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Required Resource Pack
17
Welcome to my Overhauled Bats Datapack!
This datapack overhauls the behaviour of the bat to make it much, much more useful! Now there already are a few of these kind of packs that improve bats, but they mostly just change the loot table and leave it at that. This datapack, however, makes bat something sought after and powerful. Additionally, it adds extra changes to fit the lore created by this pack about bats (more about that later)! There will be an extra no-lore edition in the future for the people who just want the bat changes.
Features:
Of course, there are loot table changes!
Bats now drop 1-3 leather and 0-2 string, all affected by looting!
But there is also a special rare drop which has a 1 in 20 chance of dropping, which is a Bat eye!
Bats also drop a lot of experience now, they have a 2 in 3 chance to drop a "small amount" (which is still a lot) and a 1 in 3 chance to drop an even larger amount!
By default, every bat "overloads" (more on that in the lore) every 200 seconds. This means that they recieve the glowing effect for a short amount of time and then drop a small amount of experience.
The purpose of this is to make bats more useful by making them a "wayfinder" for people exploring. Because they glow, it is easier to find caves when stripmining or just looking for one. The experience that drops gives the player a small reward but also makes it so that you could (maybe) create a small experience farm just by harnessing bats!
The bat eye that drops has a special ability: If you eat it, you will gain the spelunkers effect! Credits and a huge thank you to BigPapiGaming/Kobinator for allowing me to use his code from his spelunker datapack!
The spelunkers effect sends out a pulse that makes all ores in a radius visible for 10 seconds (they will have a glowing effect outline the color of ore they are, e.g. aqua for diamonds, red for redstone), essentially giving you x-ray. Because this is so overpowered, there are a couple of throwbacks.
Firstly, eating the eye drains 5 exp levels. If you do not have 5 levels, there will be a fail sound and the eye will be consumed, but nothing will happen.
Secondly, the eye gives you a lot of negative status effects. It always gives you poison, it gives blindness 75% of the time, can give weakness, slowness and nausea with a 33% chance, and, if you're really unlucky, it gives you mining fatigue 1, meaning that getting to the ores will be harder.
It is obvious that (in this pack) there has to be some connection between experience and the glowing effect. Bats drop experience, they glow; Eating the bat eye drains experience, the ores glow.
So basically the lore I was going for in this pack is that bats have a lot of experience, much more than they actually drop. Sometimes, they overload, and drop the experience, and in turn, they glow.
Their eye also stores a lot of experience. By eating it, you load a bit of your experience (5 levels) into the eye, overloading it manually. When eaten, all of the experience gets sent out in a shockwave, powering and overloading the ores in the area and making them glow too.
Because of this lore, spectral arrows can't be made with gold anymore but instead require an experience bottle to craft. Please leave feedback especially on this, because I don't know if it impacts the game in a bad way.
That's it for the features! If you (for some reason) wish to uninstall the datapack, just run /trigger ob_uninstall, and then remove the datapack from the datapacks folder.
The resource pack is NOT required, but it is recommended! The only thing it does is texture the bat eye, and it doesn't interfere with other texturepacks. If you don't use the resource pack, the bat eye will just look like an enchanted spider eye (which is ok).
Please leave a diamond, favorite and comment if you have feedback, constructive criticism or suggestions!
Again, credits and thanks to BigPapiGaming/Kobinator for the whole spelunker section of the code, check him out, he's a great youtuber!
This datapack overhauls the behaviour of the bat to make it much, much more useful! Now there already are a few of these kind of packs that improve bats, but they mostly just change the loot table and leave it at that. This datapack, however, makes bat something sought after and powerful. Additionally, it adds extra changes to fit the lore created by this pack about bats (more about that later)! There will be an extra no-lore edition in the future for the people who just want the bat changes.
Features:
Loot table and experience changes
Of course, there are loot table changes!
Bats now drop 1-3 leather and 0-2 string, all affected by looting!
But there is also a special rare drop which has a 1 in 20 chance of dropping, which is a Bat eye!
Bats also drop a lot of experience now, they have a 2 in 3 chance to drop a "small amount" (which is still a lot) and a 1 in 3 chance to drop an even larger amount!
Passive effects
By default, every bat "overloads" (more on that in the lore) every 200 seconds. This means that they recieve the glowing effect for a short amount of time and then drop a small amount of experience.
The purpose of this is to make bats more useful by making them a "wayfinder" for people exploring. Because they glow, it is easier to find caves when stripmining or just looking for one. The experience that drops gives the player a small reward but also makes it so that you could (maybe) create a small experience farm just by harnessing bats!
Bat eye and spelunker effect
The bat eye that drops has a special ability: If you eat it, you will gain the spelunkers effect! Credits and a huge thank you to BigPapiGaming/Kobinator for allowing me to use his code from his spelunker datapack!
The spelunkers effect sends out a pulse that makes all ores in a radius visible for 10 seconds (they will have a glowing effect outline the color of ore they are, e.g. aqua for diamonds, red for redstone), essentially giving you x-ray. Because this is so overpowered, there are a couple of throwbacks.
Firstly, eating the eye drains 5 exp levels. If you do not have 5 levels, there will be a fail sound and the eye will be consumed, but nothing will happen.
Secondly, the eye gives you a lot of negative status effects. It always gives you poison, it gives blindness 75% of the time, can give weakness, slowness and nausea with a 33% chance, and, if you're really unlucky, it gives you mining fatigue 1, meaning that getting to the ores will be harder.
Lore
It is obvious that (in this pack) there has to be some connection between experience and the glowing effect. Bats drop experience, they glow; Eating the bat eye drains experience, the ores glow.
So basically the lore I was going for in this pack is that bats have a lot of experience, much more than they actually drop. Sometimes, they overload, and drop the experience, and in turn, they glow.
Their eye also stores a lot of experience. By eating it, you load a bit of your experience (5 levels) into the eye, overloading it manually. When eaten, all of the experience gets sent out in a shockwave, powering and overloading the ores in the area and making them glow too.
Because of this lore, spectral arrows can't be made with gold anymore but instead require an experience bottle to craft. Please leave feedback especially on this, because I don't know if it impacts the game in a bad way.
That's it for the features! If you (for some reason) wish to uninstall the datapack, just run /trigger ob_uninstall, and then remove the datapack from the datapacks folder.
The resource pack is NOT required, but it is recommended! The only thing it does is texture the bat eye, and it doesn't interfere with other texturepacks. If you don't use the resource pack, the bat eye will just look like an enchanted spider eye (which is ok).
Please leave a diamond, favorite and comment if you have feedback, constructive criticism or suggestions!
Again, credits and thanks to BigPapiGaming/Kobinator for the whole spelunker section of the code, check him out, he's a great youtuber!
Credit | BigPapiGaming, https://minecraft.tools/en/, https://misode.github.io/ |
Compatibility | Minecraft 1.15 |
to | Minecraft 1.17 |
Tags |
1 Update Logs
V1.1 : by JohThePro 02/18/2021 10:09:28 pmFeb 18th, 2021
- Changed the initiation text from /say to /tellraw (Doing this for all my previous datapacks)
tools/tracking
4943196
119
overhauled-bats
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I actually expected some people to not like the spectral arrow change, which is why I created a no-lore datapack to compliment it. Use that datapack, its exactly the same except it reverts the spectral arrow change.
Speedrunner seed I found
I got this seed when testing the datapack.