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Bacchanalian Mobs

All in one solution that makes monsters harder, smarter and more diverse. Also - a set of tweaks and features.
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bacchanalianmobs-0.3.1.jar

File namebacchanalianmobs-0.3.1.jar
Uploader
PurpleprintPurpleprint
Uploaded
Oct 10, 2025
Downloads
21
Size
1.4 MB
Mod Loaders
Forge
File ID
7090317
Type
A
Alpha
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:bacchanalian-mobs-1326481:7090317")

Learn more about Curse Maven

What's new

Main Features:
- Asynchronous pathfinding now works (previously it didn't).

Fixes and Improvements:
- Numerous fixes, improvements, and additions to asynchronous pathfinding and the CustomNavigateGround class.
- Fixed a bug in the code responsible for processing the "Moblist" config that prevented asynchronous pathfinding from being applied to mobs.
- Added clearing for cached paths (part of asynchronous pathfinding) in CustomNavigateGround - this should prevent memory leaks.
- Fixed a bug where Magma cubes spawned when shooting a Lord with AbilityOverheat could themselves become Lords.
- Fixed a bug in the Sequences system: The actual element number in the sequence was one higher than expected.
- Fixed a bug with riding horses (Riding feature): The horse dies without a rider, but its HP decreases too much slowly

Technical improvements:
- In the ClientRequestEvent class (LivingUpdateEvent subscription), added protection to prevent this client-side code from being executed on the server side (a pressing issue for single-player (integrated server))
- In WorldImitation, Map<> is now used instead of Set<> for storing entities (CachedEntityData) - this will improve performance.

Technical changes:
- Some changes to my custom EntityAITemplate for AI tasks, mainly related to the shouldExecute() method and attack target validation.
- Changes to mob navigation code (CustomNavigateGround, CustomPathFinder, CustomWalkNodeProcessor): Fixed serious issues with asynchronous (multi-threaded) operation; streamlined messy code; Minor improvements
- Asynchronous tasks are now executed in the ForkJoinPool, rather than the previously used ThreadPoolExecutor.
- By default, all asynchronous tasks are executed as a batch, rather than individually (this should significantly reduce the load on the task queue).
- A unified WorldDataProvider interface has been implemented, combining both the vanilla (real) World object and my custom snapshot (independent copy of the data) WorldImitation.
- The list of data provided by the EntityDataProvider interface has been expanded.

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