A data pack for Minecrafters who like playing without monsters.
Created by Jason C. McDonald (CodeMouse92).
Recipe screenshots and some .JSON files created on https://crafting.thedestruc7i0n.ca/
Some .JSON files created on https://misode.github.io/.
Dedicated to Anne McDonald.
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.
-
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.
Minecraft 1.21 added the new Trial Chambers for new combat challenges. Recognizing that players may want to enjoy this challenge (or other specific situations) without allowing all monsters all the time, I've provided two ways for you to temporarily enable monsters to spawn:
- If any player has the Bad Luck status effect, or
- If any player has the Raid Omen or Trial Omen status effect (not just Bad Omen).
Please take care in multiplayer, as the effects are global!
**If you really, really don't want a type of monster to spawn, even during nightmares, enable the "never" rule for the monster type. See Mob Control.
You can get the Bad Luck status effect from Nightmare Stew, a new recipe added by this data pack. The Raid Omen and Trial Omen status effects come from entering a village or trial chamber with the Bad Omen status effect, and that comes from consuming an Ominous Bottle.
See Recipes for both recipes.
NOTE: Because the Bad Luck status effect is not applied by anything in vanilla Minecraft, this was a reasonably safe status effect to use. However, be aware if you're using any other data packs or command blocks that confer Bad Luck, as they will also allow monsters to spawn.
4 lime dye around a skeleton skull produces a creeper head.
Crafted from 1 blaze powder (see Blast Furnace), 1 glowstone, 1 ghast tear, and 1 sweet berries.
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.
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.
Crafted from 1 coal or charcoal, 1 bonemeal, and 1 ghast tear.
In real life, gunpowder is made from charcoal, saltpeter, and sulfur. I'm substituting ghast tears for saltpeter and bone meal for sulfur (although that last one is a total scientific fabrication!)
Crafted from 1 dye sandwiched between 2 phantom membrane. The type of dye corresponds with the 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.
Crafted from 8 blaze powder (see Blast Furnace) and 1 diamond.
Nether wart is now recoverable from nether wart blocks. One block yields nine nether warts.
Nightmare Stew is a brand new item added to this mod pack that confers the Bad Luck status effect for 10 minutes (half a day). When any player has Bad Luck, all hostile mobs will be able to spawn as normal. As per usual, you can clear this effect by drinking milk.
Craft by combining 1 wooden bowl, 1 red mushroom, 1 brown mushroom, and 1 poisonous potato. (Hey, that stew would give me nightmares!)
When any player has the Raid Omen or Trial Omen status effect, all hostile mobs will be able to spawn as normal. These come from entering a village or trial chamber while having the Bad Omen status effect, and you get that from consuming an Ominous Bottle. As per usual, you can clear this effect by drinking milk.
Craft by combining 1 glass bottle, 1 glow berries, 1 ink sac, and 1-5 fermented spider eyes, depending on the desired strength. 1 fermented spider eye will give you Ominous Bottle I, 2 fermented spider eyes will give you Ominous Bottle II, and so forth.
Pork, beef, or mutton can be fermented into rotten flesh when combined with 1 sugar and 1 brown mushroom.
This recipe is based on that of a fermented spider eye.
Crafted from 1 kelp or cactus and 1 egg; yields 2 slimeballs.
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.
Crafted from 1 white wool (yields 14 string) or 1 white carpet (yields 9 string).
Of course, making yarn in real life is never this easy...
Made from 4 gold ingots, 2 emeralds, 1 gold nugget, and 1 nether star.
I like to imagine that it's the nether star which absorbs the damage for the player.
Made from 3 prismarine crystals (see Blast Furnace), 4 prismarine shards, and 2 blaze rods.
8 rotten flesh around a skeleton skull produces a zombie head. Not sure why you'd want this, but hey...here it is!
Made from 1 skeleton skull and 1 coal or charcoal.
Since 1 white carpet can yield 9 string (above), the inverse is true as well.
3 carpet atop each other yields 2 wool of the same color.
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.
Blasting crimson roots yields blaze powder.
Blasting weeping vines yields a blaze rod.
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!
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.
Smelting or blasting a warped wart block yields an ender pearl.
Blasting a twisting vine yields an 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.
Blasting warped roots yields a ghast tear.
Blasting leather yields a phantom membrane.
Blasting a prismarine shard yields prismarine crystals.
I imagine this works because it refines the impurities out of the shard.
You can carve a skeleton skull with a bone block on a stonecutter. (Added for my pal Scarecrowman.)
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.
- Camel: 1-2 bones, 1-2 leather.
- 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, 1 blue carpet.
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.
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.
The spawning of potentially hostile mobs are controlled by the datapack. Certain groups of mobs can be allowed or suppressed. 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.
There are three control levels for each mob type:
Allow permits the mob group to spawn normally. To allow a group, run /function no-monster:control/allow/<group>
.
Suppress prevents the mob group from spawning, except during nightmares. This is the default behavior. To suppress a group, run /function no-monster:control/suppress/<group>
.
Block prevents the mob group from spawning, even during nightmares. To block a group, run /function no-monster:control/never/<group>
.
NOTE: The
spawn
game rules from previous versions of No Monster Minecraft still work, but you no longer need to set them directly!
For example, to enable Illagers, use:
/function no-monster:control/allow/illagers
To suppress Illagers again, run:
/function no-monster:control/suppress/illagers
To ensure Illagers can NEVER spawn, even during nightmares, run:
/function no-monster:control/block/illagers
These are the evil villager types.
- Evokers
- Illusioners
- Pillagers
- Ravagers
- Vexes
- Vindicators
- Witches
Control with one of these three commands
/function no-monster:control/allow/illagers
/function no-monster:control/suppress/illagers
/function no-monster:control/block/illagers
Remember, you can also disable only raids using Minecraft's built-in disableRaids
gamerule.
These are hostile overworld arthropods.
- Cave Spiders
- Silverfish
- Spiders
Control with one of these three commands
/function no-monster:control/allow/arthropods
/function no-monster:control/suppress/arthropods
/function no-monster:control/block/arthropods
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 one of these three commands
/function no-monster:control/allow/creepers
/function no-monster:control/suppress/creepers
/function no-monster:control/block/creepers
These are slime-type mobs.
- Slimes
- Magma Cubes
Control with one of these three commands
/function no-monster:control/allow/slimes
/function no-monster:control/suppress/slimes
/function no-monster:control/block/slimes
These are undead overworld hostile mobs.
- Bogged
- Drowned
- Husks
- Phantom
- Skeletons
- Strays
- Zombies
- Zombie Villagers
Control with one of these three commands
/function no-monster:control/allow/undead
/function no-monster:control/suppress/undead
/function no-monster:control/block/undead
Note: The old
spawnMonster
rule no longer works; the Monsters category has been split into Undead and Slimes.
These are controlled separately, since guardian spawning is limited to ocean monuments, and thus may still be wanted.
- Elder Guardians
- Guardians
Control with one of these three commands
/function no-monster:control/allow/guardians
/function no-monster:control/suppress/guardians
/function no-monster:control/block/guardians
These are non-monster nether mobs; there are safe ways of interacting with these.
- Piglins
- Zombified Piglins
Control with one of these three commands
/function no-monster:control/allow/nether_mobs
/function no-monster:control/suppress/nether_mobs
/function no-monster:control/block/nether_mobs
These are hostile nether mobs that don't quite classify as monsters.
- Hoglins
- Piglin Brutes
Control with one of these three commands
/function no-monster:control/allow/nether_hostiles
/function no-monster:control/suppress/nether_hostiles
/function no-monster:control/block/nether_hostiles
These are most of the monster-like hostile mobs in the nether.
- Blazes
- Ghasts
- Wither Skeletons
Control with one of these three commands
/function no-monster:control/allow/nether_monsters
/function no-monster:control/suppress/nether_monsters
/function no-monster:control/block/nether_monsters
Note: Magma Cubes are now controlled with
spawnSlimes
, due to their desirability in relation to overworld frogs in 1.19 and beyond.
These are non-monster mobs in the End; these are safe ways of interacting with these.
- Endermen
Control with one of these three commands
/function no-monster:control/allow/end_mobs
/function no-monster:control/suppress/end_mobs
/function no-monster:control/block/end_mobs
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 one of these three commands
/function no-monster:control/allow/end_monsters
/function no-monster:control/suppress/end_monsters
/function no-monster:control/block/end_monsters
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 one of these three commands
/function no-monster:control/allow/bosses
/function no-monster:control/suppress/bosses
/function no-monster:control/block/bosses
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
- Breezes (see note below)
- 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.
I've decided not to control the Breeze with this data pack because they can only spawn from trial spawners in trial chambers. Trial chambers only exist for combat purposes, and can be avoided.
There are a few reasons I've decided not to control the Warden with this data pack:
-
It can already be controlled with the
doWardenSpawning
gamerule. -
Removing Wardens makes the Deep Dark and Ancient Cities quite a lot less interesting.
-
They have no drops, because you're supposed to be avoiding them anyway.
The functions under no-monster/internals
are only intended to be used by the mod itself.
Using them yourself may have unintended consequences...including, potentially, killing yourself.
Don't use these. Just don't.