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 This mod is currently being updated for 1.15 & 1.16, meaning the 1.12/1.14 versions are outdated and won't include all the features in the newer versions.
Block/Item Changes:
-Bonemeal now only boosts a crop by one stage per usage.
-Beds will no longer skip the night, but will still set your spawnpoint.
-Diamond Pickaxes can no longer be used to obtain Obsidian blocks (Elaborated on more in Overworld Changes).
-In order to prevent the lava-water Nether Portal trick, buckets will no longer be able to pick up lave source blocks.
-Tree saplings can no longer be obtained from leaf blocks (Meant to prevent tree farming).
-Seeds can no longer be obtained from grass, making it more difficult to obtain crops early.
Overworld Changes:
-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).
-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.
-Obsidian blocks in Village Blacksmith chests will now only have 1-4 stacks in them.
-The Stronghold library chest will now hold both an Ocean Monument map and a Woodland Mansion map.
Property Changes:
-Grass, Dirt, Cracked Stone Bricks, and Cobblestone (Not counting Mossy Cobblestone) blocks are now affected by gravity similar to Sand blocks. In addition, the slab and stair variants for Cobblestone will also be affected by gravity (Meant to make building a shelter and spelunking more difficult).
-Golden Carrots and Glistening Melons now require Gold Ingots in their crafting recipes instead of Gold Nuggets.
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
Cow Changes:
-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.
-Both spider types will now move much faster than before (0.3 -> 0.35).
-Spiders and Cave Spiders no longer drop string, which makes crafting a bow early much tougher.
-The chances for a Spider to turn into a Spider Jockey have been increased (5%).
Enderman Changes:
-0-2 Endermites will now spawn after an Enderman dies.
-Endermen can now drop 0-2 Ender Pearls instead of just 0-1 (Meant to make grinding for Ender Pearls less time-consuming).
Hostile: Zombie Changes:
-Regular Zombies/Zombie Villagers (Not counting Baby Zombies) are now a lot faster (.23 -> .27).
-Zombies that spawn in all types of biomes outside of deserts will now have the chance to become Husks instead (20%).
-Husks now have more health (20 HP -> 25 HP) and deal slightly more damage (4 HP -> 6 HP).
Skeleton Changes:
-Skeltons and Strays will no longer drop bows when killed.
-Skeletons outside of icy biomes now have the chance to become Strays instead (8%).
-Normal Skeletons that spawn in the Nether will now always spawn as a Wither Skeleton wielding a bow.
Ghast Changes:
-Ghasts now have more health (10 HP -> 25 HP).
-Ghast fireballs now has increased explosive power (1 -> 1.4).
-Ghast fireballs can also no longer be deflected, instead immediately exploding when hit by the player or an arrow.
Blaze Changes:
-A Blaze's physical attack will now automatically set a player on fire.
-Blazes now drop 0-2 Blaze Rods instead of 0-1.
Creeper Changes:
-Creepers now have shorter fuses (30 -> 25).
-Creeper explosions will now produce fire similarly to a Ghast fireball.
Zombie Pigman Changes:
-Zombie Pigmen now have a 6% chance to be replaced by a Creeper.
Evoker Changes:
-Evokers now have more health (24 HP -> 50 HP).
Vindicator Changes:
-Vindicators now have a 10% chance to spawn as an Illusioner instead.
Witch Changes:
-Witches now have slightly more health (26 HP -> 30 HP).
-Witch's movement speed has now been slightly increased (.25 -> .27).
Slime Changes:
-Slimes will no longer take fall damage.
Guardian Changes:
-Squids now have a 8% chance to spawn as a Guardian instead.
Boss Changes:
-Elder Guardians, the Ender Dragon, and the Wither now have increased health:
Elder Guardian - 80 HP -> 100 HP
Ender Dragon - 200 HP -> 250 HP
Wither - 300 HP -> 350 HP
Ender Dragon Changes:
-The Ender Dragon now has increased movement speed (.7 -> .72).
Wither Changes:
-The Wither now moves faster (.6 -> .65).
-The explosion that’s created at the beginning is now much stronger (7 -> 10).
Oh heck, thank you so much dude!! And yeah its alright if it isn't completely one-to-one. If you need any clarification on anything, feel free to ask! (Also I edited this list and added 3 changes:
-Wheat seeds and all types of saplings will now spawn in Mineshaft chests.
-Normal Skeletons that spawn in the Nether will now be replaced by Wither Skeletons with bows.
-Blacksmith Village chests no longer contain Obsidian blocks within their loot pool.
Ok so when a skeleton in the nether gets replaced with a wither skeleton, the wither skeletons arrows always have the flame effect. I dont think i can change that but thats not a problem right?
Also here you can see all the features, even the ones that have not been released yet.
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...
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...
No problem mate. I knew what you meant with Silverfish blocks,,
Been testing the current version, and yeah the crash seems to have been fixed! If you don't mind, I have decided to make some more tweaks to the list:
-Silverfish blocks now have the same layers and frequency as coal ore (they were a bit difficult to find before so hopefully this fixes that).
-Cobblestone stair blocks will also be affected by gravity.
-Strays will also not drop bows when killed.
-Spider/Stray Jockeys and Zombies riding Zombie Horses now have a 5% chance of spawning.
-Zombies now have a 15% chance to spawn as a Husk.
-Skeltons now have a 10% chance to spawn as a Stray.
-Squids now have a 30% chance to spawn as a Guardian instead.
Some issues I've run into when play testing the mod:
-As stated before, Silverfish blocks were difficult to find, so perhaps making them cobblestone silverfish blocks to make testing easier and then switching them back to stone for the final version.
-Cobblestone slabs placed at the top sides of a block don't get affected by gravity.
-Spider Jockeys don't have bows when spawned.
-When a Spider is spawned, if a Skeleton is replaced by a Stray, the Stray won't ride the Spider.
-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
Other than that, this mod is looking excellent so far! Can't thank you enough for taking the time to do this.
-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)
Yeah, Wither Skeletons are allowed to drop bows. And nice! Looks like those previous issues have all indeed been fixed! Got some some other changes, issues, and suggestions though:
-The chances for a squid to spawn as a Guardian have been reduced to 10%.
-Wolves will now move faster both when passive and aggressive (.3 -> .35).
-Spiders and Cave Spiders now move faster (.3 -> .35).
-The chances for a Zombie to ride a Zombie Horse have been reduced to 3%.
-Toning down the frequency of Silverfish veins as well as the amount of blocks in each vein (i.e. 2-6 blocks per vein, however the layers can stay the same).
-Reducing the amount of seeds and saplings that spawn in Mineshaft chests to allow for more empty space. (Example chest that I found)
-A message indicating that the bed has set the player's spawnpoint (Something like: "The bed has set your spawnpoint, but your insomnia prevents you from sleeping").
-Ghast fireballs now have an explosion power of 2.
-Creepers have shorter fuses (30 -> 25).
-The chances for a Zombie to become a Husk have been increased to 20%.
Wasn't sure if these changes were possible, but I'll suggest them anyways:
-Creeper creating fire explosions similar to Ghast fireballs.
-Ender Dragon Fireballs creating a power 2 explosion when hitting the ground.
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).
-A Ghast’s Fireball now has double the explosion power (Explosion Power = 2).
-Fireballs from a Ghast can also no longer be deflected, and will instead immediately explode when colliding with an arrow or when a player tries hitting it
-Endermen will no longer attack Endermites.
-Dragon Fireballs will now create a power 2 explosion when hitting the ground in addition to emitting the damaging clouds afterwards.
-The wither explosion created at the beginning is now much stronger (Explosion Power = 10)
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.
Issues encountered:
-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.
-A Ghast’s Fireball now has double the explosion power (Explosion Power = 2).
-Fireballs from a Ghast can also no longer be deflected, and will instead immediately explode when colliding with an arrow or when a player tries hitting it
-Dragon Fireballs will now create a power 2 explosion when hitting the ground in addition to emitting the damaging clouds afterwards.
-The wither explosion created at the beginning is now much stronger (Explosion Power = 10) (Damn thats a lot of damage!)
-Evokers will drop an Ocean Monument Map (In addition to other drops) when killed. (probably not always tho)
-Elder Guardians will now drop a Woodland Mansion Map, in addition to its other potential drops (probably not always tho)
(Not sure about the Enderman - Endermite thing. More information later)
Since the treasure map drops are possible: Do you want them to be applied? And/or do you want the treasure maps in the stronghold library?
A new update will hopefully be released later today.
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 mod is currently being updated for 1.15 & 1.16, meaning the 1.12/1.14 versions are outdated and won't include all the features in the newer versions.
Be sure to check out Xiroc's other mods/projects: https://www.curseforge.com/members/xiroc1337/projects
Minecraft Delta Hard Mode Idea (1.12.2)
Block/Item Changes:
-Bonemeal now only boosts a crop by one stage per usage.
-Beds will no longer skip the night, but will still set your spawnpoint.
-Diamond Pickaxes can no longer be used to obtain Obsidian blocks (Elaborated on more in Overworld Changes).
-In order to prevent the lava-water Nether Portal trick, buckets will no longer be able to pick up lave source blocks.
-Tree saplings can no longer be obtained from leaf blocks (Meant to prevent tree farming).
-Seeds can no longer be obtained from grass, making it more difficult to obtain crops early.
Overworld Changes:
-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).
-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.
-Obsidian blocks in Village Blacksmith chests will now only have 1-4 stacks in them.
-The Stronghold library chest will now hold both an Ocean Monument map and a Woodland Mansion map.
Property Changes:
-Grass, Dirt, Cracked Stone Bricks, and Cobblestone (Not counting Mossy Cobblestone) blocks are now affected by gravity similar to Sand blocks. In addition, the slab and stair variants for Cobblestone will also be affected by gravity (Meant to make building a shelter and spelunking more difficult).
-Golden Carrots and Glistening Melons now require Gold Ingots in their crafting recipes instead of Gold Nuggets.
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:
Cow Changes:
-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.
-Both spider types will now move much faster than before (0.3 -> 0.35).
-Spiders and Cave Spiders no longer drop string, which makes crafting a bow early much tougher.
-The chances for a Spider to turn into a Spider Jockey have been increased (5%).
Enderman Changes:
-0-2 Endermites will now spawn after an Enderman dies.
-Endermen can now drop 0-2 Ender Pearls instead of just 0-1 (Meant to make grinding for Ender Pearls less time-consuming).
Hostile:
Zombie Changes:
-Regular Zombies/Zombie Villagers (Not counting Baby Zombies) are now a lot faster (.23 -> .27).
-Zombies that spawn in all types of biomes outside of deserts will now have the chance to become Husks instead (20%).
-Husks now have more health (20 HP -> 25 HP) and deal slightly more damage (4 HP -> 6 HP).
Skeleton Changes:
-Skeltons and Strays will no longer drop bows when killed.
-Skeletons outside of icy biomes now have the chance to become Strays instead (8%).
-Normal Skeletons that spawn in the Nether will now always spawn as a Wither Skeleton wielding a bow.
Ghast Changes:
-Ghasts now have more health (10 HP -> 25 HP).
-Ghast fireballs now has increased explosive power (1 -> 1.4).
-Ghast fireballs can also no longer be deflected, instead immediately exploding when hit by the player or an arrow.
Blaze Changes:
-A Blaze's physical attack will now automatically set a player on fire.
-Blazes now drop 0-2 Blaze Rods instead of 0-1.
Creeper Changes:
-Creepers now have shorter fuses (30 -> 25).
-Creeper explosions will now produce fire similarly to a Ghast fireball.
Zombie Pigman Changes:
-Zombie Pigmen now have a 6% chance to be replaced by a Creeper.
Evoker Changes:
-Evokers now have more health (24 HP -> 50 HP).
Vindicator Changes:
-Vindicators now have a 10% chance to spawn as an Illusioner instead.
Witch Changes:
-Witches now have slightly more health (26 HP -> 30 HP).
-Witch's movement speed has now been slightly increased (.25 -> .27).
Slime Changes:
-Slimes will no longer take fall damage.
Guardian Changes:
-Squids now have a 8% chance to spawn as a Guardian instead.
Boss Changes:
-Elder Guardians, the Ender Dragon, and the Wither now have increased health:
Ender Dragon Changes:
-The Ender Dragon now has increased movement speed (.7 -> .72).
Wither Changes:
-The Wither now moves faster (.6 -> .65).
-The explosion that’s created at the beginning is now much stronger (7 -> 10).
Ive just started working on that. You can track the progress here. Dont expect this to become 100% accurate tho.
Oh heck, thank you so much dude!! And yeah its alright if it isn't completely one-to-one. If you need any clarification on anything, feel free to ask! (Also I edited this list and added 3 changes:
-Wheat seeds and all types of saplings will now spawn in Mineshaft chests.
-Normal Skeletons that spawn in the Nether will now be replaced by Wither Skeletons with bows.
-Blacksmith Village chests no longer contain Obsidian blocks within their loot pool.
-Grass blocks also being affected by gravity.)
Ok so when a skeleton in the nether gets replaced with a wither skeleton, the wither skeletons arrows always have the flame effect. I dont think i can change that but thats not a problem right?
Also here you can see all the features, even the ones that have not been released yet.
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...
Ive encountered that crash issue myself. Its spamming the console right? This will hopefully be fixed in the next update which is out now.
No problem mate. I knew what you meant with Silverfish blocks,,
Been testing the current version, and yeah the crash seems to have been fixed! If you don't mind, I have decided to make some more tweaks to the list:
-Silverfish blocks now have the same layers and frequency as coal ore (they were a bit difficult to find before so hopefully this fixes that).
-Cobblestone stair blocks will also be affected by gravity.
-Strays will also not drop bows when killed.
-Spider/Stray Jockeys and Zombies riding Zombie Horses now have a 5% chance of spawning.
-Zombies now have a 15% chance to spawn as a Husk.
-Skeltons now have a 10% chance to spawn as a Stray.
-Squids now have a 30% chance to spawn as a Guardian instead.
Some issues I've run into when play testing the mod:
-As stated before, Silverfish blocks were difficult to find, so perhaps making them cobblestone silverfish blocks to make testing easier and then switching them back to stone for the final version.
-Cobblestone slabs placed at the top sides of a block don't get affected by gravity.
-Spider Jockeys don't have bows when spawned.
-When a Spider is spawned, if a Skeleton is replaced by a Stray, the Stray won't ride the Spider.
-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
Other than that, this mod is looking excellent so far! Can't thank you enough for taking the time to do this.
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)
Also: Should wither skeletons drop bows?
Yeah, Wither Skeletons are allowed to drop bows. And nice! Looks like those previous issues have all indeed been fixed! Got some some other changes, issues, and suggestions though:
-The chances for a squid to spawn as a Guardian have been reduced to 10%.
-Wolves will now move faster both when passive and aggressive (.3 -> .35).
-Spiders and Cave Spiders now move faster (.3 -> .35).
-The chances for a Zombie to ride a Zombie Horse have been reduced to 3%.
-Toning down the frequency of Silverfish veins as well as the amount of blocks in each vein (i.e. 2-6 blocks per vein, however the layers can stay the same).
-Reducing the amount of seeds and saplings that spawn in Mineshaft chests to allow for more empty space. (Example chest that I found)
-A message indicating that the bed has set the player's spawnpoint (Something like: "The bed has set your spawnpoint, but your insomnia prevents you from sleeping").
-Ghast fireballs now have an explosion power of 2.
-Creepers have shorter fuses (30 -> 25).
-The chances for a Zombie to become a Husk have been increased to 20%.
Wasn't sure if these changes were possible, but I'll suggest them anyways:
-Creeper creating fire explosions similar to Ghast fireballs.
-Ender Dragon Fireballs creating a power 2 explosion when hitting the ground.
Not sure if i can add these but i will try.
The next update will be released in a few days.
Cool! Take all the time you need.
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).
These changes might be impossible for me.
Also:
I can make it drop a random treasure map (but not a specific one) if there is such a structure nearby.
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:
-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.
Issues encountered:
-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!
It is unlikely that I will be able to work on the stuff you mentioned until next wednesday so don't expect an update too soon.
No worries, just wanted to give you the changes in advance.
Do they really appear too frequently? I always felt like they were hard to find.
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.
Good News!
I was wrong. These changes are all possible::
(Not sure about the Enderman - Endermite thing. More information later)
Since the treasure map drops are possible: Do you want them to be applied? And/or do you want the treasure maps in the stronghold library?
A new update will hopefully be released later today.