I'm not sure how possible this is for modders, but for awhile now I was inspired by the "Extra Hard Mode" Bukkit plugin to make my own idea for a mod that changes pre-existing features to make survival Hard mode more difficult. In order to make it stand out, I tried coming up with some changes that are more unique/interesting than just making all mobs have more health/damage. Granted, that doesn't mean there aren't some buffs to mobs, they're just not quite as intense as other mods that try to increase the game's difficulty. You can see the list of changes I've come up with here:
Update: This mod idea is now being brought to life thanks to xiroc1337! You can check out the mod here! https://minecraft.curseforge.com/projects/delta-hard-mode (Currently WIP). This means that any features listed here will now have the word "Done!" next to it to indicate it's been fully integrated into the mod (Not all features will be added, however, which is perfectly fine by me).
Minecraft Delta Hard Mode Idea (1.12.2)
-Bonemeal now only boosts a crop by one stage per usage. Complete!
-Beds will no longer skip the night, but will still set your spawnpoint. Complete!
-Diamond Pickaxes can no longer be used to obtain Obsidian blocks (Elaborated on more in Overworld Changes). Complete!
-Birch and Dark Oak Wood blocks from trees will no longer drop their respective block when destroyed (Meant to counter-balance the gravity feature explained in Overworld Changes). WIP
-In order to prevent the lava-water Nether Portal trick, buckets will no longer be able to pick up lave source blocks. Complete!
-Tree saplings can no longer be obtained from leaf blocks (Meant to prevent tree farming). Complete!
-Seeds can no longer be obtained from grass, making it more difficult to obtain crops early. Complete!
-Silverfish block veins will now spawn underground in any biome (spawns at layers 1-120, spawns in 2-6 block clusters, and has a fairly high frequency rate). WIP
-Obsidian blocks can now instead be found in 1-4 stacks within Dungeon (21.8%), Mineshaft (16.9%), Desert (23.5%) and Jungle Temple (15.3%) chests. Complete!
-Obsidian blocks in Village Blacksmith chests will now only have 1-4 stacks in them. Complete!
-The Stronghold library chest will now hold both an Ocean Monument map and a Woodland Mansion map. WIP
-Grass, Dirt, Cracked Stone Bricks, Cobblestone (Not counting Mossy Cobblestone), Cobblestone Stair, Wooden Stair, and Wooden Plank (Exception being Birch and Dark Oak Wooden Plank blocks due to how Woodland Mansions fall apart when spawned in) blocks are now affected by gravity similar to Sand blocks. In addition, the slab and stair variants for Wooden Plank and Cobblestone will also be affected by gravity (Meant to make building a shelter and spelunking more difficult). Complete!
-Golden Carrots and Glistening Melons now require Gold Ingots in their crafting recipes instead of Gold Nuggets. Complete!
Mob Changes: Passive:
-While items like wheat, wheat seeds and carrots can still be used to lead around specific mobs, more expensive items will now be required in order to breed them:
Pigs & Rabbits - Golden carrots
Cows & Sheep - Golden apples
Chickens - Glistening melon slices
-Cows can now drop 1-2 leather (rather than 0-2), making it easier to obtain leather armor early on.
Neutral: Spider Changes:
-Spiders and Cave Spiders no longer take fall damage. Complete!
-Both spider types will now move much faster than before (0.3 -> 0.35). Complete!
-Spiders and Cave Spiders no longer drop string, which makes crafting a bow early much tougher. Complete!
-The chances for a Spider to turn into a Spider Jockey have been increased (5%). Complete!
-Wolves in the wild, both passive and aggressive, will now move faster (.3 -> .35). Complete!
Hostile: Zombie Changes:
-Regular Zombies/Zombie Villagers (Not counting Baby Zombies) are now a lot faster (.23 -> .27). Complete!
-Zombies that spawn in all types of biomes outside of deserts will now have the chance to become Husks instead (20%). Complete!
-Husks now have more health (20 HP -> 25 HP) and deal slightly more damage (4 HP -> 6 HP). Complete!
-All types of Zombies on land now have a 3% chance to spawn riding a tamed Zombie Horse. Complete!
-Skeltons and Strays will no longer drop bows when killed. Complete!
-Skeletons outside of icy biomes now have the chance to become Strays instead (8%). Complete!
-Normal Skeletons that spawn in the Nether will now always spawn as a Wither Skeleton wielding a bow. Complete!
-Ghasts have increased health (10 HP -> 25 HP). Complete!
-Ghast fireballs now have a double the explosive power (EP = 2). Complete!
-Ghast fireballs can also no longer be deflected, instead immediately exploding when hit by the player or an arrow. Complete!
-A Blaze's physical attack will now automatically set a player on fire. Complete!
-Creepers now have shorter fuses (30 -> 25). Complete!
-Creeper explosions will now produce fire similarly to a Ghast fireball. Complete!
Zombie Pigman Changes:
-Zombie Pigmen now have a 15% chance to be replaced by a Creeper. Complete!
-Evokers now have increased health (24 HP -> 50 HP). Complete!
-Vindicators now have a 10% chance to spawn as an Illusioner instead. Complete!
-0-2 Endermites will now spawn after an Enderman dies. Complete!
-Endermen can now drop 0-2 Ender Pearls instead of just 0-1 (Meant to make grinding for Ender Pearls less time-consuming). Complete!
-Witches now have slightly increased health (26 HP -> 30 HP). Complete!
-Witch's movement speed has now been slightly increased (.25 -> .27). Complete!
-Slimes will no longer take fall damage. Complete!
-Squids now have a 10% chance to spawn as a Guardian instead. Complete!
-Elder Guardians, the Ender Dragon, and the Wither now have increased health: Complete!
Elder Guardian - 80 HP -> 100 HP
Ender Dragon - 200 HP -> 300 HP
Wither - 300 HP -> 400 HP
Ender Dragon Changes:
-The Ender Dragon now has increased movement speed (.7 -> .75). Complete!
-Ender Dragon fireballs now create an explosion when hitting the ground (EP = 2). WIP
Yup, that seems to be a normal feature for them apparently, which perfectly fine with me. When playing through the mod, however, it seems to constantly crash on me. Here's what the crash report says:
The game crashed whilst exception while updating neighbours
Error: java.lang.StackOverflowError: Exception while updating neighbours
It also seemed like the Cobblestone slabs weren't being affected by gravity, but that's probably just something that will be added in the next update. In addition, Stone Monster Eggs were the blocks I was referring to when talking about Silverfish blocks, so my apologies for the misinformation! I forgot that's what they were called prior to 1.13...
-Unfortunately ran into another crash regarding falling blocks:
The game crashed whilst unexpected error
Error: java.lang.ClassCastException: net.minecraft.entity.item.EntityFallingBlock cannot be cast to net.minecraft.entity.EntityLiving
I guess you right clicked a falling block. I forgot to remove a feature that prints the health of any entity you right click on into the console. (Used to check if the health changes for certain mobs worked)
Gonna fix the other stuff now.
Version 0.4.2 is out now! (hopefully all the stuff you mentioned is fixed now)
I've now made it so that parts of the list will have the word "complete!" next to each feature that's been added to the mod in order to easily keep track of what features have and haven't been added yet (Not every feature will be added of course, although you might have to point out which ones aren't doable so I can mark them down on the list).
Ah okay. Thanks for letting me know! And nah, I was hoping it would be able to give you specific maps for mobs to drop, but ah well. Perhaps maybe you can make it so Stronghold chests have the chance of including Ocean Monument and/or Woodland Mansion maps in them? In addition, to compensate for the lack of explosive power, I've added these 2 changes to ghasts:
-When killed, 2-3 Blazes will spawn.
-Ghast's movement speed has been increased (.7 -> .75).
If you have any ideas of your own for this mod, feel free to share them with me! If not, then this will probably be the final major update for the list/mod.
Got to play the latest version, here's what I've got:
New features (Includes the three changes listed in the previous comment):
-Instead of being randomly found in Stronghold chests, both an Ocean Monument Map and a Woodland Mansion Map will always spawn in the stronghold library chest (Edited version of the stronghold suggestion).
-Birch and Dark Oak Wood blocks will no longer drop their respective blocks when broke (Meant to counter-balance the change in the tweaks section).
-The chances of leather dropping from a cow are now 1-2 instead 0-2.
-Certain domestic mobs now require more expensive items in order to breed:
Pigs & Rabbits - Golden Carrots
Cows & Sheep - Golden Apples
Chickens - Glistening Melon Slices
-Lighting Creepers will have their explosion power doubled in addition to the flames.
-Cracked Stone Bricks are now affected by gravity.
-The Wither will now have increased health (300 -> 400).
Tweaks to existing features:
-Birch and Dark Oak Wooden Plank blocks aren’t affect by gravity anymore (Makes it so that Woodland Mansions don’t immediately fall apart when spawned in).
-Cobblestone slabs are now the only non-wood slab that is affected by gravity.
-The Evoker now has its original item drops (aka the removal of the added Totem of Undying).
-Silverfish block veins now spawn in clusters of 2-6 blocks and appear less frequently.
-The chances for Zombies to spawn riding a Zombie Horse is now 3%.
-The chances for a Spider to be a Spider Jockey are now 7%.
-The chances for Zombies to turn into Husks is now 20%.
-Squids now have a 15% chance to spawn as a Guardian.
-Endermen will now spawn 0-2 Endermite instead of 1-2.
-The fire from a Blaze physical attack will now last enough to take off 1.5 hearts instead of just half a heart.
-Obsidian blocks will now spawn in 1-4 stacks instead of 1-2 within all of its respective chests.
-Obsidian blocks now spawn in Village Blacksmith chests again, now with the same chances and stacks as in other chest pools.
-Particles seem to be missing from the Creeper explosion.
-Creeper explosions also deal inconsistent damage (i.e. sometimes when you're next to a Creeper without armor when it explodes, very little damage is taken, while other times it instantly kills you like normal).
-An over-abundance of seeds are found in each mineshaft chest.
Aside from more tweaks in the future this should be the ACTUAL end of the new additions! I know the previous post was supposed to be the "last" update but this time around I think I've finally reached my limit on ideas/suggestions. Sorry for the misinformation!
Yeah they're not super common, its just that when you break one block and you don't take care of the Silverfish quickly, it can start to snowball and you often end up getting absolutely swarmed by multiple veins of Silverfish. The problem might be solved when the veins become smaller, but I just wanted to make sure the player wouldn't overwhelmed like I did.