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Minecraft: Java Edition
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Welcome.
If you enjoy the adventure that minecraft has to offer, but are dissapointed in the design direction that new versions are taking, I'd recommend you give this pack a try.
Through recent updates it has become clear to me that Mojang wants to push Minecraft's systems wider instead of deeper. Personally, I dislike this, and have structured this experience around returning to minecraft's roots and then implementing features that have interesting interconnectivity with existing mechanics.
That's great, but what does that actually mean?
- It means modernizing the client through highly configured optimization mods and resource packs.
- It means enhancing the UX in sublte ways that make interfacing with the game satisfying.
- It means the removal of things like Copper, Enchanting, Potions, The Nether, and The End.
- It means enhanced world generation and a revamp of minecraft's biomes without adding blocks.
- It means adding nutrition, thirst, temperature, and weight mechanics that all interconnect.
- It means you will fail, but through the contrast of difficult times it will make succeeding feel sweet.
Quick note on Compatability:
- This pack is compatible with some non-included mods be default. It removes items based on name, so some things like "copper" will be auto removed from item / deco packs
Thought Process
The following sections are an in-depth look on the design decisions behind why specific aspects of this pack are the way they are.
F.A.Q.:
Why the BETA tag?
- I've developed a few mods that I am waiting on modrinth to approve and they are integral to the vision of this pack.
- I need to do a full over config and datapack to ensure this pack is fully congruent.
- I need to do a full controls overhaul to ensure mods are conflicting with buttons.
- When those things are accomplished, I'll put out a full "Release"
No Fresh Animations?
- I prefer the Ragdolls from physics mod pro, feel free to add it to your local pack if you disagree.
Removals:
Why remove Copper?
- Copper is a feature that I feel like was designed for another game. Why is copper the only metal that weathers? Why introduce so many block vairants? Why have tools that are so similar to others?
- I feel like its addition provides marginal gameplay features at best, and at worse it bloats the item pool and makes mod support much more tedious.
- It could be an interesting feature for smithing purposes as an in depth mechanic, but as of now I have chosen to remove it until I get the time to re-evaluate making a mod for it.
Why remove Enchanting?
- Enchanting is a system I don't want to entirely cut, but there exist no good options for expanding its uses to be more interconnected between mechanics.
- Players gaining full enchanted gear reduce their decision making which I feel hampers the experience overall. I want there to be reasons to consider bringing your good gear instead of dumping your old gear the first chance you get.
- Many enchantments are stat bonuses which feels like a boring check box.
- I may revisit their removal if I make my own mod for it or find one that enhances its depth in an interesting way.
Why remove Potions?
- Potions are a great way to prepare for journeys or fights but their mechanics are so disconnected from the rest of MC that I wanted to remove them until I could figure out a way to integreate them better.
- The brewing stand is the only reason some items exist and I feel as thought that contributes to item bloat. Not to mention its locked behind the nether, which is also removed.
- My long term goal is to find (or create) a way for potions to be more mysterious than they currently are. What if you could put anything in a potion and have it contribute to its effects? Something fun like that, that can tie into exploration besides just killing specific mobs or setting up mob farms.
Why remove The Nether?
- As a counter-argument, Dimensions are an increibly fun idea to force the player to adapt to a new challenge, however the nether is so empty and lifeless that I don't want to include it at this time.
- There's no real reason to stay in the nether, and many game's lifecycles use it as a stop gap for items (blaze rods) or for faster travel (portal distances). This feels like "abusing" a dimension and does not feel interconnected to the overworld in a meaningful way.
Why remove The End?
- The End is counterintuitive to what I feel like Minecraft is all about. I enjoy MC for the endless adventure and not bleak landscapes and uninspired boss fights.
- The Elytra is great, but makes the world feel impersonal. Travel should have some cost aside from fireworks. I may add a air traversal mod at some point.
- Shulker boxes are a fun idea, but are way too powerful. Gaining a full inventory's worth of inventory is too much. I've added a backpack mod which is useful but not too useful, and you should enable pouches as well. Both work with my custom weight mod.
Additions:
Why add Temperature?
- Exploration is fun, but giving real value to the places you travel is even better. Temperature allows different regions to have different gameplay, and rewards players for preparing to go on specific journeys.
- Cold Sweat is a fantastic and highly configurable temp mod. It is subtle, which is what I enjoy, and blends into vanilla gameplay quite easily.
Why add Thirst?
- Thirst, like temperature, can help give mechanical differences to biomes like the desert or swamp.
- It is subtle, and blends into vanilla gameplay seamlessly. It also allows progression and works with other mods to create an interconnected experience.
Why add Nutrition?
- Nutrition makes all food useful to some extent, and encourages players to think about their actions.
- It also gives space for players to specialize. Having a dedicated chef is now an incredibly useful teammate. Compare this to other packs where everyone just farms a little and then never thinks about food again.
- Food also relates to temperature and weight mods which provides interesting gameplay decisions when stocking for trips.
Why add Weight?
- Mod waiting on Modrinth approval, TBD.
Why add Gliders?
- They're simple to use, fit with vanilla style, and don't add a ton of blocks/items.
- Makes exploring the improved world height quite fun.
Why add Simple Radio?
- Creates real gameplay mechanics tied to communication. I highly encourage not using discord to talk.
- The progression of setting up radio stations and building walkie talkies is incredibly fun and rewarding.
Why change the world gen?
- Minecraft's default world gen swaps biomes too rapidly, mitigating the changes applied by temperture and traversal mods.
- Height is added to encourage glider usage and make traversal a strategic decision.
- Continents are added to encourage players to use the new boats. Additionally, it gives each continent it's own distinct feel since biomes, temps, and more help distinguish it from other locations.
Changes:
Diamonds are Splinters now?
- I wanted to make diamond sourcing a little difficult in hopes that it would encourage the player to find other methods besides strip mining.
- You still can mine forever until you have enough, but now you're encouraged to explore or build up villager levels even moreso.
I can't punch trees?
- This one will be more contraversial but I wanted to expand upon the early game struggle. Its so easy to speedrun wood to iron gear so I wanted to slow it down.
- Instead of wooden tools, you'll need to start with flint tools. See here
How do I make gear?
- See Re:Forge


