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What makes a mod vanilla style?

Jun 03, 2021
Modding has always been an integral part of the Minecraft experience, but mods that attempt to emulate Vanilla's own

style

of content have become popular recently, starting with version 1.13. Recent ambitious updates have provided a model for other developers to follow, giving rise to a new definition of

vanilla

plus modding, aside from mods like quark, previous

vanilla

plus mods often mimicked vanilla content to add smooth paddles and tool levels. Suggestions for moyang about the vanilla game are often even smaller, such as gameplay improvements and tweaks or various obvious inclusions like the enchanting tables during Lapis Lazuli, although taking elements directly from the source may seem like a sure way to make a mod Vanilla Plus is actually quite ineffective as it produces features that are redundant with Vanilla, either overshadowing it or adding very little to the base game mods.
what makes a mod vanilla style
You're supposed to add content that creates new gameplay value in the same way that standard updates provide unique features. These may even seem modified at first, but the player base adjusts and eventually can't imagine living without them. Mods can take the same approach, of course, not all the features they have are new and game-changing and their mechanics can certainly take inspiration from the base game, but to come up with something completely new, a good place to start would be the principles of official Minecraft designs or at least those we currently know to ensure that the gaming experience is No compromises, Moyang adheres to specific design principles.
what makes a mod vanilla style

More Interesting Facts About,

what makes a mod vanilla style...

We're told some of them are clear, for example, Jeb wants poisonous potatoes to never have a purpose. Others we can glean from Minecraft design trends, like the loose fantasy feel of high-tech material. It wouldn't fit this word for word, but it could be themed redstone and ending, as long as the functionality is simple and intuitive. The first official rule we learned was mentioned during the aquatic update snapshot cycle when discussing why the sharks didn't enter. update, Bedrock developer Tanner Pearson mentioned that hostile animals cannot be based on real life, there are some extreme cases, spiders are large enough to be considered fantasy silverfish, they deviate significantly from their appearance in the real world and the goats do not immediately attack the player on the spot.
what makes a mod vanilla style
Making them technically neutral, many neutral mobs can also be attacked by things other than direct damage, such as bees, polar bears, and dolphins. These decisions are related to Mojang's greater attitude towards ecological and social issues. They don't want to misrepresent the animals, especially the ones that are endangered, but they keep it real. -Unmistakably fantastic elements of life mobs, such as turtle shells that are a potion ingredient, dolphins that increase the player's swimming speed, or cats that scare away creepers and ghosts, are also allowed, since all mobs do not They are gendered and great care was taken to create the new Minecraft-inspired textures of the villagers.
what makes a mod vanilla style
Based on fashion rather than real-life cultures, we can assume that new features should also avoid association with such topics, especially points of contention this year in Minecraft Live. Jepp showed off a book he had written about Minecraft game design. No one except Moyang developers has access to this book. but they showed us two pages, each with a design principle, the first is one block at a time, the main principle is that all actions interact with one block at a time, you break a block, you pull a lever and until there is not a block of land left.
Any copy and paste functionality, templating, or similar convenience tools that interact with one block can affect a multitude of other blocks, of course, such as planting a tree, blowing up a TNT, or activating a redstone network, but from the perspective of the player, it all starts with that singular interaction, why? Is this important? It allows Moyang to maintain Minecraft's interaction model, but also places an essential restriction on how to build things with other players. Jeb wants a player to instantly understand

what

happens when he watches someone else play. Placing buildings with templates would make it difficult for an observer to help.
Tanner also mentioned this design principle much earlier and was the source I used in my cave update video to reiterate that this rules out three by three mining tools, tree guys and orvan miners, it may seem like an arbitrary rule, but in my opinion it's important and quite fun to think of ways to fix it instead of a tree, for example logs created during world generation or grown from a sapling could fall as sand and gravel, allowing you to log a whole tree. block at a time, but without moving the mouse or having to get up to get to the top, this also prevents the trees from floating and at the same time allows the behavior of the previous record if the block is removed and placed again, similarly As the player placed the leaves, they won't break down, the second rule mentioned Bad things happen, but it's technically the player's fault?
Disaster is common in Minecraft, whether it's falling into lava or having your house blown to pieces by a vine. The point is that these accidents occurred when players were there to see them and avoid such dangers. If played differently and more carefully, the game should not create situations that are impossible to avoid, and when it does, it should have a reasonably small impact. Making sure the player is treated fairly is one of the reasons their worst natural disaster is a relatively tame lightning strike. and the list of blocks endermen take is limited to natural and abundant blocks such as dirt and stone, if a game mechanic is going to destroy hours of the player's hard work, players should be the ones to start it and players should be able to stop it. or even prevent it.
A completely practical example is how iron golems ignore creepers because otherwise the creeper would explode and destroy buildings without any player interaction. This has appeared many times over the years, often in response to the addition of natural disasters such as tornadoes, floods, volcanic eruptions, or mobs. That hurts significantly in a world, like breaking blocks to get to a player. Some believe this principle rules out incentives to build better defenses if a couple of blocks can stop all danger, but as I said in my video about more survival mechanics, we turn this on its head. can allow for the same thing: the environment could affect crowd behavior rather than the other way around, such as mobs traversing some blocks, climbing onto roofs, or jumping across large spaces.
This would also encourage creative functional construction without the need to constantly repair structures related to this. We can be relatively certain that new blocks should almost always be breakable, since the only naturally occurring unbreakable blocks are the portals at the ends of bedrock and their frames, and these are unbreakable for a good reason: the bedrock. Rock serves as a physical boundary to the void or roof of the nether and also comprises permanent features such as the final crystal platforms, exit portal and final gateways, the final portals and their frames create permanent access points at the end. , so if they could be broken, the ending could be irreversibly blocked.
An alternative solution is to make enderman appear rarely. keep instant and allow portal frames to be created, as in my video on quasi-law, although this rule is not explicitly mentioned. Developer feedback notes that unbreakable blocks, being too common, make it difficult for the player to shape and structure the environment. designing more interesting ocean monuments have elderly guardians that give mining fatigue, the challenge in the bastions comes from their state of disrepair and the nether fortresses have long corridors that are easier to travel through than mining of course mining through of these is not impossible, but this is a good This as it allows players new creative ways to conquer structures, it also inspires new structure design ideas, an exploding boomstone building in mind, explained in the update video of my cave, observers that detect when the walls are broken and release mobs or lava hidden in the walls. are just a few ways to encourage exploration of a structure as intended without completely ruling out the extraction of these design principles were probably developed at the time of Microsoft's acquisition of mojang, just after the release of 1.8, as Rabbits were the last real-life mob to have useful items. upon dying, this means that the rules were probably designed retroactively to accommodate possible exceptions, since creepers, ghosts, andamans, and lightning bolts were added relatively early in development and are close to breaking the rule of no inevitable destruction.
Lightning rods are being introduced into caves and crevices. to redirect the rays away from the flammable blocks, but the creeper is simply too iconic for the vanilla game to change, it was one of the few textures that japa didn't touch, its explosion doesn't drop all the blocks like tnt does now with your minecraft dungeon texture. it was just toned down and the creeping winter dlc was going to introduce blue vines before their green was considered too iconic, this brings us to an interesting point if the creeper was added today would it be considered a vanilla

style

feature?
Would he act differently after all his destructiveness? nature

makes

it antithetical to the Minecraft sandbox. There are likely many other legacy features that would have been implemented differently if added in modern versions, but changing any feature can lead to backlash. Players could have incorporated old mechanics into their playstyle or simply considered legacy content. As classic or nostalgic and even trivial changes can be risky, I'm looking at you, zombified piggy, however, mods can get away with changing vanilla if the changes can be disabled, maybe then the only way to make Minecraft be more vanilla is to modify it and update its legacy. features to better adapt to modern versions so that developers can experiment with changing the fundamentals of Vanilla, since in many ways it is uncharted territory.
Changing Vanilla's features is not the only way to improve Vanilla, however, you can also try to give them more purpose and something good. An example would be the campfire in the Buzzy Bees update, its functionality did not change, but the new B hives and nests required its smoke to appease the bees and allow honey to be safely harvested. This is how Corey Cheviak, another game developer, put it in response to my question at minecon last year, yeah, so when you're thinking about ideas, when we think about ideas, we first try to think if this would fit with the original game, Would you add anything to it? and then we thought, does it work?
Other features that are already in the game, we really try to add things that will interact with the game loop and try to tie everything together, so when you're thinking about features to suggest, try to think about how this interacts with the features that are already in the game. in the game, how would this improve them? For example, many mods often ignore this note and instead have their own systems that can make any existing basic solution obsolete. For example, other modded content doesn't interact with Vanilla at all, such as magic mods that are completely independent of Vanilla magic, not all mods have to interact with Vanilla to be good, but a tech or magic mod that targets the style Vanilla should definitely include the Vanilla mechanic.
In its design, the game's technical meta is determined by emergent gameplay, which is where a few simple features come together to create something more complex than the sum of its parts. Since Minecraft is a sandbox, many different play styles emerge from its mechanics, these are extremely difficult to manage. It's a designer to anticipate and take into account, but if the basic components are well designed, it can lead to many unique scenarios, such as interactions with Piglen and Hogland, as well as a lot of player creativity, such as some simple Redstone components to create a calculator or system with a high skill ceiling like 1.8 pvp strafing block hit strategies and w tapping strategies of course this can come at a cost of intuitiveness so someof the more esoteric or unintentional technical innovations could be simplified, for example a basic style tech mod could replace the TNT cheat. with its own method for the production and transportation of TNT that are renewable and automatable.
If you take one thing away from this video, let it be that Vanilla Star mods should aim to have content that Moyang can add rather than clones of pre-existing features. obsidian ships, the alutra overcoming simple gliders, and a savage piglen beating over the pikmin villages are just a few of the ways moyang has developed a unique vision of a popular but simple idea and mojang only continues to expand his vision. with complex additions like the guardian. and entirely new systems like archaeology, these features don't seem basic at first, but the feeling is largely subjective and arbitrary.
Moyang doesn't need to let this limit them, so neither should we, as long as we add content to expand on the basic version rather than simply imitating it and sticking to its design principles, which are ideas that should fit with the theme of Minecraft fantasy. Real-life animals should not be misrepresented or hostile and gender stereotypes and unbreakable blocks should be avoided. Players can only change one block at a time and they are the cause of all disasters in the world and most importantly poison potatoes should never have a use so

what

do you think a vanilla style mod should be?
Feel free to comment below. Don't you agree with anything I said? I appreciate respectful reviews and if you enjoyed this video be sure to give it a like and if you really like what we do please consider supporting us on Patreon patrons and the people who power nitro our Discord servers get access to beta versions of all our modifications, including unpublished ones. We also have a large number of existing vanilla style mods that you can explore on our website. I have a few more quasi-story videos planned and I was impressed with the response the first one got, so if you're interested, subscribe and ring the bell and they should be available soon. so you can enjoy links to ourother social networks are in the description below until next time stay abnormal a special thanks to adele swaff finney stephanie and cult leader 666 for pledging five dollars and to jabala connor ava david cat scythe and scythe for pledging ten dollars thank you for all your support

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