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No-Monster Datapack

A data pack for Minecrafters who like playing without monsters.

Credits

Created by Jason C. McDonald (CodeMouse92).

Recipe screenshots and some .JSON files created on https://crafting.thedestruc7i0n.ca/

Dedicated to Anne McDonald.

Purpose

My mother, Anne, enjoys playing Minecraft with me, but she's never liked dealing with hostile mobs, so we usually turn those off. The trouble is, without monsters, there are so many important items you can never get! What's more, Peaceful mode just makes things too easy. (We want to be able to eat.)

This data pack fixes all that!

While I was at it, I decided to fix a bunch of things that commonly drive my mother nuts about Minecraft: animals drops are more realistic, carrots and potatoes can be found elsewhere, and several "missing" recipes are implemented.

Features

  • This data pack provides alternative sources for all hostile mob drops. Some are craftable or smeltable, others come from non-hostile mob drops.

  • Adjusts the loot tables for animals to be more realistic.

  • Removes hostile mobs on any difficulty level. (You can control which types of hostile mobs spawn.)

I highly recommend you also install my other data pack The Missing Recipes, which is designed as a companion to this one. Many recipes previously included in this datapack, but not actually directly to mob drops, have been moved to there.

Recipes

Crafting

Creeper Head

4 lime dye around a skeleton skull produces a creeper head.

Creeper Head

Dragon Breath

Crafted from 1 blaze powder (see Blast Furnace), 1 glowstone, 1 ghast tear, and 1 sweet berries.

Dragon Breath

Okay, I'll admit, the only reason berries are included here is because my mother was asking if there was anything she could do with berries besides eat them. In any case, it adds to the initial difficulty of crafting.

Froglight

After much consideration, I decided not to override the Froglight recipes, mainly because I can't think of any good frog-based ingredient that I could use in a crafting recipe without making me a monster. Instead, I've moved Magma Cubes and Slimes to their own mob group, so you can enable them separately from everything else.

Gunpowder

Crafted from 1 coal or charcoal, 1 bonemeal, and 1 ghast tear.

Gunpowder Gunpowder

In real life, gunpowder is made from charcoal, saltpeter, and sulfur. I'm substituting ghast tears for sulfur and bone meal for sulfur (although that last one is a total scientific fabricator!)

Music Discs

Crafted from 1 dye sandwiched between 2 phantom membrane. The type of dye corresponds with the music disc.

Music Disc

The recipe for 11 is hidden (unless you cheat and read the code!)

It is not possible to craft Pigstep: these are very rare, and can only be found in the world.

Nether Star

Crafted from 8 blaze powder (see Blast Furnace) and 1 diamond.

Nether Star

Nether Wart

Nether wart is now recoverable from nether wart blocks. One block yields nine nether warts.

Nether Wart

Rotten Flesh

Pork, beef, or mutton can be fermented into rotten flesh when combined with 1 sugar and 1 brown mushroom.

Rotten Flesh

This recipe is based on that of a fermented spider eye.

Slimeball

Crafted from 1 kelp or cactus and 1 egg; yields 2 slimeballs.

Slimeball Slimeball

This recipe is inspired by real life glue made from mucilage, of which kelp and cactus are prime sources. I replaced the water typically used with egg, which can also be used to make adhesive in real life.

String

Crafted from 1 white wool (yields 14 string) or 1 white carpet (yields 9 string).

String String

Of course, making yarn in real life is never this easy...

Totem of Undying

Made from 4 gold ingots, 2 emeralds, 1 gold nugget, and 1 nether star.

Totem of Undying

I like to imagine that it's the nether star which absorbs the damage for the player.

Trident

Made from 3 prismarine crystals (see Blast Furnace), 4 prismarine shards, and 2 blaze rods.

Trident

Zombie Head

8 rotten flesh around a skeleton skull produces a zombie head. Not sure why you'd want this, but hey...here it is!

Zombie Head

Wither Skeleton Skull

Made from 1 skeleton skull and 1 coal or charcoal.

Wither Skeleton Skull

White Carpet

Since 1 white carpet can yield 9 string (above), the inverse is true as well.

Carpet from String

Wool

3 carpet atop each other yields 2 wool of the same color.

Wool from Carpet

Smelting & Blasting

To preserve some challenge of obtaining materials previously only available as hostile mob drops, I've chosen to require use of a blast furnace on most of these. Presumably, it's the high temperature that transforms the materials.

Blaze Powder

Blasting crimson roots yields blaze powder.

Blaze Powder

Blaze Rod

Blasting weeping vines yields a blaze rod.

Blaze Rod

Dragon Egg

The Dragon Egg has always been a coveted decor item, but now it has another use: a way to gain a lot of experience very quickly!

Placing a Dragon Egg into a blast furnace yields...itself. (What can we say, dragon eggs really like being warm!) But it also produces 400 experience in the process!

Dragon Egg

You're going to need a lot of fuel and time for this, however.

Don't worry about the dragon egg hatching, though — that takes thousands of years. Just keep the egg warm, and you'll reap the benefits.

Ender Pearl

Smelting or blasting a warped wart block yields an ender pearl.

Ender Pearl

End Rod

Blasting a twisting vine yields an end rod.

End Rod

This is intended as a logical complement to blasting a weeping vine into a blaze rod; an end rod is a "warping" of a blaze rod, one of its constituent ingredients.

Ghast Tear

Blasting warped roots yields a ghast tear.

Ghast Tear

Phantom Membrane

Blasting leather yields a phantom membrane.

Phantom Membrane

Prismarine Crystal

Blasting a prismarine shard yields prismarine crystals.

Prismarine Crystal

I imagine this works because it refines the impurities out of the shard.

Stonecutter

Skeleton Skull

You can carve a skeleton skull with a bone block on a stonecutter. (Added for my pal Scarecrowman.)

Skull

Drops

Animal Drops

Killing most animals now always yields bones and (if appropriate) meat. There is also a rare possibility of a skull being dropped. Larger animals drop more bones.

The amounts below are only without looting.

  • Chicken: 1 raw chicken, 1-2 feathers.
  • Cow: 2-3 raw beef, 1-2 bones, 1-2 leather.
  • Donkey: 1-2 bones, 1-2 leather.
  • Hoglin: 2-4 raw pork, 1-2 leather, 1-2 bones.
  • Horse: 1-2 bones, 1-2 leather.
  • Llama: 1-2 bones, 1-2 leather.
  • Mooshroom: 2-3 raw beef, 1-2 bones, 1-2 leather, 1-2 red mushrooms.
  • Mule: 1-2 bones, 1-2 leather.
  • Pig: 1-2 raw pork, 1-2 bones.
  • Rabbit: 1 raw rabbit, 1 rabbit hide.
  • Sheep: 1-2 raw mutton, 1-2 bones.
  • Skeleton Horse: 3-6 bones.
  • Trader Llama: 1-2 bones, 1-2 leather.

Block Drops

Other wild plants might be hiding in the tall grass!

  • Tall Grass -> Beetroot Seed
  • Tall Grass -> Carrot
  • Tall Grass -> Potato

In vanilla Minecraft, zombies are one of the only ways to get potatoes and carrots outside of finding them in a village. Since zombies are removed by this data pack, we needed another place to find these crops.

Fishing

Several basic hostile mob drops have been added as junk or treasure from fishing, or else the probability of finding it has been increased.

  • Bones (junk)
  • Prismarine Shard (treasure)
  • Rotten Flesh (junk)
  • Spider Eye (junk)
  • Wet Sponge (treasure)

Lilypads are now also junk from fishing in swamps, and their likelihood as treasure is more rare. Crafted junk is also rarer.

Mob Control

The spawning of potentially hostile mobs are controlled by the datapack. Certain groups of mobs can be allowed by turning on particular gamerules. By default, none of these groups are allowed to spawn.

Most mobs are actually removed from the world altogether, instead of being killed in place, to eliminate drops. The only exceptions to this are the ender dragon, to facilitate escape from the end, and the wither, to provide another source for nether stars.

You can enable or disable a group using the group rule. For example, to enable Illagers, use:

/data modify storage no-monster:rules spawnIllagers set value true

To disable Illagers, run:

/data remove storage no-monster:rules spawnIllagers

Illagers

These are the evil villager types.

  • Evokers
  • Illusioners
  • Pillagers
  • Ravagers
  • Vexes
  • Vindicators
  • Witches

Control with the group rule spawnIllagers.

Remember, you can also disable raids only using Minecraft's built-in disableRaids gamerule.

Arthropods

These are hostile overworld arthropods.

  • Cave Spiders
  • Silverfish
  • Spiders

Control with the group rule spawnArthropods.

Creepers

Creepers are controlled separately, for those who don't like their stuff getting blown to pieces...or perhaps do, but dislike other monsters.

  • Creepers

Control with the group rule spawnCreepers.

Slimes

These are slime-type mobs.

  • Slimes
  • Magma Cubes

Control with the group rule spawnSlimes

Undead

These are undead overworld hostile mobs.

  • Drowned
  • Husks
  • Phantom
  • Skeletons
  • Strays
  • Zombies
  • Zombie Villagers

Control with the group rule spawnUndead.

Note: The old spawnMonster rule no longer works; the Monsters category has been split into Undead and Slimes.

Guardians

These are controlled separately, since guardian spawning is limited to ocean monuments, and thus may still be wanted.

  • Elder Guardians
  • Guardians

Control with the group rule spawnGuardians.

Nether Mobs

These are non-monster nether mobs; there are safe ways of interacting with these.

  • Piglins
  • Zombified Piglins

Control with the group rule spawnNetherMobs.

Nether Hostiles

These are hostile nether mobs that don't quite classify as monsters.

  • Hoglins
  • Piglin Brutes

Control with the group rule spawnNetherHostiles.

Nether Monsters

These are most of the monster-like hostile mobs in the nether.

  • Blazes
  • Ghasts
  • Wither Skeletons

Control with the group rule spawnNetherMonsters.

Note: Magma Cubes are now controlled with spawnSlimes, due to their desirability in relation to overworld frogs in 1.19 and beyond.

End Mobs

These are non-monster mobs in the End; these are safe ways of interacting with these.

  • Endermen

Control with the group rule spawnEndMobs.

End Monsters

These are monster-like hostile mobs in the End. Shulkers themselves are always allowed to spawn, but eliminating the shulker bullets removes their means of hostility.

  • Endermites
  • Shulker bullets

Control with the group rule spawnEndMonsters.

Bosses

Because all items necessary to spawn bosses are accessible without other hostile mobs being enabled, these can be controlled separately as well.

  • Ender Dragon
  • Wither

Dragons are automatically killed upon spawning, so they still drop their loot and produce a portal. Withers are removed so they don't spawn cheap nether stars - use the added recipe instead.

Wardens are not included in this group. See "Non-Controlled Mobs".

Control with the group rule spawnBosses.

Non-Controlled Mobs

One of the reasons for the datapack is the assumption that some challenge is desired. Just for reference, the following mobs are potentially dangerous to the player, but are not affected by this datapack:

  • Bees
  • Dolphins
  • Goats
  • Iron Golems
  • Llamas
  • Pandas
  • Polar Bears
  • Pufferfish
  • Shulkers (excluding bullets)
  • Trader Llamas
  • Warden (see note below)
  • Wolves

All passive mobs are also unaffected.

Why Not Wardens?

There are a few reasons I've decided not to control the Warden with this data pack:

  1. It can already be controlled with the doWardenSpawning gamerule.

  2. Removing Wardens makes the Deep Dark and Ancient Cities quite a lot less interesting.

  3. They have no drops, because you're supposed to be avoiding them anyway.