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Vanilla Plus Version 3.0 Final Version

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Zero_4793's Avatar Zero_4793
Level 54 : Grandmaster Technomancer
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Vanilla Plus 1.13+ Datapack
Version 3.0.0 - Final Version



Intro:

Vanilla Plus [​1.13+ Datapack] is focused on the subtle, gradual and dynamic improvement of vanilla Minecraft game play. This includes alterations of the natural world such as; player made desire paths, dynamic forestation and intuitive biology. More challenging and strategic mobs such as; variant zombies, tricky skeletons and the dreadful killager. Mechanics such as useful mining turtles, powerful turrets and convenient elevators.

This datapack is continuously updated through Agile versions. It is focused on dynamic functionality that is not too dissimilar to vanilla. Please inform me if you find any bugs or have constructive feedback. Also please send me suggestions for future updates.



Regards - Zero_4793
Discord - Zero#4793
Patreon - https://www.patreon.com/zero_4793


Detailed Description:

This datapack is divided into modules and functions. Most of which are optional and may be toggled on or off to suit your customized version of this mod. All Modules and Functions default to on. A disabled Module will not run its contained Functions.

To open the interactive Menu for descriptions and customisation run the command:
/trigger Menu

The Main Modules are Nature, Mechanics and Mobs as well as the additional Respawn Function.
Below are the specific descriptions of each part of this datapack. Those that say Function or Module are toggle-able, the others are not.

Death
When a player dies there will be a lightning strike for all to hear and their corpse, a zombie, will rise from the ground where they died.

Death is dramatic...
Respawn Function
This function makes the game 'semi-hardcore', in that when you die you respawn in a new location. You can still pass the night with beds, but they will not set your spawn point. The value determines your respawn radius.

Adds in the possibility of pleasant nostalgia after prolonged play...

Nature Module
The largest and most 'vanilla' of the modules. Nature is centred around the subtle and dynamic changes of the natural world and players biology.

Body Function
This function alters players passive biology.
When a player has low hunger they will gain nausea, no hunger will gain wither. When they have full hunger they will gain regeneration.
When a player has low health they will gain nausea then blindness. No health of course is death. When they have full health they will gain resistance.
This function also is experimenting with decreased consumption. (You need to eat less often)

Safe is safer and deadly is deadlier...
Pain Function
This function adds in pain and adrenaline. Pain is roughly calculated as damage over time. As your pain increases you will bleed with blood particles. The more intense your pain, the more severe the adrenaline affects:
Mild pain just causes bleeding. Moderate pain will ensue speed and nausea. Extreme pain will cause strength and blindness. Submerging yourself in water will aid in relieving pain.

Adrenaline is your natural drug...
Paths Function  
Desire Paths are naturally worn into the environment by players movement. Paths worn into the ground can regenerate over time before a certain point. Paths help with tracking enemy players, finding your way across great distances, gaining some less than common resources and can be pretty as nature walks. The value determines the maximum degradation.
On land: Grass > dirt > coarse dirt > gravel > cobblestone
By water: Grass > dirt > coarse dirt > podzol > clay

No need for the coordinates now...
Trees Function  
You can now chop trees in one go. Break one block of a tree and the rest above it will fall down. Not an original idea and is very popular in datapacks. But it is a natural addition to the Nature module.

Wood is fun to collect now...
Plant Function  
Saplings will now automatically try to replant themselves. They sit on the ground long enough for an attentive player to pick them up. But after this time they will attempt to replant. If they find grass they will plant their respective sapling, if they find dirt they will place a dead bush instead and if they find neither they will be lost.
Sticks either set dead bush or flowers.

Reforestation is automatic...
Sleep Function
Sleep is now instant in a single player world, No more pointless waiting. On multiplayer though, when less than all players sleep the night speeds up, when all players sleep the night will skip to day.

Get back to the action...
Cycle Function  
The day-night cycle in vanilla is 20 minutes. The default for Vanilla Plus is 2 hours. But that's not all! You can now alter the length of the day-night cycle with the cycle value.
For vanilla time set cycle to 1, for Default Vanilla Plus time set cycle to 6. Set cycle to 72 for 24 hour time, keep in mind it will not be synced.

More time to focus on builds or mobs...
Blocks Function
Blocks in your world are now more dynamic. Those floating/falling blocks like those in sand or gravel caves will now fall in your presence, or that of other entities, rather than requiring a block placement to update. You can now unexpectedly fall into caves when running across deserts or lure mobs or enemies over caves to trap them. This scoreboard value also determines whether some mobs will affect blocks.

The world is more lively and natural...
Bones Function
The bones that skeletons or you drop will now regenerate the earth. They will grow grass on dirt, repairing your paths. If already on grass they will generate a random flower, including a slight chance for the wither rose. If left on stone however, they will grow silverfish eggs in the stone.

Nature always finds a way...
Leaves Function
Leaves will break under your weight. With a quick and light step you may be able to escape over the canopy, otherwise you may fall to your death or into a trap.

Tree climbing takes skill...
Seeds Function
Wheat and beetroot will replant themselves when harvested. Standing directly above will cancel this allowing you to pick up the seeds. Only works for wheat and beetroot so far.

Farming is less tedious...

Flesh Function
Zombies, Husks and Drowneds naturally ressurect from rotten flesh.

Careful what you leave around...


Mobs Module
The most exciting and dangerous Module. Mobs is centred around implementation of strategic challenge in the form of varied mobs.
There are two ways to spawn the specific mob variants; /summon <mob> ~ ~ ~ {Tags:[<name>,checked]} or rename their respective spawn egg to their name in an anvil.

Zombie Function
Zombies are the teaming mob. Alone most are weak, but together in hordes they can pose quite a threat. They also have the passive ability of resurrection, in which rotten flesh that has been lying around for too long can resurrect into a new Norm Zombie, Husk or Drowned.

normal - Plain old zombie, except that its slower than vanilla.
horde - Spawns in additional zombies, including one with a baby riding on its shoulders.
hard - Same as Norm, except that it takes a few more hits to kill.
ice - Has an iron helmet and gives fire resistances to all nearby zombies.
fire - Is fast and sets fire where it runs, but it burns itself without fire resistance.
necromancer - Speeds up the passive resurrection and lets them spawn as variants.
tank - Iron armour, sword and increased strength.
knight - Tank zombie on a zombie horse.
lead - Diamond armour, sword, increased strength and resistance. Summons all nearby zombies to its location to form massive hordes.
Skeletons Function
Skeletons are the independent mob. They are powerful and tricky, but will even shoot their own kind.

normal - Slower and weaker.
fire -
Iron helmet and flame enchanted bow.
tank - Iron armour and teleports away raining arrows on you.
knight - Iron armour, power bow and riding a skeleton horse.
gunner - Multiple leather armoured skeletons riding a spider, they shoot like an automatic weapon.
mage - Diamond armour, power and flame bow. Has two phases: Shoots you and teleports away from danger with flaming arrows raining on you. Is frozen in place unable to shoot whilst a storm of arrows converges on you.
Spider Function
Spiders are the swarming mob. Not much variation or strength, but can overwhelm with their immense swarms.

normal - Sets cobweb in caves.
fast - Norm but faster.
creeper - Creeper riding a spider.
queen - Spawns more spiders when in cobweb.
Creeper Function
Creepers are the gamble mob. You can kill them to protect your builds or let them explode to reap the benefits at the expense of broken terrain. Creepers explosion size have been nerfed and when they explode they give you their potion effect.

heal - Regeneration.
hard - Resistance.
jump - Jump boost.
fast - Speed.
hurt - Strength.
Witch Function
Witches are part of the illager family: Low health and strength, but given time can be extremely dangerous with their powerful abilities.

normal - Normal witch.
floaty - Levitates out of range to avoid damage and increase potion throwing range.
storm - Charges up powerful lightning storms to strike players, if the player gets away at the right time the witch will strike itself.
Evoker Function
Evokers are part of the illager family: Low health and strength, but given time can be extremely dangerous with their powerful abilities.

normal - All Evokers have slowness and a 2nd life due to holding a totem of undying
zombie - This variant summons swarms of zombies
skeleton - This variant summons skeletons and raining arrows
creeper - This variant summons creepers and explosions
blaze - This variant summons blazes and flames
Husk Function
Husks are part of the zombie family: They are the teaming mob. Alone most are weak, but together in hordes they can pose quite a threat. They also have the passive ability of resurrection, in which rotten flesh that has been lying around for too long can resurrect into a new Norm Zombie, Husk or Drowned.

normal - Normal but slower.
horde - Spawns numerous husks.
fire - Speed and sets fire.
tank - Iron armour, axe and strength.
swarm - Spawns silverfish that burrow and generate into baby husks with stone swords.
Drowned Function
Drowneds are part of the zombie family: They are the teaming mob. Alone most are weak, but together in hordes they can pose quite a threat. They also have the passive ability of resurrection, in which rotten flesh that has been lying around for too long can resurrect into a new Norm Zombie, Husk or Drowned.

normal - Normal.
horde - Spawns more drowneds.
rise - Alters the ground to soul sand and magma blocks to set bubble traps.
guard - Summons guardians.
tank - Diamond armour and trident.

Mechanics Module
The most advanced and useful Module. Mechanics is centred around technological progression with the use of powerful machines.
Devices can be powered by throwing coal or coal blocks at them, Coal blocks provide ten times the power. Most Machines are built, not crafted, and require armor stands.

Turret Function
Turrets are very powerful defences that target hostile monsters. Turrets shoot at the closest monster dealing massive damage. They are automatic but can be manually fired by standing up against it. They will not target friendly mobs, but can harm those that cross its line of fire.

Construction:
Place an iron block.
Place a redstone lamp on the iron block.
Trigger with an armor stand on the redstone lamp.
This Device is powered with coal.
Beacon Function
Beacons are powerful defences that effect nearby hostile monsters. Beacons produce a field that damages all monsters in range. They are only automatic. They will only harm hostiles.

Construction:
Place a gold block.
Place a redstone lamp on the gold block.
Trigger with an armor stand on the redstone lamp.
This Device is powered with coal.
Elevator Function
Elevators are useful transport. Elevators can carry all entities. They are fast and stop briefly at different levels. Levels are any two block high gaps in the middle surrounding walls. Make sure to cap the top of the elevator shaft before creation or it will rise forever. Pause an Elevator by placing an obsidian block under its centre. Destroy an Elevator by placing TNT under its centre.

Construction:
Place a redstone block.
Place quartz blocks on the 4 sides of the redstone block.
Place pistons (facing up) on the 4 corners of the redstone block.
Trigger with an armor stand on the redstone block.
This Machine does not require power.
Miner Function
Auto Miners are great resource collectors. They destroy all blocks in their path and transport them to available item collectors in range. Once an Auto Miner has been powered, place an armor stand on the side of it you would like it to go in the direction of. It can travel in 26 possible directions. Stop an Auto Miner by throwing TNT at it. Destroy a stopped Auto Miner by throwing TNT at it.

Construction(Miner):
Place a redstone lamp.
Place diamond blocks on the 4 sides of the redstone lamp.
Place iron blocks on the 4 corners of the redstone lamp.
Trigger with an armor stand on the redstone lamp.
This Device is powered with coal.

Construction(Collector):
Place a hopper.
Place an armor stand on the hopper.
The armor stand is the item collector.

Generator Function
Creates power from fuel like other devices, But stores this power and transfers it to all nearby Transformers and Devices.

Construction:
Place a diamond block.
Place a redstone lamp on the diamond block.
Trigger with an armor stand on the redstone lamp.
This Device is powered with coal.
Transformer Function
Transfers power from Generators to other Transformers and Devices. Creates networks of power lines.

Construction:
Place a lapis block.
Place a redstone lamp on the lapis block.
Trigger with an armor stand on the redstone lamp.
Breaker Function  
Breaks blocks beneath it.

Construction:
Place a downward facing piston block.
Place a redstone lamp on the piston block.
Trigger with an armor stand on the redstone lamp.
This Device is powered with coal.




CompatibilityMinecraft 1.13
toMinecraft 1.16
Tags

21 Update Logs

Update #21 : by Zero_4793 07/06/2020 12:05:33 amJul 6th, 2020

!!!The Final Update of Vanilla Plus is Here!!!

Many changes and bug fixes.
Time to work on other projects.
LOAD MORE LOGS

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2
06/29/2023 6:36 am
Level 19 : Journeyman Explorer
Cosmic_Hunter11
Cosmic_Hunter11's Avatar
Turret go brrrr
1
01/15/2021 3:03 amhistory
Level 54 : Grandmaster Technomancer
Zero_4793
Zero_4793's Avatar
I have finally uploaded the new sleep/cycle combo from vp. Now called Circadian.
3
12/06/2020 10:17 pm
Level 54 : Grandmaster Technomancer
Zero_4793
Zero_4793's Avatar
Life has been chaotic and time consuming lately, as it has been for everyone. But i will get back to mc datapacks eventually XD. no eta on that though, sorry. I have many plans for mc dp when i do get back into though, and many partly developed projects waiting to be continued. There will likely be a spike of uploads when i get back to this.
1
11/26/2020 1:30 pm
Level 1 : New Crafter
helixd
helixd's Avatar
Datapack no more compatible with Spigot or Paper...
1
10/29/2020 3:51 pmhistory
Level 1 : New Miner
LukePlayz
LukePlayz's Avatar
How do i disable the slowness and negative effects on the mobs? Can you add a feature to where you can disable certain things like that or have a certain type of mob only spawn like the blaze evoker etc. thanks
1
01/15/2021 3:01 am
Level 54 : Grandmaster Technomancer
Zero_4793
Zero_4793's Avatar
i will not be adding any more custom options, if those supplied are not adequate, try looking in the files yourself. put a # infornt of any lines you dont want, or just outright delete them. The mobs section should be easy enough to navigate
2
08/12/2020 1:09 pm
Level 1 : New Miner
IgorVF
IgorVF's Avatar
Hey man! I really liked your datapack, but unfortunately it seems to be causing quite a bit of lag. I was playing with a few other datapacks, but with this pack enabled, I was getting around 55-60 ms per tick on average. Without it, the figure was more like 20-25 ms.

Some tips I have on reducing lag are:
- If possible, setup a slow clock using recursion instead of putting functions in the tick tag.
- When you use, for example, execute at @e[​tag=something] run if block ~ ~-2 ~, the game has to look for every single entity in the world (which ofc is a lot), check if they meet the condition and then check the block underneath. Essentially this creates a lot of lag. A couple of ways to mitigate this are:
- Make it so the function executes at the player and that it only has to check for mobs that are, say, 80 blocks away or something like that.
- Add entity types, so instead of @e[​tag=bone], @e[​type=item,tag=bone]
It should end up looking something like
execute at @a run execute as @e[​type=item,tag=bone,distance=..80] at @s if block ~ ~-2 ~ stone run blablabla

- Try executing heavier commands, such as data, execute if, fill, clone, etc. less often, with a slow clock.
2
08/17/2020 6:57 pm
Level 54 : Grandmaster Technomancer
Zero_4793
Zero_4793's Avatar
Thank you for your advice. I will try to implement these when i can.
3
05/28/2020 1:47 am
Level 54 : Grandmaster Technomancer
Zero_4793
Zero_4793's Avatar
I will be releasing 1 final update of Vanilla Plus after 1.16 comes out.
After that i will be working on new projects and recreating more polished and focused versions of the best aspects of Vanilla Plus.
2
08/24/2020 10:52 pm
Level 56 : Grandmaster Llama
Suspicious Stoo
Suspicious Stoo's Avatar
Big fan of the spider nests personally ;-)
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