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Minecraft: Java Edition
Platforms
Supported environments
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Details

Progression Reshuffled is designed to make the Early Game of Minecraft more engaging and enjoyable, while keeping the End Game relatively similar, so the Player can enjoy building to their hearts content at any point in the game's progression, while feeling the rush of adrenaline after successfully surviving a night or a caving adeventure. Tool Progression has been made more linear, and mobs have been rebalanced and put up more of a challenge in a vanilla friendly way rather than just putting the games difficulty higher so they do more damage.
This mod is in Alpha currently, but the full release also aims to address several issues that have been prevalent since as far back as the Adventure Update released and even earlier that got overlooked, and also encourages the Player to not make OP automated farms, but still keeping it as an option.
Mod Breakdown
Improved Tool Progression
The Tool Progression now goes as follows;
Wood -> Stone -> Copper -> Iron -> Gold OR Diamond -> Netherite OR Endanium
Let's address the Happy Ghast in the room, Gold is actually useful now! So useful, it is actually about on par with Diamond. They can both mine the same blocks, what seperates them is Gold having the edge in speed while Diamond has the edge in durability. Netherite is now also an upgrade to Gold instead of Diamond, and on that note let's talk about Endanium. As you can guess, Endanium is The End's equivalent of Netherite, and is the new upgrade for Diamond. Like Gold and Diamond, Netherite and Endanium are on the same tier but Netherite is speedier than the more durable Endanium. The two armor sets also have their own properties. Netherite now retains Golds ability to pacify Piglins due to the Gold within, [The Following To Be Implemented] and the armor also now provides temporary Fire Resistance when stepping foot in Fire or Lava! Endanium on the other hand prevents Endermen from aggressing when looked at, and also completely negates Ender Pearl damage and Endermite summoning.

Important Note! Smithing has been changed slightly. For Netherite, instead of the Smithing Upgrade Template, you simply need a Block of Netherrack in it's place. For Endanium, you need an End Stone block (this is a bandaid solution until I make an Enderite Smithing Upgrade Template, I tried but it greatly confused me so I'll do it in a future release. I'd recommend in any playthroughs to hold onto any templates you find however, so you have them for when I add back in the functionality)
Tool Durability and Speed Value Tweaks
Tools across the board have been buffed, so that Players are more comfortable with starting early to intermediate building projects without rushing for the best equipment first. First lets talk about Durability. Tools no longer have arbitrary numbers set and instead follow a rule of 64 multiplied by a chosen number, that number corresponding to how many stacks of blocks they can mine before breaking. The values are as follows;
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Wood: 59 -> 64 (1 stack)
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Stone: 131 -> 192 (3 stacks)
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Copper: 190 -> 448 (7 stacks)
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Iron: 250 -> 704 (11 stacks)
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Gold: 32 -> 1152 (18 stacks)
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Diamond: 1561 -> 1536 (24 stacks, the most similar to Vanilla)
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Netherite: 2031 -> 2560 (40 stacks)
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Endanium: 3072 (48 stacks)
And along with durability, their speeds have also gotten a slight increase just to make general resource gathering that extra little bit quicker. Once again the values are as follows;
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Wood: 2 -> 3
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Stone: 4 -> 5
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Copper: 5 -> 6
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Iron: 6 -> 7
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Gold: 12 -> 10
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Diamond: 8 -> 9
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Netherite: 9 -> 12
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Endanium: 11
Again keep in mind, these are only the speeds of the tools, what blocks they can and can't break remain the same with the exception of Gold being able to mine whatever Diamond can. Iron and below can't mine Obsidian for example
Armor Tweaks
Armor has been adjusted too, but to less of a degree compared to tools because it was already in decent enough of a state. Durability calculations for armor in Minecraft follow a set number x a certain amount for each piece of armor, said set number is what's displayed below;
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Copper Boots have an extra point of defense, and durability lowered from 11 to 10
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Gold Armor has it's defences raised, in order of Boots to Helmet to Horse/Nautilus Armor; 3, 6, 8, 3, 11 and had it's durability raised from 7 to 25 to match it's retiering
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Diamond Armor durability is now 30, and it's defense numbers are as follows, 2, 5, 7, 3, 10
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Netherite Armor defense numbers are as follows, 4, 6, 8, 4, 19
The new Endanium Armor like Diamond is more durable than Gold and Netherite but performs slightly less everywhere else. Its basic values are;
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Durability of 45
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Boots Defense of 3
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Leggings Defense of 6
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Chestplate Defense of 8
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Helmet Defense of 3
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Horse/Nautilus Armor Defense of 16
Diamond and Netherite were the only two armor sets to have a toughness value, and Netherite had some built in knockback resistance, now the other armor sets have some scaling toughness and knockback resistance
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Copper and Iron have a Toughness of 1 and a Knockback Resist of 0.025
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Gold has a Toughness of 2.15 and a Knockback Resist of 0.065, beating Diamond which has it's original Toughness of 2 and a knockback resist of 0.05
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Netherites toughness and knockback resist got buffed to 3.15 and 0.125 respectively, while Endanium has Netherites old values of 3 and 0.1
Ore Generation
In respect to the rebalancing of materials, Ore Generation has changed a good bit. The summarized changes are;
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Copper can no longer generate any higher than Y 80
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Iron no longer generates around sea level, and instead starts appearing below Y 38 to Y -32 , or above Y 128 to World Height, but generates more commonly within those new ranges. These changes were made to ensure that, assuming a common enough spawn like the Plains, the Player engages with Copper Equipment before going to Iron, while still keeping plenty of Iron around for it's uses in other equipment like Shears and Buckets. Oh, and Iron can now drop 1-3 Raw Ore!
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Gold will almost never generate above Y 0 anymore (except for in Badlands), but generates more common in general and now drops 1-2 Raw Ore
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Diamond won't generate anywhere above -24 and is found most common at the bottom of the World. It also has a high chance to be discarded on Air Exposure, so while Gold is found more often while caving, Diamond is more common when strip mining
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Ancient Debris slightly more common
As for Endanium, it generates in the End in the form of Stellar Rubble Meteorite Craters, seemingly having fallen from some higher plane of The End. Like Ancient Debris, it must be mined, smelted or blasted into an Endanium Chunk, and then made into an Endanium Bar with Diamonds and Endanium Chunks like a Netherite Ingot.
If you're having trouble finding any Endanium, you can use an Eye of Ender while in The End and it'll locate the nearest crater! If you'd like to find another crater you may have to travel a good distance away from the former for the Eye to point somewhere else
Mob Tweaks
Several changes have been made to Vanilla mobs, but let me divulge in one of Vanilla's biggest issues first.
Since it first being implemented, Sprinting has been controversial. Players at the time felt it took the fear away from encountering Hostile Mobs, since instead of a chase ensuing, you could just bolt away from a Zombie at a moments notice. Now, that was over 15 years ago and Sprinting has been engraved into all our muscle memories, myself included, so by no means do I want to remove Sprinting. So I won't!
To bring back a bit of fear of the monsters of the night though, their speed has slightly increased overall. This mainly applies to the original Hostile Mobs from Pre-Release (Except for Creepers), as the ones in more recent years like the Illager group, Hoglins, or of different environments like Guardians and the Breeze feel very solid to fight against. On top of that, some mobs have had further adjustments made. These changes should make Early Game feel more engaging.
Hostile Mob Tweaks
- One big change is to Skeletons, who have been overhauled to be the primary threat you face against in the Early Game. Skeletons have a relatively high chance to spawn with a Bow, and function the same as usual under those cases. But about more than half of the time they can instead spawn with a Sword. They may wield Wooden, Stone, Copper or Iron swords in order of rarity respectively. This applies to all variants of Skeletons like the Stray and the Parched. They are faster than Zombies as Melee attackers but also have about 14 Health Points due to being just bones, so this should make them a more interesting foe to face, and give the player more difficulty in running away. Better carry a Shield and stand your ground!
- On the topic of boney boys, Wither Skeletons can now use Bows. Regular Skeletons can still spawn in Fortresses but will of course have the aforementioned change of joining their charred brethren in Sword wielding (I would like to change this in the future however so only Wither Skeletons spawn)
- Zombies and Husks remain largely the same, being a slower, tankier mob that can detect you from further away. They got a tiny increase in speed, and an additional 4 Health Points, but otherwise didn't need much tweaking
- Spiders have changed pretty drastically. They now move a good bit faster, take no fall damage, can see the Player from 25 blocks away with their keen compound eyes, and can also step up blocks, however, they are also squishier having 14 Health Points like Skeletons. Cave Spider have the same treatment but are faster than normal Spiders and have less health. Spiders should now be as scary as they are in reality!... at least to me...
- Endermen step up height was buffed by 0.1, so that Path blocks shouldn't interfere with their movement (this step up value applies to all other mobs I've adjusted)
- Now to be brutally honest, this last change is actually a nerf and more of a personal vendetta... Nerfed the Blazes sight range to 25, as it is so infuriating having these things bombard you from across the map at every Nether Fortress visit. Their range is still higher than most other mobs but just not the ridiculous 48 that it used to be.
Now that's all well and good, but I want to make sure to retain balance as much as I can, so here are some tweaks I've made to mobs that'll help you fight off the horrors of the dark
Ally Mob Tweaks
- Iron Golems have been greatly buffed, having 1.5x the health they normally would (it'll cost more iron to repair them however!), got a small buff in movement speed and now have the full block step up height. This should improve their ability to catch up to their targets!
- Wolves have also been buffed, with a small speed boost, 1 extra point in Attack Damage, the aforementioned step up height and a further safe fall distance of 6 blocks
Currently Implemented
- Rebalanced Vanilla Tool Progression
- Made Gold useful
- Gold now upgrades into Netherite
- Diamond upgrades into the new Endanium, an End equivalent for Netherite
- Tweaked Mob attribute Values, and gave Skeletons a chance to spawn with Swords
- Gave Wither Skeletons a chance to spawn with Bows
- Shifted Ore Generation around
To-do List
- Add the Endanium Smithing Upgrade Template (and re-add functionality to the Netherite template)
- Add in abilities for Netherite and Endanium armor, such as temporary Fire/Lava Resistance to Netherite and Ender Pearl damage immunity to Endanium
- Completely overhaul the Advancements, adding more to the Story to help teach the Player how to progress, making more categories for different activities and adding new ones here and there too
- Add a chance to find Stellar Rubble, Endanium Chunks and rarely Ingots inside End Cities
- Remove Gold Loot from Ruined Portal chests in light of Golds buff while retaining compatability with other Loot Table changing mods like the one mentioned below
- Add a compatability patch for Sensible Inventory Tweaks, complimenting many of the Loot Table changes and to also make Beds require a Block of Feathers in place of one of the pieces of Wool, to both act as a pillow and make them require a bit more work to obtain, ensuring the player has a more interesting first night
- Do my best to fix any bugs that are found
- Tweak any values, adjustments, ore positions etc based on user feedback!
This mod is intended to be the core of my eventual Minecraft Reshaped modpack, and as such, playing with other mods in general is highly recommended. To list the minimum, my recommendations that follow the theme of rebalancing existing content would be;
- Penchant - An amazing mod by ThePotatoArchivist that fixes everything I dislike about enchanting. Removes the RNG, but requires the player to pour in an investment if they want great tools!
- Fixed Anvil Repair Cost - Use this mod by Serilum, which allows you to set the levels or amount of materials each repair should cost, to set a config however you see fit that makes Anvils much more worth it to use. My recommended values however would be 1 for Level Repair Cost, 3 for Material Repair Cost, and the default Percent Repaired value.
- Better Days - Made by Wendall911, this mod allows you to configure various settings relating to Day/Night length and Sleep settings. My reccomendation for the configuration is to make daytime twice as long so you have enough time during the day to gear up for the night, and to adjust the sleeping time so that plopping a bed in the middle of a field is... much riskier
Thank you for checking out my mod!


