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Survival Refightalized & Monsters Unbound 1.21.5 #1108

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This PR serves to replace Combat Expanded with Survival Refightalized & Monsters Unbound. The last part, named Augmented Armor is not included here, this is as replacement of the old PR (#1025)

Survival Refightalized

  • Reworks Armor points to serve as a "second health bar". Armor points regenerate quickly out of combat
  • Reworks Health regeneration to only work out of combat. It also no longer consumes saturation.
  • Rebalances Shields to be temporarily disabled after an attack, and adds a parry mechanic
  • Rebalances mobs to be stronger based on environment (like deeper underground)

Monsters Unbound

  • Adds custom mob modifiers in different biomes
  • Adds special Elite mob variants that are much stronger

@misode misode added feature-update An additional feature has been added to a module needs-testing Requires in-game testing labels Jun 2, 2025
@TheThanathor TheThanathor marked this pull request as ready for review June 9, 2025 21:21
- spamming the shield now disables parries
- all elite head blocks now have binding curse
- pearlescent laser no longer pierces armor
- re-added chicken jockeys for Lava Chicken music disk
- added more sounds to shield parry
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I've looked through a fair amount of the code now. Great job on the documentation and general neat-ness of the mcfunction files! I've got a couple of nitpicks, but otherwise this looks good to merge.


# initiate unless mob is pre-marked
execute unless entity @s[tag=gm4_sr_processed] if dimension minecraft:overworld run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
execute unless entity @s[tag=gm4_sr_processed] unless dimension minecraft:overworld run function gm4_survival_refightalized:mob/init/calc_difficulty_else
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This check should use a dimension tag so that other data packs can make overworld-like dimensions where mobs behave the same as in minecraft:overworld.

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Is there such a thing as a dimension tag? I can't find anything about it

schedule function gm4_survival_refightalized:main 16t

# function tag call for expansions to keep clocks sync'd
function #gm4_survival_refightalized:main
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This function tag doesn't exist, which creates a warning in vscode.

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I've removed two function tags that are probably not that useful, but some are there so outside datapacks can call them, should these have an empty function tag in survival refightalized to remove the warning or is it fine as is?

- death messages only play if showDeathMessages is true
- removed useless function tag calls
- improved baby zombie predicate
- renamed tick_fire_delay function to clock_fire_delay
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