A Partial Mod of Jabs Fixed Minecraft that includes the changes to mobs and blocks
Villagers:
- Villagers now have 5 specific ‘needs’ which if not provided, after 2 days will start to increase prices by 5 emeralds, and refuse to trade after 7. Each need is something a villager should get in an untouched village, so its only why they are taken out of that environment might they start to complain. If a need is lacking, a particle will appear showing what the villager wants and say to the player a hint at what they want. These needs are:
- Sleep: however they will not go to sleep if they see more than 1 other adult villager [require a privacy, generally via a house]
- Gossip: which happens when 2 villagers ‘talk’ to each other [require a gathering place to socialise
- Food: A villager will now consume 1 food point a day [require a farmer to automatically plant and harvest food]
- Exercise: A villager needs to be able to walk at least 8 blocks in one go [can’t stuff them into a small box]
- Sunlight: A villager needs to be in an area with at least 1 sunlight level so they ‘know’ when it is day/night (and get some Vitamin D) [Can’t stuff them in an underground box]
- Additionally a villager will also refuse trade during the night [shops closed]
- A villager can now wear leather armour based on their level (novice: no armour, apprentice: only boots.. master: full armour), changeable within their GUI
- Villagers will passively heal if they have food (chance to consume food)
- Buying or selling a lot of the same trade will cause its price to increase for a limited time (stronger effect than vanilla)
- Villager will wait until its next restock before leveling up
- All diamond tool and weapon trades cost at least a diamond
- Trading with a villager while riding a camel will have the villager take on the passenger seat until you trade with them again
- Villagers always zombify but now turn into a nitwit based on the difficulty (0/50/100%)
- Increased discount for minor positive (sharing when villager got cured)
- Leather worker can now sell enchanted/trimmed leather gear
- Armourers use experimental trades
- The wandering trader now only spawns on natural blocks like grass
- The wandering trader buys and sells a larger variety of items, including a rare item of a mob head, music disc, trim, sherd or a map to a unique biome (mushroom fields, cherry grove, ice spikes, badlands, warm ocean, pale garden)
- The iron golem spawning cooldown has been reduced to 20 seconds, however now each iron golem requires a new hostile mob (conversion resets this e.g. husk -> zombie) and the villagers to consume a piece of food for the spawn to be successful, the villagers no longer need to have recently slept.
Mobs:
- Allays can be picked up in buckets
- Parrots are less likely to fall off and can be grabbed mid air or when crouching. Shift click the top of a block with an empty hand to place them down
- Husks drop sand while converting into a zombie
- Music discs are now renewable to a certain capacity (creeper killed by piglin, creeper killed in overworld, warden, creeper kills sniffer)
- Sniffers have a 25% chance to dig up ~70 different nature items from including seeds/saplings/flowers/grass/dead coral etc and a 25% chance for a golden dandelion (which is no longer craftable)
- Torchflower gives of light and set mobs on fire, pitcher pod can take a large bite of damage every now and again
- Can use spider eyes to feed frogs, and silk touch frogspawn (OpenGX11)
- Bees spread flowers upon pollination
- Llamas now spawn in all Savannah biomes, and their strength value has a better formula to determine how much bred llamas can hold (50% down, 30% same, 20% up), and they teleport back to the caravan if they get lost
- You can now dye normal shulkers, shulkers spawned in end cities have a 10% chance of being purple
- Super charged creepers can drop player heads
- Split the “mob griefing” gamerule into one for hostile mobs and one for passive mobs
- Creepers drop all blocks
Blocks:
- Scrape copper blocks to get “patina” used to oxidise other copper blocks
- Holding honeycomb will reveal unwaxed copper blocks
- Waxed blocks (and infested blocks) items have a yellow outline
- Green Fire (on copper blocks)
- Glass fast break with pickaxe
- Using a wind charge at falling gravel converts it to sand
- Ores broken by an explosion have a chance to drop double
- Using water bottle on dead coral brings it back to life
- Wood blocks work in a stone cutter
- Many crafting tweaks (courtesy of LuigiTime34), including but not limited to things like craftable coral blocks and better stairs/slabs/walls recipes
- Azalea trees now use the new azalea wood set
- Jungle leaves double sapling drop rate
- Snow falls due to gravity
Redstone:
- The comparator output of a calibrated sculk sensor gives the internal placement of the vibration within its signal strength
- Powering an amethyst blocks generates an artificial vibration based on the redstone signal strength
- A sculk sensor can be right clicked to toggle amethyst mode where it will only listen to vibrations made by amethyst blocks
- Copper bulbs have a 1 game tick delay
- The comparator output of a daylight detector is the hour in 12 time, inverted reads the phase of the moon
- Noteblocks can be tuned down by clicking the bottom half, shift right-clicking them in creative plays the note without changing it
- Dispensers now interact with cauldrons (including cleaning items, which also now includes all wool based blocks, glass, terracotta and bundles)
- Redstone lantern similar to torch, but soft powers, can be placed under a block and works underwater
- Copper Golems remember the last item and chest it used to try to do the same action again, speeding up sorting. If they are holding an item with items inside (like shulker box) they will do a check against the first item in it rather than the shulker itself, and this check also checks data like custom names and enchants. If it is comparing against a paper/nametag named with an item tag i.e. “#planks”, it will test against the tag instead.
- Added the Dispenser minecart, facing left by default but can be shift-right clicked to flip. Fires when on on activator rail with an 8 tick cooldown.
- When a door opens/closes and another door is next to it (a double door), both will open/close
- Redstone is better shown in the jungle temple and ancient city portal room (now also with the wither painting)
- The trial chambers will have a redstone door
- Many of the redstone components have gotten a texture tweak to better show what it is doing
Fishing/Archaeology:
Fishing now has a bait power (no bait/spider eye/fermented spider eye/golden fermented spider eye) to determine the quality of the loot. Having the Luck Effect or being under a full moon increases Bait Power, Being in the rain or Conduit Power increase luck of the sea by 2 each, so max bait power is 6 (golden eye [3] + luck [2] + moon [1]) and luck of the sea is 8: Luck of the sea 4 super (enchant + rain [2] + conduit [2]). Conduit Power also turns any “junk” you would have received into receiving a fish
Fish - Raw Cod, Raw Salmon, Tropical Fish, Pufferfish
Junk - Lily Pad, Leather Boots, Leather, Bone, Water Bottle, String, Fishing Rod, Bowl, Stick, Inc Sak, Tripwire Hook, Rotten Flesh, Sea Grass, Kelp, *Bamboo
Mid - Iron/Gold/Copper Ingots, Nautilus Shell, Name Tag, Saddles, Brush, Shears, Water Bucket, Water Breathing Potion, Wet Sponge, Arrows, Prismarine Shards/Crystals
Treasure - Heart of the Sea, XP bottle, Spyglass, Scute, Enchanted Book, Fishing Rod/Bow (Enchanted), Trident (% Enchanted), Potion (Strength, Night Vision, Swiftness, Leaping, Invisibility, Luck)
For each level of Luck of the sea, has a 5% chance to fish up a ‘live’ fish, increasing the rarity of the fish (up to elder guardian) via more bait power (also pulling existing entities works better)
Archaeology: common drops moved to bundle with many items, rare drops moved to common, new items (ingots, goat horn, wolf armour, turtle helmet) now rare drops
You can make your own suspicious sand/gravel in a crafting grid
If it is a full moon and you are on the surface, you have increased luck when fishing, farming gets a buff in the third quarter (2 nights later, double drops), looting + 1 when it is a new moon and fortune + 1 in the first quarter