Minecraft Data Packs / Extensive

Stoo's Subtle Survival Improvements - v1.10d - Combat, Adventure, Exploration, Quality of Life

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Required Resource Pack
Suspicious Stoo's Avatar Suspicious Stoo
Level 56 : Grandmaster Llama
285
Regular updates and new content:
Make sure to keep up to date. New features, balance work and bug fixes release every week-ish. If you have any feature requests, post them below, they might just get added.

What’s this datapack about?
Stoo’s is a highly configurable pack made for you (and the dev) to have a better experience when playing vanilla survival alone or with friends. It's been about 10 months in the making and combines a lot of small or smallish changes that, at least to us, greatly improved on both the singleplayer and multiplayer experience.

It's got three main goals;
  • Find subtle ways to deepen pre-existing game mechanics or features. You might not spot the differences between what’s vanilla and what’s part of the datapack right away, and that’s the point!

  • Update old features, for instance by adding new items (Tipped Arrows) to old loot tables (Jungle Temple dispensers).
  • Allow players more freedom and opportunity to customize their vanilla survival experience to their personnal preferences.
Specifically, the aim is to let you or your friends avoid repetitive busywork, add interesting challenges, have little hooks for exploration, and make progression feel more meaningful, all without the need for new items, new structures or new mobs.

Includes:
  • Multiplayer friendly: Made especially with servers in mind!
  • Customization: An in-game menu with lots of configuration options, along with a new hardcore game mode and three new difficulty settings, tailored by both personal preference and lots of playtesting. Toggle features and personalize your game;
      • New Content: Tiny, accumulative tweaks to mobs and difficulty, health and hunger, animals, wandering traders, quality of life, chest and entity loot tables, and the environment that together make a huge difference and really breathe some fresh air into vanilla survival;
      • Harder Survival: Return to form for Minecraft’s survival mode, taking inspiration from the qualities of alpha that were lost while updating the game;

      • Darker Caves: A tiny optional complimentary datapack that deepens the shadows of the Overworld, making caves much, much scarier;

      • Cliffier Cliffs: Another tiny optional complimentary datapack that modifies how the game generates terrain noise to try and mimick the Buzzy Bees trailer worldgen as best as possible! Looks stunning;
      • Textures: Two very light resource pack options, one of which adding subtle improvements to textures like diorite, stained glass, rain, bricks, and vegetation;
      • Better Heath and Combat: Hand-picked features from Minecraft’s latest combat snapshots, including an optional health and hunger overhaul as well as rebalanced swords, axes and hoes that can be found in places like the stronghold;

      • Performance: Lots of optimization work, polish and bug fixing went into this pack. It gets updated frequently, always according to player feedback. The goal is for just about anybody to be able to run it and enjoy it, both in singleplayer and with friends.


      DETAILS & FEATURES

      Seamless Exploration & Progressive Challenges
      New advancements, new exploration maps. You might fish out an old Captain’s Log – a map pointing to a shipwreck – or, when you defeat a Pillager Captain, maybe he’ll drop a map to a nearby Outpost.

      If you look in the right places, the world is peppered with breadcrumbs leading you to structures and expeditions, rather than having to stumble onto them by random chance. It’s way easier to get hooked into an adventure when you’re given a map straight to it!

      More Immersive Treasure
      Loot tables for many structures got an upgrade as well:
      • Pyramids might wield honey, mirroring real-life Egyptians

      • Jungle Temples are garnished with deadly tipped arrows and an Inca-inspired chest upgrade

      • Strongholds have more generous loot tables, including special weapons and armors

      • Elder Guardians now drop Hearts of the Sea, and Buried Treasure have more rare loot to compensate

      • End Cities wield a new potion type, "Bottle of Ender", unobtainable anywhere else

      • Woodland Mansions got some love and have much better loot, making them actually worth the trip!
        • Evokers drop valuables like gold, enchanted books and emeralds, but the Totem drop is limited to Mansions.
        • Totems of Undying give unique passive boosts when held, like an increase to attack speed, or extra luck, and can only be obtained from Evokers or from chests in the Mansion

      Music Discs and Exploration
      Finally, most structures or gameplay elements come with their own unique music disc along with a highly rewarding achievement for collecting them, just like the new Bastion. Be the first to beat the game, and you’ll get a truly unique, sentimental item as a reward. No spoilers ;-)

      Progression and Hard Mode
      Another change is the addition of progressive difficulty and a “hard mode”; after reaching the Nether, the game opens up to you. Pillagers and Wandering Traders will start to come visit you, and Phantoms can now spawn due to insomnia.
      Animal AI Improvements & Herd Behaviour
      You know how you can just walk up to a cow, hit it, watch it run around aimlessly for 3 seconds, and their friends just look at you with an empty stare and not a care in the world?

      Stoo’s adds a highly requested and much needed improvement to animal AI: introducing pack mentality and smarter movement. Animals flee intelligently and learn from observation.

      If you hit a wild animal like a cow, a sheep or a pig, surrounding animals of the same herd that saw it happening will start avoiding you too, and if you chase them, they’ll run away from you! Hunting is a just little more challenging, and animals feel like they’re actually living creatures.

      P.S., if you want to know a trick to get them to stop running from you, just be nice. Give them food and some space and they’ll start liking you. Domesticated farm animals won’t run, either.
      Difficulty, Mobs & Survival
      This datapack aims to bring back some of the danger Minecraft was known for but lost over the years. However, when I say danger, the point isn’t to be punishing for difficulty’s sake, but rather to craft a world of genuine survival, high risk high reward, and make players conquer their fears and foes as they progress in the game. After all, the goal is to make the game more enjoyable!

      Configurable: You have three basic settings to choose from, and more settings yet in the in-game menu to change the way progression is felt in the game.

      This section was heavily play-tested with friends somewhat new to Minecraft to strike a good balance between challenge and reward. It includes a brand-new Hardcore mode (disabled by default), as well as subtle changes to loot tables, structures and mobs, all in relation with your difficulty setting.

      Mob tweaks:
      Basic changes include faster spiders, or zombie hordes, or a speed buff to drowned. Zombies heal and speed up when they attack you, and on harder difficulties, they take less knockback, call for nearby friends, and drop more of their held or worn items.

      Evokers have a spell to heal up when hurt; Creepers are slower in easier difficulties; Baby Zombies and Vexes are easier to crit and can even be one-shot.; Etc. After fighting a Trident-wielding Drowned and winning, their Tridents will drop much more frequently, and this based off of your difficulty setting. The harder the game, the better the rates!

      On “Survival” difficulty, Zoglins traverse the Nether Wastes, and you might see a variant of Wither Skeletons that’s slower but wields (and might drop) a very damaged Netherite sword. Creepers match your walking speed, but might drop gunpowder when hit. Spiders can web you when deep underground, and deserts are particularly dangerous at night, but I’ll let you find out why yourself.
      Much Better Phantoms
      Remember how the Phantom was meant to be a haunting nightmare, an actual phantom, ghost-like and visible only to the sleep-deprived? Well, that’s a feature now.

      Phantoms are passive and partially invisible to you until you stay awake for 4 nights in a row or more, rather than just 3. They’ll spawn on the third night as translucent and passive, warning you of what’s to come, allowing you to prepare. Players that have slept lately won’t be targeted by nearby Phantoms, which is a welcome change for multiplayer. You can even drink chocolate milk with a bottle, some sugar, some milk and cocoa beans to passify phantoms in the overworld without needing to sleep in a bed.

      You might even find a reason to stay up and try to challenge them, especially while preparing to face the Dragon.

      Phantoms grow a bit in size, health and strength the longer it’s been since you’ve slept, but they’ll also drop more useful loot and even, rarely, some End-related items like chorus fruit or an ender pearl. Phantom membranes might have some more uses as well. They can be smelted into white dye, but if you smoke them, you get leather. Finally, Phantoms can drop their hide when killed by a player, from which you can craft bundles or leather.

      They only spawn once a player has opened a gateway to the Nether, which helps to make them feel less like a punishement and more a result of in-game progression. Once you reach the End, regardless of your sleep schedule, you might sometimes see them flying in their home world, larger and more menacing than ever, challenging your bid to the skies.
      Environment:
      Some loot tables got tweaked; lapis lazuli and bone meal are scarcer, and food is harder to come by before you’ve made a proper farm.

      Crops grow a little slower, but growth speeds up dramatically during rain.

      When “Survival” difficulty is enabled, there's no longer any way to skip through storms nor nights.
      Structures:
      In “Challenge” and “Survival” difficulties, a few structures have new mob variants, making them more immersive but also much more challenging;
      • Strongholds are infested with both Silverfish and Endermites, and Endermen guard the portal to their realm. A few zombies of the old builders remain, hinting at the fall of the stronghold. (image)

      • Abandoned mineshafts are populated with a few walking corpses of the miners that were lost there, along with a few minecarts harboring TNT. Careful for Creepers… (image)

      • Pillager Outposts are heavily guarded, and might be worth avoiding until you’re well equipped. You might find Witches, axe-wielding Vindicators, and a Vindicator variant that appears in "Challenge" difficulty or higher.
      • Woodland Mansions are absolutely terrifying in harder difficulties. In "Adventure", the fight is already pretty tough, with Vexes and Evokers in the halls. But in "Survival", not only are there Illusioners wherever there are Evokers, but you might find some Ravagers indoors, too. I'm planning to update the structure later on, too, so keep an eye out for that.


      More Dynamic Boss Battles
      Something the console edition of Minecraft does better than Java is its bossfights. Part of the goal for Stoo's is to update the Wither and the Dragon with inspiration from Bedrock Edition, but also to give the fights the flare they deserve without distrubing their balance too much.

      The Wither:
      The Wither has a substantial overhaul, including mood and ambience, music, minions, animations, and a true second phase to the fight. When enabled, shooting the Wither in its unarmored state causes it to give off a powerful explosion, giving it more room to move around in close quarters like caves.

      In Phase 2, once it activates its shield, it summons three Wither Skeletons, similarly to Bedrock Edition's fight. Wither coffins no longer work either, so you'll need to face the boss in order to get your hands on a Nether Star.

      Nether Stars are crucial when exploring the End. When in your inventory, they'll save you from the Void, but break in the process. I recommend you bring Nether Stars, Golden apples, Totems and Slow falling potions with you to prepare yourself for the Dragon.


      The Ender Dragon:
      Fireballs sent by the Dragon will explode on contact, which dramatically increases difficulty. Using beds against the boss will also make it leave its perch. Endermen are buffed in harder difficulty settings.

      In "Survival" difficulty, the Dragon is now summoned with large, darker End-themed Phantoms circling high above the island, keeping players on their toes. Climbing higher above the pillars might alert them to your location.The armor of the Dragon's scales also depend on the difficulty setting, meaning that depending on your setting, the fight will be a real end-game challenge. Beating the Ender Dragon with the new fight enabled in "Survival" will earn a player a special trophy item, unique an unobtainable any other way.

      Another big change comes to Tridents, which will now survive the Void if they have the Loyalty enchantment. In other words, you can now bring your Tridents with you when exploring the End and taking on its challenges!

      Dragon's Breath bottles also have a more important place in progression. You can trade a level II potion with Dragon's Breath to a Master Cleric for two very short-lasting level III potions, including a buffed Turtle Master, Speed III, Regen III and more!
      Weapons & Combat
      This pack comes with the introduction of a few favourite features from the Combat Snapshots making their way into your Caves & Cliffs experience. This means configurable combat; an option for an overhaul to health regeneration, for faster weapons, for rebalanced shields, for new uses for enchantments!

      Here's what to expect:

      Customizable Attack Speed, Weapons, etc.
      Tools as Weapons
      Stoo's comes with an option to easily toggle between Vanilla weapon values and a custom Overhaul, including a faster and more diversified toolset inspired by combat snapshots and allowing for more strategy without more complexity.

      Vanilla Stats
      Tool
      Swords
      Axes
      Pickaxes
      Shovels
      Hoes
      Tridents
      Atk. Speed
      1.6
      0.8 - 1
      1.2
      1
      1 - 4
      1.1
      Atk. Damage
      (Stone)
      5
      9
      3
      3.5
      1
      9
      Atk. Damage
      (Netherite)
      8
      10
      6
      6.5
      1
      9
      Combat Enchantments
      Sharpness, Looting, Sweeping Edge, Knockback, Smite, Bane of Arthropods
      Sharpness, Smite, Bane of Arthropods
      None 
      None
      None
      Impaling, Loyalty, Riptide, Channeling
      Remastered Stats
      Tool
      Swords
      Axes
      Pickaxes
      Shovels
      Hoes
      Tridents
      Atk. Speed
      2.5
      1
      2
      1.5
      4
      1.5
      Atk. Damage
      (Stone)
      4
      7
      2
      3
      2
      12
      Atk. Damage
      (Netherite)
      7
      10
      5
      6
      5
      12
      Combat Enchantments
      Sharpness, Looting, Sweeping Edge, Knockback, Smite, Bane of Arthropods
      Sharpness, Smite, Bane of Arthropods, Knockback (indev), Looting (indev)
      Sharpness (indev)
      Knockback (indev)
      Sweeping Edge (indev)
      Impaling, Loyalty, Riptide, Channeling

      *indev:
      currently in developpement or planned for future editions.


      Archetypes
      One of the big design goals for improving of combat was to have weapons that fill most of the niches of combat and give both options and counters for most every playstyles;
        • Axes fill the role for slow and heavy hits, perfect for players that want to double down on critical hits. They've been relatively untouched, but aren't as strong in the early game.

        • Hoes fill the role for quick and light attacks. They're great for those that want to go all out on combo-ing and w-tapping, but are hard to master, requiring a steady aim and a good rythm.

        • Swords strike 1.5x faster than vanilla, having an attack speed of 2.5 rather than 1.6, allowing for more strategies if you time yourself well. Faster attacks also means new players can better intuit the system and aren't as heavily penalized for spamming.

        • Shovels might not seem like a weapon at first glance, but can be wildly useful when in the right hands due to their knockback attack. When attacking while jumping, shovels will sweep opponents upwards significantly, which you can then chain with a sword strike to juggle opponents in the air. It's really hard to pull off, but if you have friends by your side, a shovel can be a great support tool.

        • Pickaxes help level off the playing field between players; while it won't deal much damage, an attack by a pick can significantly chip away at the durability of the victim's chestplate, scaling with the armor type. While Leather and Chainmail chestplates are mostly immune to this effect, Elytras are especially vulnerable to being disabled. Pickaxes offer a solution for armored "wars of attrition", where the loser is usually the one whose armor piece breaks first.

      Optional Shield Rebalance
      By default, this option is disabled, but it comes highly recommended as a big improvement for PVP specifically.

      Shields have two stances available; when crouching, blocking damage stuns the player's movement speed for 1s, but allows them to retort quickly and make an attack of their own. This is a good option for counter-attacks, but leaves the player vulnerable.

      Meanwhile, blocking significant damage while uncrouched stuns the player's attack cooldown timer for 0.6s and knocks the player backwards, which is ideal for putting some distance between your attacker and yourself. Addtionally, blocking in this way deals less damage to the shield's durability.

      The result? Shields are a lot more dynamic than in vanilla, and turtling behind a shield carries significant drawbacks. It's recommended you play around with these changes to really learn the mechanics behind them; when mastered, you might find that shields are even more useful than before!

      Practice run against a Ravager:
      Here's an example. Say you're in a mountain village facing a loose Ravager. You're low on health and need to eat, but it's hot on your tail. One trick could be to uncrouch and block when the creature charges up its roar attack. You'll take significant knockback as it sends you flying away, giving you lots of time to back off and eat. Blocking while uncrouched sets your attack cooldown to zero for just under a second, but that's not a problem if you're not planning on attacking.

      Now, you're healed up and feeling brave, so you decide to wait for it and couch block. This stuns you in place for an instant, but allows you to attack right after blocking. You get a swing in, then crouch block, then swing again.

      A bad idea would be to block without crouching, panic, and swing. Your attack won't be strong enough to deal lots of knockback, so your opponent will easily be able to get another hit on you. And...make sure not to be standing on the edge of a cliff when blocking without crouching, either.

      Another bad idea? Don't crouch-block unless you have the health to back it up; sure, you'll deal more damage, but odds are you'll want to run and eat but be unable to. Use your shield wisely and it'll serve you well!

      Bonus features:
      Tridents enchanted with Loyalty will withstand falling in the void, no matter the dimension, meaning you can finally bring them to the End without losing them forever.

      Bottled Strength potions have also been nerfed a little, now granting +2/+4 damage rather than +3/+6. Splash potions and other ways to get the effect are untouched.

      Health & Hunger Mechanics
      Another subtle change comes to health regeneration inspired by Jeb’s combat snapshots, site feedback, mods like Hunger Overhaul, along with my own personal preference after lots of experimentation. It’s toggleable and disabled by default, but I really, highly recommend it!

      Stoo’s introduces three intuitive and consistent health regeneration systems that closely mimic vanilla systems from combat snapshots and from legacy editions, aiming to reduce how often you have to eat, to find a system enjoyable inside and outside of combat and to reduce how much you can depend on food alone for health recovery.

      Default: Satuation Boost
      Active and quick

      Default option. This is how regen works in Java Edition since the Combat Update.

      Players heal every 0.5 seconds whenever at 10 hunger haunches (full hunger) or 4 seconds when above 8 haunches. However, each half a heart healed reduces player food level by either one full haunch or 3 saturation points.

      Players always need to eat to heal, but healing overcomes most damage sources. While very helpful, too much regen can also incite rasher decisions as well as make you underestimate threats. The lack of saturation post-healing can lead to a lot of "maintenance eating" when outside of combat, where you feel like you constantly need to eat to top off your hunger bar even if it's almost full, making it feel for some like you always have to eat to maintain a status quo.

      Legacy: Old Fashioned Vanilla
      Passive and slow

      Great option for survivalist players. This is how regen worked in Minecraft before the Combat Update as well as how it currently works in Bedrock edition.

      Players heal every 4 sec whenever above 8 haunches, but every four full hearts healed only reduce the player's food level by either half a hunger haunch or by 2 saturation.

      It’s inexpensive and relaxing outside of combat, but slow and passive regeneration can mean even small mistakes might end up deadly. The flipside, though, is that if you don't come prepared with Golden Apples or potions to dangerous situations, you might end up having to hide in a corner or run away for awhile to regenerate back health, or die to environemental hazards even while full hunger.

      Most Recent: Jeb's Combat Snapshots
      Passive yet quick

      Reimagining of the system introduced in PVP snapshots to replace 1.9’s saturation boost.

      Players heal every 2-6 seconds whenever above 3 hunger haunches. The less hunger you have, the slower you heal (and vice-versa). Regen is costly and can drop players down to low levels, restricting player sprint. However, regen time scales with food level. The higher your food level is, the faster you heal.

      This makes for an interesting feedback loop where healing and sprinting occupy the same ressource space and abusing one means losing both. Taking damage isn’t as temporary a setback, while each food item you eat lasts you longer. It also helps rebalance what makes saturation boost too strong without straying too far from it nor having the same issues as legacy (or "old fashioned") hunger mechanics.

      Recommended: Stoo's Hunger Overhaul
      Versatile and intuitive

      Best of both worlds. Players can heal both actively and passively! Made to give players more choice. Foods grant health points and hunger points directly. Players can choose to eat and spend a food item to heal quickly, or risk waiting to heal passively.

      Players heal every 4 seconds whenever above 3 food haunches at the fixed cost of one quarter haunch.
      • Food diversity:
        Foods have two factors; food points and health points. When you eat a carrot, it gives you one and a half haunch as well as an instant half a heart. This allows for more options when it comes to food you bring with you; confections like cake, pies, cookies could heal up to 2 hearts but have barely any food value, while cooked meats would heal only around 1 to 1.5 hearts, but grant a lot more food points, helping you sprint for longer but heal much slower.

      • Flexible eating inspired by saturation boost:
        Players can always eat food, even when full. This gives them a choice; waste the food points of this steak to heal quickly, or wait and risk taking more damage? You're never frustrated due to the inability to heal, either.

      • Intuitive passive regen inspired from combat snapshots and legacy:
        Players also heal slowly, at a fixed and visible ratio. Every 4 seconds, you heal half a heart for the cost of a quarter of a hunger haunch. Players stop both passive healing and sprinting at 3 hunger haunches, same as usual. This also means that getting hurt can lead to a feedback loop where to healing without eating will slow you down in the long run, making you vulnerable.
      To keep the hunger system relaxing, hunger loss from passive activities like sprinting, mining, jumping is slowed down a lot, too, meaning you won't be interrupted by sprint loss as much as usual when doing activities that aren't part of combat - like building, exploring - but you will lose your sprint if you take damage! This also means no more need for saturation or hidden variables, either; everything is explicit.

      N.B. This option is still somewhat experimental. If you encounter any bugs or problems, make sure to report them! Thanks.


      Cooking! Stews, Pies, More
      New food variants:
      The game offers new options for late to mid-game foods, such as chocolate pies, apple pies, sweet berry pies, bottles of chocolate milk, and over 38 new suspicious stew recipes which you'll have to discover for yourself.

      To further incentivize diversity when it comes to the foods you eat, some rare or hard to craft meals might give you short effects, like how eating a tropical fish grants you 6 seconds of Dolphin’s Grace (which is more fun than it is actually useful) or how eating a cake slice heals you. To ease the end-game problem of hunger management, most hard-to-get farmable foods like pies, cookies, and rabbit stews get buffed in terms of food and saturation and might even be worth farming, wink wink.

      Survival & scarcity:
      While farmable meals like Golden Carrots, Pies, Soups and Stews give more food and saturation than before, food is also slightly harder to come by in the wild, making for a survivalistic early game. Animals flee more intelligently and drop a bit less meat, crops take a bit overall longer to grow, melons and haybales have been nerfed and zombies even drop half as much rotten flesh. Food sources follow a more meaningful progression.

      What about stews?
      One of Minecraft’s best, weirdest, and most under-used items is its stews, specifically its Suspicious Stews. They’re unstackable and inconvenient, but so much fun. This datapack greatly expands on the idea and lets you combine just about any food item with a bowl and two mushrooms to cook up different meals, each with different short-lasting effects, all varied in potency by random luck and all well balanced as to not devalue Golden Apples or potions.

      New stews come in 7 different categories, including different textures. Veggie stews, meatball stews, glistering stews, fishy stews, even monster stews! Etc. These come along with advancements for figuring out ways to craft them. There’s a lot of fun combinations to try out; some of them useful, few of them deadly, most of them wacky and fun in their own way. Go mix and match to find out what each meal does, but beware… It’s called a “suspicious stew” for a reason.

      Villagers & Wanderers
      This pack includes changes to wandering traders (and a few villagers) to give them a lot more utility, a lot more personality and a lot less grind. All of the following features are individually toggleable, meaning that they can be disabled at any time.

      Better Villager trading:
      Novice Fletchers:
      Fletchers have a few offers to replace the overpowered sticks-to-emeralds trade, including a target block, fireworks and more.

      Novice Librarians:
      Novice librarians have the option to no longer sell enchanted books until they've been levelled up with the goal being to discourage players to cycle trades and get the best gear by grinding. Instead, new and interesting replacement trades are given to novices in line with the trades of other novice villager professions, including a few banner patterns, candles, Golden Apples, and more. Mending librarians can still exist, but you can no longer pick and choose which enchantments you might get right off the get-go.

      Treasure enchantments are much harder to get early on, your best bet being to explore the world and interact with the game's systems more meaningfully. Exploration loot has been buffed. Raid a Mansion, or rob a Bastion! Conquer End Cities, and you're likely to get rewarded.

      If you're looking for Mending, your best bet is to tackle the Stronghold and find its library.

      Master Trades:
      If enabled, Master Clerics, weaponsmiths and butchers will unlock new trades in line with the end game. Clerics will have a way to use Dragon's Breath to upgrade your potions, weaponsmiths will sell players who've defeated the Dragon high tier weapons, while butchers will be able to sell you some of the new suspicious stews that this pack comes with. View the section on "Cooking" for more info.

      New Wandering Trades:
      Say hello to the new Wandering Traders! When enabled, they’re transformed from annoying visitors to some kind of extravagant, magical vagabonds that try to sell you their novelty junk at a high price, but sometimes unknowingly stumble onto real treasures, yours for the buying.

      Traders get a big upgrade to the items they sell; they keep their old trades while also getting 4-6 random new ones out of a pool of over 60 unique trades. Some of them are treasures, useful and unique - like a crossbow charged with fireworks, a block of Mycelium, new tasty stews or one of their invisibility potions – while other trades are actual scams or jokes – like a piece of paper renamed to look like an empty map or a green "Snake Oil" potion with no effect.

      The trades are all very vanilla and in line with the original item collection, but the variety and the scams add charm and a flavour of personality to Wandering Traders so that when they sell something valuable you can get excited, but when they try to sell you a sapling for 14 emeralds, you can laugh and say “Yeah, that’s about right”.

      Quality of Life
      Instead of having to repetitively grind or farm specific resources to build or to go on expeditions, one of the main goals of the pack is for fun gameplay to take centerstage and be available to replace farming and grinding, either by introducing new recipes or making friendlier drop rates, especially for mobs. Another goal is to keep large-scale creations like iron farms intact, but a little more optional.

      There’s also a lot of miscellaneous quality of life changes and or new, more interesting ways to circumvent long, repetitive or safe methods of resource gathering;

      Gameplay to replace ressource grind:
      • After fighting a Trident-wielding Drowned and winning, their Tridents will drop much more frequently, and this based off of your difficulty setting. The harder the game, the better the drop rates.

      • Husks drop Sand, Beetroots and Copper ingots instead of Iron Ingots and Carrots.
      • Wither Skeleton skulls don’t take as crazy long to get, increasing the drop chance from 1% to 4%.
      • Put Rotten Flesh in a Smoker to make Leather but cook it to turn it to Brown Dye.
      • Flint drops a little more commonly, and so do Apples.
      • Sandstone can be grinded to sand with a Stonecutter, as well as Cobblestone to Gravel.
      • Fishing has a variety of extra items, though rarer than the default loot, like Bamboo, Prismarine crystals, Maps to various structures, fish buckets, and, if you’re very lucky, extremely damaged Tridents.
      • Zombies are a bit stronger, might drop iron ingots or tools when deep underground.
      • Skeletons might drop coal or extra bones and arrows when deep underground.
      • Creepers sometimes drop gunpowder when hit, but only on the Survival+ difficulty setting.

      • End Crystals are crafted with Amethyst Shards rather than Glass Blocks.
          • Hoppers are cheaper, while Shields and Pies are more expensive.
          • Slime balls can be fished in Swamps, and more loot can be fished in Oceans!
          Quality of life changes:
          • When you play a music disc, the game’s ambient music stops instead of playing over the tune. Surprised me that this wasn’t already part of the game!
          • Tamed wolves slowly regenerate health when hit.
          • Creeper explosions don't obliterate as many blocks. If a creeper blows up 32 dirt blocks, you'll pick up 32 dirt blocks from that explosion (rather than around 23).
          • Crafting paper can now be done from your 2x2 grid.

          • Armors can be recycled. Smelting armors (and horse armors!) give ingots rather than nuggets. Leather armors can be broken back down into Leather.
          • Wooden and brick slabs can be converted back to blocks, and crafting wooden stairs results in six stairs rather than just the four.
          • Stone variants like diorite work like regular stone; mine them and you get cobble, but with Silk Touch they drop as usual. No more cluttered inventory! They can be crafted with easy recipes, too, in case you want to build with them.
          • Sea Lanterns drop more of their fragments when broken.
          • Cakes drop themselves if they’re still uneaten.
          • Mix any two dyes together to make a blend, like mixing pink with orange for red dye, or blue and yellow for green. Took a lot of time to make sure every dye combination has a recipe!

          • Brick or Copper based blocks are easier to craft, including Bricks, Nether bricks, Cut Copper. You can also smelt waxed copper blocks to unwax them.
          • Etc.


          Each recipe in this datapack has an advancement and a place in the recipe book, so no need to memorize them.


          PERFORMANCE & COMPATILIBILTY
          How to Install
          1. Download and open “Stoos_Survival_Bundle_vX-extract_me.zip”.

          2. There should be two folders inside. Select the version of Minecraft you want to run the datapack in (1.16 or 1.17).

          3. First things first, you'll want to install the ressource pack. Drag and drop the ressource packs into the Ressource Packs screen, and select which one you prefer. "Lite" is required, "Deluxe" is optional and includes small tweaks to random textures like diorite.

          4. If you’re running a server, look up how to make players load the resource pack on login.

          5. Next up, installing the datapack! Drag and drop the “Stoos_Survival_Pack_vX.zip” file in either your world’s save folder or the datapack menu option in world creation. Works the same for a server. The "Darker_Cave" datapack is optional. Do “/reload” in-game if you were playing in your world.

          6. A message should appear to confirm that the installation was successful. To interact with the in-game menu, you'll need to have cheats enabled.
          Datapacks Conflicts
          The pack compatible with most other datapacks, but will have compatibility problems with any pack that;
          • Makes players or entities join a team (used for Phantoms)
            A conflict of this type will make Phantoms attack you regardless of your sleep timer.

          • Overhauls the same loot tables as Stoo's
            A conflict of this type will override either Stoo's or the pack's loot table. A compatibility patch has been made for the "More Head Drops" datapack. A patch for "More Totems" is planned.
            Performance
            One of the main goal of this pack is to be accessible and enjoyable by just about anyone and everyone, so a lot of time was spent on optimization. As of version 1.8b, Stoo’s has a negligible impact on performance, with very rare lag spikes. It’s about as resource intensive as your average Forge or Fabric mod.

            Testing has been done on a PC, a Microsoft Surface Pro tablet, and a hosting service with up to 8 players online, all without any performance dips.

            Stoo's was designed with multiplayer in mind. To my testing, it runs smoothly on multiplayer servers for any reasonable number of active players (1-12). Note that on modded or plugin-heavy servers, advancements might act strangely which will inevitably affect the datapack's logic. If you’re planning on having more players on, I recommend disabling “Smarter Animals” and tweaking other commands in case of lag. Check out the "Folder layout" option in the customization menu for more info on how to navigate the pack's file structure.

            Finally, if you do experience lag, make sure you’re not running too many datapacks either, as some of the deceptively simple ones have to use a lot of commands to achieve something you might otherwise think would be lightweight, and the more packs you pack, the more work you add to the internal processes of the game.

            Customization
            Here’s the in-game command: “/function stoo_main:configure”

            The pack will prompt you to configure it after installation, and includes an entire configuration menu complete with detailed options. Hover your mouse over any setting to see what it does.

            To further customize the pack, if you’re brave enough to face my coding skills and lack-luster documentation, you can modify values from files directly with some basic understanding of Minecraft commands. If you do that, though, I recommend you playtest quite a bit to weed out any bugs your modifications might have created. I also recommend you start off by taking a look at the folder layout specified in the in-game menu; it describes briefly what each folder of the datapack does.

            You can play around with the pack as much as you like, and use the logic behind its features for your own packs as well; put a spin on what I came up with and make it your own! Just, well, don’t plagiarize or redistribute. This took a lot, a LOT of work.
            Known or reported issues
            • “When I hold a fish, animals stop fleeing”: intended.
              Behind the scenes, animals actually use a cat’s AI to run away so fluidly! This ends up meaning that holding fish can be a bizarre little exploit.
            • “When climbing a hill while running away, animals suffocate and can kill themselves”: partially resolved.
              The animal is mimicking the movements of a cat, whose smaller hitbox means that the animal’s head momentarily enters the block they’re jumping atop. I’m not planning on solving this bug anytime soon, it’s way above my paygrade (which is a very low standard since I’m doing this for free). Last attempt to fix this resulted in flying moonwalking pigs. However, if someone can give me a pointer to solve the issue, I’ll happily give it another go!
            • “When fishing or killing a pillager or trader, and it drops a map, my game freezes”: resolved.
              MC-190896 is fixed as of snapshot 20w45a!
            • "When loading the game or doing something specific, I get a bunch of custom food": resolved!
              Very likely to be caused by a conflict with another datapack granting players all available recipes, but this has finally been fixed in version v1.9a! Make sure to update.
            • "In Creative, a few spawn eggs get replaced by... stew. And pies": intended.
              It's a quirk used to sell the illusion when NBT crafting. Wolf spawn eggs, Panda spawn eggs, Polar Bear spawn eggs, and Turtle spawn eggs get retextured and renamed to suspicious stews and custom pies respectfully, but will still work as regular spawn eggs when used. Kind of funny.

            • "Evokers drop three totems in the Mansion. Is this normal?": intended.
              Since Evokers now only drop Totems in the Mansion, but the structure only spawns 1-2 Evokers and chests inside are hard to find, it was decided that the mini-boss would drop 3 totems upon death rather than only the single.

            • "I'm not seeing any Difficulty features / Custom health regen suddenly stopped": resolved.
              V1.8a had a vulnerability where closing the game could interrupt internal clocks, and the datapack wouldn't re-intialize them on reload. In other words, it's possible that your clock function got disabled. If that's the issue, the fix should be easy; try reselecting a difficulty setting in the menu. That will run the clock function again. Make sure to update too, if you haven't.
              There’s bound to be more. Let me know if you find something that isn’t on this list! Resolved issues can be found in the changelog. If you post about a bug, I might remove the comment once it's fixed to keep everything relevant in there. Make sure you update the pack!

              Also, if you haven't already, check out Manu's Advanced Stonecutting Plus! It's vanilla friendly and was adapted to work with this datapack. Kudos to the guy, he does some fantastic work!
              CreditBig thanks to my patient friends, techobalded (Lucipo) down in the comments, ItsManu001, Onehand, CloudWolf, VanillaTweak's RNG, and r/MinecraftCommands for helping me assemble and improve this pack to the level of polish it has now!
              CompatibilityMinecraft 1.16
              toMinecraft 1.17
              Tags

              38 Update Logs

              v1.10d - Swampier Swamps & Snapshot Compatibility : by Suspicious Stoo 02/06/2021 4:16:41 pmFeb 6th, 2021

              Hiya! Here's a small patch for v1.10 to fix a few bugs and add a small add-on to overhaul Swamp Biomes. Try it out yourselves and feel free to give me feedback or suggestions. If you have any ideas for structures to add to the Swamps, now's the time ;-)

              Bug fixes in v1.10d:
              
              - Fixed a ressource pack bug where the Potion item model wasn't rendering properly when held;
              - Fixed an issue where crafting Chocolate Milk in 1.16 would clear the ingredients but wouldn't give the item;
              - Fixed issues with Copper block names and 20w05b, including a possible crash log;
              - Fixed compatibility with the latest snapshots

              Addtions:
              - Added a new optional worldgen add-on, Stoo's Better Swamps, using some of the new Lush Cave blocks;
              - Added a compatibility patch for Alternative Mob Drops (suggested by AstroVulpix)
              LOAD MORE LOGS

              Create an account or sign in to comment.

              1
              12/10/2022 8:04 am
              Level 1 : New Miner
              BudinMendez
              BudinMendez's Avatar
              es compatible con la 1.19?
              1
              07/31/2021 6:31 pm
              Level 1 : New Miner
              XepherTim
              XepherTim's Avatar
              Causes Diorite to drop Cobblestone and the occasional Iron Nugget, and Oak Leaves drop a block when broken.
              1
              07/25/2021 12:52 am
              Level 1 : New Miner
              Mybankaccountgotstolen
              Mybankaccountgotstolen's Avatar
              I have been trying to find how to make chocolate milk with bottles and milk and coco and I can't still find out how to make it!
              2
              07/11/2021 12:39 am
              Level 1 : New Miner
              IISteffoII
              IISteffoII's Avatar
              Hello, when using this datapack it causes leaves to drop (as an item) from trees rather than them breaking and dropping apples or other things. Is this a bug or is this intended?
              1
              07/20/2021 12:35 pm
              Level 1 : New Miner
              Swann_Decamme
              Swann_Decamme's Avatar
              its a bug!
              1
              06/28/2021 7:27 am
              Level 1 : New Miner
              MrDziobak
              MrDziobak's Avatar
              Yo. I wanted to thank you for making this datapack. It brings some fresh air to vanilla minecraft and makes game harder, so it's just what I was looking for! I have 1 issue tho...

              The new foods. For some reason, when I craft them, they just disappear in an instant and when I get them through creative mode I cannot eat them. Everything else works flawlessly so if someone could explain to me what's wrong I would be thankful. Thanks again for taking your time to make this datapack!
              2
              06/26/2021 3:35 pm
              Level 1 : New Miner
              Swann_Decamme
              Swann_Decamme's Avatar
              Hey! I really liked the scarcity you added in getting lapiz, and I would really apreciate if you could add a change, or at least an option, to make all the ores in general more scare and hard to get (especially coal and iron, which seem to be waaay to common for my taste). Ty for all the updates, and overall, great datapack, even to play in CTM maps or adventure maps or, in general, pregenerated worlds! It ads so much spice to the game!
              1
              06/23/2021 4:08 pm
              Level 1 : New Miner
              jullianplayz
              jullianplayz's Avatar
              hey i broke a block of sand and it gave me (just a guess) 13 advancements
              and fix?
              1
              06/23/2021 7:17 pm
              Level 1 : New Collective
              5VH
              5VH's Avatar
              I am also having advancement issues, when i craft a crafting table i get like 18 achievement popups
              1
              06/22/2021 6:46 pm
              Level 1 : New Miner
              BurtunGuster
              BurtunGuster's Avatar
              when I try to add the better swamps datapack into the world it says datapack validation failed. Any ideas?
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