Skip to content

Conversation

@baningan
Copy link

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
Copy link
Contributor

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
Copy link
Owner

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants