File Details
Download Version 4.0
- R
- Sep 8, 2025
- 915.29 KB
- 1.9K
- 1.21.101+1
File Name
raids-stuff-v4.mcaddon
Supported Versions
- 1.21.101
- 1.21.100
4.0 Changelog: The Monsterious Update
1 - Added three new monsters
[*] Goblins
Goblins are tiny, neutral creatures that attack monsters (avoiding creepers and Wandering Spirits for obvious reasons) and anything wearing metallic armor (anything Brass or above). They spawn in groups of two or three inside any forest biome with wooden or stone swords, crossbows, and Wooden Armor. You can barter with Goblins using Rubies and Emeralds for natural blocks like wood, stone, and dirt.
[*] Mimics
Mimics are hostile blocky creatures that spawn in caves. They take the form of either diamond or iron ores, and have a 80% chance to clone themselves five seconds after spawning. Additionally, Mimics have a 10% chance to spawn as a “leader”, allowing them to clone themselves immediately after spawning. Mimics spawn in their hiding mode, and will stay in place until a player is in range, occasionally teleporting when needed. When a player gets too close to a Mimic and either runs away or stays nearby for too long, the Mimic will enter its hunting mode, transforming into what looks like a darkened Blaze. In their hunting mode, Mimics will chase the player down and attack them, dealing damage and blinding their target. Attacking a Mimic in its hiding form will immediately cause it and any other Mimics nearby to enter their hunting mode. Upon death, Mimics have a chance of dropping a Blinding Rod which can be crafted into either Blinding Powder, an ingredient for Smoke Bombs, or the Blinding Staff, a new weapon that blinds enemies.
[*] Wandering Spirits
Wandering Spirits are a hostile, invulnerable, and slightly transparent monster that spawns mostly underground. Wandering Spirits will automatically despawn after 30 seconds. Wandering Spirits are afraid of light, and will run away when exposed to it, and if the light level is high enough, be immediately killed by it. Wandering Spirits do not drop anything yet, but will be expanded on in future updates.
2 - Reworked Spells
[*] Mana has been replaced by Energy, and crafting recipe has changed
After much consideration, I do not think “Mana” fits into Minecraft. As a concept, it is too similar to experience, which is involved with enchantments, not effects. So I have decided to replace the Mana item with Orbs of Energy, crafted using a golden ingot and either Redstone Dust and Blaze Powder or Glowstone Dust and Nether Warts.
[*] Spell effects have been adjusted to be balanced for PvP and to differentiate better from potions.
Generally, the effects given by spells are more powerful than potions but with a shorter duration, lasting only around 1-3 seconds. The new effects can be viewed in the project description under the “Spells” tab.
[*] All spells can now be crafted using glass, golden ingots, and a unique item
The unique item needed changes from spell to spell, but always has a rarity of uncommon or above. Crafting Recipes can be viewed in the project description under the “Spells” tab
[*] Added two new spells: Poison, Vanishing, and Acceleration
Poison effects -
Regeneration VI (0:01)
Poison V (0:06)
Vanishing effects -
Invisibility I (0:03)
Speed II (0:01)
Acceleration effects -
Haste IV (0:08)
[*] All spells now cost 4 Energy and have an 8 second cooldown
[*] Removed Mana Slimes
[*] Witches no longer drop spells upon death
3 - Completely reworked the Vanilla Hunger system (Toggable Feature)
[*] The Hunger Bar is now an energy bar that drains when you sprint and refills naturally overtime
[*] All foods can now be eaten at any time and heal you
Food is grouped into five categories: Raw Foods, Cooked Foods, Crops, Baked Goods, and Soups.
Raw Foods will instantly heal three hearts, but gives poison
Cooked Foods will instantly heal three hearts
Crops gives a powerful regeneration effect in a short time
Baked Goods give a weak regeneration effect over a long time
Soups will instantly heal three hearts and give a decent regeneration effect over a long time
Trying to eat food in rapid succession, with the exception of crops, will cause a slowness and weakness effect, so try to space out your meals!
[*] Sleeping Regenerates some of your health, so long as monsters aren’t nearby
I am a maniac who plays with “Beds Work” and “Natural Regeneration” turned off. This is really just to give some use for sleeping in my world.
[*] Added a “Raid:Default_Hunger” tag that overrides all of these changes
Just type in “/tag @s add Raid:Default_Hunger” to override this feature. You will lose out on the regeneration food and beds give too, though. The Hunger Bar will still look like Energy Bar as well, but this is just a texture and does not impact gameplay.
4 - New Armor, Items and Weapons
[*] Wooden Armor
Crafted with wooden planks and iron ingots. It has very little durability and gives very little protection, but will absorb all incoming damage when equipped like a shield!
[*] Smoke Bomb
Crafted with coal, gunpowder, and Blinding Powder, smoke bombs are a consumable item that you can use to escape any situation, blinding nearby enemies and giving you speed, invisibility, and jump boost when used.
[*] Blinding Staff
Crafted with three Blinding Rods, the Blinding Staff is a low damage, mobility based weapon. Attacking with the staff will blind targets, and whacking (right click) will both send out a damaging projectile in front of you and teleport you backwards (like a reverse katana dash).
[*] Infused copper armor and tools
Now that Copper is in the basegame, at least as an experimental toggle, Infused Copper gear is now available to craft and use!
Looking into the future.
This update began as a simple patch to the 3.0 version, but as I continued working, I kept coming up with cooler and cooler ideas, so I decided to make it a whole new version instead of an update. When I started Raid’s Stuff, back when it was just a collection of updated versions of my old addons, I made it a rule not to mess with the vanilla files. I wanted Raid’s Stuff to be compatible with any other addon, so it should only ever add to the vanilla game, never override it. This rule, while small, determined the entire identity of Raid’s Stuff. No new tool, item, or monster should outshine its vanilla counterpart, but also shouldn’t be too weak as to be useless in the grand scheme of things.
The issue I ran into is that, overall, the vanilla systems are just too good. Any nuance or interesting choice about which weapon to fight with is immediately overshadowed by Minecraft’s tried-and-true method of sprinting away from anything and everything dangerous.
And unlike sleeping, the option to just “turn off” hunger is not available to players. Sure, there’s disabling natural regeneration, but this feels way too extreme and only makes running away an even better option.
With that in mind, I made the decision to break my rule and override the hunger system, creating something new that, in my opinion, fits way better into the game as a whole. However, I recognize that some people may disagree with me, and just like how Minecraft gives the option to toggle sleeping and natural regeneration, I too have made it a rule to always make using my vanilla reworks completely up to the player. So if you just want to mess with the cool items, don’t like my changes, or have your own addons that change the same vanilla files as mine, then you do not have to worry: Raid’s Stuff has made options available for whatever you want.
Now that I no longer need to worry about changing vanilla aspects, though, I’ve got some big ideas for how I will tackle Minecraft’s other big system: Enchanting. I WILL be nerfing it to the ground. The Enchanting Table is an evil block that ruins Minecraft’s progression, in my opinion. This too, of course, will be an optional rework, so if you like the current system, don’t worry.
Rant aside, this update also finally brought in some genuinely new monsters. These guys have been lurking around my developmental version of Raid’s Stuff for a couple months now. I just never got around to polishing them up until recently, and thank goodness I waited so long because these new monsters were not ready to release when I originally made them back in June.
I also tackled the Spells in this update, finally tying them in better with Minecraft’s systems overall. In all honesty, the spells beforehand were really just a port of Lapis’s armor items from Raid Arena. And while they were a cool concept, they just did not fit in at all with the rest of the addon. Spells also were a complete nightmare to make work in any PvP setting because their effects were either not good enough or way too good, which was especially true with how the Mystic Robe doubled the effects amplifier and duration.
Anyways though, I will be taking a step back for a while and go back to the drawing board for what exactly 5.0 will look like. I also need to take a quick break from working on the add-on to prepare Raid Arena for its, hopefully, final update. I know I’ve been dragging the 31.0 update out for literally over a year now, but the map holds a special place in my heart and I don’t want to see it be left in a broken state (I still haven’t forgiven Mojang for removing Holiday Creator Features despite how bad the system was). Currently, Raid’s Stuff is the only project I am truly working on, though I think after 5.0, I will shift focus onto making a new map using the Raid’s Stuff add-on, since after all, I did make the add-on to help with my maps in the first place.

