promotional bannermobile promotional banner

Bacchanalian Mobs

All in one solution that makes monsters harder, smarter and more diverse. Also - a set of tweaks and features.

File Details

bacchanalianmobs-0.3.0.jar

  • B
  • Sep 27, 2025
  • 1.36 MB
  • 45
  • Forge

File Name

bacchanalianmobs-0.3.0.jar

Supported Versions

    Curse Maven Snippet

    Forge

    implementation fg.deobf("curse.maven:bacchanalian-mobs-1326481:7039503")
    Curse Maven does not yet support mods that have disabled 3rd party sharing

    Learn more about Curse Maven

    README #1:
    MixinBooter is now a required dependency.

    README #2:
    Delete the entire "Bacchanalian Mobs" folder inside `.minecraft\config`. The configs have been significantly modified, and old files are incompatible and guaranteed to cause problems.

    Fixes:
    - Fixed a serious bug: Lord status resets for mobs after restarting the game.
    - Fixed this issue: If a Lord has the "Overheat" ability and spawns on a horse, the horse catches fire.
    - Fixed a game crash (NullPointerException) in the "ShortLeap" AI task.
    - Fixed a game crash (NullPointerException) during the raid ("RaidTick").
    - Fixed a game crash if the Scape and Run: Parasites mod is not installed in the game instance.
    - Fixed a game crash (ClassCastException) when the mod attempts to assign the "ThrowWeb" and "WebPlacement" AI tasks to entities from the "Spiders 2.0" mod.
    - Removed or hidden some debug messages that were spamming.
    - Fixed a typo in the RaidProfiles.json config: "Passable blocks are banned" > "Passable blocks" "are banned"

    Performance Improvements:
    - Since mass debug message spam was removed, serious game lags have disappeared.

    Big Changes:
    - Completely reworked the "Offense and Defense" feature. It's now called "Consequences" and moved to a separate module. The code has been rewritten.

    Changes to the Lord system:
    - Added ability to disable display of particles and/or Lord HUDs on the server side.

    Config Changes (code):
    - Storing profiles with different settings and switching between them (two default profiles + ability to create custom ones)
    - An empty profile ("blank") for developers and administrators who don't need the default settings I made.
    - Multiplier System - a universal and highly customizable way to multiply/divide a value in a config.
    - The "Sequences" system - allows you to choose from several values. Previously, this choice depended on the SRParasites evolution phase, but now you can use other options. - All configs have been adapted to use the new systems (Sequences and Multipliers). Similar parameter notation systems that existed previously have been removed.
    - The Lords config has been redesigned — it is now more organized and customizable.
    - Major changes to the `points_per_effects.json` config (Dynamic Difficulty points awarded for potion effects): It now matches the structure and style of other configs.
    - The Raid config has been redesigned to match the new notation systems.

    Config Changes (Settings):
    - Setting changes corresponding to code changes.

    Technical Changes (hidden from players):
    - Code refraction and cleanup; Removal of copy-paste code; Elimination of boxing of primitives into objects. - Added a "default difficulty" system, which will be used if a mob doesn't have a Target Player (if the mob spawns far from any player, or on a server with no online players).
    - Added new classes for the entity cache.
    - Unified handling of entity objects: Both cached data and the Entity objects themselves now implement common interfaces, and all work is performed using methods from these interfaces.
    - Using a mixin, Entity.class now implements the EntityDataProvider interface. The same applies to other entity classes. This makes MixinBooter a required dependency and also puts Bacchanalian Mobs in a coremod (early mixin) state. - Using a mixin, all `Entity` objects now store a `long` field, which stores the "Time-Based Unique Key" identifier I developed.
    - Added additional synchronization locks to prevent issues when reading/writing NBT entity data from multiple threads.