{"id":141638,"date":"2026-06-08T13:07:28","date_gmt":"2026-06-08T10:07:28","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/simply-reimagined\/"},"modified":"2026-06-08T13:07:28","modified_gmt":"2026-06-08T10:07:28","slug":"simply-reimagined","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/simply-reimagined\/","title":{"rendered":"Simply Reimagined"},"content":{"rendered":"<p>### Simply Reimagined revamps Minecraft&#8217;s core mechnaics in a simpler way while fixing some and removing many of the worse parts of the game.<br \/>\nThe goal is to make Minecraft survival:<br \/>\n&#8211; Feel more relaxed and sandbox-y, less streamlined and RPG.<br \/>\n&#8211; Feel more distinct from creative mode, as they are creeping closer with every update<br \/>\n&#8211; Have a world that is a bit more lonely and hostile, only so you can liven and tame it with your builds.<br \/>\n&#8211; Be more challenging in meaningful ways, while reducing the need to grind<\/p>\n<p># CORE CHANGES<\/p>\n<p>## \ud83c\udfc3Sprinting Disabled<\/p>\n<details>\n<summary>Details<\/summary>\n<p>Sprinting takes away both the fear of enemies, and the slow, relaxed pace the game should have.<br \/>\nRemoving sprinting also vastly reduces the need for food, and you no longer need to stop and eat every minute.<\/p>\n<p>Walking speed is plenty fast enough, and just feels much better.<br \/>\n### &#8211; Swim-sprinting enabled, but slower<br \/>\n### &#8211; Hunger gets depleted veryy slowly by walking<br \/>\n### &#8211; Hunger still used to replenish health, as usual<br \/>\n<\/details>\n<p>## \ud83d\udcdaExperience removed, enchanting revamped<\/p>\n<details>\n<summary>Details (this one is long)<\/summary>\n<p>Experience and levels completely dictate the flow and feel of the game.<\/p>\n<p>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.   <\/p>\n<p>You should be exploring, mining and building, not grinding experience points for 15 minutes only to fail the random chance of getting Silk Touch.   <\/p>\n<p>Enchantments feel essential, even though they aren&#8217;t, and that is generally because they are WAY too strong. And so the rewards of grinding exp are huge.   <\/p>\n<p>Enchantments should be no more than a nice-to-have bonus, and you shouldn&#8217;t aim towards having them at all. Except a few specific ones, which should be more common.<br \/>\n### &#8211; Experience bar and points from all sources completely removed<br \/>\n### &#8211; Many enchantments either nerfed or removed &#8211; explained below<br \/>\n### &#8211; Enchanting table removed<br \/>\n### &#8211; You may now only enchant using books<br \/>\n### &#8211; Enchanted books found throughout different loot chests, and 8 random books drop from the ender dragon on death &#8211; full details below<br \/>\n### &#8211; Anvil now costs no exp yet breaks faster<\/p>\n<details>\n<summary>Full details of enchantment changes:<\/summary>\n<p>Removed entirely:<\/p>\n<p> &#8211; Mending<br \/>\n &#8211; Protection, Thorns, Frost Walker<br \/>\n &#8211; Bane of Arthropods, Smite, Sweeping Edge<br \/>\n &#8211; Quick Charge<br \/>\n &#8211; Impaling, and trident can now be enchanted with Sharpness<\/p>\n<p>Changed:<br \/>\n &#8211; Sharpness max is 3<br \/>\n &#8211; Efficiency max is 2<br \/>\n &#8211; Fortune, Looting max is 1<br \/>\n &#8211; Power max is 3, now mutually exclusive to Infinity<br \/>\n &#8211; Riptide max is 1 and has a cooldown if used while flying<br \/>\n &#8211; Projectile Protection is helmet-only, max is 2<br \/>\n &#8211; Blast Protection is chestplate-only, max is 2<br \/>\n &#8211; Fire Protection is leggings-only, max is 2<br \/>\n &#8211; Feather Falling max is 2<br \/>\n<\/details>\n<p>Loot changes:<\/p>\n<p>&#8211; All loot chests contain different enchanted books\/gear than what they usually do, and all enchantments found are level 1<br \/>\n&#8211; Enchanted books are more common in chests<br \/>\n&#8211; Ender dragon drops 8 random enchanted books instead of exp, every time it is killed<\/p>\n<details>\n<summary>Full loot details<\/summary>\n<p>&#8211; Dungeon &#8211; unbreaking, looting, silk touch<\/p>\n<p>&#8211; Desert Pyramid &#8211; unbreaking, feather falling, silk touch<\/p>\n<p>&#8211; Buried Treasure &#8211; aqua affinity, respiration<\/p>\n<p>&#8211; Jungle Pyramid &#8211; channeling, piercing<\/p>\n<p>&#8211; Nether Fortress &#8211; fire aspect, flame, knockback, punch<\/p>\n<p>&#8211; Ancient City &#8211; swift sneak, luck of the sea, lure, unbreaking, feather falling, silk touch, looting<\/p>\n<p>&#8211; Bastions &#8211; soul speed, fire aspect, flame, punch, knockback, loyalty, looting<\/p>\n<p>&#8211; Stronghold &#8211; luck of the sea, lure, unbreaking, feather falling, silk touch<\/p>\n<p>&#8211; Woodland Mansion &#8211; loyalty, unbreaking, luck of the sea, lure, piercing, multishot, punch, silk touch<\/p>\n<p>&#8211; End City chests rarely contain (lower level) enchanted armor and tools<\/p>\n<p>&#8211; Fishing treasure can rarely give (lower level) enchanted fishing rod, enchanted bow, silk touch, depth strider<\/p>\n<p>&#8211; Master level librarian villagers sell one of: unbreaking, silk touch, looting, feather falling<\/p>\n<p>&#8211; Elder Guardian drops depth strider<\/p>\n<p>&#8211; Ender dragon exclusives: blast prot, fire prot, proj prot, fortune, efficiency, sharpness, power, infinity, riptide<\/p>\n<p>&#8211; Ender dragon loot table includes all enchantments except depth strider, swift sneak, fire aspect, flame<br \/>\n<\/details>\n<\/details>\n<p>## \u2694\ufe0fCombat simplified<\/p>\n<details>\n<summary>Details (this one is short!)<\/summary>\n<p>The new combat is barely more than a distraction and annoyance. Completely unnecessary bloat mechanics while adding barely if any depth.<\/p>\n<p>Also, sprinting is not the only culprit of making monsters not scary anymore &#8211; shields are way too strong early game.<\/p>\n<p>### &#8211; Attack cooldown removed<br \/>\n### &#8211; Axe damage nerfed<br \/>\n### &#8211; Sweeping removed<br \/>\n### &#8211; Crit removed<br \/>\n### &#8211; 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.<br \/>\n<\/details>\n<p>## \ud83d\udeabRemoves many terrible features<\/p>\n<details>\n<summary>We all make mistakes<\/summary>\n<p>These are features that should never have been added, and are just annoying.<\/p>\n<p>### &#8211; Phantoms removed, potion of slow falling can be brewed with feathers<br \/>\n### &#8211; Copper removed, lightning rod and spyglass crafted with iron<br \/>\n### &#8211; Granite, Diorite, Andesite, Tuff removed<br \/>\n### &#8211; Baby zombies removed<br \/>\n### &#8211; Mangrove trees removed (replaced with swamp trees)<br \/>\n### &#8211; Pillager outposts removed<br \/>\n### &#8211; Glow Lichen removed<br \/>\n### &#8211; Powdered Snow removed<br \/>\n### &#8211; Pillager patrols disabled<br \/>\n### &#8211; Village raids disabled<br \/>\n### &#8211; Wandering Trader disabled<br \/>\n<\/details>\n<p>## \ud83e\uddf9Removes many useless bloat features<\/p>\n<details>\n<summary>De-bloat!<\/summary>\n<p>### &#8211; Archeology, trail ruins removed (trims and Relic found in chests, details lower)<br \/>\n### &#8211; Tulips, allium, azure bluet, lilac, rose bush, peony, sunflower removed<br \/>\n### &#8211; Coral reefs, sea pickles removed<br \/>\n### &#8211; Concrete, glazed terracotta removed<br \/>\n### &#8211; Warped roots, crimson Roots, twisting vines, weeping vines only drop when broken with shears<br \/>\n### &#8211; Dragon&#8217;s breath, lingering potions, tipped arrows, spectral arrows removed<br \/>\n### &#8211; Polar bears, llamas, rabbits, bats, dolphins, tropical fish (entity), pandas, glow squids, ocelots, endermites removed<br \/>\n<\/details>\n<p># MAJOR TWEAKS<\/p>\n<p>## \ud83d\udcbcChanges villager trades<\/p>\n<details>\n<summary>Spoiler<\/summary>\n<p>Villager trading is generally nerfed. Changes aren&#8217;t that significant, just made more interesting and balanced while less.. Game-breaking.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>### &#8211; Professions are the same, most trades tweaked and a few new added.<br \/>\n### &#8211; Value of 1 emerald is deflated to be worth much more.<br \/>\n### &#8211; Villagers no longer give discounts on cure<\/p>\n<\/details>\n<p>## \u26f0\ufe0fReduces overworld structures<\/p>\n<details>\n<summary>Spoiler<\/summary>\n<p>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.<\/p>\n<p>Structures are vital for exploration and are exciting when found, but they should be way less common than they are currently.<\/p>\n<p>### &#8211; Ruined portals generate less often<br \/>\n### &#8211; Shipwrecks, ocean ruins, ocean monuments generate less often<br \/>\n### &#8211; Desert well removed, igloo much rarer<br \/>\n### &#8211; Desert pyramids generate less often<br \/>\n### &#8211; Villages generate less often but are much larger and denser<\/p>\n<\/details>\n<p>## \ud83d\udee0\ufe0fFixes Annoyances<\/p>\n<details>\n<summary>Finally<\/summary>\n<p>Small things that just make the game slightly less fun, fixed. Quality of Life.<\/p>\n<p>### &#8211; Zombies no longer drop iron, potatoes or carrots, skeletons no longer drop bows, zombie pigmen no longer drop golden gear<br \/>\n### &#8211; Break leaves you collide with on a horse. Can break leaves above horse by jumping<br \/>\n### &#8211; Nether portals no longer leak zombie pigmen into the overworld<br \/>\n### &#8211; Crafting a bed with non-matching wool creates a white bed<br \/>\n### &#8211; Nether wart block cannot be crafted<br \/>\n### &#8211; Slimes spawn more often in swamps<br \/>\n### &#8211; Zombies have a 50% chance to convert villagers in normal mode too.<\/p>\n<\/details>\n<p>## \ud83d\udee1\ufe0fNerfs balance-breaking features<\/p>\n<details>\n<summary>It had to be done..<\/summary>\n<p>These are features that break the game in one way or another that can be easily brought to a somewhat balanced level.<\/p>\n<p>### &#8211; Elytra can&#8217;t be firework-boosted and can&#8217;t be repaired.<br \/>\n### &#8211; Ender dragon immune to bed explosions<br \/>\n### &#8211; Iron golems now drop much less iron ingots, and no poppies<br \/>\n### &#8211; Villages no longer have giant piles of hay<\/p>\n<\/details>\n<p># OTHERS<\/p>\n<p>## \ud83c\udfa8Other small changes and extra details<\/p>\n<details>\n<summary>More changes!<\/summary>\n<p>### &#8211; Trident can be repaired with either nautilus shells or heart of the sea<br \/>\n### &#8211; Riptide adds a bit less velocity, and removes slow falling if flying<br \/>\n### &#8211; Emerald ores much more common<br \/>\n### &#8211; Diamond ores slightly more common in caves<br \/>\n### &#8211; Diamonds slightly less common in chests<br \/>\n### &#8211; Advancements disabled<br \/>\n### &#8211; Mobs cannot spawn with enchanted gear<br \/>\n### &#8211; Sunflower plains now have other flowers instead<br \/>\n### &#8211; Nether wart blocks and warped wart blocks now only drop when broken with a silk touch hoe<br \/>\n### &#8211; Obsidian and blocks that take similarly long time to break now break faster<br \/>\nLoot changes to account for archeology&#8217;s removal:<br \/>\n &#8211; Village armorer chest contains Sentry trim template<br \/>\n &#8211; Mineshaft contains Shaper, Host trim templates<br \/>\n &#8211; Dungeon contains Wayfinder, Raiser trim templates<br \/>\n &#8211; Desert pyramids and woodland mansions contain Relic music disc<\/p>\n<\/details>\n<p>## \u2795Changes I would&#8217;ve added but already exist as compatible mods so please use them:<\/p>\n<details>\n<summary>Highly recommended mods<\/summary>\n<p>Horses Can Swim <\/p>\n<p>Improved Lodestones (lodestones use iron instead of netherite, can bind compasses to specific lodestones to point towards them)<\/p>\n<p>Bow Infinity Fix (bow with infinity doesnt require you to have an arrow in your inventory)<\/p>\n<p>Formidable Farmland (farmland flattening only from higher or with shovel)<\/p>\n<p>Leaves Be Gone (leaves decay much faster)<\/p>\n<p>Replanting Crops (harvesting with a hoe automatically replants the crop)<\/p>\n<p>Spyglass Improvements (bind a button to use spyglass from anywhere in your inventory)<\/p>\n<p>Chiseled Bookshelf Visualizer (show info of books inside chiseled bookshelves, good for storing enchanted books!)<\/p>\n<p>Roughly Enouch Items (Config to hide items made unobtainable by this mod &#8211; GITHUB)<\/p>\n<p>Iris + Sodium + Indium (My favorite shaders &#8211; Complementary, although I am using the older 4.6 version)<\/p>\n<p>Recommended Resource Packs:<\/p>\n<p>New Music Remover (removes all new background music, many of them distracting or bad IMO)<\/p>\n<p>VanillaTweaks (Customizable modular resource pack with many little quality of life tweaks)<\/p>\n<\/details>\n<p>##    <\/p>\n<p>Please send me your feedback and\/or suggestions!<br \/>\nDiscord &#8211; @multibana<\/p>\n<p>If anyone wants, I can release some features as standalone mods or add more config options.<\/p>\n<p>Oh yeah, there&#8217;s a config &#8211; these are the options currently:<\/p>\n<details>\n<summary>config\/simply_reimagined.properties<\/summary>\n<p> &#8211; Disable slowly losing hunger from walking<br \/>\n &#8211; Disable losing hunger from jumping (vanilla mechanic)<br \/>\n &#8211; Disable sprint-swimming<br \/>\n &#8211; Disable the new horse-leaf-breaking mechanic<br \/>\n &#8211; Allow infinity and power together on bows<br \/>\n &#8211; Allow repairing Elytra with leather<br \/>\n &#8211; Keep dolphins un-removed<br \/>\n &#8211; Show\/hide EXP bar<br \/>\n<\/details>\n","protected":false},"excerpt":{"rendered":"<p>Revamps the core mechanics and removes the bad 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