Relaxed Beginnings

For slower and more relaxed progression. Aiming for simplicity.
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sharded_diamond_block_showcase.png

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item image

Description

This mod aims at making the progression of a Minecraft world a bit slower, without being grindy or boring. You will no longer be able to go straight into the caves and look for diamonds.

For stone-like materials you will now need a stone tier pickaxe, and for wood type materials you will now need a stone tier axe.

Mob changes:

  • Sheep no longer drop wool when killed, you need shears to get their wool;
  • Skeletons have half of their original hp;
  • Spiders (not cave spiders) are half their original size and have half their original hp;
  • Cave Spiders have half their original hp;
  • Spiders drop 1 to 2 more string (to guarantee them dropping string);
  • Skeletons drop 1 more bone (to guarantee them dropping a bone);
  • Cows/Mooshrooms/Pigs/Sheep and Polar Bears now sometimes drop a bone fragment;
  • Most mobs will get a slightly randomized scale, health and speed (the bigger the mob, the more health it has and the slower it is);

Progressive Difficulty:

  • When any monster is killed by a player, the difficulty increases by 1;
  • When any player dies, the difficulty decreases with 25% (25 minimum);
  • Progressive Difficulty can range from 0 to 300;
  • When the difficulty is below 50:
    • Health and dmg of monsters is decreased by 25%;
    • Armor worn by monsters cannot be a higher tier than Iron.
  • When the difficulty is between 50-100: no changes from Vanilla;
  • When the difficulty is 100 or more:
    • Monster Amor increase: Leather -> Chained Leather, Gold -> Shining;
    • Monsters with increased Armor will spawn with the associated weapon;
    • Most monsters have a 1%~2% chance to be giant, which causes them to be 1.5x bigger, have 2x health and be 0.5x slower, while dropping their loot twice and drop all equipment they hold/wear (chance gets higher with higher difficulty);
    • Most monsters have a 0.5%~1% chance to be empowered, which causes them to have certain effects and/or attributes and drop some minor special loot (chance gets higher with higher difficulty);
    • Monsters which can wear armor have an extra 1 in 20~15 change to spawn with armor (chance gets higher with higher difficulty).
  • When the difficulty is 150 or more:
    • Monster Amor increase: gold -> Chainlink, Diamond -> White Diamond.
  • When the difficulty is 200 or more:
    • Monster Amor increase: Iron -> Diamond, Diamond -> White Diamond or Crying.

Early-game progression changes (All pregression changes are explained with in-game advancements):

  • Find either Sugar Cane or Bamboo;
  • Make a campfire with sticks and either Sugar Cane or Bamboo;
  • Char Sugar Cane or Bamboo to get Charred Rods for wooden tools (farmers path);
  • Make Clay Tools and harden them on a Campfire (wanderers path);
  • Either farm or fight to get bones (now craftable with string and bone meal) for flint tools;
  • Find Copper to make Copper Tools (miners path);
  • Use a waterlogged Press to cool down Metal Ingots and Tools (tools are made with Hot Ingots);

Mid-game progression changes:

  • Silver Tools are a faster alternative to Iron;
  • The Linking Alloy (crafted from gold and silver) is required to get to diamond, as Linking equipment is upradable into Diamond;
  • Linking Tools are slower Diamond tier tools;
  • Chainlink Armor has Iron Armor stats + 25% more movement speed per piece;
  • Diamond ore now drop Unpolished Diamonds, which need to be cut into Diamonds with a Stonecutter;
  • The Stonecutter now requires the Iron Saw to be made;
  • Diamond ore no longer has a chance of not generating if exposed to air.

Late-game progression changes:

  • Ancient Debris now drops Netherite Scrap and works with fortune;
  • 2 Netherite Scrap and 1 Gold crafts Raw Netherite, which is smeltable into a Hot Netherite Ingot;
  • The Netherite Upgrade Template dupe recipe now requires Gold Ingots instead of Diamonds;
  • The Netherite Upgrade Template can now also be found in Nether Fortresses;
  • The White Diamond is crafted from Diamonds and Quartz;
  • White Diamond tools are Netherite Tier, with Diamond stats and +4 block reach;
  • White Diamond Weapons do more damage the more health you have (100% damage at 20 health (or max health if max health is less than 20));
  • White Diamond Armor has Diamond stats and grant extra health.

Replaced Recipes:

  • (Soul) Campfire;
  • Bamboo Block (requires 1 string now and gives 2 blocks);
  • Crafting Table (made with 4 sticks now);
  • Netherite Ingot (crafting recipe replaced with Raw Netherite);
  • Netherite Upgrade Template;
  • Exporers Compass (compatibility with Explorers Compass, now crafted with Eyes Of Ender).

Tags:

  • entity tag relaxed_beginnings:cannot_be_giant for entities which will not have altered attributes or be empowered;
  • entity tag relaxed_beginnings:cannot_be_empowered for entities which will never be empowered;
  • entity tag relaxed_beginnings:standard_empowered for minibosses which will only get the standard attribute randomization while being seen as empowered;
  • entity tag relaxed_beginnings:can_wear_armor for monsters whose armor can get changed by Progressive Difficulty and which get an extra chance to spawn with armor when the Progressive Difficulty is above 100;
  • item tag relaxed_beginnings:weak_weapons for weapons/armor which should not be dropped by a giant (except if it is enchanted);
  • block tag minecraft:needs_gold_tool for blocks which can be broken with Gold tier or up tools, but not with Wood tier tools or lower.

All added items/blocks are shown in the Gallery.

Dependency: This mod is built upon ghost's Simplicity, which provides some necessary equipment and items.

Mod state: finished until port to 26.1 or fixes.

Feel free to comment bugs and suggestions.
Feel free to port this mod over to another site/app/modloader/version.
Feel free to put it in a modpack.

 

Press recipe structure:

{
  "type": "relaxed_beginnings:pressing",
  "ingredients": [
    {
    "item": "mod_id:item_id"
  },
    {
    "item": "relaxed_beginnings:required_state_[waterlogged/lavalogged/dry]"
    }
  ],
  "outputs": [
    {
    "id": "mod_id:item_id",
    "count": amount
    }
  ]
}


example:

{
  "type": "relaxed_beginnings:pressing",
  "ingredients": [
    {
      "item": "relaxed_beginnings:hot_iron_ingot"
  },
    {
      "item": "relaxed_beginnings:required_state_waterlogged"
    }
  ],
  "outputs": [
    {
      "id": "minecraft:iron_ingot",
      "count": 1
    }
  ]
}

Relaxed Beginnings Team

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Making mods/recouce-packs for myself. Feel free to try them

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