Yanza’s End City Overhaul
## **End City Overhaul**
The End City was added more than 8 years ago, yet since its addition it did not receive many updates. This datapack fixes that, fully reworking the structure with 20 new types of rooms, while keeping the simple vanilla style. _The size and the rarity of End Cities remain the same_.
### Structure of the updated End City:
#### Houses
The houses have a variety of sizes and interiors and may contain chests with treasures, barrels with supplies(such as food, arrows, wood or bundles), ender-chests or brewing stands with useful potions! However, getting these rewards won’t be easy as they are guarded by increased number of shulkers and updated arena designs: rooms are bigger and more open than in vanilla. Small houses are still present, but they usually appear in places where a bigger house wouldn’t fit.
#### Bridges
The bridges between the houses are updated as well, now they can have crossroads and they can connect to houses from different sides rather than always from the front side.
#### Ship
Just like in vanilla, a city has 50% chance to spawn with a ship, containing an Elytra. The ship is updated as well, it now includes a barrel with fireworks and phantom membranes. Also has a bit more shulkers.
### Compatibility and technical information
Due to a vanilla bug(which is already fixed in 1.21.4) with dimensional padding not working properly, an End City may spawn at the bottom of the void, resulting in it generating as a single house.
Since this datapack overrides vanilla’s “minecraft:end_city” structure file, other mods that override it will not be fully compatible.
#### Endercon
Since Endercon affects End Cities’ generation, putting this datapack above Endercon in the datapack list will update structure of the Cities, but keep the Endercon’s unique placement parameters.
YAML
Yet Another Math Library is a math library (wow so unexpected) specifically designed for speed.
Documentation can be found [HERE](https://github.com/averagebagelenjoyer/YAML/wiki/Documentation).
Current Features
– Functions
– Trigonometry
– Cosine
– Sine
– Tangent
– Factorial
– Absolute Value (coming soon)
– Constants
– Pi
– Euler’s Number
– Tau
– Sqrt 2
– Phi
– Sequences
– Fibonacci sequence
YAMB – SmallAnt Lockout Port
This is a datapack that ports over 200 objectives from SmallAnt’s Lockout mod into Yet Another Bingo. Just drop the datapack into the server’s world folder and you’re good to go!
To use the objectives, type `/bingo filter +smallant` or look for “SmallAnt Default” under Difficulty>Customize>Filter on the lobby menu.
Recommended Bingo Settings:

There is a resource pack available as well, recommended for use by vanilla clients not using the mod. It simply adds the icons to the bingo board.
RESOURCE PACK IS FOR VANILLA ONLY, IT WILL HAVE NO EFFECT ON MODDED CLIENTS
# Resource Pack Examples
Without Resource Pack:

With Resource Pack:

YAHHS
# Another health system
It’s a small datapack that changes the player’s life constantly
Every 5 deaths you have you will lose 1 health point (½ heart)
But if you eat a Recovery Heart, you will recover 1 health point up to your max health! (10 Hearts in v1 / 12 hearts in v2)

To change the base life use the next command (values must be between 1-24) and /reload
“`
/scoreboard players set PdV
“`
Yet Another Elf Origin
Oh, hey. You there. Looking for elf-y stuff, huh? But don’t want anything overly complicated? You’re not too practiced at the mining and crafting, but still want a fun time with friends? I’ve got you covered, kiddo. Don’t worry.
# Yet Another Elf Origin
Don’t be driven off by the name! This was a labor of love towards my fellow, newer miners and crafters. This origin is **intentionally unbalanced, in a way biased towards the Elf player.** It is designed for players who are not exactly confident in their skills, and to help them keep up with their friends of different skill levels.
## Powers
Let’s get into why you’re actually here- what makes this origin unique?
– [+] As an Elf, you are a pacifist. It’s not that you can’t *hurt* things, but killing creatures- especially innocent creatures- incurs a bit of karma. On the flip side, though, living in harmony with nature will grant you boons!
– [+] You have a slightly higher jump, which gets boosted even higher in Forest biomes.
– [+] You’ve got a permanent speed bonus.
– [+] You do not take fall damage.
– [+] Your fairy wings let you glide with ease!
– [+] When sneaking in a Forest biome, you turn fully invisible!
– [+] You deal more damage with bows.
– [+] Hitting your target with an arrow will return the arrow to your inventory. If you miss, you still need to go pick it up.
– [+] You have 50% more health than normal players.
– [-] You are vegetarian.
– [-] As stated, your pacifism incurs penalties when one kills for no reason.
– [-] Iron weapons and tools deals far more damage to you, and you cannot bear to wear iron or chainmail.
## How does the Pacifism mechanic work?
It’s quite simple- over time, you gain karma. However, upon killing a mob or player, you lose karma- and depending on what alignment the creature has, you may lose more or less karma.
As long as you have about 3/4ths of your karma, you won’t suffer any ill effects, and if you’re in the top part of your karma bar, you’ll gain regeneration.
Beyond the 3/4th point, however, you’re slowed. Beyond halfway, you’re slowed further, and you gain weakness. If you continue to kill after that, you gradually gain mining fatigue, nausea, blindness, and may even wither away.
Hostile mobs, such as zombies, skeletons, spiders and creepers incur very little penalty- you *are* defending yourself, after all.
Sentient hostiles, such as witches, pillagers, and piglin brutes incur a little more of a penalty, though not much more.
Neutral mobs, such as goats, wolves, polar bears, and zombie piglins incur a bit more of a penalty than that.
Passive mobs, such as most animals, are a bit more than *that*, then sentient neutrals such as endermen, iron golems, and piglins, then sentient passive mobs and pets… you get the idea.
The only deviations from this formula are bosses, which drain a significant amount of your karma, and other players, which drain _all_ of your karma immediately.
This datapack, alongside the optional dependencies, supports [BetterAnimalsPlus](https://www.curseforge.com/minecraft/mc-mods/betteranimalsplus) right out of the box. Feel free to suggest new mods to support over on the Issue Tracker!
Y2K4’s Data Pack
### A collection of all my data pack creations.
More features to be added in the future!
—
Features List
### Current features
– Fast Hopper (Transfers one item each game tick)
### Planned features
– Fast Furnace (Smelts one item each game tick)
Crafting Recipes
#### Fast Hopper

*Craft in a Smithing Table with a hopper and a netherite ingot.*
Hide In Grass
# Hide In Grass
You can become invisible as long as you stand in tall grass, even tall flowers can be used!
Suitable for some small games. 🙂

(This is my practice project while learning DataPack, so it’s a bit rough)
Enchantment Upgrade
# Enchantment Upgrade
I have raised the maximum level of most enchantments in Minecraft to 255! But due to a bug, a balancing feature emerged: only enchanting books can be combined for upgrading.
You can also pair it with the [this]([https://modrinth.com/mod/noexpensive](https://modrinth.com/datapack/too-expensive-removed)) mod.

## Goal
– Fix so that only enchanted books can be used to upgrade levels
– …
xzutils
# XZUtils
XZUtils is a library designed to aid datapack developmnent in niche ways.
### Functions
Enchantment Data Restructuring
Enchantment data is stored in items like so:
`{id:level,id:level}`
This is difficult to work with. This outputs a copy formatted as `[{id:,level:},{id:,level:}]` for easy enchantment manipulation.
ie;
`{“minecraft:sharpness”:5,”minecraft:looting”:2}`
converts to
`[{“id”:”minecraft:sharpness”,”level”:5},{“id”:”minecraft:looting”,”level”:2}]`
USAGE:
1. in storage, set `xzu:temp in` to your enchantment map.
2. run `function xzu:enchant/build_enchantment_map/main`
3. your formatted map is located in `xzu:temp out`
Example:
“`
# put enchantments from players held item in storage input
data modify storage xzu:temp in set from entity @p SelectedItem.components.”minecraft:enchantments”
# convert map
function xzu:enchant/build_enchantment_map/main
# see formatted data
data get storage xzu:temp out
“`
NOTE:
This requires 0 0 to be chunkloaded, and will set 0 0 0 to be air. XZUtils handles this automatically, but there will be an air block at 0 0 0 every time this function is used.
Xtrem

## DESCIPTION
> This datapack redefines the survival gameplay of the game to slow progression and increase difficulty.
> I strongly recommend you to play with [JEI](https://modrinth.com/mod/jei) or another similar mod
>This project is currently in BETA and however not all features and changes are implemented yet.
## FEATURE
Spoil !
> – The different stonecutter crafts are exclusive to this one
> – Cooked Iron Ore and Gold ore gives you nugget instead of Ingot and this cooks exclusively in the Blast Furnace
> – Various crafts are made more difficult
> – Gamerule RandomTickSpeed set to 2
> – Be careful when you fall asleep
> – Creepers are more dangerous
> – You have a 10% chance of having mining fatigue when mining Deepslate
> – Spiders, zombies, skeletons and creepers have their maximum life doubled and have a damage bonus when it rains
> *And many more soon*
*NB: I am French. this description was translated by google*