Minecraft Data Packs / Adventure

The True Survival Mode | Core Features

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  • check_circle Recipes
  • 13,261 views, 38 today
  • 1,271 downloads, 6 today
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Devons_Desk avatar Devons_Desk
Level 56 : Grandmaster Architect
157
Make sure to check out the full release of TRUE SURVIVAL! It contains these survival features and much, much more!


Features:


- Harder Minecraft!
- You can toss logs onto campfires to receive regeneration! (Multiplayer compatible)
- Natural health regeneration is disabled.
- Torches can be made on campfires.
- Regular torch recipes are disabled. But more are added.
- Craft 4 torches from 1 stick, 1 coal/charcoal, and 1 grass (not block).
- Craft 6 torches from 1 stick and 1 fire charge.
- Blazes drop fire charges upon death in addition to other drops.
- Zombies will extinguish torches when they walk over them!

Minecraft survival is far too easy. I think the source of this difficulty is the lack of threat to light and health regeneration. This datapack is the precursor to the comprehensive release of TRUE SURVIVAL! Good luck out there and enjoy! :-)

More true survival content is on the way! Let me know what you think about how I can improve it before the official release!

CompatibilityMinecraft 1.16
Tags

3 Update Logs

Version 0.4 : 07/05/2020 6:29:27 pmJul 5th, 2020

Bugfixes Again
Somehow, the last patch managed to break the null recipes for torches. This should fix that! (Let me know if you guys encounter any issues)
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2
08/11/2020 11:54 am
Level 16 : Journeyman Button Pusher
Incognito255
Incognito255 avatar
Excellent!
2
07/18/2020 12:06 am
Level 1 : New Miner
LUBrickon
LUBrickon avatar
After testing, it seems you cannot burn Crimson Stem, Warped stem, and both of their stripped variants on a campfire as well as their Hyphae and Stripped Hyphae variants. You also cannot burn any of the stripped log or fully bark covered "wood" variants (as well as the stripped version of these) on campfires.

Is this intended?
2
07/18/2020 12:48 am
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
Yeah the nether trees are fireproof so I ommitted them from the campfire functionality. As for the bark blocks, I only took them out to save on commands and reduce lag.
2
09/22/2020 3:27 pmhistory
Level 47 : Master Llama
Suspicious Stoo
Suspicious Stoo avatar
Way late on this, but you could always make the campfire feature trigger by recipe advancements instead of checking on a clock.
    • Make a null recipe for every log type, and an advancement that triggers whenever that recipe was unlocked.
    • Make the reward for the advancement a function that revokes the advancement from @s.
    • Give @a[​distance=..5] regeneration 1 for 30 seconds.
This would considerably reduce lag and open up the pack to having more features. It would also make it much easier to add logs, and would make the feature compatible with soulfire campfires.
2
09/22/2020 4:02 pm
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
That is actually a fantastic idea and I wish I thought of it haha

I will heavily consider it, cause the performance improving sounds great

The thing that's holding me back would simply be just the novelty of literally "throwing" a log onto the campfire. I'll have to think about it a bit more! Thanks for checking out the pack <3
1
09/22/2020 5:33 pm
Level 47 : Master Llama
Suspicious Stoo
Suspicious Stoo avatar
NP, my pleasure! It's a great pack :-)
3
07/15/2020 10:30 pm
Level 1 : New Miner
Kavis
Kavis avatar
Love the pack! Makes MC difficult while not being necessarily BS like some other packs/plugins do.



Although I did notice while testing out the features that the soul campfire doesn't give regeneration when logs are thrown into it?



Not sure if it was intentional or not. But it'd be cool if it did. And considering it's slightly harder to get the soul campfire, maybe give a better effect? Or something different?



Anyways regardless, love the pack along with the other "True Survival" packs!
2
07/15/2020 10:52 pm
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
Thanks Kavis!



The soulfire campfire will actually have a differing feature in a future update/release! Have no fear!



Glad you enjoy the datapack and thanks for playing :-)
4
06/18/2020 1:02 amhistory
Level 1 : New Explorer
kawaii_stalker
kawaii_stalker avatar
Dear mr.Devons

i have playing with your datapack alot lately and i love them you brigh up a hole new experince when playing the game thank you!

on how to improving the challenging here are some of my ideas:

- [​Status Effect]:
each action that you make could be different ways resulting to your next action

  when the night come and you doesn't near any light source (in 10 block radius or don't held any light source) you will be blind and slow.
  when you go to bed and start a new day with 50% health or less will make you weak, slow for the rest of the day
  better make your tummy full cause base on the hunger you will get difference effect like slow, mining fatigue, nausa, weak

-[​Biome Specific]:
each biom will give you diffent debuff

+snowy places make you slow and unable to jump
[​wear leather armor will counter this effect or near a campfire]
+desert or bad land make you hungry and weak since it hot
[​take a bath in the river or drink water bottle when you explore this place]
+swamp will give you slowness 3 and bliness when you in water, and at night you will get Wither and Blindness if you'er not near any heat source.
+jungle is a hard place to navigate at night cause it will cause you slowness and nausa if you stay there for too long and watch where you go since what you step on could kill you
+Ocean staying out in the Ocean for too long could cause you a Starvation and Nausa



PS: i think sleep mechanic is too OP, but i still don't have any ways to solve this then using Hunger and temper Bliness after waking up to slow the player down abit

Once again, thank you for you datapack Mr.Devons and sorry for my bad english
i wish you the best of health mr.devons

from your Kawaii_stalker
3
06/18/2020 1:32 am
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
Hey, thanks for the very detailed feedback! I deeply appreciate it. Also, your english is great, no worries!


You give a lot of suggestions that I like! I actually already have a datapack that fixes the OP sleeping mechanic currently in the game. It's not released yet, but it should roll out once I make a detailed showcase on its features.

As for the biome specific effects, I like a lot of the ideas you bring up. I'm still learning about making datapacks but I feel that should definitely be possible. I might make a version of your ideas once I have the knowledge.



Thanks again, kawaii_stalker! Glad to hear you're enjoying the datapack.
:-)
2
06/18/2020 10:24 pm
Level 1 : New Explorer
kawaii_stalker
kawaii_stalker avatar
Dear mr.Devons

Thank you for reading my ideas and replying back btw what a Voice you got there and i will make sure to keep my eyes on your datapack and your youtube channel

i wish you the best of health mr.devons

from your Kawaii_stalker
3
07/05/2020 2:27 pm
Level 1 : New Miner
LUBrickon
LUBrickon avatar
The idea of blindness in the dark, if not slowness, while under a certain light level in interesting.



You would want to it remove the blindness if you have a night vision potion though.



Perhaps you could just have a blindness effect in really dark caves? Maybe there could be a way to detect something like: while in cave air, below a certain light level, and you don't have night vision, get the blindness effect?
3
06/14/2020 1:05 pm
Level 50 : Grandmaster Herobrine
MrOminous
MrOminous avatar
You should make mobs equip a torch with fire aspect whenever they extinguish torches.
2
07/08/2020 4:29 pmhistory
Level 1 : New Miner
LUBrickon
LUBrickon avatar
I'd be interested to see this happen. Perhaps only the zombies who have the ability to pick up loot could have this happen? Though, I wonder if this is possible to do this without deleting other items they may be carrying if they picked up, for example, a dropped diamond sword.



Hmmm. Maybe it should be the opposite and only zombies that can't normally pick up items (and perhaps without armor?) would be able to actually equip torches and they could be replaced with a custom zombie spawned in facing the same direction as the old only, carrying a fire aspect torch, but with it's loot set to never drop the fire aspect torch, only a normal torch.



Hmmm. This is getting complicated. Perhaps there is a better way to do it. Anyway, here's some food for thought.
1
07/09/2020 7:10 am
Level 50 : Grandmaster Herobrine
MrOminous
MrOminous avatar
Just execute at zombies that have air in their main hand and merge their selected item nbt.
2
06/14/2020 1:58 am
Level 5 : Apprentice Crafter
thisguyiscool
thisguyiscool avatar
yikes
2
06/14/2020 2:06 am
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
Why the yikes?
2
06/15/2020 2:00 pm
Level 1 : New Explorer
Puffa
Puffa avatar
we'll never know
2
06/15/2020 2:34 pm
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
well yikes lol
4
06/14/2020 1:52 am
Level 13 : Journeyman Zombie
DMTHGM
DMTHGM avatar
The campfires should give regeneration to player above full hunger, (Also watched the whole video for the Juicy juicy voice)
3
06/14/2020 2:05 am
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
Haha thanks :-) I do plan on making a reward system later down the line for maintaining maximum hunger, I might integrate your idea somehow! Thanks for the feedback
3
06/13/2020 6:28 pmhistory
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
It is recommended you play this datapack on hardcore ;-)
2
06/13/2020 8:31 pm
Level 1 : New Miner
Rhaast77
Rhaast77 avatar
Hey, i'm playing a datapack survival on the pre-release 3 and, sometimes the command "mob spawnig (yes, misspelled) has switched off", and i think that it happens when a wandering trader appears so it might be a bug on the spelunker, could you fix it? thanks for the datapacks
1
06/13/2020 11:45 pm
Level 56 : Grandmaster Architect
Devons_Desk
Devons_Desk avatar
Hey man, thanks for playing with my datapacks! I've just double checked my latest spelunker release (version 0.3) and I didn't see anything that would disable mob spawning though. I know that prerelease 3 was known to be fairly buggy, so that may be the source of your issue. I'd try updating to prerelease 5. If you have any more issues, send me a screenshot in DM's and I'll try to see if it's still the datapack that's giving you issues.
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