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@baningan
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Motivation

The original quickstart requires making backups of the world to:

  • "Force" high durability shovel drops
  • Prevent knockback on the first shovel zombie
  • Prevent a creeper from destroying the island as the first hostile mob
  • Ensure player kill credit for the first shovel zombie

This PR rewrites the quickstart so that no backups are required, simplifying the process while keeping the challenge close to vanilla.

Logic

World Start

  • All shovel zombies drop shovels with 200–250 durability 100% of the time
  • Player has full knockback immunity
  • Jumping at full health → instant drop to 2 hearts

First Hostile Mob Spawn

  • Hostile mob is replaced with a shovel zombie with 0.5 hearts of health
  • Jump damage stops
  • Knockback immunity is removed after kill

First Moss Block Obtained

  • Shovel zombie loot table resets to vanilla behavior

Additional Changes

  • Removed weather manipulation
  • Removed daytime cycle manipulation
  • Removed hunger feature

Note
This is my first time creating a datapack. I’ve forked the project and rewritten the quickstart according to this logic, and I would greatly appreciate it if the original author could review it.

@Ciremya01
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Nice work (I can't say if its compatible with the vision BPR had to the project, but still nice work).
Just so you know and can do a propper PR, we dont just accept zip files of fully build project. All the code is in the repo and we build the pack from that.
So please include the changes you made to anithing in the "src".

@BPR02
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BPR02 commented Dec 29, 2025

I've been meaning to update the starter and these look like pretty good changes, but as Ciremya stated, you need to modify the src folder so we can properly see the changes.

Can you explain why you removed the weather and daytime manipulation? Without the time manipulation, more than half of the day is waiting time (which might make players create a backup at night so they don't have to wait more). And without the weather manipulation, there's a bunch of AFKing required to get snow for the first time.

I like how the shovel zombie loot table remains until moss is obtained because, after play testing one block, it's apparent that if you lose/break the shovel and a creeper blows up any of the blocks, you'd have to restart the process all over again. However, ideally, after the first hostile, shovel zombies shouldn't force-spawn if there's a player with a shovel since that'd mean no other hostiles (e.g. spiders) would be able to spawn during the grind for emeralds.

@baningan
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baningan commented Jan 3, 2026

you need to modify the src folder so we can properly see the changes.

Apologies for that. This is my first time contributing to a project. I’ll make sure to properly modify the src folder so the changes are visible.

Can you explain why you removed the weather and daytime manipulation?

My goal was to make a version that doesn’t rely on backups while staying as close to vanilla as possible. I felt that the consistent shovel drops compensated for the additional waiting time and made the experience feel less “cheaty” overall.

That said, I understand the intent so I’ll add weather and daytime manipulation back in.

However, ideally, after the first hostile, shovel zombies shouldn’t force-spawn.

They don’t. Only the first hostile mob is replaced with a shovel zombie, matching the original modification.

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The only new mechanic is that the shovel zombie loot table (both naturally spawning and spawned-in) remains active until the first moss trade is obtained.

During my playthrough, I had to make multiple saves after spawning the first shovel zombie to guarantee a drop. In order to avoid this I had to change the mob replacement chance to 100%, replacement zombies health to 0.5 hearts and the shovel drop chance to 100% (this is included in the newly added mechanic).

Additionally after obtaining a shovel, i made a backup whenever I isolated a naturally spawned shovel zombie to guarantee a high durability shovel drop even after the first shovel. I obtained roughly 25 shovels this way before getting moss. With the new mechanic, these backups are no longer needed.

Despite these changes, player error can still prevent further progression.

I’m a bit pressed for time at the moment, so the next change won’t be ready for some time. Thanks for the constructive comments!

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3 participants