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Spider Queens (Version 0.4) | True Survival Minecraft Datapack

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Devons_Desk's Avatar Devons_Desk
Level 70 : Legendary Architect
402
With this datapack, Spider Queens will have a small chance to spawn in your survival world! You also have the opportunity to make your own Spider Queen!

Spider Queens will:
-Hatch cave spider babies.
-Leave occasional cobwebs where they walk.
-Have resistance to make them harder to kill.
-Use particle effects and sound effects to increase immersion.
-Craft 8 spider eyes and 1 water bucket into a slimeball.


Spider queens are created whenever a spider has the strength potion effect. On hard difficulty, this makes them very rarely spawn in your survival world. But you can also create your own, to make a mini mob/cobweb farm. They present increased difficulty as well as farming capability, while giving a use to spiders that cave spiders don't already have.

Let me know what you guys think! Also, tell me what you guys might want to see from future datapacks. Enjoy :-)! More True Survival content is on the way.
CompatibilityMinecraft 1.16
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3 Update Logs

Version 0.4 : by Devons_Desk 07/05/2020 3:24:18 pmJul 5th, 2020

Bugfixing!
Updated namespace to prevent conflicts with other datapacks!
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2
08/30/2020 12:26 pm
Level 1 : New Miner
Wreckage101
Wreckage101's Avatar
Great Datapack, works wonderfully. Its nice to be wary of above ground spawns even during the day.
1
07/18/2020 3:47 pm
Level 3 : Apprentice Miner
LarstonMarston
LarstonMarston's Avatar
I like the idea of adding more useful recipes with spider eyes, but I feel like slimeballs are a bit strange, considering they're already associated with another hostile mob. I'm not really sure what you would add, though. Maybe an item with some sort of unique ability?
4
06/29/2020 9:55 pm
Level 29 : Expert Dragonborn
skunkmunkee
skunkmunkee's Avatar
Very Cool Datapack as always Devon. Great job. You make my nightmares come to life! I did a showcase of it on my YouTube channel:
3
06/29/2020 10:04 pm
Level 70 : Legendary Architect
Devons_Desk
Devons_Desk's Avatar
Hahaha I aim to please/instill fear :D
4
06/22/2020 1:09 am
Level 51 : Grandmaster Meme
calebchan
calebchan's Avatar
Wow! I've always wanted to make a naturally spawning spider queen datapack myself. I was always stuck on what mob drops and functionality it would have. I do feel, however, honestly that these spiders may still lack some of that? But what can you do with stacks of spider eyes and string and cobweb? It's always evaded me.

But I must say it's very smart to upgrade naturally existing spiders into queens by strength effect, which scales with difficulty. Feels so organic.

Again, presenting my thoughts, if I may,

1) Like the polar bears datapack, would the baby spider spawning be local to each spider queen instead of every spider queen in the world at the same time? so the timer would be a scoreboard objective with each individual spider queen as a player. And perhaps with a random chance predicate to randomly increment the timer each tick–or not–to give the spawning rate some randomness?

2) I've also been stuck on some way to identify the spider queen from normal spiders. There's not much options. But it just hit me, would a cobweb falling block riding the spider queen entity look good (by precedence, would it work? HAHA).

3) Sound effects for when the baby spiders spawn! You've probably already planned this, and since I'm commenting just 6 hours from the first release. But that would be really cool.

4) It's a process, but maybe using a relative facing-entity execute command, could the spider queen randomly produce a cobweb block between itself and nearby players? That would be neat for combat.

5) You'd have traces of cobweb around in the world when randomly generated spider queens spawn and despawn, but the player never sees them, and they still spawn a bunch of cobwebs, makes the world messy. Not sure if you've already done it, but could you make it so that spider queens only spawn cobwebs when players are within 24 blocks (mobs spawn outside 24 blocks from the player but freeze when outside this radius; so if players see spider queens moving, they are also making cobweb). This might reduce the cobweb traces around the world.

5b) On a similar note, cobweb spawning seems a bit sparse. You think spiders, you think a bunch of dense cobwebs. Maybe you could go crazy with cobwebs, if you kill a spider queen then all the nearby cobweb blocks get removed? Or, or, better, the cobwebs wash away if exposed to rain. Imagine, surface cobwebs are removed naturally, but like, if spider queens had spawned in caves or overhangs, and you see traces of cobweb there? Now that, that would be cool. Of course, the game would only remove the cobweb exposed to rain around a player, and not checking every block in the world constantly.

6) Spider queens keep their strength effect, right?

Longest essay I've written in this MCO. But I just really admire the idea of spider queens. I've been taking a break from the ol MC, but wow. This is why I play. Thank you for taking the time to read this, I've really enjoyed even just reading about your data packs, I hope you enjoy developing them further!
4
06/22/2020 2:27 amhistory
Level 70 : Legendary Architect
Devons_Desk
Devons_Desk's Avatar
Haha, thanks again for the detailed feedback Caleb!



As you've guessed, I usually like to lead with a more sparse first release to gather feedback before exploring the more complex ideas I might have for the feature. I'll definitely add some more immersion style things with particles on the spawning and some sound effects as well! :-)



One of my worries was whether or not the spider queens would be identifiable enough apart from vanilla particle effects. I've pondered ways to more clearly identify the spider queens and I've considered things like armor stands with mob heads etc. Maybe I can combine your idea and integrate cobwebs with a semi-custom model. I also have considered a particle effect cloud. Above all, performance is one of my main worries.

I do like your idea of adding cobwebs to combat somehow! I am worried a tad as I've seen other datapack makers do something similar. If I do implement it, I want to make sure I have a unique spin to make it wholly my own feature!

I may consider making it a radius limit to activate the spider queen's ability, that may be a good idea. But at the moment, I like the idea of it leaving mild traces in the world. Like if you were to come across a cobweb in a strange area you would know a queen was there, making the world feel a bit more dynamic. Especially if it was an area you had been before, and didn't previously have any cobwebs. If with more testing, it feels like the cobwebs are getting out of hand, I can definitely make that change! (A radius limit on just the cave spider part may be warranted though.)

I don't really plan to up the cobweb count in any way at the moment. There are a few things I do when considering features for True Survival. Particularly with mob improvements, my aim is to improve but never to overwrite/overshasdow. I feel that the ability to place blocks is already a rare one, especially a never-before sustainable block like the cobweb. The placing of a single cobweb I feel is just exotic enough for the goal. That idea sounds very good for a true Spider Queen Boss datapack though! This is more of a spider queens in the natural world/wild kinda idea.

And yeah, naturally spawning spider queens will stay that way until they despawn or are killed. Artificial ones the player makes will have to have a ready stock of strength potions if they want to continue harnessing the Spider Queen's power :-)

Thanks, I do enjoy making these, especially when I get to read impassioned feedback like this! (Also I have never worked with predicates in my life, haha. I'm still doing my best to learn datapacking, but I know predicates are something I should try to get a handle on.)
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