2:50 Died 2010 Born 2024 Welcome back giants Cool how adding just a bit of variety like that makes mobs that much more interesting to fight
@UdderlyEvelyn3 ай бұрын
Datapacks over here becoming mods you dont need a loader for, if only they could do all thay forge or fabric can.
@conure5123 ай бұрын
one day, one day...
@Hoolahups3 ай бұрын
Seems like they probably will be able to for 95% of cases within a year or two. Shaders and much more complex mods will still need forge though
@Japser343 ай бұрын
Or fabric
@natanmaia35753 ай бұрын
Mojang is doing a blessed job by porting stuff like enchant effects, loot tables, world generation and stuff into data files So much that even making forge mods involves a lot of datapack work as well!
@TinyDeskEngineer3 ай бұрын
@@Hoolahups Hasn't vanilla minecraft had support for custom shaders written in GLSL for a while now? It was a pretty big deal I recall.
@BrackenStrike3 ай бұрын
This is inspired. I didn't realize how much minecraft needed this until you made it possible. The original ranges you set up are just subtle enough to give variety without disrupting the core gameplay. Could any of the randomized attributes be correlated with each other? Like, could larger variants also have more health?
@paleflesh35883 ай бұрын
I mean what comes to mind is to randomize the size first and add HP max cap proportional to it, like if you have a thing of size 1 it would add 5 to max% of HP and roll HP after, and if it's like size 10 it'd add 50% to max variance. so it's possible probably
@conure5123 ай бұрын
I'm sure that could be possible, just might take a bit more math lol
@Zetaggwp3 ай бұрын
@@conure512 would it be possible to make it work with correlated values? Like you only randomly assign the scale and the rest is based on the scale value. So "if the scale is +1% it gets a tag or something and then all zombies with the +1% tag also get +1% damage and +1% speed etc" I don't think it'd be a perfect solution it was just what first came to mind. I don't even know if it'd be possible.
@JudeTheAutomaton3 ай бұрын
ngl I like the varying jump attribute, having idk a 1 in 6 chance of a mobs being able to jump over fences seems quite fun. also is that a tag for healing imagine a 1 in 60 mobs had decent natural permanent regeneration, if their just rare enough then it may be hard to farm them but afterwards you have a permanent entity, that would be useful for the purpose of aesthetics and mini games, perhaps the ravengers in decked out wouldn't have to be replaced so often.
@MrBurdy3 ай бұрын
To make the datapack more compatible with others, instead of excluding entities with an "ignore" tag, I recommend targeting only entities that have no tags at all. [tag=]
@conure5123 ай бұрын
There are some datapacks that just add a tag to every mob, after doing something to them. (Actually this is one of them.) So some other packs, particularly packs that tick faster than this one (this one is 1 command per second), might just completely nullify this one if i was searching for @e[tag=].
@Typocat3 ай бұрын
Very intresting, thanks to mojang for adding more commands for datapack creators!
@Bluebird_YT3 ай бұрын
0:48 are you able to change the fuse time for the creepers? So that some explode faster or slower than others?
@conure5123 ай бұрын
That totally could work, but that's controlled by a regular NBT field rather than attributes, so I'd have to write some additional code for it.
@geekjokes84583 ай бұрын
i remember the old hermitcraft datapack that would buff phantoms over a period of time (because they always had the size attribute for some reason)
@conure5123 ай бұрын
something extra cursed about phantoms is that their "Size" is an NBT field completely separate from the "scale" attribute, which means you can stack them and they multiply. a phantom with Size:64 and scale:16 will actually crash your game same goes for slimes and magma cubes actually
@BryanLu03 ай бұрын
@@conure512aren't slimes and magma cubes are slightly different because the splitting mechanic is attached to the nbt
@dombomb643 ай бұрын
at 2:09 i thought you said squidward objectives for a second and i found it really funny for some reason
@Tyrant443 ай бұрын
Super cool! Wonder if you can implement a bell curve distribution to the stats so something like super large or super small mobs are a lot rarer than ones closer to the median. Or alternatively, something like a +/-20% distribution for most mobs, but then a
@conure5123 ай бұрын
The stats are randomly generated using the /random command which is hardcoded to return a linear distribution atm. Although I guess a bell curve could be done by first doing something linear, and then running some sort of algorithm to "squish" the results toward the middle... idk i might need to think about that lol
@novarender_3 ай бұрын
@@conure512You could totally skew the values with some sort of formula. Even a triangular distribution (i.e. average of two random numbers) would be nice.
@nugrevan_music3 ай бұрын
Every datapack you make is saving my life, you are a true hero ❤
@MaksLangerd3 ай бұрын
What i would love to see in update in the future is Mojang giving us possibility to make custom variations for mobs - like they did with wolves. Imagine making a custom skin for mobs for every biome. It would be awesome to see
@Newt27993 ай бұрын
Cool stuff man. Definitely a nice feature that makes the game more interesting
@jpting_3 ай бұрын
This is a really cool idea! Definitely want to use this in my next world
@kyleyoung24643 ай бұрын
We need this for players 😂
@wittik-03 ай бұрын
Lol, I did this on a personal server where every player gets indexed on join, and an attribute is set randomly to each indexed player. Stats reloaded on death. Also, have a pack on another server where custom hats made by the server members change the wearers' height to our irl heights.
@JaizYT3 ай бұрын
Yet another amazing piece of work
@GamerX-20002 ай бұрын
I was looking for resources for how to do exactly this myself, and found that I don’t even need to do it XD
@expotio33003 ай бұрын
I've done something similar for my own datapack, but I also included creeper fuse times as something that gets affected. I'm sure yours is much more optimized, but its cool to see the idea being used
@Zero-47933 ай бұрын
Thank you for making this so i don't have to XD. basically had the same idea, been too busy to implement atm.
@The_Konester3 ай бұрын
I actually had this idea a while ago! I got pretty far into development and then I guess I forgot about it? Glad to see someone else making a version tho.
@contrabipis3 ай бұрын
I love this! That's such a lovely addition to the game!
@dragendghast3 ай бұрын
This is pretty awesome! I change the attributes of mobs in my dinosaur data pack(paired with a resource pack) including scale to make the dinosaurs a bit more realistically sized, and I would love to add functionality similar to this. Would it be alright for me to use your datapack to learn how to add this into my own data pack? I would of course credit you in the description of the pack.
@conure5123 ай бұрын
Sure, go for it!
@Kjuhj0013 ай бұрын
I made a very similar datapack with the same name a while ago on modrinth
@thefanboy32853 ай бұрын
You beat me to it. Though, if it were me who did it, it would have taken a few months, maybe even a year, until the datapack came out. As I still gotta learn how to datapack.
@Renared_6883 ай бұрын
Are you going to post it on Modrinth? Cause this would be amazing for my Modpack! Super cool datapack, love the realistic variety it gives to mobs
@RavenRavel3 ай бұрын
This is going to be so great next Eon.
@FennecFoxyOfficial3 ай бұрын
You know, I dont know how to test if its true, but I heard that creepers technically have melee damage, tho its impossible to ever see in game due to their explosive nature
@skud13773 ай бұрын
maybe it could be cool to also slightly tint their textures? I don't know how possible that is with datapacks but it would be fun
@frogmouth23 ай бұрын
Would it be possible to make a version of this where specific stats are tied to eachother? Maybe faster enemies do less damage and vice versa while bigger enemies have more health?
@E_T_313 ай бұрын
2:27 Shouldn't that make it "17 times their base size" if scale.max is the positive deviation from 100?
@conure5123 ай бұрын
Yeah I kinda said that wrong (shouldve set it to 1500), but the game caps the scale attribute at 16, so even if you set it higher it will still be 16 times base size
@E_T_313 ай бұрын
@@conure512 ah, I see, thanks for the clarification :)
@icicleditor3 ай бұрын
Hilbert curve!
@conure5123 ай бұрын
I built this hilbert curve entirely by hand in like 2018 and i figured it was finally time for it to get a spotlight in a video
@BrackenStrike3 ай бұрын
@@conure512 absolute legend
@icicleditor3 ай бұрын
I recognized it cuz rubixtheslime has made some hilbert curve mc vids lately haha
@jobobminer88433 ай бұрын
You randomize all the stats there. What if you tied the stats to size. So attack damage and health usually increases with size while speed usually increases as size goes down. Etc.
@SmugBab3 ай бұрын
I had a dream like this lol, now it’s real! Thanks mate
@hagnatАй бұрын
the next iteration would be to slightly tweak the colors of the mob, gotta keep an eye for when (not if) mojang introduces that attribute :D edit: lol i just typed the above message... and the next video is xisuma's 1.21.4 pre release notes, where he showcase item tints. Seems like i am on the nose about this being a "when" and not a "if"
@yaoitiddieexpert14863 ай бұрын
is there any way to make larger mobs drop more loot? and to make, for example, speed scale negatively with size and damage scale positively? that way you could see a 2x skele which would deal 2x damage but drop 2x? a sort of risk-reward system?
@luigitime34Ай бұрын
Can this be used in my map? With credit of course. Also amazing datapack :D
@conure512Ай бұрын
Of course!
@danielrhouck3 ай бұрын
Does the scale change affect mob *spawning*? A lot of mob farms try to limit the size of spawning spaces to prevent certain types from spawning. My guess is no; it changes stats the tick *after* they spawn?
@baudmarch39253 ай бұрын
I wanted to do this too ! So .... great idea I guess xD
@andreaspatsalides19143 ай бұрын
No creeper explosion variation?
@conure5123 ай бұрын
I could add that, but it would be a bit awkward. The ExplosionRadius field that creepers have only takes integer values, and its default is 3. So even a change up to 4 or down to 2 would feel kinda drastic, considering these are supposed to be "small" random variations.
@andreaspatsalides19143 ай бұрын
@@conure512 I see. Baby creepers maybe? 🤔
@cobaltbluesky22763 ай бұрын
i like your thing in the middle of the ocean. hilbert curve :)
@JesseMC_yt3 ай бұрын
Very cool modpack! The answer is probably no sadly, but is this available on Bedrock? I totally want to add this to my worlds.
@conure5123 ай бұрын
Nope, it's a datapack, which means it's Java only.
@hextav3 ай бұрын
is that thing in the ocean a Hilberts Curve?
@SamualN3 ай бұрын
I feel like the guy wearing gold should be slower
@conure5123 ай бұрын
he's just built different i guess
@JohnLattanzio983 ай бұрын
Someone should make a mod that allows you to breed hostile mobs. Ex. Feed two creepers then they will make a baby creeper that behaves like a baby zombie: faster and explodes quicker but weaker
@KeksiGaming27 күн бұрын
Yo had the same idea and gave up on it because I've made it too complex xD
@carl-classic3 ай бұрын
do the spawn conditions change for example in mob farms
@conure5123 ай бұрын
Nope, the stats are set after the mob has already been spawned.
@marcscratch333 ай бұрын
faster smaller baby zombie be like:
@tpyk_mahn2 ай бұрын
Would this be possible in 1.20 ?
@BryanLu03 ай бұрын
Could you make baby variants using this? Like baby creepers, baby skeletons, baby endermen
@conure5123 ай бұрын
Seems like something that should go in another datapack lol, but yes you totally could, using this same basic mechanic.
@Mice-stro3 ай бұрын
Neat
@dvirovOfficial3 ай бұрын
I actually did it not long ago on my Datapak
@conure5123 ай бұрын
Nice! Looks like great minds think alike
@dvirovOfficial3 ай бұрын
@@conure512Well, I haven't looked at how you did it yet, but you seem to have done it more effectively than I did I used a costume tag to scan all the monsters and then I let them hold a random knowledge book my hand from the loot table and then based on that it pool them with data . The original idea was to give the monsters armor like in the ominous trail chambers