'd be annoying, if the new guy you added simply could NOT be reasonably defeated without first running away, being relieved he can't hear you, and doing some series of events that lets you come back
How did you get the devourer model working so smoothly? Also you can use HideFlags:4 to hide the annoying “Unbreakable” text for things like the depths totem And idk if you wanted the killedwarden to be announced to chat but you can also change that in the advancement’s json file.
The killedwarden was an accident I meant to fix xD thanks for reminding me actually, I'm updating this pack today and I need to fix that. Also great tip on the hide flags, I wonder if that'll help me remove "ponder" from my custom goat horn in my archaeology pack. As for the devourer, it's because Animated Java now uses item displays instead of armor stands! Movement translation for them is no longer locked to TPS, so Animated Java models are much more fluid in general!
True, i hope they bring back the stone chest and the stone vases for a next deep dark update, we should also have more enchantments to help you with the warden, it's just not balanced
I feel like the Keeper should be a phase 2 of the warden. You know the souls in his chest? What if when you kill the warden, the souls take over and transform him into the keeper
Spawn a stronger mob than the Warden when it’s defeated is a step in the right direction, but still giving them loot drops...kinda stray away from its original purpose, i think there should be another way of obtaining the drop loot, and remove the drop on both of these mobs, also make it so that when the Warden’s hp reaches a certain hp it retreats into the sculk before keeper spawns, make it unkillable without making it unstoppable, I believe that’s how it should be handled, like an actual threat you’re supposed to run from, this is what they should’ve done in vanilla, when 1 warden is down 2 wardens takes its place, so on and so forth
This is why he removes your ability to jump! So you can't place blocks under you as you go. However he isn't meant to be impossible to avoid, just harder than the Warden.
Warden isn't designed around being killed so it shouldn't drop anything, unless you change how the mob works from a stealth mob into a boss mob or a tough regular mob
I addressed this in the video. In essence, basically people are going to kill it no matter what, so it might as well drop something. But, to punish you for doing so, the Keeper spawns. So basically, instead of deincentivizing it with loot, I deincentivize it with even more danger.
you may keep classic ancient city model (along your enhanced version) to keep compatibility with deeper and darker mode, and to have more variety in anicent city generation
none of the textutres work for me for some reason, i see a bunch of placeholder items like dye's instead. Im playing on 1.20.1 and i just used the 1-2 verion of the pack.
i like the idea that skulk is what KILLED the people of the deep dark, like some kind of zombie virus that slowly took over the place, kinda like a deadly version of moss.
I'm not so used to Minecraft mods and data packs so I have a question I'm currently playing on a map in 1.20 so. Do I need to make a new world for this to work? Or will it start to generate thousands of blocks away from the map that I already discovered? This question applies to all your other data packs as well, I hope you can answer because your work is actually awesome, good job mate!
Hi! So, currently this pack only works for 1.19.4, however I will be updating it to 1.20 in the next few weeks. If you were to put it in your existing world when that happens, then yes, you would need to travel to parts of the map that have not been generated already in order to find the new structures. The mobs would spawn in old chunks, but no structures, and none of the totems would show up in chests. Also, this is just for Java edition
@@CodeNeonMC Thank you so much for your response! Very helpful indeed. I'll wait for your updates then and install them right away because your mods are AWESOME. You gained a new sub too, hope you keep doing what you do because you are incredible at it, keep it up :D
It should work with archaeology overhaul, except you may have a texture problem with the totems if you don't merge the resource pack properly. Other than that it should work fine if you're PC is decent
There is a 1.19.4 (specifically 1.19.4) version, but the public pack is for 1.20 which includes some bug fixes. That said it should *generally* work with mods, but some mods break commands so it's a bit situational. If you want the 1.19.4 version shoot me a message on my Discord (check the desc)
Uh, speaking of the soul spawner... could it be used to respawn Elder Guardians and thus multiply sponges? Because that is really something that's missing from the game. The Elder Guardians are so underutilized. What I will say though is that this datapack does NOT sound Hardcore friendly AT ALL. Like nothing that adds instagib-mobs or stuff is. Especially if you really removed the warning level for all sculk items (rather than just the new watchers). And if watchers respawn, that means an ancient city is never truly safe, removing a fair bit of conquest you could previously do.
I was just chatting with some people about how we would improve the deep dark and ancient city and I get recommended this! Also for the depths totem, how do you differentiate between a cave above and surface? Finally, once I get a chance to download this I'm gonna make a chicken duping matching with the spawner. OMG what is going on this is gonna be the longest comment ever, I think the watcher could drop an eye you could craft with an observer to make a new redstone block that would detect mobs just Infront of it, but I think this block would be quite revolutionary for redstone so maybe it would be a bit of a rarer drop. FINAL EDIT, I swear. Maybe there could be wool boots that's remove some defence and make you slow but reduce vibrations
All great ideas! Some of them couldn't be implemented via data pack tho, unfortunately...but yes, the totem is actually crazy simple! The /spreadplayers command always chooses the highest solid block on the Y axis unless you set a limit on it, so it just uses that!
Hey! Pack is working great so far; However, my watchers are appearing as white dyes... is there a fix to this? I'm on 1.20.4 but I can't seem to find a link to the pack's 1.20.4 version so I used 1.20.1 which is one I could find- is there a fix to this white dye watcher bug?
Personally I’m not to keen on this (HEAR ME OUT), this update (ALTHOUGH GREAT) makes exploring the ancient city much harder then before, while the loot is… still basic… at best. Bc most players, will be risking their entire inventory and for those on hardcore risking their entire WORLD when coming here, so the rewards you get for it are not worth the risk ya know? I think adding better loot, for example… maybe diamonds can become a common loot item here as well as other rare ores, instead of normal golden apples maybe it could be enchanted golden apples, enchanted books that have the higher lvl enchantments, as well as possibly more custom items that can ONLY be found in the deep dark/ ancient city’s, oo maybe even normal monster spawners plus spawn eggs (cows, pigs etc) could be a thing! As those would be extremly sought after as they would upgrade the entire animal farming experience! 😊
this guy shouldn't have the right to add more eldritch horror into Minecraft.. Also, I like the concept of an entity that does the polar opposite of Sensors and Shriekers so players won't always rely on Wool and the Shift button, making hiding a must as well.
Pin me so I can flex when this goes viral
You know what...bet.
I’ll take a shoutout
3rd reply on top comment
That is a risky bet
4th to reply
The depths totem is one of the most unique datapack items I've ever seen. Really neat concept! Hopefully Mojang sees this video and decides to expand on the deep dark
it is just a reverse chorus fruit
@@arthurlouiskarlchorus fruit teleport you in a small range around you after eating it, the depth totem allows you to reach the surface in case of an emergency by using it in your offhand. How are they the same? Because they teleport? In that case the enderman is a reverse shulker.
All it does is tp you up are you good bro?
@@aexxir thats still unique.
I want to install this and make my mind think this was always the deep dark. A perfect masterpiece for such a deep and dark place.
This is what Minecraft should be! Excellent job as always!
I love how you remade the ancient city, but I it's ancient so I feel like its supposed to be more like ruins, like its been sitting there... for hundreds of years, supposed to be falling apart but intact enough to be able to make out the structure they once were.
I love the thoughtful redesign! Especially the outposts - I think it adds nice variety while also making the deep dark feel more common and therefore more integrated throughout the world. I love the new content but it’s relative isolation kept it feeling more like an auxiliary system.
If you ever wanted to expand on this pack I think it would be interesting to add more defensive blocks / mechanics to counter the increased difficulty. It would be cool if there was a modified calibrated skulk sensor that halted the spread of the sound waves: acting like the equivalent target block for redstone.
Additionally I think the warden antenna is a great idea, but it’s quite overpowered on its own. I think it would be cool if it was instead an ingredient in a potion rather than a stand alone element. That way killing the warden does grant you a cool reward, but not one so amazing that it permanently alters the rest of the game.
Truthfully, these are all *great* ideas, but data pack implementation of them would be nightmare-ishly complicated, if not impossible all together. It took me almost 2 weeks alone just do make the Keeper, for instance, because I had to re-code about 80% of mob functionality since datapacks don't have a proper way to interact with those systems.
Blocks are even more complicated, because you can't ACTUALLY add new blocks. The ones I have are technically entities using some tricks to create the illusion that they are blocks, but its imperfect. For example, you have to kill the Soul Spawner, not break it, because it's not really a block.
So while I 100% agree that there are some better ways to execute some of the features, time constraints and data-pack limitations are the main reason I couldn't make that happen....especially with the scale of the whole project!
Edit: you did get my brain mulling over the antler though, the more I think about it, the more I see your point. I would point out it ONLY shows mobs in the direction you are looking with a range of about 30 blocks, but still. Some limiting element of it's use would be a good idea!
@@CodeNeonMCthe fact that you still made it free thank you
The Keeper is absolutely mortifying and I love it. This all brings out the best of what the Deep Dark has to offer, great job.
You know mortifying means embarrassing or shameful.... right?
@@stephb1995 can’t say I did 8 months ago lmao. Definitely not what I meant.
i come from a viking stream (he says to say hi) where we had a fun convo about the warden, and he recommended folks come watch this video. i see why. the thought put into this project is frickin astounding, and appeals to both sides of me (i think the warden was never meant to be fought, and it isn't a boss, but is instead a punishment for failing a sneak task) (the deep dark could be Better). i love how every inch of this datapack has had thought put into it - the rewards are fitting for where you find them and what you need them to do, and i'm very genuinely impressed with how it all looks. great job, josh!
Thank you so much!!! I worked very hard on it! I'll have to thank Viking for thr shout out 😄
@@CodeNeonMC hey dose the keeper have a sonic boom
this is so cool!!!!!!!! the outposts are absolutely awesome, making the deep dark feel like an interconnected realm underground rather than just spots, i love it. and the watchers add a whole other level of difficulty i think it needed. love it!!!!
In my opinion, I think the original warden should've been able to climb, break blocks (When mob griefing is set to true), and tunnel through walls, instead of using a sonically charged shriek, which kinda feels out of place to me. Immunity to arrows, drowning, and water effecting its speed would've also been a nice addition to prevent players from killing it.
Also, great video! This is probably one of the most well-made datapack I've seen!
Song at the beginning:
Aiyo - New Terrain
4:30 with the soul spawner, normal mob grinders with or without a normal spawner, zombies die with looting, one zombie drops 3-4 flesh, creating more zombies than you started with, creating an infinite amount of zombies.
What you do with datapacks is amazing!
This is so awesome!! I'm working on my own deep dark mod and it's so cool to see others' ideas on how to expand on the biome! (Also, I LOVE the new structures omg)
This was a really cool twist on the deep dark
These are super cool, but I feel like the watchers go against the sculk sound motif. I feel like something akin to a radar or something that echolocates would fit a lot better.
It would be cool if there was some sculk flora
Bro your packs are always so cool.
This data pack looks awesome! I think lots of people will probably want 2 use it.
so glad that this is free, most people would make you buy a patreon, thank you
You get early access with patreons and it seems they have enough patrons to work on this full time depending on where they live
Something that should be in the deep dark is a sculk charge to light the portal but if you do you will lose 3 mob spawners one is the skulk golem which u can tame and make an army of another is the skulk lantern which reveals ur location to the warden with a light that makes a noise and is also a light source when dropped and the other is a skulk skeleton which shoots u like a normal skeleton helping the warden but also 2x strength and speed and a skulk warrior which is the skulk golem but bigger and stronger like another variant of the warden and drops a sculk rift which can make portals to get to other areas with a limit of 50 blocks which can be increased by echo shards with a max of 500 blocks but it also uses a diamond to teleport giving it another use and u can get a new variant of the ancient city which is not infested by skulk and instead of a warden there is a deep slate golem which can be ridden and works as an iron golem and new villagers to trade with that wants skulk
Untapped potential describes most of the new content added to Minecraft honestly
5:30 hopefully the watchers are immune to arrows, otherwise it will be far too easy to shoot them from afar
I feel like the Keeper losing hearing and smelling makes them pretty much docile barring an erroneous step on sculk that can be pretty easily avoided, assuming no hearing means everything but hitting them and stepping on sculk can’t be detected.
You would need God Apples and maxed out Netherite to kill with a bow if you’re not preplanning a ladder up; I do think the Keeper does need hearing to be a real threat - at least for me - or else it’s very easy to trap it in a hole like you would a warden. Still a spectacular mod regardless
Minecraft should hire this guy ngl
2:01 you dirty brother killer
Man thanks for inspiration for making custom dungeons!
The idea of killing the Warden only for the Second, Bigger Warden to show up is hysterical to me.
I love the fact that its a datapack, so if i so wanted to I could just... make a "vanilla" world (I would have to use essential for multiplayer tho) and invite my friends telling them it's just a normal world
I love these videos where you fix vanilla structures. Keep up the fantastic work
Thanks!!! Ocean overhaul is up next!
@@CodeNeonMC nice not my first choice but it definitely needs one, I think I saw some pictures you posted(idk coulda just been my imagination) I think I saw a submarine. Not really a fan of that idea but 1. My opinion is invalid 2. It’s not my project 3. I can just ignore it. But so far it looks sick. My favorite was the dungeon overhaul, I was actually working on making my own “randomly” generated dungeon(which is how I stumbled upon the video) unfortunately I’m on bedrock and can’t use jigsaw blocks so imma definitely overcomplicate things with commands, but I’m not very good at commands so to make the commands easier I’m going to overcomplicate the building. I can talk about this project for hours it’s a few days in the making and nowhere near done I have 57+ room templates so far(not decorated yet just basic skeletons to lay out the different room types, imma make several variations of each one completely decorated… eventually) the room size im currently working on will have 250+ possible variations that I am considering(if I don’t take any shortcuts) with almost infinite more and that’s just the third room type I want two more sizes bigger, and rectangle rooms, and specialty rooms that aren’t just boxes(like that cool intersection in the stronghold, stairs, oddly shaped rooms etc.) so this will take a while. I just bought ps+ so I can play with my cross platform friends and they can help speed up the process(they aren’t the best at building[except my gf, she’s almost as good as me, but the real reason is she is WAY better than me at terraforming, interior designing, and whatever that thing is called where you randomly replace blocks with similar ones to add volume and texture, which is very important) they can help speed up the process exponentially because the rooms are rather basic rn, just skeletons with doorways in different spots, so they should be able to handle that, and my gf can help hand build a huge mountain on the flat world to hide the dungeon(I built it for 2 hours and got it 2 blocks tall, it’s rather large[insert your mother joke here]) oh my, I’ve typed a lot, sorry I’ll shut up, if you want me to explain how I’ll “randomize” it, or why there is 250+ basic variations on a simple 17x17 square ask and I’ll keep typin
The portal is definitely a portal, but i do doubt we'll ever see the dimension behind it.
You deserve to blow up big you have some great ideas. They should honestly hire you to build for the actual game. Never stop doing what your doing. Just found your channel, can't wait to go watch all your videos
Thank you!!
This is actually sick af bro. I’m praying they update the deep dark like this and maybe even a dimension🤔 I think the totem might be a lil common tho imo
this is hella underrated. Immediatly subscribed after this video to support your channel
i love your content. This truly shows that Java can do more than people have ever thought was possible!
Thank you!!!!
thank you for making my favorite struckture in minecraft even better. i have always felt like the loot could've been a bit better and that it wasn't dangerous enough
Thank you codeneon for likeing my comment. This has brought me great joy
I feel like you and Whimzee should team up for a Collab video and work on some more of these projects
Why this video doesn't have millions of views?
This is amazing!
Dude that intro- so epic, this guy is awesome at making great content
One thing I think would be nice is something that would help with stealth, like a cloak you’d make from wool and the eye of a watcher or anything like that. It would do something like temporary making you invisible or letting fade through walls, idk a lot about Minecraft moding but something like that would be pretty cool
An interesting idea I had while watching, have you thought about introducing permanent consequences for farming Wardens or Keepers? For example, if you kill several Wardens and/or fewer Keepers, each kill will increase the chances of a Skulk Apocalypse happening to your world.
If you're going to give rewards for killing creatures you aren't supposed to kill, the other way to deter players from killing them, especially repeatedly and in the face of power creep, is consequences. I'd recommend making this a collaborative effort between you and the authors of the Skulk Apoc. mod, and ofc its just a suggestion and would be good for content too.
The mod as a whole is awesome, though there's always gonna be things that people disagree on...
The Depths Totem, however, is one of the SINGLE BEST items I've ever seen in a mod!
Awesome creativity and thinking outside the box!!!
I think a fundamental problem with bigger, stronger weapons is that no matter how difficult it is to find it, if once you find it you've already done the challenge, you're just gonna use it to make the rest of the game OP. There needs to be continuously increasing difficulty afterwards, like Terraria, through something like a new dimension.
And ideally, I'd make a weapon that's more unique than strong, or uniquely useful against, say, underwater mobs
It'd also be maybe far more interesting, IDK if it'd be annoying, if the new guy you added simply could NOT be reasonably defeated without first running away, being relieved he can't hear you, and doing some series of events that lets you come back
Minecraft should hire this guy
I wonder if the depth totem works like /top in essentials and will spawn you in a skybase if used correctly?
Pretty much exactly that! It will take you to the highest block at your coordinates that isn't air.
Mojang: creates something
Modders / Creators: So much missed potential...
Underated
This reminds me of scape and run parasites! :)
How did you get the devourer model working so smoothly?
Also you can use HideFlags:4 to hide the annoying “Unbreakable” text for things like the depths totem
And idk if you wanted the killedwarden to be announced to chat but you can also change that in the advancement’s json file.
The killedwarden was an accident I meant to fix xD thanks for reminding me actually, I'm updating this pack today and I need to fix that. Also great tip on the hide flags, I wonder if that'll help me remove "ponder" from my custom goat horn in my archaeology pack.
As for the devourer, it's because Animated Java now uses item displays instead of armor stands! Movement translation for them is no longer locked to TPS, so Animated Java models are much more fluid in general!
@@CodeNeonMC I generally use MCstacker whenever I need a HideFlags number.
To be honest, the only thing Mojang need to fix for the deep dark is the loot
The ancient outposts would also be a great addition
True, i hope they bring back the stone chest and the stone vases for a next deep dark update, we should also have more enchantments to help you with the warden, it's just not balanced
Love it! But is there a way to change the watcher particle?
In the first 2 seconds i thought you said "cmon just a couple more head"
You should focus on the horror aspect of the deep dark, but this is still a great video
Minecraft mod idea: it uses your mic for the deep dark sculk sensors
a voice chat mod already does this, i think it's called "simple voice chat"
god damnit patreon sigghh
The Keeper is spoopy
Honestly I was planning on making my own deep dark datapack but this is WAYYYY better
You should make the warden hear your microphone. Would be interesting
I feel like the Keeper should be a phase 2 of the warden.
You know the souls in his chest? What if when you kill the warden, the souls take over and transform him into the keeper
Spawn a stronger mob than the Warden when it’s defeated is a step in the right direction, but still giving them loot drops...kinda stray away from its original purpose, i think there should be another way of obtaining the drop loot, and remove the drop on both of these mobs, also make it so that when the Warden’s hp reaches a certain hp it retreats into the sculk before keeper spawns, make it unkillable without making it unstoppable, I believe that’s how it should be handled, like an actual threat you’re supposed to run from, this is what they should’ve done in vanilla, when 1 warden is down 2 wardens takes its place, so on and so forth
Keeper seems easy, just place a non sculk block and youre good
This is why he removes your ability to jump! So you can't place blocks under you as you go. However he isn't meant to be impossible to avoid, just harder than the Warden.
@@CodeNeonMC ah, right! Forgot that, and mining fatigue prevents digging the sculk! I completely forgot
very creative I love it
nice work
This is great, when does the free download come out, i need this on my server
In the next week!
this is some top tier content my guy
Warden isn't designed around being killed so it shouldn't drop anything, unless you change how the mob works from a stealth mob into a boss mob or a tough regular mob
I addressed this in the video.
In essence, basically people are going to kill it no matter what, so it might as well drop something. But, to punish you for doing so, the Keeper spawns.
So basically, instead of deincentivizing it with loot, I deincentivize it with even more danger.
you may keep classic ancient city model (along your enhanced version) to keep compatibility with deeper and darker mode, and to have more variety in anicent city generation
The original city is still in this, yes. It generates both
@@CodeNeonMC Oh yeah, haven't noticed yet. Thanks for the answer👍
This is good content keep up the work wnd youll strike gold
Nice work man!
Ouch, 50c an hour is so little money. Glad you started a patreon! Your work is really cool.
So...what's the nasty surprise when you get the sword of the deep?
1 week later: Easy Keeper Farm (500 SOUL SPAWNERS PER HOUR)
Installing this and gaslighting my friends to think it's a new update
I feel like the depths totem feels way to cheaty for the deep dark. If you summon a warden, you can just teleport out, and not deal with the danger
I think the depths totem needs a charge up time so that you cant just instant eacape like a 15 second start up
none of the textutres work for me for some reason, i see a bunch of placeholder items like dye's instead. Im playing on 1.20.1 and i just used the 1-2 verion of the pack.
Are you using the resource pack?
i like the idea that skulk is what KILLED the people of the deep dark, like some kind of zombie virus that slowly took over the place, kinda like a deadly version of moss.
is there any way to keep the og ancient city as
well so i can use mods like deeper and darker?
Make the own skulk world from four the skulk portal,
from the original deep dark
The watcher is cool but isn't the whole point of skulk is that it is blind. That is why it uses sound to spawn the warden
I'm not so used to Minecraft mods and data packs so I have a question
I'm currently playing on a map in 1.20 so. Do I need to make a new world for this to work? Or will it start to generate thousands of blocks away from the map that I already discovered?
This question applies to all your other data packs as well, I hope you can answer because your work is actually awesome, good job mate!
Hi! So, currently this pack only works for 1.19.4, however I will be updating it to 1.20 in the next few weeks. If you were to put it in your existing world when that happens, then yes, you would need to travel to parts of the map that have not been generated already in order to find the new structures. The mobs would spawn in old chunks, but no structures, and none of the totems would show up in chests. Also, this is just for Java edition
@@CodeNeonMC Thank you so much for your response! Very helpful indeed.
I'll wait for your updates then and install them right away because your mods are AWESOME. You gained a new sub too, hope you keep doing what you do because you are incredible at it, keep it up :D
@@valen.barreiro thank you!!! :)
The beginning music is EPIC
Can you please make a option for the normal ancient citys to spawn as well
I would absolutely love to learn how to do cool stuff with datapacks. I don't think I'd ever be able to do something crazy like this though 😅
i have 2 questions about this, do vanilla ancient cities still spawn with the datapack active and does this work with other world gen datapacks?
also another question, does this work with your archeology overhaul datapack
Yes to your first question, and *probably* to your second one
It should work with archaeology overhaul, except you may have a texture problem with the totems if you don't merge the resource pack properly. Other than that it should work fine if you're PC is decent
Honestly deep dark has alot of potential smh
is this a 1.19 datapack and can it be used alongside mods?
There is a 1.19.4 (specifically 1.19.4) version, but the public pack is for 1.20 which includes some bug fixes. That said it should *generally* work with mods, but some mods break commands so it's a bit situational. If you want the 1.19.4 version shoot me a message on my Discord (check the desc)
will this be updated for 1.21?
Uh, speaking of the soul spawner... could it be used to respawn Elder Guardians and thus multiply sponges? Because that is really something that's missing from the game. The Elder Guardians are so underutilized.
What I will say though is that this datapack does NOT sound Hardcore friendly AT ALL. Like nothing that adds instagib-mobs or stuff is. Especially if you really removed the warning level for all sculk items (rather than just the new watchers). And if watchers respawn, that means an ancient city is never truly safe, removing a fair bit of conquest you could previously do.
I was just chatting with some people about how we would improve the deep dark and ancient city and I get recommended this! Also for the depths totem, how do you differentiate between a cave above and surface? Finally, once I get a chance to download this I'm gonna make a chicken duping matching with the spawner. OMG what is going on this is gonna be the longest comment ever, I think the watcher could drop an eye you could craft with an observer to make a new redstone block that would detect mobs just Infront of it, but I think this block would be quite revolutionary for redstone so maybe it would be a bit of a rarer drop. FINAL EDIT, I swear. Maybe there could be wool boots that's remove some defence and make you slow but reduce vibrations
All great ideas! Some of them couldn't be implemented via data pack tho, unfortunately...but yes, the totem is actually crazy simple! The /spreadplayers command always chooses the highest solid block on the Y axis unless you set a limit on it, so it just uses that!
@@CodeNeonMC ahh that's cool how the totem works!
@@CodeNeonMC that has trap potential too. Imagine if someone had a skybase and wanted to tp up it, you could cover it with lava
Hey! Pack is working great so far; However, my watchers are appearing as white dyes... is there a fix to this? I'm on 1.20.4 but I can't seem to find a link to the pack's 1.20.4 version so I used 1.20.1 which is one I could find- is there a fix to this white dye watcher bug?
Personally I’m not to keen on this (HEAR ME OUT), this update (ALTHOUGH GREAT) makes exploring the ancient city much harder then before, while the loot is… still basic… at best. Bc most players, will be risking their entire inventory and for those on hardcore risking their entire WORLD when coming here, so the rewards you get for it are not worth the risk ya know? I think adding better loot, for example… maybe diamonds can become a common loot item here as well as other rare ores, instead of normal golden apples maybe it could be enchanted golden apples, enchanted books that have the higher lvl enchantments, as well as possibly more custom items that can ONLY be found in the deep dark/ ancient city’s, oo maybe even normal monster spawners plus spawn eggs (cows, pigs etc) could be a thing! As those would be extremly sought after as they would upgrade the entire animal farming experience! 😊
6:27 Please make a deep dark dimension!
6:30 ERRM ACKSHULLY THe PORTAL IS A SHTATUE OF THE WELL OF FATE SHYMBOL FROM MINECRAFT LEGENDSH!!
that's terrifying thanks!
I think the sword should use 2xp and half a heart of health off you in order to use the attack cause it’s a bit op
Am I the only person that noticed the “portal” from the original city is one of the unused Warden ideas?
why does it say it's not compatible in 1.20.4? is it only available in 1.20?
It would take mojing 2 years to Make this.
this guy shouldn't have the right to add more eldritch horror into Minecraft..
Also, I like the concept of an entity that does the polar opposite of Sensors and Shriekers so players won't always rely on Wool and the Shift button, making hiding a must as well.