Resurcepack not required : it only adds minor visual changes
This datapack uses world generation meaning that you have to install it whilst creating a new world.
The world is in a constant winter and you need to survive the brutal cold..
Difficulty : Hard- Constant snow-
Slow healing : Natural regeneration is slowed to one heart every 2 minutes
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Witheringly cold water : (Gives you wither effect when in water)
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Snowier snow : When walking in snow you get slowness effect unless you wear boots (any type)
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Wind and Snow ambience : Wind sound effects play when in the cold, wolves howl at night
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Deep mine : mining fatigue when under y:30 (prevents strip mining)
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mobs : Bears spawn in forests creepers dont spawn. wolves attack when too close
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Warmth of a fire : When near a campfire you gain regeneration
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Alternate food : You can place seeds on a campfire to "toast" them (same food as kelp)
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Hardcore Mobs : All monsters damage increased and spiders put web at your feet zombies don't burn in daylight.
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No tree punching : you need to make flint tools to gather wood/stone instead of punching trees
for more info
[CLICK ME[-
Frozen soil : Crops grow 3 times slower
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Animal hibernation : Animals spawn less frequently and chickens / pigs are extremely rare
White foxes and wolfs are common everywhere
This makes food more scarce.
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Taller trees : all trees are changed to their taller variant
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Frozen nether : the nether is also frozen lava is now freezing cold water and everything else is ice.
- more soon to come...
Here’s the link to the video:
youtu.be/DpktKAh3IrY
campfire regen doesn't work when 2ppl are by the fire. once one moves out of its radius the other receives healing.
when one player is by a campfire all players get regen.
Have ambient sounds change below 50 blocks.(Hearing the blizzard deep inside a cave is wierd)
edit: i think i fixed the campfire issue.. tested it with my other account..
and i made it so the wind sound stops when below y=55
the pack has been updated - v0.8
hope it works on the server!
Also the ability to cook seeds as a form of emergency food
Also with your flint tools I know of a way that you could make flint and stone tools have different textures easily via your pack but it would mean your pack would require optifine to show this alternate texture. also this would only require you making the flint tools change name and not have the pack change stone tools names
https://www.planetminecraft.com/forums/minecraft/datapacks/realistic-regeneration-datapack-make-potions-and-other-healing-sources-more-useful-and-needed-621722/
PLEASE TAKE A LOOK!
Although it isn't as dynamic as yours as it skimpily regenerates 1health point every 30 seconds
i like the concept and im going to work on a datapack for the form
Edit: I think it would also be neat if there was a way to avoid getting the wither effect in water, perhaps with a potion of water breathing maybe? Similar to how fire resistance lets you swim in lava. And in the Nether, I've noticed that normal ice can generate, and the shroomlights on the crimson and warped fungi trees can melt the ice and turn it into water, which can be very annoying apart from being dangerous. I think this datapack has some real potential.
ill probably add the water breathing potion or something like it tomorrow.
The water giving you the wither effect had a flaw: boats. When in a boat, your position is one block lower, and you get wither while in the boat. It was also possible to get the wither effect when standing on farmland next to water. To fix these, I'd recommend changing it so that it detects if the block 0.0625 blocks above is water, as that's how much lower farmland is. Then you can also add unless data entity @s {RootVehicle:{Entity:{id:"minecraft:boat"}}} to the execute command to eliminate the boat problem.
I noticed you gave the cleric villagers extra trades, but if a cleric lost its job and got it back, those trades would be gone and you couldn't get them back. To make it consistent you could make it remove the tag you use if the villager isn't a cleric. The tag you give it at the moment, "Heal:1b", can't be removed with /tag remove so I'd recommend changing it to "Heal" because the colon confuses it.
I wasn't sure if you were supposed to get mining fatigue at y35 and below in dimensions other than the overworld. I would like to note however that the lava water level in the nether is at 31, so if you are supposed to get mining fatigue in other dimensions I would recommend changing it to 31 and below. If not you can add the target selector nbt={Dimension:"minecraft:overworld"} to change it.
I also noticed that you use an advancement with the "tick" trigger to trigger the campfire.mcfunction file every tick, however the advancement shows up in the advancements menu for players. If this is unintentional, you can either put the campfire function in the minecraft:tick function tag, or just remove all the display properties in the file.
One more thing, Ancient Debris can't generate in the nether because the default block is packed ice. By default, Ancient Debris replaces basalt, blackstone, and netherrack; making it only possible to find any in basalt deltas. I'd recommend adding the "base_stone_nether" block tag file and adding packed_ice to it so ancient debris can generate.
any other suggestions / bugs feel free to tell me
i might add shoes on snow and the regeneration fire ones though..
https://www.planetminecraft.com/data-pack/no-punching-trees-datapack/
https://www.planetminecraft.com/data-pack/saturation-datapack-modified-health-and-hunger-system/
https://www.planetminecraft.com/data-pack/sticky-spiders-datapack/
https://www.planetminecraft.com/data-pack/snow-boots/