Intended for use with Etomb's Survival Nerf modpack, and the experimental villager trade rebalance turned on.
This is a compilation of small balance changes, many of which are uploaded individually on Modrinth.
You can still use the datapack without any mods, but part of the food rebalance will stop working
Required mods:
Mob Filter: https://modrinth.com/mod/mobfilter
Default Components: https://modrinth.com/mod/default-components
Progression Skipping:
-Overworld ruined portals now generate exclusively deep underground at lava level, with increased frequency (this also looks MUCH better than having random netherrack on the surface)
-All Strongholds generate in 1 ring 10k blocks from spawn
-The nether roof is not buildable
Removal of CHEESE:
-dried kelp blocks are no longer a fuel source
-moss blocks will now replace clay instead of stone
-oozing potion now only works on hostile mobs
-Disabled bed explosions and enabled respawn anchors in the End
-Shields block 50% damage taken instead of completely nullifying it
This is sourced from https://modrinth.com/datapack/shield-nerf
-elytra no longer enchantable with unbreaking
This is sourced from https://modrinth.com/datapack/purpurpacks-no-unbreaking-on-elytra
Bad design/Inventory clutter:
-Common loot from archaeology/brushing is now pottery sherds instead of random junk
-Sniffers now have a 10% chance to dig up pottery sherds, making them renewable
-Giant nether fungi and ambient foliage now require shears/silk touch to collect, (stems still minable with axe)
-Crimson forest biome is now about as rare as Warped Forest
-husks now drop 0-2 sand, making it renewable without duping
-Less frequent natural kelp generation- for performance, reduction of inventory clutter, and reducing easy food access
-Stone tool hero of the village gifts have been replaced with iron tools
Backports
-Camels spawn rarely in deserts; spawning on chunk generation is however turned off with Mob Filter
-Lodestone recipe from newer versions of the game; uses iron ingot instead of netherite ingot
Food rebalance:
-villages no longer have piles of hay, pumpkins, or melons
-village farm plots only generate with beetroot unless taiga/savanna; those will have occasional pumpkin/melon farm plots
-food found in village chests is now exclusively small amounts of apples or beetroot (or sweetberries in taiga)
-villages are now about 3x more rare
-rabbit stew no longer requires cooked components
-ambient salmon and cod only drop bonemeal now
-Polar Bears drop cod/salmon 50/50 instead of 50/16.666
Changes dependent on Default Components mod:
-golden carrots are now inedible the same as glistering melon
-mushroom stew, rabbit stew, and beetroot soup now stack up to 16 (suspicious stew is still unstackable)
-saturation ratio for beetroots and carrots nerfed to 0.6 (same as other raw plant foods)
-pumpkin pie saturation ratio buffed to 1.2 (same as other prepared foods like bread)
-rabbit stew saturation ratio buffed to 1.6 (same as cooked meat)
-rabbit stew gives the highest saturation of any food now, besides suspicious stew made with the saturation effect
Changes dependent on Mob Filter mod:
-Spawning on chunk generation for passive mobs that give meat is turned off;
regular spawning and passive mob farms still work
Mobs:
-All mobs spawn with a 33.33% random variation in size, allowing some Enderman to chase you into 2 block high gaps for example.
This intentionally breaks a lot of mob farm designs.
You could try designing YOUR OWN farms to compensate for this instead of copying pre-existing ones, or turn it off...
This functionality is sourced from https://modrinth.com/datapack/random-mob-sizes-dp
For fun:
-The Lie achievement is added back to the game
-Giant warped fungi now generate hanging from the ceiling, matching the opposing theme with crimson, (planted fungi will grow the same as normal) check the gallery to see what this looks like
-You have 100 lives, (really more than you would ever need), can craft new lives, and can revive other players who run out of lives
This is sourced from https://modrinth.com/datapack/hundred-lives
Extra Setup:
-Set gamerule playersSleepingPercentage on world generation to 101 to prevent sleeping (you can still set your spawn)
-I recommend using the large biomes world type
-Turn on Experimental Villager Trade Rebalance
-Add config file for Mob Filter to .minecraft/config, name it mobfilter.json5 (unnecessary step with Etomb's Survival Nerf modpack, it includes the config)
The file contents should be:
//
// mobfilter.json5
//
// This file controls the spawn filtering rules for mob-filter. For details, see the docs at:
// https://github.com/pcal43/mob-filter/blob/main/CONFIG.md
//
// Note that this file isn't parsed with a true json5 parser; rather it's parsed with google's gson
// in lenient mode:
// https://javadoc.io/doc/com.google.code.gson/gson/latest/com.google.gson/com/google/gson/JsonParser.html
//
{
"rules" : [
// {
// "name" : "No freshwater squid!",
// "what" : "DISALLOW_SPAWN",
// "when" : {
// "entityId" : [ "minecraft:squid" ],
// "biomeId" : [ "minecraft:river", "minecraft:frozen_river" ]
// }
// },
{
"name": "No passive mob spawns that drop food",
"what": "DISALLOW_SPAWN",
"when": {
"entityId" : [
"minecraft:chicken",
"minecraft:pig",
"minecraft:cow",
"minecraft:sheep",
"minecraft:rabbit",
"minecraft:camel"
],
"spawnReason": ["CHUNK_GENERATION"]
}
},
],
// If you"re having trouble, change this to DEBUG or TRACE
// to output diagnostic information to debug.log.
"logLevel" : "INFO"
}
-configure random mob sizes in game as needed by typing the command /function random_mob_sizes:config
Recommended companion mods/datapacks:
(included in Etomb's Survival Nerf modpack)
Game Progression/Progression skipping changes:
-Ruined Portals Only- You must use naturally generated nether portals
-Seedguard- makes it so seedmaps don't work
Food Rebalance:
-Serene Seasons- adds seasons and makes foods grow seasonally
-Natural Hungering- small passive hunger drain; saturation consumed when healing stays the same
Fixing bad design and inventory clutter:
-Villager Transportation- gives camels a purpose
-Soaring Phantoms - no more insomnia, phantoms spawn at high y-levels like harpies in terraria
-Vaulted End - shulker trial spawner and vault generate on end ships, providing elytra (instead of it being in an item frame)
-Horseman- horses are buffed, less buggy, and you can remove chests from mules/donkeys/llamas
For fun:
-Zombie Villagers from spawner- self explanatory
-Farlands Reborn- adds farlands back into game, doesn't really affect gameplay
-Sniffer Ride- ride sniffers like pigs
-Glowing Torchflower- torchflower emits light like a torch