Open spacepill0w opened 1 year ago
Hey, that's a great review, let me summarize it a bit.
And about your suggestions:
I agree, for me it was too annoying and I reseted to the vanilla values.
It hasn't bothered me much, as you say it doesn't come up that often so it's not a big change. It only affects getting discs, but they can still be obtained, the friendly fire is only disabled if the mob have more than 25% of health, so you just have to hit the creepers a in order to get discs.
Yes, and is a problem when you play with mods, mobs can appear with equipment that can one shot you or give you buffed items that break the progression in early game.
This mechanic should be reviewed a bit.
I agree, the break speed should be configurable and in general should be slower.
Also there is a way to create black/whitelists of blocks but is not documented so probably nobody knows about it.
Just add this datapack to the world and edit it the nox_always_mine.json and nox_cant_mine.json, and also you can make items fireproof editing the fireproof.json.
That could be a very interesting change.
Maybe a way to solve this is that the spiders could have a small probability to place webs, instead of just placing webs in every hit.
More configuration could be added to the creeper braching, beacause the option creeperBreachDistance only affects to the vertical distance.
For me this is not a problem, because i hate making slime farms, but they are so frequent, being able to adjust the proportion of spawning could be interesting.
A lot of debufs and auras could be reduced.
My general thoughts on Nox (as of feb 28, 1.19.2 before snow golems were fixed):
Sleep changes are a bit much. I'd have to check my file but I disabled the "to sea level" thing because that's ridiculous. At least it was in my case -- house up on a mountain above a cavern. Mobs were glowing way below me. Also had to turn down horizontal radius to I think 30 or less for a creeper on the other side of the hill by my house to not stop me from sleeping. I don't totally understand the sleep changes tbh, I guess it might be a design thing of "kill the monsters around you instead of just ending the night to get rid of them", but it's probably way too large atm radius wise I hate the no friendly fire rule. Iirc that stops you from getting discs from skeletons killing creepers (unless they removed that or something) It's generally just weird, too. Friendly fire doesn't come up that often and when it does it doesn't feel like a bug. More just, "oh, cool. the skeleton hit that other skeleton and now they're duking it out"
Angered when run into makes sense, shouldn't cause issues in any situation I can think of personally
Mobs spawning with equipment that scales with difficulty and player equipment feels weird to me. The option is fine but I'd probably put it off by default. Mobs get beefy enough without it
I would set the follow radius higher, probably to at least 2. I might reply back to this if I find settings that work especially well for me.
Block breaking is cool, but kind of odd. It feels like mobs break through blocks too quickly. Does block hardness affect their speed, or just which blocks they'll try to break to get to the player? If not, a configurable or just a lower block breaking speed would be nice. It's terrifying and awesome when a hoard of zombies breaks through the glass in moments, just kind of weird when they break wood and stone faster than a player can. Block breaking could probably be balanced around zombies and villager's houses. It would be cool if zombies could scrape away at wood and eventually break through wooden planks to get to a villager or player inside. More suspenseful, + it gives iron golems time to get to them.
Block hardness is also a weird thing to go by in some ways. Unless the internet is lying to me (god forbid), stone has a hardness of 1.5, logs/planks have a hardness of 2, and cobble has a hardness of 2. Stone bricks and smooth stone are also at 1.5 which is kinda weird to me. Ideally, (and this would be a large update) we'd be able to configure by individual blocks or maybe by category. And be able to control the speed at which mobs break blocks. And maybe have those settings (or at least block breaking speed) for each mob that can break blocks?
That's a lot to implement, but I'd imagine that an enderman could probably do a bit more damage to things than an enderman can Anyhow, I'd tentatively set my block hardness to 1 so they can get through things they should be able to get through like dirt and glass, but not structures that they should need tools to get into. I mean, yes we can punch trees as a player but my headcannon is that that's a player only thing. It would be weird for zombies to be able to do the same thing. Even them tunneling through dirt is iffy imo. That said, it would be nice if we could set zombies to break through glass, and other mobs (piglins, endermen) to be able to break stronger materials. The whole "punching stone until you move forward a block" is very weird to me, I almost wonder if it would make sense to do something like letting them spawn with a tool rarely and then being able to mine blocks better. Just food for thought.
Bow, crossbow, and projectile AI seems amazing right now. Limited experience with projectiles atm but skeletons have really been impressing me for the most part.
Zombies are definitely faster than vanilla. They should probably be slightly slower than creepers, but they're also decent where they're at. Maybe a little bit faster than they ought to be. \
Skelly changes are great, no problems there.
I really dislike spiders placing cobwebs on the player, it's just a bit too strong and a little bit silly. Generally, spiders disable their prey and then web em up until they want to eat them; these spiders just spit webs at us. As the ranged ability of some boss monster, sure. But never up close, and not from a regular spider or cave spider imo.
Creepers are now properly terrifying, but their explosion radius is a bit too big for my liking. I had a creeper see me through a 3-block thick castle wall and detonate. I was standing about 1 block from the wall. On account of creepers being able to see through walls (? not sure if they can but it seems like they can), their radius should really be reduced to 1 block or so, so they can get you through a door or if you're right against a one block thick wall. Any greater than that and they feel like remote-controlled bombs. Endermen are cool. Them breaking blocks makes sense seeing as they can pick blocks up. Having them breaking through my cobblestone is pretty scary, and the darkness effect (while disruptive) is fine I guess. Not a fan of it in principle but it makes sense for endermen.
Slimes are interesting. I really dislike having them spawn naturally, since it's a gigantic departure from the main game and just does not feel right. They're supposed to be relatively rare, but they were spawning in regular biomes until I turned it off. The stat and follow range changes are cool, along with mostly everything else. I do really dislike the poison aura, though. It's fine, but I personally think that it lasts a couple seconds too long, or is maybe too strong. It absolutely needs it's radius reduced at the very least. It should be enough that you can't hit them and move forward to where they were, but not so much that you have to be strafing and moving back as you hit to avoid it.
Witches seem decent. Wither skeletons are supposed to be strong, but I dislike the wither aura. They give you wither if you hit them anyways, and with a 2 block radius it just punishes players for using melee attacks on it instead of doing the stealth archer meme. Maybe they can apply it to you if you brush up against them, but otherwise it's just annoying
Not too much experience with nether mobs atm.
The illagers seem decent, no real problems that I see immediately.
Silverfish seem a bit strong. 5-10 seconds of mining fatigue 2 is probably more reasonable than 15 of mining fatigue 3.
Guardians spawning naturally is kind of weird. They're guardians of ocean temples, not just angry pufferfish. I really dislike these spawning changes because they change base game spawning rules for no reason other than "difficulty". Unless it really makes sense and the vanilla implementation is disliked, mechanics and rules shouldn't be changed so drastically
Haven't fought either bosses yet, but the changes seem decent