Data Packs Challenge

Doom Hardcore (Harder Survival) 1.21.7

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Compatibility
Minecraft 1.21
Changes include
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    deltamachine
    Lvl 50Grandmaster Engineer
    49


    Vanilla mobs are slow, easy to kill, and sometimes boring.

    This is a large datapack made for one purpose:

    Making Minecraft hard while staying RP


    ---

    >High difficulty while keeping a regular minecraft, vanilla feel

    No janky stuff.
    No new mobs.
    No custom textures.

    No overpowered senseless mobs.
    No uniform zombies all wearing protection 4 armor for some reason.

    How can you immerse yourself in the world when mobs are wearing stuff that doesn't make sense?
    When mobs have effects that make no sense for what they are?
    You can't

    That's the philosophy of this mod.
    You can use this for a long term survival/hardcore world.


    ---




    ---

    The three main features adding difficulty in DH are the following:


    >1. Everything is harder to kill
    In vanilla, you'll find that an iron sword is enough to kill most mobs in under 1.5 seconds.
    With two crits and a normal hit, you already did over 24 damage, when most mobs have around 20 health points.

    In DH, you'll see that this is not possible until you obtain fully enchanted netherite weapons.


    >2. Melee mob charge and knockback resistance
    In vanilla, most mobs, including melee mobs, are very slow.
    Even by walking you can outrun them.

    And even worse is that you can knock them back dozens of blocks away within seconds if you know about sprint knockback attacks.
    Result: you have complete control over their positioning,
    and being cornered is not problematic since you can knock mobs away easily.


    In DH, not only are most melee mobs very fast, they also have charge knockback resistance,
    much like how players do when sprinting in PVP.

    So you have to be really careful of your positioning, not to be cornered,
    otherwise you will not be able to knock them away and you will be butchered.



    >3. Mobs follow you further
    In vanilla, most mobs only see you from 16 blocks away, which for a player is nothing.
    You can run for two seconds and you will lose their aggro.
    Zombies follow you up to around 34 blocks away, but they're so slow it doesn't matter.


    In DH, most mobs see you from twice as far away.
    Not only is it more realistic, it also highly increases the risks of being out in the open at night or in a large cave.
    Mobs want you dead, they don't just give up after a few seconds.


    ---




    ---

    Those are the major difficulty makers.
    But DH also gives special attributes and abilities to most mobs.

    For instance, skeletons can wear armor and use melee weapons.
    They can also sometimes spawn as 3 block tall giants.

    Creepers come with unpredictable fuse times and explosion strength.
    Some can lay a black smoke screen unpon exploding, which blinds players.

    Zombies call reinforcement when hit
    (More than vanilla)

    Husks are bigger than vanilla and see you from very, very far away


    Phantoms come in varying sizes.

    Evokers summon way more fangs and can stop your projectiles.

    Boggeds shoot arrows with nausea and longer poison.


    Ghasts take four fireballs to die.

    Blaze fireballs create rows of fire on the ground.

    Wither skeletons can sometimes be archers and will shoot explosive arrows.

    Magma cubes adapt their jump distance depending on your position, so they always land on you.

    Wardens swim fast :D

    The Wither will take you in the sky with it at the second phase of the fight.
    It's also very resistant at the second phase.
    Bring a smite sword.


    Angry endermen are very angry.

    The Ender Dragon's breath is absolutely deadly.

    And so on...

    There are many other changes like this which you will discover through playing.
    I'm confident that you will like it.

    Have fun rediscovering the game with DH!

    ---





    ---

    This datapack is compatible with multiplayer and fairly optimized.
    With some users we noticed that 20 players was about the limit before the tps would go down.
    So, for a small server with friends this datapack is definitely usable.

    Pack also come with options for:
    >Experience based regeneration (instead of food)
    >Cooler enchanted golden apples
    >Disabling player night skipping
    >Naturally spawning withers in soul sand valleys


    See the game start message for editing settings, or do /function settings:show
    (you need command permission to do so)



    This datapack only works for 1.21.7
    The current download is meant for 1.21.7
    Any new changes I make are for the latest minecraft version.
    However here you can dowload the older versions of this datapack:
    https://github.com/dm-datapacks/doom-hardcore/releases

    Alternatively:
    For 1.21.6

    https://files.catbox.moe/f4kx8g.zip

    For 1.21.5

    https://files.catbox.moe/sb8stu.zip
    For 1.21.4
    https://files.catbox.moe/2m6rxd.zip


    51 Update Logs

    Update #14.5 : by deltamachine 07/03/2025 8:21:21 amJuly 3, 2025 @ 12:21 pm UTC

    ### 14.5

    The 1.21.7 update.
    This time mojang changed the datapack format version from 80 to 81, without explaining much at all in the changelog.
    So I checked everything and didn't find anything broken.
    That's.. good.
    As for the changes this version:
    >Fixed a bug where area_effect_cloud entities who were supposed to be invisible and store information were not, invisible.
    >Fixed the "zombie tsunami" issue
    Here is an example of what I'm talking about:
    https://youtu.be/wSSbk5699uc?t=251
    Basically what happens is that zombies in this mod have a higher "spawn reinforcement" attribute than in vanilla.
    This attribute makes it so every single time they take damage, they have a chance to spawn a zombie nearby.
    However there was no limit to this, and if you set 20 zombies on fire, they would spawn more and more, infinitely.
    I've known about this for years but I've always thought it was funny so I kept it.
    But finally I decided to put a limit to it, zombies will stop spawning if there's too many of them.
    That's it!!
    Btw thanks to that fellow for making a video about my mod the editing it really funny check it out
    LOAD MORE LOGS

    More like this

      Have something to say?

    grape2005
    11/29/2025 10:55 am
    Level 1 : New Miner
    How can I find version 1.20.1?
    2
    vb1dra6847
    11/27/2025 2:34 pm
    Level 26 : Expert Caveman
    history
    is it possible to find 1.20.1 version?
    1
    XeeNedoc
    11/24/2025 11:07 am
    Level 1 : New Miner
    Is it compatible with other datapacks that have custom mobs?
    1
    Korvatal
    10/04/2025 8:58 pm
    Level 1 : New Miner
    Whats the likely hood of this breaking in 1.21.1?
    1
    deltamachine
    10/05/2025 5:36 am
    Level 50 : Grandmaster Engineer
    Very likely xD Sorry I only recently started keeping copies for older versions
    1
    whyxlive
    07/27/2025 7:22 pm
    Level 1 : New Miner
    В данном датапаке монстры ломают вагонетки? Из за данной функции я не могу построить автоферму..
    1
    deltamachine
    07/30/2025 6:05 am
    Level 50 : Grandmaster Engineer
    yes they do break boats and minecarts. This feature was mainly to stop people from cheesing mobs with boats, but I guess it does break farms for the minecarts. I'll remove that feature for the minecarts I think
    1
    lllllllllxiaoprn
    07/07/2025 11:01 am
    Level 1 : New Miner
    Im glad you updated this package again, and my server can restart again. I would like to ask what are the differences in the detailed content of three different levels of difficulty? Finally: I really like this data package, its very interesting!
    2
    deltamachine
    07/07/2025 1:01 pm
    Level 50 : Grandmaster Engineer
    Thanks I'm glad you like it. So this mod modifies both mob attributes and player attributes (attack damage and armor).
    Moderate difficulty : 75% attack damage & 100% armor
    Hard difficulty : 50% attack damage & 95% armor
    Very Hard difficulty: 40% attack damage & 82% armor

    The reason I decrease player damage is because in vanilla it's way too high, to the point where enemy mob armor becomes irrelevant. If I kept player damage at 100%, because of minecraft damage calculations, you would barely tell the difference between an armored mob and a naked one.
    And the reason I decrease armor instead of increasing mob damage is because I wanted to add more difficulty for players with perfect armor (diamond and netherite) without affecting early armor stages as much, like iron.

    Otherwise that's all the difficulty option does!
    1
    SEfaught
    06/29/2025 5:23 pm
    Any/All • Level 43 : Master Network Engineer
    doom mentioned in trending
    2

    Welcome