Hey everyone, I'm really thankful for all the support and attention I've received! I've noticed some people asking what music I used. I put it in the description. Have fun with the pack and stay tuned for updates! Update: I just made a new video talking about the backport and future updates! ua-cam.com/video/Y-xlUS1Y4rQ/v-deo.html
This is really freaking amazing, this is the best incorporated and balanced mob tweaks I've seen so far. Not even a single feature I dislike! Well done and great job!
this changes are really cool. this is the most balanced datapack i've ever seen tho. it is even more balanced than vanilla. I'm gonna add it for my new upcoming modpack. Keep it up this great work bro!
YOOOOOo some of those should definitely be added to vanilla minecraft. Amazing job. It really inspires me to return to making datapacks again, haven't been doing that for ages and Mojang seem to add more amazing features for commands
It always bugged me Mojang never bothered to update the Creeper's model with how out of date it is now to its purpose despite very clearly having one on hand in Dungeons. Glad to see it get implemented through this mod! Now Creepers can actually blend in to the foliage if you're not paying attention again!
Honestly they should just add variants like they did with wolves that better blend in with their environment. If you wanna go a step further check out my "More Mobs" data pack which adds Cavecreeps that have 2 textures for stone and deepslate depths!
@@iNkoRsUniverse That would definitely help. I understand the model for the Creeper is iconic, but not only does it not let the Creeper as easily fufill its purpose anymore, but also uh...is definitely a product of its time, let's just say that. If the Netherrack can get updated to have a cleaner looking model, I think the Creeper also deserves one.
Not that they didn't bother, they probably know a lot of players (including me) would be very upset because the creeper texture is just so iconic at this point i can't imagine it looking different. If you don't like it, resource packs come in handy
@@veryfandi I literally acknowledged that fact. I am just expressing my thoughts on a matter that got me thinking about it. I don't wanna sound like I'm just being a contrarian, but honestly the fact the Creeper hasn't been updated feels like more of a disservice to it to me than it is to preserve its nowadays outdated, and even somewhat ugly (imo) model. As the game advances and textures, models, and mobs all look cleaner and cleaner with each update. The Creeper still looking how it does color wise...sticks out...and not in a good way.
I think they would definitely work better as pets. Thing is though, I'm not sure it's necessarily worth it because you can already carry them around in buckets. I think there needs to be a better way to make them follow you when they're out of the bucket, because buckets of tropical fish ain't it.
@@iNkoRsUniverse I really like it when mods include a right click to cycle through "follow", "wander", "sit". But you are right about being able to carry them in buckets
@@Wizard4k considering they're an amphibious mob that can't survive outside of water for prolonged periods of time, this could be very tricky to implement. And besides, you don't really want axolotls near you when you're underwater all the time really, only when you're fighting drowned or guardians.
Great changes, I especially like the changes made to baby monsters, I had the same idea for my data pack. Camel Milk is a great idea too, to give them a singleplayer use, although might I suggest adding a Potion of Haste made with Camel Milk?
I think getting the best gear in the game from villagers which are OP is crazy. Especially before they fixed the bug with infinite discounts, you could literally turn potatoes into enchanted diamond items.
@@iNkoRsUniverse yea, I always never liked the lack of proper thought they put into it, and they're trying to "fix" a lot of stuff with the villagers way too late.
So I've tried out the mod properly myself. While I think it's great so far. I would very much appreciate if there was a menu in Mod Menu to toggle certain features/behaviors like using the dungeons models and such. As much as I do like them, the Illusioner specifically seems to clash with Fresh Animations and gives him the Herobrine eyes lol. It's not a super big deal but it would definitely be appreciated to further promote compatibility with other mods!
Yeah this was made as a data pack. What Modrinth does is package the files of the resource pack and data pack as a mod. I don't know how to make mods (yet), so no ModMenu compatibility.
А чи можна за допомогою датапака зробити так, щоб зачарування на тризубці, яке додає більше шкоди по водним мобам, працювало як в бедрок версії? Ну тобто більше шкоди по мобам які знаходяться у воді.
chickens should be able to hatch the egg, and the egg should be placeable like turtle eggs (up to 4 in the same spot.) also baby chicks would have the golden feather color and sound like one instead of the high pitch chicken sound they have
I feel like with the current generation skeletons aren't much of a threat in strongholds. At least silverfish are a more uncommon mob and fit the structure.
@@iNkoRsUniverse hey more power to you man, my issue is they replace the skeletons. maybe if you made it so the skeletons spawn one on death? it just feels... wrong... to leave out the undead.
@@CrazzyJ-iw5rc Hmmmm... I'd say the lore around strongholds is vague enough for them to not be tied to a certain group of mobs. This was more of a way to make silverfish more prevalent while replacing a mob that didn't really have any unique potential as a threat due to it being a ranged mob in such a crammed structure. Maybe skeletons without bows would fit better?
Haha no, the spawning system checks every mob only once. If it didn't meet the criteria when it spawned in it won't be checked again. That would be immersion breaking.
How do you make the camel milk feature - I only know how to use interaction entities to detect right clicks with an item, and making right-clicking for items alone, not on a mob or block.
Will there be a port for lower 1.20+ versions? This packs looks like absolute perfection and I really want to try it on my server, and I also love the background music
Thanks. Unfortunately, this pack will not work in 1.20 and I don't have plans to backport it. I do have an incomplete version that should work in 1.20.4. If you really want it, I guess I could send you it.
@@iNkoRsUniverse Ah I always interpreted them to be living things and not mechanical. As far as I know, they've never been stated to be mechanical like a golem, but in hindsight that would explain their existance
@@powerupeast9831 I don't imply mechanical, I meant magical. Certainly not natural - created. I mean just look at them. Aside from the eyes they are made entirely of metal.
As far as I know in vanilla you can't armor undead horses. But that sounds interesting! At the moment though I'm looking into buffing them for use at night/underwater. The weakness to sunlight would be left for balance (having the player figure out how to best protect the horse would be part of the intentional gameplay design).
Is there an easy way to change some of the stuff in this mod? I really like the villager tweaks and some of the raid changes but not the biggest fan of the other changes. Edit: Shoot, forgot you have this as a datapack. I'll check out the zip and see what I can modify.
Yeah some things are run by functions. Some can be removed if you remove specific entities from entity tags. Some need more work than that. It's complicated.
Unpopular opinion: The Dungeons' illusioner design looks more like an archer-assasin than a mage, it doesn't fit the Minecraft illusioner nearly as well as the original design. The original's silly but pretty fitting texture is what should be used as a base for the new and upgraded Minecraft illusioner
@@iNkoRsUniverse They are all just dudes with weapons, both Minecraft and Minecraft Dungeons designs don't fit as well as any other illager would ¯\_(ツ)_/¯
I'd like to make this into an add-on as well. I can't promise this will actually happen though. RN I only know one person who does add-ons and they're busy.
Hey everyone, I'm really thankful for all the support and attention I've received! I've noticed some people asking what music I used. I put it in the description. Have fun with the pack and stay tuned for updates!
Update: I just made a new video talking about the backport and future updates!
ua-cam.com/video/Y-xlUS1Y4rQ/v-deo.html
Would you be open to doing voiceovers or maybe ai text to speech?
@@mankosan6737 I do voiceovers. Just in videos for following releases.
Making baby mobs health and damage lower is amazing, I never liked they had the same health as an adult
The feature of removing saddles from Pigs and Striders alone is beautiful.
Truly a good Mob Tweaks,
Honestly one of my favorite things in this data pack
Allay change and witches drinking honey bottles is really cool, although i do feel like you should get at least one diamond item for villager trades
I like how Mojang did it in their villager rebalance experiment. I might move these trades to a new project about diamond progression. We'll see.
This is really freaking amazing, this is the best incorporated and balanced mob tweaks I've seen so far. Not even a single feature I dislike! Well done and great job!
this changes are really cool. this is the most balanced datapack i've ever seen tho. it is even more balanced than vanilla. I'm gonna add it for my new upcoming modpack. Keep it up this great work bro!
is it working on 1.20.1 tho? did you tested it? if not, I'm gonna test and add it on my modpack
@@elrondforwin it only works in 1.21, sorry
YOOOOOo some of those should definitely be added to vanilla minecraft. Amazing job. It really inspires me to return to making datapacks again, haven't been doing that for ages and Mojang seem to add more amazing features for commands
It's honestly better to start from scratch at this point. Updating to 1.20.5 and 1.21 was very painful.
It always bugged me Mojang never bothered to update the Creeper's model with how out of date it is now to its purpose despite very clearly having one on hand in Dungeons. Glad to see it get implemented through this mod!
Now Creepers can actually blend in to the foliage if you're not paying attention again!
Honestly they should just add variants like they did with wolves that better blend in with their environment.
If you wanna go a step further check out my "More Mobs" data pack which adds Cavecreeps that have 2 textures for stone and deepslate depths!
@@iNkoRsUniverse
That would definitely help. I understand the model for the Creeper is iconic, but not only does it not let the Creeper as easily fufill its purpose anymore, but also uh...is definitely a product of its time, let's just say that.
If the Netherrack can get updated to have a cleaner looking model, I think the Creeper also deserves one.
Not that they didn't bother, they probably know a lot of players (including me) would be very upset because the creeper texture is just so iconic at this point i can't imagine it looking different. If you don't like it, resource packs come in handy
@@veryfandisame can be said for people like you.
@@veryfandi
I literally acknowledged that fact. I am just expressing my thoughts on a matter that got me thinking about it.
I don't wanna sound like I'm just being a contrarian, but honestly the fact the Creeper hasn't been updated feels like more of a disservice to it to me than it is to preserve its nowadays outdated, and even somewhat ugly (imo) model.
As the game advances and textures, models, and mobs all look cleaner and cleaner with each update.
The Creeper still looking how it does color wise...sticks out...and not in a good way.
4:22 "breedable mobs" I'd phrase that a little differently
but I didn't say they were submissive 😭
I would say to make skeleton horses not burn in daylight because it heavily reduces how much they can be used
I want to balance it out by giving the horses new abilities. Don't have really good ideas yet though.
Please make it so that Axolotls are tamed normally like dogs and cats
I think they would definitely work better as pets. Thing is though, I'm not sure it's necessarily worth it because you can already carry them around in buckets. I think there needs to be a better way to make them follow you when they're out of the bucket, because buckets of tropical fish ain't it.
@@iNkoRsUniverse I really like it when mods include a right click to cycle through "follow", "wander", "sit". But you are right about being able to carry them in buckets
@@Wizard4k considering they're an amphibious mob that can't survive outside of water for prolonged periods of time, this could be very tricky to implement. And besides, you don't really want axolotls near you when you're underwater all the time really, only when you're fighting drowned or guardians.
Great changes, I especially like the changes made to baby monsters, I had the same idea for my data pack. Camel Milk is a great idea too, to give them a singleplayer use, although might I suggest adding a Potion of Haste made with Camel Milk?
Best part of this to me is the villaget nerfs. Quickly getting to Iron is a lot more helpful than quickly getting to diamond.
I think getting the best gear in the game from villagers which are OP is crazy. Especially before they fixed the bug with infinite discounts, you could literally turn potatoes into enchanted diamond items.
@@iNkoRsUniverse yea, I always never liked the lack of proper thought they put into it, and they're trying to "fix" a lot of stuff with the villagers way too late.
I instantly recognised calm4 in there
Thank you so much! I'm adding it to my hardcore world :)
nice pug
i loved the fact that you used calm.4
Mutton from goats is GOATED, my most wanted feature from here to be in vanilla. It makes zero sense that it's not in the game.
It's on bedrock actually!
@@iNkoRsUniverse now that is even sadder
So I've tried out the mod properly myself. While I think it's great so far. I would very much appreciate if there was a menu in Mod Menu to toggle certain features/behaviors like using the dungeons models and such. As much as I do like them, the Illusioner specifically seems to clash with Fresh Animations and gives him the Herobrine eyes lol. It's not a super big deal but it would definitely be appreciated to further promote compatibility with other mods!
Yeah this was made as a data pack. What Modrinth does is package the files of the resource pack and data pack as a mod. I don't know how to make mods (yet), so no ModMenu compatibility.
@@iNkoRsUniversei think taking a vanilla tweaks route would serve this pack greatly
@@Lumegrin I see what you mean, but that's not really related to the conversation above.
@@iNkoRsUniverse sure it is
the person was talking about adding a config, and i just took it a step further with making modularity a more key feature
@@Lumegrin at that point it'd be easier for me to add an in-game menu like I have with "Nether Weather"
А чи можна за допомогою датапака зробити так, щоб зачарування на тризубці, яке додає більше шкоди по водним мобам, працювало як в бедрок версії? Ну тобто більше шкоди по мобам які знаходяться у воді.
Думаю можна. Непогана ідея! Я додам це в мій список.
chickens should be able to hatch the egg, and the egg should be placeable like turtle eggs (up to 4 in the same spot.) also baby chicks would have the golden feather color and sound like one instead of the high pitch chicken sound they have
curious how some of this was done! ill have to check it out!
Hmmmm, like what exactly? 👀
@@iNkoRsUniverse unsaddling pigs!
not sure about replacing skeletons with silverfish in strongholds, but this is pretty cool nonetheless.
I feel like with the current generation skeletons aren't much of a threat in strongholds. At least silverfish are a more uncommon mob and fit the structure.
@@iNkoRsUniverse hey more power to you man, my issue is they replace the skeletons. maybe if you made it so the skeletons spawn one on death? it just feels... wrong... to leave out the undead.
@@CrazzyJ-iw5rc Hmmmm... I'd say the lore around strongholds is vague enough for them to not be tied to a certain group of mobs.
This was more of a way to make silverfish more prevalent while replacing a mob that didn't really have any unique potential as a threat due to it being a ranged mob in such a crammed structure. Maybe skeletons without bows would fit better?
@@iNkoRsUniverse heck you could just make skeletons spawn with a wider variety of weapons in general. Not everyone uses just bow and arrows.
Maybe just make it so some skeletons are replaced with silverfish, but not all of them?
This pack looks delightful. My only question is if it's possible to enable or disable certain parts of it?
Not without getting into the code
is the intro song by chance featured in Alex Chris' "Crazy Stories"?
No clue what that is! I left the used songs in the description
One question i do have is if i let a zombie chase me into a mineshaft, will it turn into a cave spider?
Haha no, the spawning system checks every mob only once. If it didn't meet the criteria when it spawned in it won't be checked again. That would be immersion breaking.
How do you make the camel milk feature - I only know how to use interaction entities to detect right clicks with an item, and making right-clicking for items alone, not on a mob or block.
it just teleports the interaction to the camel I'm pretty sure. There's probably another way to do this better actually.
@@iNkoRsUniverse thanks
YOOOO really cool vid and mind if i ask wich rescoursepack u use? btw you earned a sub from me
Which one of many? :D
@@iNkoRsUniverse the one that changes your spawn eggs, i cant find it aywhere
@@JustACoolGaming nan2uu visual spawn eggs
"special milk"...
anyways, Underrated channel, REALLY good changes to the game.
Camel milk *ís* special! You can google how it differs from cow milk
@@iNkoRsUniverse oh thanks got there's actual Camel Milk, i thought it was cu-
@@Oofer_ItzDum yeah all mammals have milk... 🗿
@@iNkoRsUniverse lmao
5:37 where are these zombie variant textures from? Are they part of this data pack?
just Undead Expansion I think, or Vanilla Additions
@iNkoRsUniverse ok thanks
Will there be a port for lower 1.20+ versions? This packs looks like absolute perfection and I really want to try it on my server, and I also love the background music
Thanks. Unfortunately, this pack will not work in 1.20 and I don't have plans to backport it. I do have an incomplete version that should work in 1.20.4. If you really want it, I guess I could send you it.
The backround music seems familiar but where do I know it from..
Why would Ravagers be immune to drowning?
Iron golems are, so why not Ravagers? They don't seem to be living beings as much as golem-like creations of metal
@@iNkoRsUniverse Ah I always interpreted them to be living things and not mechanical. As far as I know, they've never been stated to be mechanical like a golem, but in hindsight that would explain their existance
@@powerupeast9831 I don't imply mechanical, I meant magical. Certainly not natural - created. I mean just look at them. Aside from the eyes they are made entirely of metal.
Can you give an undead horse Armour so it doesnt burn
As far as I know in vanilla you can't armor undead horses. But that sounds interesting! At the moment though I'm looking into buffing them for use at night/underwater. The weakness to sunlight would be left for balance (having the player figure out how to best protect the horse would be part of the intentional gameplay design).
Wait goats dont drop mutton in the vanilla game?
That intro song was from an old flash game. What was it?!
The songs I used are in the description
Will this be ported to pre-1.20.5 versions? I love how this looks, but cant jse it in my main world, which is lightly modded and in 1.20.1
I don't have such plans. It would be a huge pain to do. I have a 1.20.4 version which is unfinished and not compatible with the release.
Why more silverfish in strongholds? And why more cave spiders in mineshafts, respectively?
They are underutilized. Also they fit the structure more.
Is there an easy way to change some of the stuff in this mod? I really like the villager tweaks and some of the raid changes but not the biggest fan of the other changes. Edit: Shoot, forgot you have this as a datapack. I'll check out the zip and see what I can modify.
Yeah some things are run by functions. Some can be removed if you remove specific entities from entity tags. Some need more work than that. It's complicated.
@@iNkoRsUniverse Yea I see. Im gonna try to work with it because I like a lot of the stuff in here there's just some stuff that's not great for me.
What texture packs do you use?
I really like the trident texture
There's too many to list, but I think that one's called "Sprite Trident" or "2D Trident"
@@iNkoRsUniverse thanks man
Why make variated mobs turn into a single blob? 6:00
WDYM? 🤔
@@iNkoRsUniverse this mod makes mobs less variable
@@kubistonek that's very vague, I'm still confused
@@iNkoRsUniverse why replace different mobs with the same ones? it causes less variaty for no reason
@@kubistonek the timecode you gave is talking about ziglins spawning with armor and crossbows
can you say what texure pack do you use for trident 😭Pls Pls pls pls pls pls pls pls pls pls
It should be "Sprite Trident"
@@iNkoRsUniverse thanks really
I have one more question, are there plans to port it to any version below 1.21?
No plans
What resource packs are you using for those enchanted glint particles?
I'm not sure what exactly you mean by "enchanted glint particles" 🤔
@@iNkoRsUniverse 6:00 are those shiny particles on piglins denoting enchantments?
@@ratlinggull2223 oh that's the Visuality mod I'm pretty sure
What resources packs were you using in the video?
A LOT of different ones (:
@@iNkoRsUniverse The one that gave you those unique tool textures
@@shaugnmarc Enchanted Weapons & Enchanted Tools I think
which textures are necessary
I guess the Illusioner, Creebet and Creeper textures aren't. You need the Totem and Camel Milk Bucket textures though.
Boss is this possible to Bedrock? Just wanna know.
We wanna do it, bit it's very time-consuming
what texture pack are u using
I'm always using multiple
Music?
Both songs are part of the minecraft OST. Not sure what the first one is, sounds new, but the second song is Dead Voxel by C418. Hope this helped! :D
@@blazerunner7250 thanks
calm4.ogg, Bromeliad, Dead Voxel
@@iNkoRsUniverse many thanks
3:21 “Special milk” 💀!??
yeah camels have unique milk different from cows
What is the song?
calm4.ogg (Notch), Bromeliad (Aaron Cherof), Dead Voxel (C418)
@@iNkoRsUniverse Thank you
The only part I dislike is making undead horses burn in daylight; they are essentially unusable with the datapack... ;(
camel milk is a bit broken
Does it not work or is it bad design? 🤔
@@iNkoRsUniverse dont agree with the design
Is this for Java or for Bedrock
Java
epic
rename "change of heart" to "shock therapy"
Hmmmm... maybe in an alternate universe 😅
Is this java or bedrock
It's a data pack so Java
Unpopular opinion:
The Dungeons' illusioner design looks more like an archer-assasin than a mage, it doesn't fit the Minecraft illusioner nearly as well as the original design.
The original's silly but pretty fitting texture is what should be used as a base for the new and upgraded Minecraft illusioner
Counter-argument: the Dungeons Illusioner fits with other illagers much better
@@iNkoRsUniverse
They are all just dudes with weapons, both Minecraft and Minecraft Dungeons designs don't fit as well as any other illager would ¯\_(ツ)_/¯
Is it bedrock?
no, data packs are only for java
I'd like to make this into an add-on as well. I can't promise this will actually happen though. RN I only know one person who does add-ons and they're busy.
@@iNkoRsUniverse yay :D
@@iNkoRsUniverse it been 3 months did you got it yet?
@@jerrycostello1043 haha nope. Like I said, I WANTED to do it. It wasn't a promise.
sounds like a good datapack until it nerfes villager trades
villagers are overpowered!
@@iNkoRsUniverse yes but necessary
Майнкрафт для нубов
song name?