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Useful Armor
Throughout history, Armor has been a staple in the conflict of mankind. Most of the time, it is designed to save your life, not spare 1 extra puncture before breaking. So why is it not the same in Minecraft?
I've thoroughly tested Vanilla's Armors. I am displeased to see that every set before Diamond barely does anything for you. For example, a Zombie with an Iron Shovel is able to kill you in very few hits, despite wearing Full Iron Plating. Another is the fact that Vindicators can kill you within 2-3 hits, regardless of the armor you wear.
Unfortunately, Minecraft's Armor is mainly meant to act cosmetically. To give you the *feeling* that you are protected, when, really, all it does is make you look cool.
Onto the point:
Armor now increases your Maximum Health. Every Halfplate of armor is worth 1 Full Heart. Because of this, you will have to maintain that protection. As long as you have something to regenerate your health to the max that the armor gives you, it will aid in your defense.
THE FORMER METHOD HAS BEEN REPLACED. ALL ARMOR PIECES WILL BE AFFECTED, REGARDLESS OF WHETHER OR NOT IT WAS CRAFTED.
Armor Sets affected by this Datapack:
-Leather
-Chainmail
-Iron
-Golden
-Diamond
-Netherite
-Turtle
Compatibility | Minecraft 1.16 |
to | Minecraft 1.18 |
Tags |
1 Update Logs
v1.3: Overhaul Update : by Antinous 09/21/2021 5:55:15 pmSep 21st, 2021
-The Recipe-based method of implementing features in this mod has been scrapped. It was inefficient and time-consuming. It has been removed in favor of an Attribute-based system. **This means that any armor pieces, either that be dropped, given or crafted, will be affected by this mod. No longer will you have to craft armor in order to gain the benefit of the extra health it bears.**
-Removed Leather Reinforced Chainmail Armor and Leather Reinforced Iron Armor. Such things don't belong in a datapack that acts as a base for improvement. If anything, they will be addons.
-Added a Pack Image.
-Removed Leather Reinforced Chainmail Armor and Leather Reinforced Iron Armor. Such things don't belong in a datapack that acts as a base for improvement. If anything, they will be addons.
-Added a Pack Image.
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As for tools, is there a way as well of modifying the default damage, working speed and, for the pickaxe, the kind of blocks it can extract?
Can a datapack do that?
In regard to tools, the same applies: There is no such thing as modifying default values. This includes all that you mentioned: Damage, Swing Speed, Mining Speed, and Block Extraction.
This is, in part, why I've left the Minecraft Datapacking scene. I'm just fed up with the fact that Mojang hasn't given us enough power over what we can do in this game. The persistence of the Knowledge Book Crafting Method is a staple in this: Since Custom Recipes are also impossible with current limitations, we have to create special Advancements and Functions to detect and execute certain things just to result in an item with custom NBT Data.
NBT Crafting would be a revolutionary step in the right direction, as well as smaller things like modifying the Shield Raise Cooldown, Composter Intake and Anvil Item Repairs, but Mojang hasn't implemented control over these things.
That's why I left to mod Terraria instead.
Also I think this is an interesting idea but I don't agree that iron armor is merely cosmetic. I feel that anything under iron is, though. This was definitely an interesting take on armor, I never thought of armor like this. But if you are willing to take up the challenge, try and make protection more balanced because even though armor without enchants is pretty balanced, with them the only things that can kill you are really only (on hard mode) the wither, players, creepers(if they're in the exact same spot as you), and fall damage. Nothing else even comes close to standing a chance except for maybe the iron golems and raids.
Yes. That's why I made this. Vindicators are an incredibly unbalanced mob in Minecraft. Despite dealing an insane amount of damage, they have no Cooldown mechanic to prevent them from spamming their strongest attack. I have an idea to fix this, and that would be to bestow the Vindicator with a certain level of Weakness every time they hit an entity. But, I'm not sure if Datapacks have the ability to detect such a thing. Because of this, I decided to buff the player instead.
>Also I think this is an interesting idea but I don't agree that iron armor is merely cosmetic. I feel that anything under iron is, though.
Iron is good for attacks that don't deal much damage, but anything beyond that will "penetrate" it, which is not an accurate depiction of such a fine metal. Try it yourself. See how many times a zombie with a wooden sword has to hit you to bring you down while you are wearing that heavy suit.
>This was definitely an interesting take on armor, I never thought of armor like this.
Thank you. I've always been fond of the concept of armor supplying you with extra fortification. Classic and Modern DOOM games with their Armor pickups, or Metroid with Energy Tanks, for example.
>But if you are willing to take up the challenge, try and make protection more balanced because even though armor without enchants is pretty balanced, with them the only things that can kill you are really only (on hard mode) the wither, players, creepers(if they're in the exact same spot as you), and fall damage. Nothing else even comes close to standing a chance except for maybe the iron golems and raids.
Yeah, I'm aware of this imbalance. Enchantments are meant to be overpowered, but I don't agree with Mojang that they should remain perpetual. I think there should be a way to nullify them temporarily, but I'm not in a position of knowledge where I can manifest this idea.
For a simplistic block game, I think the vindicator is a good mob. If you time things with any mob you can easily kill it. I think this holds true for most basic rush type mobs such as vindicators, piglin brutes, piglins, etc. But on more interesting mobs (eg,blazes, skeletons<bit of a stretch>, the wither, enderdragon...) Timing isn't necessarily all it takes.
Vindicators don't have a cooldown to one of their strongest attacks, yes. But vindicators have one attack and players, on the other hand, have multiple strong attacks and abilities that essentially don't have a cooldown and can be spammed. (Eg. if my sword is on cooldown and vindicator comes at me I can shield it. If he disables my shield my sword cooldown is back so I hit him away then I can run away, tower up, and heal up. Even when one or two abilities are on cooldown, I almost always have another that isn't. The ability to place blocks is broken because I tower up two blocks and vindicator is a free kill but there's no cooldown to that. There's always another strategy to outbrain even the strongest mobs in MC except for enderdragons unless you're good with redstone lol.)
Ok, I'm done rambling. I get what you mean, though.
While I do admire the innovation of the human mind, I believe there should be a limit to how well certain methods work. Well-developed combat should not rely solely on timing. It should revolve around Strategy and Adaptation. That goes for both the player and the AI.
I hate the idea of fleeing from battle and taking 10 seconds to recover, when your enemies can't do the same. I also hate the idea of pillaring up 2 blocks to hit mobs that can't reach me. It is an unbelievably cheap "tactic" that even the most uneducated could pull off. Mob Grinders are something I detest. They are automated machines running on the fuel of death. Its inhabitants are treated just like cattle in a slaughterhouse, and, overall, that's the point: The AI of this game is designed to be exploited like unknowing animals.
As it currently stands, they lack fundamental aspects that would otherwise make it an immersive experience in battle. They cannot improvise when the player draws the Upper Hand. Your enemy needs to test your strength and exercise your capabilities, not serve as mere cannon fodder. I'm sure you can agree.
I believe mobs like the ravager deserve strategy. Eg. when you're further away from a ravager it does more damage. A simple thing but it definitely adds some strategy. If the player comes closer to the ravager the player has less time to run away if they get low but if they stay further from the ravager they'll have more time to run away from the ravager but at the same time they'll have to run away more, also.
That is what I want from MC regarding strategy. I think you can agree. Strategic battles with basic zombies can definitely get annoying over time. So only give the more unique mobs strategy. (Ravagers, withers, ender dragons, guardians, etc.)
Also make netherite armors protected us from lava or let us walk on lava.
>Walk on Lava when wearing Netherite Armor.
Unfortunately, I don't believe such features are possible within the boundaries of Datapacks.
>Fire Protection from Netherite Armor.
..Yeah, sorry that I haven't made that yet. There was a lot going on in my life, so I left Minecraft Modding for a while. Working on that one right now. Expect an upload within the next hour or so.