You may want to read the description over at modrinth since it's much more readable there: https://modrinth.com/mod/simply-reimagined
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Simply Reimagined revamps Minecraft's core mechnaics in a simpler way while fixing some and removing many of the worse parts of the game.
The goal is to make Minecraft survival:
- Feel more relaxed and sandbox-y, less streamlined and RPG.
- Feel more distinct from creative mode, as they are creeping closer with every update
- Have a world that is a bit more lonely and hostile, only so you can liven and tame it with your builds.
- Be more challenging in meaningful ways, while reducing the need to grind
CORE CHANGES
Sprinting Disabled
Sprinting takes away both the fear of enemies, and the slow, relaxed pace the game should have. Removing sprinting also vastly reduces the need for food, and you no longer need to stop and eat every minute. Walking speed is plenty fast enough, and just feels much better.
- Swim-sprinting enabled, but slower
- Hunger gets depleted veryy slowly by walking
- Hunger still used to replenish health, as usual
Experience removed, enchanting revamped
(this one is long)
Experience and levels completely dictate the flow and feel of the game.
Too many mechanics revolve around that number, and so your level is far too important. And it feels terrible to die and lose those 29 levels.
You should be exploring, mining and building, not grinding experience points for 15 minutes only to fail the random chance of getting Silk Touch.
Enchantments feel essential, even thought they aren't, and that is generally because they are WAY too strong. And so the rewards of grinding exp are huge.
Enchantments should be no more than a nice-to-have bonus, and you shouldn't aim towards having them at all. Except a few specific ones, which should be more common.
- Experience bar and points from all sources completely removed
- Many enchantments either nerfed or removed - explained below
- Enchanting table removed
- You may now only enchant using books
- Enchanted books found throughout different loot chests, and 8 random books drop from the ender dragon on death - full details below
- Anvil now costs no exp yet breaks faster
Full details of enchantment changes:
Removed entirely:
- Mending
- Protection, Thorns, Frost Walker
- Bane of Arthropods, Smite, Sweeping Edge
- Quick Charge
- Impaling, and trident can now be enchanted with Sharpness Changed:
- Sharpness max is 3
- Efficiency max is 2
- Fortune, Looting max is 1
- Power max is 3, now mutually exclusive to Infinity
- Riptide max is 1 and has a cooldown if used while flying
- Projectile Protection is helmet-only, max is 2
- Blast Protection is chestplate-only, max is 2
- Fire Protection is leggings-only, max is 2
- Feather Falling max is 2
Loot changes:
- All loot chests contain different enchanted books/gear than what they usually do, and all enchantments found are level 1
- Enchanted books are more common in chests
- Ender dragon drops 8 random enchanted books instead of exp, every time it is killed Full loot details:
- Dungeon - unbreaking, looting, silk touch
- Desert Pyramid - unbreaking, feather falling, silk touch
- Buried Treasure - aqua affinity, respiration
- Jungle Pyramid - channeling, piercing
- Nether Fortress - fire aspect, flame, knockback, punch
- Ancient City - swift sneak, luck of the sea, lure, unbreaking, feather falling, silk touch, looting
- Bastions - soul speed, fire aspect, flame, punch, knockback, loyalty, looting
- Stronghold - luck of the sea, lure, unbreaking, feather falling, silk touch
- Woodland Mansion - loyalty, unbreaking, luck of the sea, lure, piercing, multishot, punch, silk touch
- End City chests rarely contain (lower level) enchanted armor and tools
- Fishing treasure can rarely give (lower level) enchanted fishing rod, enchanted bow, silk touch, depth strider
- Master level librarian villagers sell one of: unbreaking, silk touch, looting, feather falling
- Elder Guardian drops depth strider
- Ender dragon exclusives: blast prot, fire prot, proj prot, fortune, efficiency, sharpness, power, infinity, riptide
- Ender dragon loot table includes all enchantments except depth strider, swift sneak, fire aspect, flame
Combat simplified
(this one is short!)
The new combat is barely more than a distraction and annoyance. Completely unnecessary bloat mechanics while adding barely if any depth. Also, sprinting is not the only culprit of making monsters not scary anymore - shields are way too strong early game.
- Attack cooldown removed
- Axe damage nerfed
- Sweeping removed
- Crit removed
- Shield crafted with the same wood pattern except a diamond in the top middle and 2 iron ingots in bottom corners, and now has 4 times the durability.
Removes many terrible features
These are features that should never have been added, and are just annoying.
- Phantoms removed, potion of slow falling can be brewed with feathers
- Copper removed, lightning rod and spyglass crafted with iron
- Granite, Diorite, Andesite, Tuff removed
- Baby zombies removed
- Mangrove trees removed (replaced with swamp trees)
- Pillager outposts removed
- Glow Lichen removed
- Powdered Snow removed
- Pillager patrols disabled
- Village raids disabled
- Wandering Trader disabled
Removes many useless bloat features
- Archeology, trail ruins removed (trims and Relic found in chests, details lower)
- Tulips, allium, azure bluet, lilac, rose bush, peony, sunflower removed
- Coral reefs, sea pickles removed
- Concrete, glazed terracotta removed
- Warped roots, crimson Roots, twisting vines, weeping vines only drop when broken with shears
- Dragon's breath, lingering potions, tipped arrows, spectral arrows removed
- Polar bears, llamas, rabbits, bats, dolphins, tropical fish (entity), pandas, glow squids, ocelots, endermites removed
IMPORTANT TWEAKS
Changes villager trades
Villager trading is generally nerfed. Changes aren't that significant, just made more interesting and balanced while less.. Game-breaking. Trades changed in a way that shifts the mechanic from an early-game method to skip ahead, to a mid-game slow way to actually exchange reasonably. Investing in your villagers long-term will be very worth it and you will be able to trade your surplus items for items you lack, while net gaining.
- Professions are the same, most trades tweaked and a few new added.
- Value of 1 emerald is deflated to be worth much more.
- Villagers no longer give discounts on cure
Reduces overworld structures
The world has too many structures, it feels too lively and full. This takes away the feeling of a wild canvas which is there for you to tame. Structures are vital for exploration and are exciting when found, but they should be way less common than they are currently.
- Ruined portals generate less often
- Shipwrecks, ocean ruins, ocean monuments generate less often
- Desert well removed, igloo much rarer
- Desert pyramids generate less often
- Villages generate less often but are much larger and denser
Fixes Annoyances
Small things that just make the game slightly less fun, fixed. Quality of Life.
- zombies no longer drop iron, potatoes or carrots, skeletons no longer drop bows, zombie pigmen no longer drop golden gear
- Break leaves you collide with on a horse. Can break leaves above horse by jumping
- Nether portals no longer leak zombie pigmen into the overworld
- Crafting a bed with non-matching wool creates a white bed
- Nether wart block cannot be crafted
- Slimes spawn more often in swamps
- Zombies have a 50% chance to convert villagers in normal mode too.
Nerfs balance-breaking features
These are features that break the game in one way or another that can be easily brought to a somewhat balanced level.
- Elytra can't be firework-boosted and can't be repaired.
- Ender dragon immune to bed explosions
- Iron golems now drop much less iron ingots, and no poppies
- Villages no longer have giant piles of hay
OTHERS
- Trident can be repaired with either nautilus shells or heart of the sea
- Riptide adds a bit less velocity, and removes slow falling if flying
- Emerald ores much more common
- Diamond ores slightly more common in caves
- Diamonds slightly less common in chests
- Advancements disabled
- Mobs cannot spawn with enchanted gear
- Sunflower plains now have other flowers instead
- Nether wart blocks and warped wart blocks now only drop when broken with a silk touch hoe
Loot changes to account for archeology's removal:
- Village armorer chest contains Sentry trim template
- Mineshaft contains Shaper, Host trim templates
- Dungeon contains Wayfinder, Raiser trim templates
- Desert pyramids and woodland mansions contain Relic music disc
Changes I would've added but already exist as compatible mods so please use them:
Improved Lodestones (lodestones use iron instead of netherite, can bind compasses to specific lodestones to point towards them)
Bow Infinity Fix (bow with infinity doesnt require you to have an arrow in your inventory)
Formidable Farmland (farmland flattening only from higher or with shovel)
Leaves Be Gone (leaves decay much faster)
Replanting Crops (harvesting with a hoe automatically replants the crop)
Spyglass Improvements (bind a button to use spyglass from anywhere in your inventory)
Roughly Enouch Items (Config to hide items made unobtainable by this mod - GITHUB)
Iris + Sodium + Indium (My favorite shaders - Complementary, although I am using the older 4.6 version)
Recommended Resource Packs:
New Music Remover (removes all new background music, many of them distracting or bad IMO)
VanillaTweaks (Customizable modular resource pack with many little quality of life tweaks)