#Vaulted Echoes
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Updated the rig so it now has a bit more head movement during animations instead of just staring at the player
its very subtle but its there
Subtle it may be but without it it would feel very stiff so nice job
Wow progress is looking amazing!
If this man keeps all this up my mods are gonna become completely redundant, the fact that blocks aren't data driven is the only thing protecting me! XD
The only reasons Im not doing mods is because a. its challenging and b. I dont feel like having people download extra stuff to join my server
(by challenging I mean datapacks are more challenging to work with, especially if you want complex stuff)
oh and the moment blocks become data-driven Im going to have a very fun time
Yeah, I get it, I tried to go down a similar path as you but I... evidently was not as creative with my use of datapack tools as you lol. So I finally got cornered in to doing modding
fair enough
Eventually I do want to get into modding, mainly for performance. Some of the datapack stuff can cause lag pretty quick if it's not super optimized, and even then theres a limit
Which is why I make a lot of my custom mobs into minibosses for example. Having too many of them just ends up causing tons of lag, so I just end up buffing them and limiting their spawns
I'd recommend Kaupenjoe's youtube channel as a source for tutorials, that's where I learned to do it
I haven't quite figured out entities yet... I tried doing my own WildFire, but blockbench's stuff seems to be outdated for modded entity models so I'm a lil lost there (also I'm bad at animating lol)
Ill check those out maybe
Though it shouldn't be all too hard to figure out
wobble
Data driven blocks and items truly feel like a closed Pandora’s box but instead of bringing every disaster they bring a massive quantity of high quality capabilities.
Imagining world gen with data driven blocks is insane cause like… it really could be anything then lmao
Fr. That's really what I want to use them for
This is so god damn clean holy crap dude
shooting animation with an actual projectile
Forgot to mention some neat stuff I did with enchantments
For mob specific damage stuff (like bane of arthropods) entities can be tagged with the overrides_mob_damage_enchantments tag, causing those enchants to ignore the mob even if it has the correct entity type. Entities with this tag can have their enchantment effect stuff set through some other tags instead.
This way the enchants work correctly on custom mobs (for example, the wildfire uses a wither skeleton as a hitbox, but won't be affected by smite due to this system)
made a change to fireball projectiles so their direct damage is no longer able to be resisted with fire resistance. Now only the fire DoT is resisted. Felt this was a needed change, as fire res is very easy to get (via bastion looting then bartering the gold) and makes blazes and wildfires (along with pretty much every fire based mob) become way too easy.
I've also made an enchantment that provides immunity to fireballs, exclusively for fire based mobs so they don't hurt each other with their fireballs (as this change causes blazes to aggro on each other like skeletons often do)
shield breaking mechanics. This works with all sources of damage now, as opposed to just attacks like before. The damage the shields take is equivalent to the damage the wildfire itself would have taken. Dealing more damage than the wildfire's max health (200 + armor) will just kill it
Oooh the animations look soo good combined with the attacks
damn this is some insane polish
ty
Took a bit of messing around to get to that point, it has to keep changing the head interpolation during animations so that it doesn't detach itself from the body visually. The last few iterations had a huge issue with that
yea I can see, looks really good
basic aggro ai
Got blaze summoning working the way I wanted it to
Wildfires will now summon 1-3 blazes nearby if no blazes are present within 24 blocks that are targeting the Wildfire's target, and they will attempt to spawn blazes every 30 seconds or so at random positions that have line of sight to their target. Needs a bit of tweaking but happy with the mechanic so far
Also cool screenshot I think
omg how did you make this??? thats insane
Using an invisible mob to handle targeting and basic pathing then adding custom attacking logic
the custom attack logic is crazy good imo
It looks really good, I wanna try something, and seeing this inspires me alot, its insane
There's also the shield mechanics which half work rn
The shield mechanic also looked cool, the mob looked naked without its shields lol
Yeah it's super vulnerable when they break
how are you handeling the custom attacks?
Each shield provides an extra set of health with 50% damage reduction, so you need to deal a minimum of 5 hits to kill it as you can't break multiple shields at once
even if you do ALOT of damage to it? the shields will take all of the damage?
thats cool
Unless you do like 1000 damage since that'll oneshot it
Which realistically won't be happening in the environment it's meant to be in
how did you get it to be animated?
so no elytra and spear?
Elytra spear does like 50 damage
no? it scales on speed
You could break the nether roof and fly down for alot more speed
just to kill 1 mob
verry time efficent
😭
well time to add a weopon to my datapack to spesifically target this mob
The animations impress me the most, idk how to animate stuff even close to this
Anyways to answer a few questions
Each attack has its own cooldown and sets a universal attack cooldown. When the universal cooldown reaches 0, it will check a bunch of conditions to determine its next attack. It will only try to attack if it has a targeted entity, or nearby entities are targeting it while it's aggro on something
As for the animations I used a blockbench plugin called animated java that allows you to animate stuff then export the models and animations to a resource pack and data pack
ok cool, both of those sound really cool
An idea for a mob could be a soul sand spider, like a giant spider for the soul sand valleys, with its goal of being stealing your soul to add to the sand
Maybe
Could be cool, could also be eh
So far the datapack looks insane, keep up the amazing work
I'll think of something eventually. I haven't started the biome overhauls in the nether yet, only terrain, so I'll probably add new stuff then
Also ty
Im yet to even touch biomes or terrain, but this seems like a super cool overhall
even if it means im not skilled enough to play through it
This pack does a lot more than just nether stuff,idk how much you've read
I've got a custom library that adds a ton of what are effectively data driven mechanics and features
Not enough
for how much ive read
So for example, I made bows data driven, as well as a dual wielding system that works in a similar manner
I feel that this datapack is a great example of whats possible with datapacks, all of this is insane
So you can have bows with custom draw times, with proper arrow motion based on how much you charged it and have correct animations based on draw time
And you can modify the draw times, so quick charge on bows is a thing you can do for example
is the damage text an external thing? or part of the datapack?
In that video specifically it's a mod, but I've added target dummies that do it without any mods a bit ago
And I could technically add it to all mobs but I choose not to
I posted a demo here
holy...
the animations are really good
can you do animated textures?
like scratch marks on the dummy that fade away?
Yeah that's possible
Since it's just item models you can also use regular animated textures with an mcmeta file and stuff
density 5 mace btw
Made a bunch of optimizations today (mainly with the custom fire and melee function library)
Also added a new enchantment, "mortar"
It basically turns arrows into mini maces, where they accumulate damage while they fall
https://cdn.discordapp.com/attachments/1438730786571550894/1515489990518509638/2026-06-13_18-53-54.mp4?ex=6a2f318a&is=6a2de00a&hm=39bf85c392414c4176089ceb8af53f289b7d10d715b52ea8d424e43b8cb4e6df&
Fixed a bug causing the height limit warning to appear when spamming a bow while looking at a block within interaction range
fixed a bug that was causing entities to take 1000x damage from all sources when my library was loaded into a fresh world
I was using the wrong fake player name in a single command 😭
lol
I also added proper hit matching that records the damage dealt in those hits and if they were direct or indirect hits as well
- function tags for when a player deals damage, for both direct, indirect and all hits
The system also adds the ability to add on hit functions to the custom data of melee weapons as well like all the other weapon configs in my library
Yo @proper vapor about using saddle slot for enchantments. How would you recommend to use this while keeping it compatible with other packs that do this? I just remember you mentioning something about some library information or something that people reference
I thought about just applying my enchantment to the saddle slot even if there is something there and then removing them when needed
But I don’t feel that’s the best
IIrc the smithed convention has the saddle slot store temporary items and the body slot store items that will exist for longer periods of time
Thanks I’ll take a deeper look
u should release the dummy
Perhaps
i been looking for a dummy mod and all of them are not updated or say "this is my first ever datapack!"
I'll probably release a simplified version since it uses my library to detect damage (since I have the damage amplifier system and need to have everything display as a single number)
makes sense
https://cdn.discordapp.com/attachments/1438730786571550894/1516664644549349516/2026-06-17_00-43-03.mp4?ex=6a337785&is=6a322605&hm=dc1ca1ebf0755d808a7dd7978e398fe152aef90674700295f4a724a7dfa9dd76&
Small blaze tweak, they now set stuff on fire when they melee (why do these guys even have a melee??)
Trying to figure out what to do with fireball projectiles, since I can now run enchantment effects on them when they hit entities
I gave most of them a slight damage increase, mainly the Wildfire's so its projectiles are actually dangerous
alr after enough thinking you've inspired me to make my own custom weapon library
Peak
Makes sense
The way mine is structured allows you to mix functionality together
For example the dual wield weapons can also contain custom data for the basic melee stuff, and both will work together
for your dual wielding do you use an interaction entity for left clicks or an enchantment peircing weapon? or diffirent method?
It's actually auto attack
oh you hold a key?
So you hit with the mainhand, it'll store a bunch of info about the weapon used and the target you hit, wait a bit, then auto attack the target from the offhand if you're still holding the offhand weapon
i see
I did this for balance reasons, I wanted the weapons to only work well in pairs
Otherwise it would've been too strong
(right click for offhand melee is probably much easier btw)
yea thats prob what im gonna do
im making cutlasses
Nicee
Speaking of the weapon library, I'm adding in "heavy attacks" where you hold rclick then it'll swing when released to perform some sort of special heavy attack
thats cool
Like a shockwave or some sort of projectile
that reminds me of hytale
I've been wanting to make some sort of wolf themed weapon and one of the ideas I had was to add a heavy attack on the weapon where you'd charge it then release to fire a projectile kinda like the evoker fang that would launch forward and bite everything in front of you, dealing bleed damage
I cant belive I never used macros before
bonus damage to skeletons
and withers
all the skeletal fellows
Hmm maybe
some progress
Alr done
It handles slot swapping, mainhand and offhand usage if 2 heavy weapons are in each slot, and all functions in custom data work correctly
There are also predicates to check for full charge and mainhand and offhand usage
I can't figure out what this weapon's texture or model should be, I've made like 5 concepts already 😭
For the actual weapon mechanics, the right click attack only deals 10 damage and takes a bit to charge, but attacking enemies with the normal attack will increase its damage and bleed chance on the next attack up to 30 damage
The jaws are also their own custom projectile that can be summoned by other mobs, and has proper damage crediting and stuff too even if it was spawned from a mob. I can use these as a boss attack if I want
wolf skull on a stick prob
So like a blunt force weapon
could be interesting
I was thinking some sort of double bladed bone sword that opens like jaws as it charges
oh yeah its also shield blockable
Cools pretty epic
Im sorry what?? How did you make that????
if you properly credit the attacker and the actual damage source with /damage you can make stuff shield blockable
or even disable shields with the right setup
- a bunch of other stuff
also make sure your damage type isn't tagged in the tag bypasses_shield
That too
Does Vauled Echos have a boss?
It will have eventually
I haven't started working on the actual bosses yet because I want to finish all the gameplay mechanics first
-# *keeps adding more mechanics*
Real
Though most of the stuff I have been adding for the last month or 2 is just making already existing mechanics (sort of) data driven instead of hardcoding everything for each weapon
Ill do it when the gameplay is done
3 years later, and 300 new mechanics later
yo how do you read offhand enchantments for the damage
with dual wield
it doesnt seam like /damage applies fire aspect for example
I recreated all the vanilla enchantment effects as functions that apply on hit
It'll do execute if items to check for the existence of the enchantments, then read their actual level from storage and apply the effect if the enchantment exists
GTA 6 releases
Meanwhile ARKIITeKK: *still adding mechanics*
Is this a mod or something also what version is it then?
Nothing I've posted this channel uses mods (aside from screenshots with shaders, extra 3rd person camera perspectives and the armor hud)
It's currently for 26.1, for my personal smp server, but I might release the library I made for it when its done since it has a ton of crazy features in it
yeah looks amazing can’t believe this is a data pack
Id absolutley loom through it and steal ideas from it
Nothing really to steal
Since all the content is in separate packs
The library just has some of the basic mechanics in it that the rest of the content uses, e.g. damage amplification, data driven bows, hit matching, extra function tags, etc.
Otherwise it does nothing on its own
Speaking of function tags, theres quite a bit
oh yeah also I will be updating when 26.3 releases because the new slot source stuff is absolutely amazing, I wont need to use tons of /item commands to update inventory items anymore unless I absolutely need /data
Just seeing how stuff worked would also be sick, because half of this stuff youve done is insane
Speaking of I just did some testing on my actual server to get an idea of how well the entire pack performs there (as it can be performance intensive, kinda hard to optimize the damage amplification specifically)
It performs pretty damn well, this is with over 1000 husks which is basically never going to happen
Thats on top of normal mob spawns
And this is on vanilla server software as well
Made some changes to damage amplification, so can now make weapons with built in conditional damage. Extra flat damage can now be added as well, both before and after the main calculation. For example, a weapon with built in smite that has no actual enchantments on it
I've also updated my melee library so that it can run effects before and after damage calculation instead of just after
So cool :]
I have access to my pc again after a few days of dealing with a spider infestation
I am now inspired and will be creating some cool spider themed items
spider infestation in your pc???
no the whole room
some spider eggs hatched somewhere are there were tons all over
Spider thing was actually the first time I used animated java many years ago
Updated it to 1.20 later
Def fun to make spiders cause it plays on our natural instincts to be disturbed by them
oh peak
Crazy how time flies tho
I remember making its model and animations while sitting in class in grade 10
Or grade 9 actually
And now I been out of high school for a year
Updating to 26.3, want to play around with the new slot sources and whatnot
Rewrote the entire custom bow system for about 3x better performance. The custom arrow, crossbow and bow systems now share the same setup functions and internal enchantments as well, so there's a set function order.
The on hit function order is as follows:
- store arrow data
- run bow specific functions
- run crossbow specific functions
- run arrow specific functions
This effect order also takes effect for the other events, like hitting a block or being fired.
For each group of functions (arrow, bow, crossbow) they run in the following order:
- on projectile entity function
- on victim function
- on attacker function
Added configurable shot prediction for mobs, as well as a shot strength factor which determines what percentage of max shot strength should be used for mob shots
And in general I made all the functions work when mobs are the attacker
I've also changed the function fields in the custom data to instead use a command
so instead of example:on_hit being used as an on hit function it would instead be function example:on_hit
Resetting bow animation frames now no longer check the entire inventory and use slot sources instead to reset them. Also made changes to how the bow model needs to be configured
Added some neat functions that allow for the retrieval of an entity's speed
Example bow config
backwards shooting bows are now possible
Updated the ve_utils:shoot_facing function to include [this method](#157097006500806656 message) to correct arrow visual rotation when their motion is overridden
Hit matching system now works against dead entities
This means on kill effects for all my weapons that don't use /damage to deal damage
how did u do that
This works by assigning each entity a score ID, which is then used to create an object in this big entity storage object that contains their hex UUIDs. When an entity gets hit by a player it then retrieves that entity's score and then macros the hex UUID from the entity storage into a command.
Hex UUIDs let you execute stuff on dead entities so this just works
I also made this work only for direct damage, as ranged attacks have enchantments applied to them by default with my weapons library, and enchantment functions can also execute as dead entities
i see
There are now a grand total of 12 hit match tags
the entity... tags run as entities when they are hit/killed by a player, and the player... tags run as the players when they hit/kill an entity. My hit matching can differentiate between direct/indirect/all hits hence why there are tags for each.
added on_kill_victim and on_kill_attacker to melee weapon config
Stun fields in custom data
Melee weapons will have a chance to stun their targets. If the weapon deals extra damage above their stun damage threshold, the stun chance is increased per point of damage by the above threshold value
Heavier weapons will usually have a higher stun chance. There will also be enchantments that will be able to increase stun chance
evil bow combo
Trying to add custom arrow projectile models via item displays, hopefully it works out fine
It works and all I needed was to copy the arrow's rotation to the display and run a single execute command, no data commands involved
Wait I could totally make torment arrows with this
W- What do you mean torment arrows 
They're slow moving arrows that constantly knock back everything in front of them and deal continuous damage
:0
... Can you fly using them and enough gapples
probably? idk depends on how I add them
Hooray
Oh right this also means I can scale the arrow models
since transformation exists for displays
Tridents
Got the emissive item textures to work on 26.3 snapshot-2
And I also got invisible trident shader working as well
Singular frame of the trident not facing forward lost aura
alr nvm Im not fixing this because I dont feel like doing a ton of math to get trident rotation when spawning the models
(Ik I can use data here but I'm avoiding it since this needs to work with lots of entities at a time)
Green... In between...
Three HEROES appear at WORLDS' edge.
A HUMAN 🔵,
A MO- ahem.
A PRINCE FROM THE DARK 🟢.
And a MONSTER 🟣,
-# I am SO sorry, I had to--
trying to make a model for the default trident. I like this so far
alr got something I like
Its glowy now
I can't even comment on this anymore
-# I literally don't know what to say
I assume u can now also make giant arrows if u wanted
very easily
if macros didnt exist, could you make this datapack?
Yes
I just need to change the transformation data of the item display
Absolutely not
I learnt about macros today, ive got ideas
They let you do so much that's not normally possible
Whats something youve used them for?
Though it is still best to not use them if they're not needed since they aren't great for performance
I use them for a ton of stuff in my library, for example the projectile motion function is shared across every instance where I need to apply motion to an entity (except in instances where the player is also given motion)
Thats sick
Basically all my weapons use them too since I need to be able to run the commands from custom weapon config
Oh wait i can use it for crafting
Im starting to realise what this project uses them for now, just running over alot of features rn
So I can just have this on the items custom data
{
"commands" : {
"hit" : "say hit!"
}
}
Then I can macro that in somewhere to run it like this:
$$(hit)
This is stuff im afraid to touch.. holyy
You can see an example of this [here](#1435909929754955796 message)
Then of course my hit matching uses macros to get, store and retrieve entity hex UUIDs so they can have functions run on them when hit
What was the most complex feature youve added using macros?
Hit match, probably
How big is this project?
It's huge
Do you have a demo out?
The reason I haven't shown a lot of it is because basically all of the stuff here is just making all my features essentially data driven so I can make new content really fast
I don't
Alot of stuff youve made allready is insane. Like hpw tf did ypu make arrows bounce???
Custom enchantment + a bit of math
Its impressive
You can detect when an arrow hits a block with an enchantment, so my pack uses [this technique](#🎓┃resources message) to allow me to run functions on block hits without checking nbt every tick on all arrows
Ohhh im so gonna try to use thay
Otherwise you'd need to check if an arrow had InGround nbt (I think that's what it is, anyways)
Wow.. how many datapacks have you made?
Oh yeah 100%
I fear ill suffer in the same way you are
"Oh thats a cool idea" 3 years later
That's why I'm making most of the features in this project use custom components instead of hardcoding everything
What version is this datapack for?
Im working on updating it to 26.3 now
Custom slot sources are actually game changing
What will custom slots let you do?
They let you create custom slot ranges that can be used in loot tables and the item command, but you can add item filters to them. So now instead of needing 30 item commands to modify all instances of an item in a players inventory, you only need 1 for example
[this](#🎓┃resources message) is one of the custom slot sources I use in my pack to retrieve the items being used as ammo for bows and crossbows, so that my wip auto crossbows can properly use up ammo like normal boss and crossbows
Tldr, targeting and modifying all of a specific item in a players inventory can now be done in a single command
I got an idea that you should add, idfk how youd add it but here
Make it so every bow/projecticle weopon that uses ammo gets its ammp source from the closest slot instead of the slot in the lowest slot number
That way you could hold 3 bows and 3 tipped arrows and each bow would shoot a diffrent arrow
Idk how youd do it, but its an idea i think would fit this pack
That would be a bit complicated to do since I'd need to account for each inventory slot separately but it's possible in theory
Dunno if I want to do that though, it might be confusing to players who are already used to arrow priority
Idk what the arriw prioruty is
Its just the order in which arrows are used up
So offhand -> hotbar (left to right) -> inventory (left to right then top to bottom)
working on something
This will eventually be for an anchor weapon that allows the player to grapple stuff
...and I'm making it configurable so it can be used on any entity as long as there's an anchor entity
meaning I can totally make the chains enchantment from mcd
btw can you ping me if you make a summary video of this project? This is the only showcase post I have muted because you are just wayyy too active but this project looks soo cool!
Yeah I will
ok so I fixed this actually
tysm
big arrow
big arrow
Oh my 😭 
hit matching system now works when entities hit players, and I've also added the ability to retrieve the damaging entity separately
Added predicates:
ve_lib:api/is_attacker|is_victim|is_damaging_entity - can be used in a selector to check if an entity was the attacker/direct attacker/victim of an attack when a hit occurs
ve_lib:api/damage_blocked - passes if the damage from a hit was blocked
ve_lib:api/direct_attack - passes if the attacker and damaging entity are the same
Vaulted echoes lib?
That's cool
It has all the custom weapon components (like configurable bows and dual wielding), tons of function tags that can run on certain events (like hit matching with players, tapping and releasing movement keybinds) and a ton of utility stuff (math functions, entity tags, etc.)
Added a more advanced function for executing on any entity involved in a hit, even if that entity is dying. It takes a command and 1 of either damaging_entity,attacker, or victim
Before, this was done by default and function tags would run on those entities. Now, the function tags are per hit and the functions should handle the order in which commands are run
execute if predicate ve_lib:api/victim_killed run function ve_lib:api/on_hit_event_entity {target:"victim",command:"execute at @s run particle sonic_boom"}
Detects if the entity is dead then runs a function on the entity when its killed
slightly updated trident texture
prismarine bits also no longer get shaded, they still glow a bit
Updating my diamond textures. Thought it would be neat to make the lighter pixels on the textures have no shading so it looks more crystal-like and shiny in game
I've also changed the palette to keep it more in line with the vanilla diamond palette
Updated no shade to shapshot 4
Also updated all predicates in the pack
Holy lot of colors
its the vanilla diamond palette 😭
Idk why but for me it looks a little off
Sick model dude, I remember seeing this a while ago, glad to see you're still making progress
Dang bro you gotta be my teacher, reading through this stuff is crazy
Do you use VSC or anything else?
Vsc with a few extensions for most of the dp and rp stuff, blockbench and animated java for some custom mobs and weapons, and aseprite for texturing
occasionally misode generators when I'm feeling lazy, atp I write most of the files myself
I haven't been posting too much recently since I've been busy with other things irl and most of my current progress is a bit boring as I'm just updating to snapshots
Fair enough, thanks a lot man, I needed quite a few of these websites 🔥
Is this done using a leash and custom core shaders with a resource pack? If not how is it done because I was making a grappling hook and wanted this same kind of chain effect? Do you think it would be possible to share the resource pack or share how you did it?
Its item displays
It looks like the vanilla chain but Im using item displays so I can have custom chain textures