• • 3/26/25 3:51 pm • 2 logs
- 6.9k views • 3 today
- save_alt 1k downloads
- Compatibility
- Minecraft 1.21
- Changes include
- Advancements
- Functions
- Loot Tables
- Predicates
- Recipes
17
PPG's Runic Weaponry introduces several different unique weapons, each with their own textures and abilities, and a combat-oriented magic system with runes and special hats to spice up survival gameplay! This datapack takes complete advantage of the new enchantment system to create cool but straightforward weapon mechanics.
The abilities given to players in this datapack are generally balanced around vanilla survival, so don't expect any of the weapons or spells to make you a murder machine. My goal is to provide players with cool abilities that make vanilla survival more engaging but don't take away too much of the difficulty (obviously, that also depends on the difficulty you're playing it on). There is a bit of emphasis on building your armor/weapon sets since that has always been a game mechanic that I enjoy.
Issues or Questions? Ask on the comments below or email: issuesppg@gmail.com
The abilities given to players in this datapack are generally balanced around vanilla survival, so don't expect any of the weapons or spells to make you a murder machine. My goal is to provide players with cool abilities that make vanilla survival more engaging but don't take away too much of the difficulty (obviously, that also depends on the difficulty you're playing it on). There is a bit of emphasis on building your armor/weapon sets since that has always been a game mechanic that I enjoy.
Issues or Questions? Ask on the comments below or email: issuesppg@gmail.com
2 Update Logs
Port - 1.21.5 : by PeppaPigGod 03/26/2025 3:51:25 pmMarch 26, 2025 @ 7:51 pm UTC
V2.0 port to 1.21.5
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Have something to say?
For the Livingwood Hammer weapon, here's a suggested mechanic that would work better in an efficient and fun gameplay dynamic while still respecting your initial idea:
The weapon has 8 sap charges (which would be visible on the item model). When hitting a target with the weapon (when the weapon is fully charged), you consume a sap charge (the item model changes to indicate the number of remaining charges) to apply a mark to that target.
Every 8 seconds, a sap charge regenerates.
Each marked target increases the weapon gauge, up to 12 points.
By consuming sap marks, you apply damage to all marked targets and heal yourself equal to the weapon gauge. All sap charges are regenerated when the marks are consumed. So if we applied a mark to 12 or more targets, we inflict 12 points of damage on all marked targets and we recover 12 life points.
This results in a much more usable weapon, even if its game plan remains quite slow to implement and has a real impact if the conditions are met. It's possible to have more dynamic gameplay by applying fewer marks to obtain a lower, but faster, damage effect.
With 8 attack damage and 0.8 attack speed, you could finish off a horde of mobs with a single use of a mark if the weapon is fully charged (which is still very slow, but can be fun).
I'll let you give me your opinion, as usual ;)
2. I can craft the spells fine, all the textures work and look great but after transfering it into a weapon and right clicking to use it nothing happens, one thing i noticed is that in creative mode when i try using a staff with a spell on it, it works like a chain command block and puts it into the floor without any commands attatched
i hope i was clear enough with this one, english is not my main language so sorry if anything sounds confusing, i've been playing with your datapacks for a week and they are amazing, i really wanna get this one to work out, thanks for the support.
The spell-casting system works using advancement triggers, do you know if there is anything that affects advancements in your instance? My datapacks are built with survival mode in mind so it should work when you start with none and they are triggerable. This also explains the command block issue, since the staves use command blocks as dummy items since they are not usable in survival.
To help diagnose, try running "/function ppgrw:rune/fire_bolt/cast" and let me know what happens.