This is such a cool idea! You managed to add so much more life to these than vanilla does. Here's kind of a weird idea: what about an Ocean stronghold? It could spawn under the ocean floor, some rooms could be dry while others are flooded, the overall Prismarine aesthetic, Guardian and Drowned spawners...
What about spicing up Desert Temples with this? The booby trap with tnt at the bottom, only surprises players the first time, after that, it becomes just free tnt on top of the loot from the chest. what if there are different versions of the booby trap, maybe one has a layer of observers in between the tnt and the floor? or trapped chests, or what if the bottom of the dessert temple leads into a starting staircase?
@@proclarushtaonasat something like a more elaborate version of the jungle temples with the puzzles and traps would be really fun to have in the desert temples too
idea for the jungle/swamp stronghold: poison spore bogged as the unique monster for it, poisons you in a few block radius so you're forced into a sniper duel to avoid damage
@@kanokarob Oh! maybe have a spawner that makes a bunch of the bogged at once, but they're unarmed and have slowness, making it like a wall you have to chip through at long range to progress or risk getting poisoned and/or mauled by the skeletons
Im not sure how feasable that would be in a datapack, but for these sandstorm breezes you could also give them a more sandlike texture, maybe make them yellow or something to better show that these arent normal breezes
@@Animator2023And people can break through the puzzle in the jungle temple. Just because it can be easily disabled doesn't mean it's not good for reasons other than challenge.
i mean, the end has always been rather peaceful, the main danger is accidentally missing a pearl across the void or accidentally letting go of sneak when bridging
Overall really cool project that mostly feels like it could be in vanilla Minecraft. Someone said the traps diverge a bit too much, and I wonder if they could be done with pure redstone mechanics to be more in line with the vanilla game. The falling spikes one is probably the hardest to do. Cubfan has some nice solutions though used in his Total Chaos mini game on Hermitcraft. The lava trap feels a bit to strong imo. Not every player will have the quick reactions to avoid dying in it and they might already be low on health. It would really suck if one were to lose all their stuff to a random trap they couldn’t possibly know about if they never encountered it before.
I feel like the traps add enough excitement and intrigue that is expected and desirable by virtue of this being a data pack. I wanted some vanilla-like elements here, but I also didn't want to be restricted from using functions to add exciting new mechanics and features. The existence of the traps in particular I feel is like the cherry on top in terms of adding things to the Stronghold that encourage the player to explore it slowly and with care, instead of making a bee-line for the portal. Redstone traps, while valuable, don't tend to accomplish this same thing, as we see in the Desert Pyramid and Jungle Temple structures. With that said, I do still plan to incorporate Redstone traps in these Strongholds, as seen with the arrow hallway here.
@@kanokarob maybe try making these trap blocks attainable in survival. I feel like adding blocks that are completely unattainable is something minecraft doesnt do very often, plus itd add a lot to survival gameplay trying to obtain these traps
@@theForgedCreeper Unfortunately data packs can't really add new blocks yet. There's some hacky workarounds but they don't work well for blocks that are meant to be placed in high volumes like these
This is such a good idea! This sort of thing would make Minecraft feel more alive I think. Having structures react more to where they are and meshing into the world more.
not only vanilla minecraft! there are many mods that could benefit greatly from this approach to structure generation. I am talking about mods like pixelmon, the digimon mod, that is currently being developed, or any future the legend of zelda mod. For pixelmon, this would be the perfect way to generate the unowns ruins of alph, in addition to traps, there could be secrets behind walls, if you decipher the unown-language, that tells you wether there is a trap or treasure behind it. or even gyms could use this: every gym of the same type has the same layout, imagine the ice gym not having the same slippery parcour everytime, but different parcour challenges in every instance.
I've been trying to learn structure blocks but honestly really struggle to find anything that gives definitive answers for some stupid things that come up Respect the level of dedication and complexity that makes this super cool
I love the concept of a Sandstorm Breeze, and I think I can expand upon that. Maybe to differentiate them from normal Breezes, they could obscure vision by leaving dust to cover the screen, and they could be called Dust Devils
The fact that this is only a datapack is incredible. The only features I would want to add when porting this to a standalone mod would be integration with modded biomes, and with End Remastered’s alternate eyes of end. Otherwise, it’s already nearly perfect. Really impressive job, well done.
I love the aesthetics of your custom strongholds so much more than the vanilla stronghold. They look so natural in each biome! (Plus the way they're built is fascinating too!)
This is pretty cool, Im shocked that each biome doesnt have something like this already, i would love a challenge for each biome it would actually make me want to play the game
considering the fact that the stronghold is ~2 steps away from the Elytra, id say the observer spam is fine, and its not like there really expensive either, would be neat to see more complex redstone traps and contraptions in future (perhaps a button coded door that if you get the code wrong 3 times it ignites TNT?)
@@kanokarob that would make sense, plus with jungle temple's it would act as a semi tutorial about the existence of redstone contraptions thus a new player would likely know to watch for buttons, levers, pressure plates and tripwire, when they actually enter it
This is really cool as a concept! I've been using the Repurposed Structures mod on the regular, and I was a little disappointed that the stronghold variants in the mod were exclusively dimension-based and not biome-based like other structures. May I suggest a Mountain stronghold? The key difference between this variant of the stronghold and other biomes' would be a focus on verticality. The "starting staircase" would generate around Y 60 or 70, meaning that you could follow the eyes into the side of the mountain to find the entrance. As you kept delving deeper you'd eventually get below Y 0, which would be noticeable by the stone-to-deepslate transition in the stronghold's architecture. And when you finally made it to the portal room, you'd be at Y -50 or so, the very bottom of the world!
@@fhtraveler I'll put mountain on the list 😄 I don't know that I'll be able to do much of this though, at least without sacrificing a lot of other features that give strongholds their identity. Could be neat for a custom structure though!
I think minecraft needs more biome variental structures like how villages now differ. For example a jungle temple redesign for a mangrove swamp as i feel the structure works for the biome.
@@Phoeee9754 I tried to design it with speedrunning in mind! There's enough consistency that someone could absolutely learn the routing, and the Trial Spawners can be largely ignored if desired
Well done, this looks like a lot of fun. Looking forward to more! Aside from some of the custom mechanics, I could totally see these in vanilla MC and I would personally love to see that happen.
The strongholds should definitely be more challenging and unique, i love this implementation and the traps. The spawners might generate a bit too frequently though
Great video!! The stronghold itself is super cool, but I also really enjoyed your pacing! Engaging all the way through, detailed without getting bogged down in super technical specifics. Really really good :-DDD Thanks for sharing! This is awesome
I remember trying to make my own custom stronghold. It was an illager controled one. I only liked one room I finished, which was a much larger library with hidden Vindicator spawners. Also, this desert stronghold would be a perfect place for Minecraft Dungeon's exclusive desert temple enemies
It'd be cool if the swamp fortress took inspiration from Lovecraft. Ghoul warrens and cyclopean temples. Stone brick vaults connected by claustrophobic muddy tunnels
Awesome video!!! Also I subbed :) I also got a request, can you do the Mountains next plz? I got some ideas for it :) - The Mountain Stronghold could have deepslate bricks instead of stone bricks - The Mountain Stonghold would have a unique machanic where no other mobs can spawn in it except for the few mobs that can spawn from the Trial Spawners I'll mention would make sense for that place, and the Warden via activating a Screecher - The Following trial Mob spawners that could be found there would be the enderman, zombie, stray, spider, cave spider, silverfish, and feeeze (a new mob I came up with) - The Freeze could be like the Breeze and Blaze, except that it would be icy instad of firey or windy, it would attack Players, Iron Golems, and Villagers unlike the Blaze that only attacks Players, or the Breeze that only attacks both Players and Iron Golems - The Mountain Stronghold could be filled to the brim with Sculk in certain places - The Freeze could drop a new item called the Freeze Rod, which can be used to make Freeze Charge, allowing you to place it in the Nether, in which that spot would be a place where you can place water and it would not evaperate, heck, you would even be able to thrive in the Nether with a Farm via this way
This is a bit weird, but I kinda wonder if it would be possible to make Nether strongholds? It would focus more on the trap element as opposed to the combat probably, lots of lava and fire charges...
I have been musing about a potential for a Nether Stronghold, but I think that may be something I add after the public release as like a rare occurrence in any Overworld biome. I don't think it should be in the Nether itself, personally, but I think the concept in the Overworld has merit
If you want the players to be able to see the animation - or at least choose to - you’d have to make sure that the portal block which faces the room (you know which one I’m talking about) always spawns empty. That may require you to change the values of the other portals spawning with an eye. In total, if each of 12 portals has a ten percent chance of having an eye, each of eleven portal may have a 12-15% chance of having an eye, off the top of my head. (May be want to do your own math there, lol.) Additionally, I think randomizing the trap placement could be interesting. Adding another layer of difficulty so the triggers aren’t in the same spot every time. The sandstone, chiseled tuff, and suspicious sand having a random placement (as well as the hanging roots and dripstone in the spike trap room) could also look better if there happen to be multiple traps in one hallway (as we see happen in the video). Overall, I think this is a really cool idea! I hope to see your designs for the rest of the strongholds! And I wonder if, after this pack is done, you’ll work on another structure… 😉 Thanks for sharing!
@@No-vair-im-dumb I had considered that point about the End Portal animation, which is why I also included a short delay between placing the last eye and the portal spawning, rather than making that frame always spawn empty. I didn't make a point of mentioning it in the video, though 😅 Making the trap block placement random is tricky because they use entities, and I want to avoid having a dozen entities in the hall to start with even if most will die after a tick
Wow just wow thank you for doing this I miss these types of videos. They were so fun and amazing to watch. No one makes there’s type of videos anymore 😢. Thank you have a great day ahead
Oh man, this is cool! And I think I finally intuitively understand how villages generate too! Thanks! … You know what, screw it, I’ll pass along an idea I’ve had that I know I’ll never use at this point. I was initially waiting for Mojang to make the default stronghold, mineshaft, and other old structures data driven, but since it seems like they never will, why not pass along the idea to someone who could actually use it? I thought it would be really cool to ask the community for their rooms, their builds, their creations, and add them to the generation of structures. They’d have to be reviewed, of course, to make sure nothing is broken, overpowered, or out of theme. Then, once everything is complied, do an LP with the pack. How exciting would it be for a viewer to see their own contribution show up in an episode? This idea was from around the time End Cities were added, and the whole UA-cam environment has changed a lot since then… but it’s still how I’d like to do an LP, if I ever did one.
Dude, that is so cool! I wish I knew how to do like... all of that. I know structure blocks to a degree, but only their basic use. Also, the fact that you managed to get that all to work? Awesome. Also, how exactly do you get ominous vaults into your inventory? And how do you get the structure to count as something compatible with the ominous effect? I'd like to try and do that in future projects of my own - even if they're not presently as big in scope as stuff like this. Might I suggest one for the Ice Spikes or Warm Ocean next? Or maybe the Lush Cave? Heck, what would a sky island stronghold look like? That might be cool!
@@noahrice3362 I give myself Ominous Vaults via a loot table that I write beforehand that gives it all the NBT I want. Easier than modifying the block after the fact. You don't need to do anything special with the structure to make Trial Spawners support Ominous Trials; it's a native quality of Trial Spawners, not of Trial Chambers, and Ominous Trials are triggered by proximity to Trial Spawners.
@@kanokarob Gotcha. I don't fully understand NBT and loot tables, but that's cool. Also good to know that trial spawners work that way. I'll keep that in mind for the next adventure map project I try to create.
I feel like a good biome for a new stronghold type would be the oceans, especially since you have a different block palette entirely to work with and the architecture of the ocean temples could lend well to that
I really like the design of the stronghold. Bigger complexes add something I think was lacking in the vanilla one. The traps, different portal and variant breeze don't seem very vanilla and, imo, do not fit at all into the design of the game. It seems very modded and incomprehensible to players since the mechanisms don't even physically exist. Using the trial spawners was very good, though. They are, as you said a great addition and fit well into potential future structures and these stronghold variants.
Fortunately while I did want to keep some vanilla-like elements, by virtue of being a data pack, some leeway with the traps and Breeze is expected and desirable :) I do however stand by that the Portal design is intended to be very close to vanilla; the particles both make it more visually impressive and also serve as a visual indicator that the portal does still operate normally, with no puzzle and regular Eyes of Ender.
16:27 (Idea for Observer maze room!) Something that could decrease the expensiveness of the observer maze room is using a sculk sensor underneath the floor tuned to only block breakage. Along with wool around the edge of the room to prevent it accidentally going off from a distance.
Did you use any real life references for the rooms and thematic of the stronghold or just went with the Minecraft pyramid aesthetic? I think they look cool!
@@babaskarma1981 I pretty much stuck to the vanilla Desert Pyramid for inspiration, though expanded a bit since I knew I wanted to incorporate more Red Sandstone to help break up the colors more. Thank you for enjoying! 😄
I feel like for the trial spawners and vaults you should give them different loot tables, and maybe even a custom key item with the new item model component.
@@Ganpan14O I opted not to give them different looking keys because I didn't want this data pack to require a resource pack. They do have different loot tables from Trial Chambers, they're more based on the Stronghold loot tables (though still subject to change)
@@Ganpan14O Yeah, they definitely have their place and can improve the experience a lot, but I also know not all users like needing a separate RP, so I try to mix things up
Wish the structures in the vanilla game had this much depth and thought put into them. High time for an update to all the lifeless structures we're currently stuck with
I feel like you need a little more indication on the traps, like some small dripstone particles that play on dripstone trap blocks or some smoke particles coming out of the suspicious sand lava trap. As it stands now the only way anyone would know there's a trap there is if you have been through that stronghold mutiple times and know what the trap structure looks like. Otherwise it just looks like sand or a sandstone roof with some decoration. You don't want your trap to feel like your playing one of those unfair flash games with invisible traps.
I have a super complicated idea of how you could implement one portal room and at most two libraries, though it wouldn't be exactly like a vanilla stronghold. Basically at the start you have three paths, one is labelled "portal" and the other two are labelled "library". At any branching paths, one path can keep the special label, while the other path would become "generic" I based this idea on I don't remember who made the video, but it was a tutorial about jigsaw blocks and they were explaining how the limit one special building per village
I had thought about that yeah, but I felt that that would be trying too hard to be faithful to the Libraries' normal generation, while also not being faithful at all. Like we saw in the research at the beginning of the video, vanilla Libraries can generate practically right next to each other. So I opted to do something completely different that was reminiscent of them, but not intended to be the same.
Hear me out, Mojang makes an update where they add a few things blah blah blah, maybe another mob to go in strongholds, and the big update is that strongholds have been updated, then they drop a screenshot, have everyone explore the new strongholds, and eventually make it to the portal room, they put in the eyes, jump in, and BAM the end is completely different, it was all a ruse for an actual end update
@@aaronalkor I had thought about that but I didn't want to butt in on Zombified Piglins' turf. I figured at the very least technical players might appreciate somewhat farmable sand
@ The Zombified Piglin is the only mob that drops gold, and it a Nether-exclusive mob. I think it’s fine if Sandstorm Breezes drop gold, due to the sheer abundance of gold in Mesas, and if you still feel bad for the pigmen, just make the drop chance a smaller percentage
this might be a weird idea but... how about inverted strongholds in the end? something that would transport you to the overworld, rather than to the end! maybe the structures can spawn those outer end portal things that take you back and forth from the outer end, or something that just flat out takes you back to the overworld.
I don't know if the strongholds spawn under the ocean but an Atlantis themed ocean stronghold could be cool with like mermaid statues and enemies with tridents and traps that drown you
This looks sick, while also sticking to the vanilla aesthetic! Do you think you can make an in-depth tutorial on how to make stuff like this? Tell me if you will or already have!
@@-Symmetry- I do have a very thorough guide on how to make custom structures on PlanetMinecraft! It's posted under the Datapack Hub group. It doesn't go into all of the tips and tricks I use or used in this video, but it covers everything you'd need to know to successfully make a custom structure, and hopefully sets you on your way to something like this (which isn't even that complex when compared to something like the Trial Chambers)
The solution to the generation is absurdly clever, I would have never have thought to use jigsaw overlays to force a path
What about structure blocks?
i thought it was a common fact
This is such a cool idea! You managed to add so much more life to these than vanilla does.
Here's kind of a weird idea: what about an Ocean stronghold? It could spawn under the ocean floor, some rooms could be dry while others are flooded, the overall Prismarine aesthetic, Guardian and Drowned spawners...
Great idea, I'll put it on the list!😄
I don't think spawners actually work underwater. At least they didn't seem to work with fish when I tried to use them to populate an aquarium.
@@TinyDeskEngineer They do work underwater! They have some weird clipping because their hollow/transparent, but they spawn mobs just fine :)
What about spicing up Desert Temples with this? The booby trap with tnt at the bottom, only surprises players the first time, after that, it becomes just free tnt on top of the loot from the chest. what if there are different versions of the booby trap, maybe one has a layer of observers in between the tnt and the floor? or trapped chests, or what if the bottom of the dessert temple leads into a starting staircase?
@@proclarushtaonasat something like a more elaborate version of the jungle temples with the puzzles and traps would be really fun to have in the desert temples too
idea for the jungle/swamp stronghold: poison spore bogged as the unique monster for it, poisons you in a few block radius so you're forced into a sniper duel to avoid damage
On the list! :D
@@kanokarob Oh! maybe have a spawner that makes a bunch of the bogged at once, but they're unarmed and have slowness, making it like a wall you have to chip through at long range to progress or risk getting poisoned and/or mauled by the skeletons
Can’t wait for the other biomes
If Mojang added the ability to choose which structure starts and which structure ends the generation of structures, that would be sooooo cool, imagine
What?
Its already added, but only for starting structure sadly
Im not sure how feasable that would be in a datapack, but for these sandstorm breezes you could also give them a more sandlike texture, maybe make them yellow or something to better show that these arent normal breezes
I know they'd still be breezes but maybe call them "dust devils" instead? makes no mechanical difference but I think it's cute
After all these years, I finally found him
THE WORLDS MOST UNDERRATED MINECRAFT UA-camR
@@DLTJproductions Aw thanks 😅
what if: mushroom island strongholds, since they don't have mobs, should be parkour based
People could just easily build around the parkour if they wanted to, completely erasing the challenge
@@Animator2023And people can break through the puzzle in the jungle temple. Just because it can be easily disabled doesn't mean it's not good for reasons other than challenge.
I like the idea of each room being of complex form instead of just rectangles
This stronghold is more dangerous than the actual end at this point, bravo kano.
For a more challenging Ender Dragon battle, check out my Dragonkind Evolved data pack!
i mean, the end has always been rather peaceful, the main danger is accidentally missing a pearl across the void or accidentally letting go of sneak when bridging
This video is criminally underrated for how good it is. The algorithm better bless it right now!
@@vpexmc Aw thank you! I still have a lot to improve on with editing and storytelling but I'm really happy with how this turned out 😊
I agree this was a great video for how underrated theis video was
The algorithm may not have quite blessed this video yet, but it sure blessed me with the video!
Overall really cool project that mostly feels like it could be in vanilla Minecraft.
Someone said the traps diverge a bit too much, and I wonder if they could be done with pure redstone mechanics to be more in line with the vanilla game.
The falling spikes one is probably the hardest to do.
Cubfan has some nice solutions though used in his Total Chaos mini game on Hermitcraft.
The lava trap feels a bit to strong imo.
Not every player will have the quick reactions to avoid dying in it and they might already be low on health.
It would really suck if one were to lose all their stuff to a random trap they couldn’t possibly know about if they never encountered it before.
I feel like the traps add enough excitement and intrigue that is expected and desirable by virtue of this being a data pack. I wanted some vanilla-like elements here, but I also didn't want to be restricted from using functions to add exciting new mechanics and features. The existence of the traps in particular I feel is like the cherry on top in terms of adding things to the Stronghold that encourage the player to explore it slowly and with care, instead of making a bee-line for the portal.
Redstone traps, while valuable, don't tend to accomplish this same thing, as we see in the Desert Pyramid and Jungle Temple structures. With that said, I do still plan to incorporate Redstone traps in these Strongholds, as seen with the arrow hallway here.
@@kanokarob maybe try making these trap blocks attainable in survival. I feel like adding blocks that are completely unattainable is something minecraft doesnt do very often, plus itd add a lot to survival gameplay trying to obtain these traps
@@theForgedCreeper Unfortunately data packs can't really add new blocks yet. There's some hacky workarounds but they don't work well for blocks that are meant to be placed in high volumes like these
I think it would be better if the lava would open up when your on the block before the lava pit to give more time to react
This is such a good idea! This sort of thing would make Minecraft feel more alive I think. Having structures react more to where they are and meshing into the world more.
not only vanilla minecraft! there are many mods that could benefit greatly from this approach to structure generation. I am talking about mods like pixelmon, the digimon mod, that is currently being developed, or any future the legend of zelda mod.
For pixelmon, this would be the perfect way to generate the unowns ruins of alph, in addition to traps, there could be secrets behind walls, if you decipher the unown-language, that tells you wether there is a trap or treasure behind it.
or even gyms could use this: every gym of the same type has the same layout, imagine the ice gym not having the same slippery parcour everytime, but different parcour challenges in every instance.
i dont subscribe to people often, but you have so much creativity and cleverness that i just gotta sub
@@orangerine- Thank you so much!
This is everything I’ve been waiting for creators to make for ages. I’m gonna restart my current world and add this. This is really fantastic work!!!
Desert Strongholds are still pretty rare, but as I add more biome Strongholds they should become more common than vanilla ones!
@@kanokarob will you release all of the biomes when this project is complete?
@@kasumiheyes Yep, I said so in the video :)
@@kanokarob (I’m guilty of skimming through 😅)
I've been trying to learn structure blocks but honestly really struggle to find anything that gives definitive answers for some stupid things that come up
Respect the level of dedication and complexity that makes this super cool
I have a very thorough guide on making Jigsaw structures on PlanetMinecraft!
@@kanokarob definitely wanna check that out at some point then, thanks!
I have an idea for an inverted stronghold that you would find in the end and it instead have a broken portal room with cracked frames
I love the concept of a Sandstorm Breeze, and I think I can expand upon that. Maybe to differentiate them from normal Breezes, they could obscure vision by leaving dust to cover the screen, and they could be called Dust Devils
The fact that this is only a datapack is incredible. The only features I would want to add when porting this to a standalone mod would be integration with modded biomes, and with End Remastered’s alternate eyes of end. Otherwise, it’s already nearly perfect. Really impressive job, well done.
I love the idea of having mini versions of the temples inside the strongholds! Maybe you could do something similar with the jungle one
I just had a cool idea but quick sand traps would a pretty cool addition. Especially flowing sand waterfalls.
I saw someone in the comments say “gas emitters” and I was like “this’ll be interesting”
gas emitters
This is sick, gives you more of a reason to look through the structure rather than just finding the portal
I love the aesthetics of your custom strongholds so much more than the vanilla stronghold. They look so natural in each biome! (Plus the way they're built is fascinating too!)
This is pretty cool, Im shocked that each biome doesnt have something like this already, i would love a challenge for each biome it would actually make me want to play the game
considering the fact that the stronghold is ~2 steps away from the Elytra, id say the observer spam is fine, and its not like there really expensive either, would be neat to see more complex redstone traps and contraptions in future (perhaps a button coded door that if you get the code wrong 3 times it ignites TNT?)
@@darkdruidsvale I'm thinking the Jungle one will be particularly redstone heavy
@@kanokarob that would make sense, plus with jungle temple's it would act as a semi tutorial about the existence of redstone contraptions thus a new player would likely know to watch for buttons, levers, pressure plates and tripwire, when they actually enter it
This is really cool as a concept! I've been using the Repurposed Structures mod on the regular, and I was a little disappointed that the stronghold variants in the mod were exclusively dimension-based and not biome-based like other structures.
May I suggest a Mountain stronghold? The key difference between this variant of the stronghold and other biomes' would be a focus on verticality. The "starting staircase" would generate around Y 60 or 70, meaning that you could follow the eyes into the side of the mountain to find the entrance. As you kept delving deeper you'd eventually get below Y 0, which would be noticeable by the stone-to-deepslate transition in the stronghold's architecture. And when you finally made it to the portal room, you'd be at Y -50 or so, the very bottom of the world!
@@fhtraveler I'll put mountain on the list 😄 I don't know that I'll be able to do much of this though, at least without sacrificing a lot of other features that give strongholds their identity. Could be neat for a custom structure though!
Idea for the jungle stronghold: have a big central maze and then have a bunch of branching off rooms
@@Afish8me2china Could be neat!
Amazing work, strongholds are pretty outdated all things considered so its nice to see someone giving them the facelift they deserve
minecraft absolutely needs more biome variants of structures. this is awesome!
I think minecraft needs more biome variental structures like how villages now differ. For example a jungle temple redesign for a mangrove swamp as i feel the structure works for the biome.
Every speed runner's worst nightmare is this stronghold
@@Phoeee9754 I tried to design it with speedrunning in mind! There's enough consistency that someone could absolutely learn the routing, and the Trial Spawners can be largely ignored if desired
KANOKAROB MADE ANOTHER STRONGHOLD FOR SWAMP AND MY LIFE IS YOURS
4.36k subscribers 😭😭 Impossible, you deserve millions dude!
Such a good idea, and an elegant execution too 😂
When it was recommended to me I thought this would be a straight up build video, but this is so much better even than what I expected!
Well done, this looks like a lot of fun. Looking forward to more! Aside from some of the custom mechanics, I could totally see these in vanilla MC and I would personally love to see that happen.
This is so cool!! They should add this to vanilla Minecraft!!
The strongholds should definitely be more challenging and unique, i love this implementation and the traps. The spawners might generate a bit too frequently though
This is really good, the design of both mechanics & aesthetics, the implementation and the presentation, all clear, succinct & fun!
Great video!! The stronghold itself is super cool, but I also really enjoyed your pacing! Engaging all the way through, detailed without getting bogged down in super technical specifics. Really really good :-DDD
Thanks for sharing! This is awesome
Very cool!
What about a Lush Cave Stronghold or an Ice Spikes Stronghold?
Here's an idea, you could have Skulk redstone for the maze room and have the skulk detect if any blocks get broken, which would activate the TNT
I remember trying to make my own custom stronghold. It was an illager controled one. I only liked one room I finished, which was a much larger library with hidden Vindicator spawners.
Also, this desert stronghold would be a perfect place for Minecraft Dungeon's exclusive desert temple enemies
I would love to see jungle or ice spikes biome next! This was amazing
@@ReedyRoot On the list! 😄
@@kanokarob W!
It'd be cool if the swamp fortress took inspiration from Lovecraft. Ghoul warrens and cyclopean temples. Stone brick vaults connected by claustrophobic muddy tunnels
To add to it, instead of lava, the end portal could be above a hole through the bedrock into the void
Ive been enjoying ur datapacks for years!! This one is soo amazing too and I’m always so excited to see all of ur new updates!
Awesome video!!! Also I subbed :) I also got a request, can you do the Mountains next plz? I got some ideas for it :)
- The Mountain Stronghold could have deepslate bricks instead of stone bricks
- The Mountain Stonghold would have a unique machanic where no other mobs can spawn in it except for the few mobs that can spawn from the Trial Spawners I'll mention would make sense for that place, and the Warden via activating a Screecher
- The Following trial Mob spawners that could be found there would be the enderman, zombie, stray, spider, cave spider, silverfish, and feeeze (a new mob I came up with)
- The Freeze could be like the Breeze and Blaze, except that it would be icy instad of firey or windy, it would attack Players, Iron Golems, and Villagers unlike the Blaze that only attacks Players, or the Breeze that only attacks both Players and Iron Golems
- The Mountain Stronghold could be filled to the brim with Sculk in certain places
- The Freeze could drop a new item called the Freeze Rod, which can be used to make Freeze Charge, allowing you to place it in the Nether, in which that spot would be a place where you can place water and it would not evaperate, heck, you would even be able to thrive in the Nether with a Farm via this way
@@alexb859 Thanks for watching!
@@kanokarob any time :)
This is a bit weird, but I kinda wonder if it would be possible to make Nether strongholds? It would focus more on the trap element as opposed to the combat probably, lots of lava and fire charges...
I have been musing about a potential for a Nether Stronghold, but I think that may be something I add after the public release as like a rare occurrence in any Overworld biome. I don't think it should be in the Nether itself, personally, but I think the concept in the Overworld has merit
@@kanokarobhow about an end stronghold or some sort of ender dungeon
@@PeaNUTFERRET Similar deal, an End Stronghold wouldn't make sense to me in the End, but it could be a rare variant in the Overworld
If you want the players to be able to see the animation - or at least choose to - you’d have to make sure that the portal block which faces the room (you know which one I’m talking about) always spawns empty. That may require you to change the values of the other portals spawning with an eye. In total, if each of 12 portals has a ten percent chance of having an eye, each of eleven portal may have a 12-15% chance of having an eye, off the top of my head. (May be want to do your own math there, lol.)
Additionally, I think randomizing the trap placement could be interesting. Adding another layer of difficulty so the triggers aren’t in the same spot every time. The sandstone, chiseled tuff, and suspicious sand having a random placement (as well as the hanging roots and dripstone in the spike trap room) could also look better if there happen to be multiple traps in one hallway (as we see happen in the video).
Overall, I think this is a really cool idea! I hope to see your designs for the rest of the strongholds! And I wonder if, after this pack is done, you’ll work on another structure… 😉 Thanks for sharing!
@@No-vair-im-dumb I had considered that point about the End Portal animation, which is why I also included a short delay between placing the last eye and the portal spawning, rather than making that frame always spawn empty. I didn't make a point of mentioning it in the video, though 😅
Making the trap block placement random is tricky because they use entities, and I want to avoid having a dozen entities in the hall to start with even if most will die after a tick
Very cool Video and Ideas you have all our support to make other variants of the stronghold too we can't wait for a new version of this
Wow just wow thank you for doing this I miss these types of videos. They were so fun and amazing to watch. No one makes there’s type of videos anymore 😢. Thank you have a great day ahead
Very underrated, more people should see this
Oh man, this is cool!
And I think I finally intuitively understand how villages generate too! Thanks!
… You know what, screw it, I’ll pass along an idea I’ve had that I know I’ll never use at this point. I was initially waiting for Mojang to make the default stronghold, mineshaft, and other old structures data driven, but since it seems like they never will, why not pass along the idea to someone who could actually use it?
I thought it would be really cool to ask the community for their rooms, their builds, their creations, and add them to the generation of structures. They’d have to be reviewed, of course, to make sure nothing is broken, overpowered, or out of theme. Then, once everything is complied, do an LP with the pack. How exciting would it be for a viewer to see their own contribution show up in an episode?
This idea was from around the time End Cities were added, and the whole UA-cam environment has changed a lot since then… but it’s still how I’d like to do an LP, if I ever did one.
the gas emitters should also give a nausea effect
@@eeveeblazelol Ooh smart!
@@kanokarobwhat if there were different types that gave you different effects
I spy with my little eyes, an underrated UA-camr.
Oh my gosh this is so cool!!! I hope they add something like this in the future
This is something.. crazy! Thank u very much for such inspirational work!
@@That_british_guy-o5p Thank you for enjoying!
spoiler for sphinx room i think
14:49 you can see the secret of the sphinx room ... its a secret exit behind the sphinx
From such a small youtuber i did not expect such an enjoyable and interesting video
@@Ancient_Reaper Thank you! 😄 I'm trying lol
Dude, that is so cool! I wish I knew how to do like... all of that. I know structure blocks to a degree, but only their basic use. Also, the fact that you managed to get that all to work? Awesome. Also, how exactly do you get ominous vaults into your inventory? And how do you get the structure to count as something compatible with the ominous effect? I'd like to try and do that in future projects of my own - even if they're not presently as big in scope as stuff like this.
Might I suggest one for the Ice Spikes or Warm Ocean next? Or maybe the Lush Cave? Heck, what would a sky island stronghold look like? That might be cool!
@@noahrice3362 I give myself Ominous Vaults via a loot table that I write beforehand that gives it all the NBT I want. Easier than modifying the block after the fact.
You don't need to do anything special with the structure to make Trial Spawners support Ominous Trials; it's a native quality of Trial Spawners, not of Trial Chambers, and Ominous Trials are triggered by proximity to Trial Spawners.
@@kanokarob Gotcha. I don't fully understand NBT and loot tables, but that's cool. Also good to know that trial spawners work that way. I'll keep that in mind for the next adventure map project I try to create.
I feel like a good biome for a new stronghold type would be the oceans, especially since you have a different block palette entirely to work with and the architecture of the ocean temples could lend well to that
@@hamnugg6153 You're in luck, they're next on the list! 😄
Can't wait for part 2!!!
I really like the design of the stronghold. Bigger complexes add something I think was lacking in the vanilla one. The traps, different portal and variant breeze don't seem very vanilla and, imo, do not fit at all into the design of the game. It seems very modded and incomprehensible to players since the mechanisms don't even physically exist. Using the trial spawners was very good, though. They are, as you said a great addition and fit well into potential future structures and these stronghold variants.
Fortunately while I did want to keep some vanilla-like elements, by virtue of being a data pack, some leeway with the traps and Breeze is expected and desirable :) I do however stand by that the Portal design is intended to be very close to vanilla; the particles both make it more visually impressive and also serve as a visual indicator that the portal does still operate normally, with no puzzle and regular Eyes of Ender.
Mojang, hire him!
Your creativity, both aesthetically and gameplay wise are unmatched! Truly incredible work here. You should be working at Mojang!
16:27 (Idea for Observer maze room!)
Something that could decrease the expensiveness of the observer maze room is using a sculk sensor underneath the floor tuned to only block breakage.
Along with wool around the edge of the room to prevent it accidentally going off from a distance.
@@mysticmechanic141 Yeah I know, but I didn't want to use the same schtick twice 😅
Did you use any real life references for the rooms and thematic of the stronghold or just went with the Minecraft pyramid aesthetic? I think they look cool!
@@babaskarma1981 I pretty much stuck to the vanilla Desert Pyramid for inspiration, though expanded a bit since I knew I wanted to incorporate more Red Sandstone to help break up the colors more. Thank you for enjoying! 😄
I wish vanilla Minecraft structures were as good as this.
Trial Chambers, Ancient Cities, and Bastion Remnants are all just as cool as this is, and for some probably better
I feel like for the trial spawners and vaults you should give them different loot tables, and maybe even a custom key item with the new item model component.
Also sand as a drop for the sandstorm breezes is perfect, as it makes sand possible to automate
@@Ganpan14O I opted not to give them different looking keys because I didn't want this data pack to require a resource pack. They do have different loot tables from Trial Chambers, they're more based on the Stronghold loot tables (though still subject to change)
@@kanokarob makes sense, I do know that the whole resource pack + data pack thing can be tricky to manage especially outside of modded contexts.
@@Ganpan14O Yeah, they definitely have their place and can improve the experience a lot, but I also know not all users like needing a separate RP, so I try to mix things up
Hire this guy to work in Mojang
Amazing for such a small youtuber
w garageband music some of the loops I have in memory nice
also I like the dust devil breeze lol
Awesome idea Nice video!
Can we have an ice- stronghold next? Love the vids!
@@pepperonidrawing- Next is the Ocean Stronghold, viewers already voted on a poll on my channel, but ice is on the list! 😄
@@kanokarob Ocean stronghold sounds good too, thanks! :)
Wish the structures in the vanilla game had this much depth and thought put into them. High time for an update to all the lifeless structures we're currently stuck with
great video! you could do a pillager stronghold for the dark oak forest!
This is such a unique project ❤
underrated but I noticed the Your Turn To Die soundtrack in the background at times
and and I'll say is...insanely based
Finally! Bedrock edition suposedly has "deepslate" strongholds
I feel like you need a little more indication on the traps, like some small dripstone particles that play on dripstone trap blocks or some smoke particles coming out of the suspicious sand lava trap. As it stands now the only way anyone would know there's a trap there is if you have been through that stronghold mutiple times and know what the trap structure looks like. Otherwise it just looks like sand or a sandstone roof with some decoration. You don't want your trap to feel like your playing one of those unfair flash games with invisible traps.
@@404maxnotfound Something to consider!
I feel like the desert breeze thing should have a custom texture if possible - with a sandier appearance
That being said, incredible work on all that!
@@comparatorclock Unfortunately not possible with data packs currently, without either mods or excessive workarounds
@kanokarob aw man
Simply Amazing!
we have similar pfp
Cool video man 👍
I have a super complicated idea of how you could implement one portal room and at most two libraries, though it wouldn't be exactly like a vanilla stronghold. Basically at the start you have three paths, one is labelled "portal" and the other two are labelled "library". At any branching paths, one path can keep the special label, while the other path would become "generic"
I based this idea on I don't remember who made the video, but it was a tutorial about jigsaw blocks and they were explaining how the limit one special building per village
I had thought about that yeah, but I felt that that would be trying too hard to be faithful to the Libraries' normal generation, while also not being faithful at all. Like we saw in the research at the beginning of the video, vanilla Libraries can generate practically right next to each other. So I opted to do something completely different that was reminiscent of them, but not intended to be the same.
Make the breeze drop a stick or blaze rod for like a sandy or enchant breeze rod that was forgotten and given life by rage for the people who made it.
Hear me out, Mojang makes an update where they add a few things blah blah blah, maybe another mob to go in strongholds, and the big update is that strongholds have been updated, then they drop a screenshot, have everyone explore the new strongholds, and eventually make it to the portal room, they put in the eyes, jump in, and BAM the end is completely different, it was all a ruse for an actual end update
MOYANG!!!!! 19:09
Wtf u mean foster
Take notes on that portal Mojang... XD
you should make the breezes look like tumbleweeds
@@quagsire413 That would be fun!
I’d like to see a jungle stronghold made from mud bricks.
Sandstorm Breezes should have a small chance to drop gold nuggets. As if you’ve sifted through it’s sandy body and struck gold
@@aaronalkor I had thought about that but I didn't want to butt in on Zombified Piglins' turf. I figured at the very least technical players might appreciate somewhat farmable sand
@ The Zombified Piglin is the only mob that drops gold, and it a Nether-exclusive mob. I think it’s fine if Sandstorm Breezes drop gold, due to the sheer abundance of gold in Mesas, and if you still feel bad for the pigmen, just make the drop chance a smaller percentage
thats the coolest thing ever omg
Maybe a snow stronghold could be based on height with snow based mobs and strays
Absolutely amazing 😻
this might be a weird idea but... how about inverted strongholds in the end? something that would transport you to the overworld, rather than to the end! maybe the structures can spawn those outer end portal things that take you back and forth from the outer end, or something that just flat out takes you back to the overworld.
I wish the UA-cam algorithm a very pleasant evening
usually the starting staircase is the highest point of any stronghold... nothing can generate above it
@@BenW0lf That's not necessarily true, and in fact isn't the case in the Stronghold I flew around at the beginning to research 😅
@@kanokarob i really thought so... cause i think i saw it in a vid before mentioned can be in another context idk
I don't know if the strongholds spawn under the ocean but an Atlantis themed ocean stronghold could be cool with like mermaid statues and enemies with tridents and traps that drown you
@@mastermine1117 They do indeed, and the ocean stronghold is the next one I'm making! 😄
@@kanokarob Cool well I hope some of my ideas have brought you inspiration!
This looks sick, while also sticking to the vanilla aesthetic! Do you think you can make an in-depth tutorial on how to make stuff like this? Tell me if you will or already have!
@@-Symmetry- I do have a very thorough guide on how to make custom structures on PlanetMinecraft! It's posted under the Datapack Hub group.
It doesn't go into all of the tips and tricks I use or used in this video, but it covers everything you'd need to know to successfully make a custom structure, and hopefully sets you on your way to something like this (which isn't even that complex when compared to something like the Trial Chambers)
@@kanokarob Do you think you could send a link? I can't find it 😞
@@-Symmetry- www.planetminecraft.com/blog/custom-structure-gen-documentation/
This is such an interesting concept, and I can't wait to see what else you make!