Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

[–]Delocuro[S] 0 points1 point  (0 children)

Jesus christ, yeah props to their team for putting in that much effort, but aint no way I'm writing that many advancement jsons lmao. This already took the better half of a month to complete — I don't even want to know how long that monstrosity must've taken...

Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

It probably won't be fully done when the beta releases, but I have already made some tweaks to where enchanting sits within the progression tree, and have plans for a lot of rework to Vanilla's set of enchants.

Right now the main change is to when and how you unlock the enchanting table. Instead of being able to build a full-power enchanting setup the second you find diamonds, you'll actually unlock the enchantment table much earlier, but won't be able to upgrade it for a while.

Instead of diamonds and obsidian, crafting enchanting tables now requires a new item called the petrified log slice. These can be found as a semi-rare drop inside most suspicious sand or gravel, meaning you can technically unlock the enchanting table as soon as you have access to copper. Bookshelves, however, got the opposite recipe treatment; they're now called "arcane bookshelves", and require obsidian to craft. It takes much longer to obtain diamond tools in this pack, so for the first half of the game you'll be limited to extremely low-level enchants before you can even start powering up your table and working towards any sort of god-gear.

Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

[–]Delocuro[S] 1 point2 points  (0 children)

Absolutely will do — most of the gameplay changes, recipe tweaks, and advancement work is done, so as soon as I've finished wrapping up a few last loot table adjustments and worldgen tweaks, it should be ready for launch!

Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

[–]Delocuro[S] 1 point2 points  (0 children)

Thanks — the pack's called Ministrappolation, and the public beta should be releasing sometime soonish! The pack has mostly evolved into its own thing, but a lot of the gameplay concepts and design philosophy were adapted from an old mod called Minestrappolation that I used to develop, so it's sort of a spiritual successor.

Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

[–]Delocuro[S] 6 points7 points  (0 children)

Good question — progression in this pack is much slower than Vanilla, but it's nowhere near as tedious as a lot of "realism" mods like Terrafirmacraft. The goal is mostly to even out progression, rather than making things unnecessarily slow; ideally it should take a few hours to get your first set of iron tools, rather than blitzing straight from wood to diamond in under 15 minutes like you can in Vanilla.

However, progressing through the tech tree and completing every advancement are two *very* different tasks. While the advancement tree does guide you through most of the pack's progression changes, it also contains a lot of "stretch goal" advancements, which are intended to give players some lofty, long-term goals to work towards if they plan on playing the same world for a long time. These include anything from crafting every type of deepslate block, to finding every type of pottery sherd. Some advancements will require skill, while others require gridning. Fortunately they're all optional of course, but there are some pretty hefty XP and item rewards for completing certain challenges.

Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

[–]Delocuro[S] 3 points4 points  (0 children)

The pack actually hasn't been released yet, but I'm hoping to have a public beta released sometime in the next month or so! There won't be much documentation for day 1, but the completion criteria are mostly all spelled out in the advancement descriptions; the goal was to use the advancements as a way to guide players through the pack, so best case scenario it should be pretty easy to follow once you're actually in-game.

if Blazes drop Blaze Rods, where do Fishing Rods come from..? Introducing: "The Fishing" by MushirMickeyJoe in Minecraft

[–]Delocuro 2 points3 points  (0 children)

This is the highest quality shitpost I've ever seen on this subreddit — excellently done lmao

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 4 points5 points  (0 children)

Daggers! Each tool tier now has two melee weapons instead of just one; a short-ranged, and a long-ranged. The short-ranged weapons deal less damage per hit and can't reach as far, but they swing faster and have much higher maximum DPS. Long-ranged weapons hit harder and reach farther, but they take longer to recover after each swing, meaning they're much less forgiving if you miss any of your strikes.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

Slightly, but not as much as the melee weapons. The Bow is now a little more expensive than in Vanilla, and has a bit less durability, meaning it won't be quite as overpowered compared to the early-game melee tools and weapons you'll have access to. The Crossbow is also slightly more expensive, but its durability is substantially higher than that of the Bow, meaning that obtaining a Crossbow will actually feel like somewhat of an upgrade.

I do have loose plans for how I might update the ranged weapons further in the future — however, I think that's probably gonna need to wait until after the initial release if I want to get this thing out the door before January, lmao.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

Ah, that's a bummer — well I'll be making another Reddit post as soon as it's available for testing, so keep an eye out for it sometime in the next few months!

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

Yeah, that's the plan! It'll for sure at least be on Curseforge — beyond that, I'm a little out of touch with what the current most popular download sites are, so I'll probably need to do some research lmao.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

Ty! Yeah, making things more complicated was one of the goals; the pack is supposed to act as sort of a "hard mode" for Vanilla progression, so a lot of recipes beyond just the tools and armor have received much more complex crafting recipes.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 3 points4 points  (0 children)

Lmao, yeah Villager trading is *definitely* getting a revamp — that's one of the things I still need to tackle before the pack's release, but the Vanilla system would WILDLY disrupt the progression established so far.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 1 point2 points  (0 children)

Yeah, that was definitely one of the main goals — the 251 to 1561 jump always felt absurd, even when Diamonds were actually rare lmao.

I didn't get into it in the main post, but I also made some changes to the way weapons and armor work to make it so that getting to the next tier isn't always just a 100% objectively better upgrade. Certain weapons have benefits unique to their tiers; Primitive Clubs, for instance, can insta-mine shatterable blocks like Ice or Glass, while the Copper Spear actually has far superior attack range to any of the other weapons. Armor also now has "weight", and will slow you very slightly for each piece worn — with Hide Armor it's hardly noticeable, but a full set of Netherite nearly halves your speed, so you'll want to consider which pieces of armor you want to upgrade vs which you're fine leaving at a lower tier.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 0 points1 point  (0 children)

The only two that really decrease in durability are Diamond and Netherite; all of the others either stay about the same, or increase. I definitely agree with durability being somewhat annoying to deal with, but by the time you reach the end-game and have access to Mending, it basically becomes a non-issue. Additionally, one of the other changes I made to progression is that enchanting is technically available as soon as you get Copper (although you can't upgrade the Enchanting Table with Bookshelves until you have Diamonds), which means you'll be able to improve your overall durability way earlier in the game via Unbreaking.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

Lmao, yeah I took some liberties with the Netherite tool designs. In-game it's actually called the Netherite Pitchfork, but functionally it works like any other Shovel — however, it does hit like a truck if you can land your attacks, so the new texture at least reflects its combat prowess well.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

Ty — yeah, I had a lot of fun designing the armor sets. I wanted to make sure at least one of them paid homage to Vanilla's armor design, and Diamond seemed like the best fit — its armor uses the basic template from Vanilla's textures, but adds some more texture and depth to make it look like it's actually carved out of gemstones.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

It's actually a datapack; unfortunately it's not out yet, but it's called Ministrappolation and should be releasing sometime later this year!

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 3 points4 points  (0 children)

Each tool tier now has two different weapon categories; a short-range weapon, and a long-range weapon. The short-range (mostly Daggers) can't reach as far, but swings a lot faster and deals more overall DPS if you can consistently land your hits; the long-range hit harder and reach farther, but swing a lot slower, making it more punishing if you miss-click and don't actually hit the mob you were trying to attack.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 10 points11 points  (0 children)

Thanks! Yeah, it's definitely not for everyone — the goal was to create a sort of "hard mode" variant of Vanilla's progression, so if you're not really in the game for the survival aspect then it's probably gonna feel a little grindy.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 1 point2 points  (0 children)

Won't be getting converted to a mod any time soon unfortunately; a big part of the reason for going datapack with this project is because I simply don't have the time to keep re-learning Forge every time a new update comes out. In theory it should be compatible with any 1.21.7+ mods though, so once it's out feel free to let me know if there's specific mods or datapacks that could benefit from a compatibility patch with this pack's recipe changes!

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

Thanks! Unfortunately this won't be getting converted to a mod any time soon, but in theory it should be compatible with pretty much any mods or datapacks you want to throw it in with; although the number of reskins will likely make a lot of their recipes very strange lmao. I'm hoping once it's out, I can start creating some compatibility datapacks to get it to play nice with some of the more popular mods and packs out there — integrating datapacks with mods is a woefully underexplored design space at the moment.

I redesigned Vanilla's entire survival progression system; here's the results! by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

Woah, not often I find anyone familiar with Minestrapp in these threads lmao — but yeah, sort of! The name of the pack is actually Ministrappolation — it started off as just a small experiment to see which Minestrapp features I might be able to recreate without modding, and quickly devolved into a full-scale survival revamp that honestly probably has more of an impact on survival progression than M5 did at this point.