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Relaxed Beginnings
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For slower and more relaxed progression. Aiming for simplicity.
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Description
This mod aims at making the progression of a Minecraft world a bit slower, without being grindy or boring. You will no longer be able to go straight into the caves and look for diamonds.
For stone-like materials you will now need a stone tier pickaxe, and for wood type materials you will now need a stone tier axe.
Mob changes:
- Sheep no longer drop wool when killed, you need shears to get their wool;
- Skeletons have half of their original hp;
- Spiders (not cave spiders) are half their original size and have half their original hp;
- Cave Spiders have half their original hp;
- Spiders drop 1 to 2 more string (to guarantee them dropping string);
- Skeletons drop 1 more bone (to guarantee them dropping a bone);
- Cows/Mooshrooms/Pigs/Sheep and Polar Bears now sometimes drop a bone fragment;
- Most mobs will get a slightly randomized scale, health and speed (the bigger the mob, the more health it has and the slower it is);
Progressive Difficulty:
- When any monster is killed by a player, the difficulty increases by 1;
- When any player dies, the difficulty decreases with 25% (25 minimum);
- Progressive Difficulty can range from 0 to 300;
- When the difficulty is below 50:
- Health and dmg of monsters is decreased by 25%;
- Armor worn by monsters cannot be a higher tier than Iron.
- When the difficulty is between 50-100: no changes from Vanilla;
- When the difficulty is 100 or more:
- Monster Amor increase: Leather -> Chained Leather, Gold -> Shining;
- Monsters with increased Armor will spawn with the associated weapon;
- Most monsters have a 1%~2% chance to be giant, which causes them to be 1.5x bigger, have 2x health and be 0.5x slower, while dropping their loot twice and drop all equipment they hold/wear (chance gets higher with higher difficulty);
- Most monsters have a 0.5%~1% chance to be empowered, which causes them to have certain effects and/or attributes and drop some minor special loot (chance gets higher with higher difficulty);
- Monsters which can wear armor have an extra 1 in 20~15 change to spawn with armor (chance gets higher with higher difficulty).
- When the difficulty is 150 or more:
- Monster Amor increase: gold -> Chainlink, Diamond -> White Diamond.
- When the difficulty is 200 or more:
- Monster Amor increase: Iron -> Diamond, Diamond -> White Diamond or Crying.
Early-game progression changes (All pregression changes are explained with in-game advancements):
- Find either Sugar Cane or Bamboo;
- Make a campfire with sticks and either Sugar Cane or Bamboo;
- Char Sugar Cane or Bamboo to get Charred Rods for wooden tools (farmers path);
- Make Clay Tools and harden them on a Campfire (wanderers path);
- Either farm or fight to get bones (now craftable with string and bone meal) for flint tools;
- Find Copper to make Copper Tools (miners path);
- Use a waterlogged Press to cool down Metal Ingots and Tools (tools are made with Hot Ingots);
Mid-game progression changes:
- Silver Tools are a faster alternative to Iron;
- The Linking Alloy (crafted from gold and silver) is required to get to diamond, as Linking equipment is upradable into Diamond;
- Linking Tools are slower Diamond tier tools;
- Chainlink Armor has Iron Armor stats + 25% more movement speed per piece;
- Diamond ore now drop Unpolished Diamonds, which need to be cut into Diamonds with a Stonecutter;
- The Stonecutter now requires the Iron Saw to be made;
- Diamond ore no longer has a chance of not generating if exposed to air.
Late-game progression changes:
- Ancient Debris now drops Netherite Scrap and works with fortune;
- 2 Netherite Scrap and 1 Gold crafts Raw Netherite, which is smeltable into a Hot Netherite Ingot;
- The Netherite Upgrade Template dupe recipe now requires Gold Ingots instead of Diamonds;
- The Netherite Upgrade Template can now also be found in Nether Fortresses;
- The White Diamond is crafted from Diamonds and Quartz;
- White Diamond tools are Netherite Tier, with Diamond stats and +4 block reach;
- White Diamond Weapons do more damage the more health you have (100% damage at 20 health (or max health if max health is less than 20));
- White Diamond Armor has Diamond stats and grant extra health.
Replaced Recipes:
- (Soul) Campfire;
- Bamboo Block (requires 1 string now and gives 2 blocks);
- Crafting Table (made with 4 sticks now);
- Netherite Ingot (crafting recipe replaced with Raw Netherite);
- Netherite Upgrade Template;
- Exporers Compass (compatibility with Explorers Compass, now crafted with Eyes Of Ender).
Tags:
- entity tag relaxed_beginnings:cannot_be_giant for entities which will not have altered attributes or be empowered;
- entity tag relaxed_beginnings:cannot_be_empowered for entities which will never be empowered;
- entity tag relaxed_beginnings:standard_empowered for minibosses which will only get the standard attribute randomization while being seen as empowered;
- entity tag relaxed_beginnings:can_wear_armor for monsters whose armor can get changed by Progressive Difficulty and which get an extra chance to spawn with armor when the Progressive Difficulty is above 100;
- item tag relaxed_beginnings:weak_weapons for weapons/armor which should not be dropped by a giant (except if it is enchanted);
- block tag minecraft:needs_gold_tool for blocks which can be broken with Gold tier or up tools, but not with Wood tier tools or lower.
All added items/blocks are shown in the Gallery.
Dependency: This mod is built upon ghost's Simplicity, which provides some necessary equipment and items.
Mod state: finished until port to 26.1 or fixes.
Feel free to comment bugs and suggestions.
Feel free to port this mod over to another site/app/modloader/version.
Feel free to put it in a modpack.
Press recipe structure:
{
"type": "relaxed_beginnings:pressing",
"ingredients": [
{
"item": "mod_id:item_id"
},
{
"item": "relaxed_beginnings:required_state_[waterlogged/lavalogged/dry]"
}
],
"outputs": [
{
"id": "mod_id:item_id",
"count": amount
}
]
}
example:
{
"type": "relaxed_beginnings:pressing",
"ingredients": [
{
"item": "relaxed_beginnings:hot_iron_ingot"
},
{
"item": "relaxed_beginnings:required_state_waterlogged"
}
],
"outputs": [
{
"id": "minecraft:iron_ingot",
"count": 1
}
]
}
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