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Bottled Mobs

Stun any mob with throwable stones, bottle it in a glass jar and display your collection on shelves. Then tap the glass.

Throw a Stun Stone at a mob, and while it's dizzy, put it in a glass jar. Cows, villagers, creepers, axolotls, even the Wither and the Ender Dragon: any mob can be bottled, vanilla or from other mods. You can carry it around and let it out wherever you want, or place the jar and keep it in your collection.

The mob in the jar is the real one, and it moves. It keeps everything it had: its health, its name, its trades and its owner. Seal the jar with honeycomb and tap the glass to hear what the mob has to say: there are over 500 lines for nearly 90 mobs. Display your jars on Jar Shelves and Jar Cabinets, with lamps you can switch on by hand or with redstone. No dependencies. Available for Forge, NeoForge and Fabric.

The collection scene

Stun Stones

Throw them like snowballs. If the stun works, the mob stays still for a few seconds, with stars over its head: right click it with an empty jar before it wakes up. If it doesn't work, a puff of smoke tells you, and you can try again. Above the hotbar you always see the chance you had. The stone drops where it lands, so you can pick it up and throw it again.

There are six stones, from the basic one to netherite. The stronger the stone and the weaker the mob, the higher the chance. Hurt mobs are easier to stun, so the bosses must be worn down first. Bosses are hard to stun and wake up quickly.

The Warden, the Wither and the Ender Dragon in jars

  • Stun Stone: 4 stones from one cobblestone. You can also find them on the ground in the Overworld.
  • Copper, Iron, Obsidian, Diamond and Netherite Stun Stones: put four stones around the material (copper ingot, iron ingot, obsidian, diamond, netherite ingot) and you get four stones of the next tier.
  • You can also find them in dungeon, mineshaft, temple and stronghold chests. Masons sell copper and iron stones, and wandering traders sell stones, jars and sometimes diamond stones.

See how the chance works

chance % = stone power − mob resistance + 30 × (missing health / max health), always between 5% and 100%

stun seconds = stone seconds × (1 − mob resistance / 200)

  • Stones (power / seconds): Stun Stone 20 / 2, Copper 35 / 3.5, Iron 50 / 5, Obsidian 65 / 6, Diamond 80 / 8, Netherite 100 / 10.
  • Mobs (resistance): passive 20, villagers 30, neutral 40, hostile 50, mini-bosses (Warden, Elder Guardian) 75, bosses (Wither, Ender Dragon) 90.

A few examples:

  • Stun Stone on a cow at full health: 20 − 20 + 0 = 0, so 5% (the lowest chance).
  • Stun Stone on a cow with half of its health: 20 − 20 + 15 = 15%.
  • Iron Stun Stone on a zombie with a quarter of its health left: 50 − 50 + 22.5 = 22.5%.
  • Netherite Stun Stone on a wolf: 100 − 40 + 0 = 60%, stunned for 10 × 0.8 = 8 seconds.
  • Netherite Stun Stone on an almost dead Wither: 100 − 90 + ~30 = ~40%, stunned for 5.5 seconds.

Which resistance a mob gets (the first match wins):

  • 1) its resistance in config/bottledmobs/mobs.json;
  • 2) the category lists in the config (you can move any mob to any category);
  • 3) automatic: bosses from the c:bosses tag, then neutral mobs, then monsters as hostile, and everything else as passive. This way mobs from other mods work out of the box.

All the numbers can be changed in the config.

Stunned cow, sheep and pig in a fence

Jars

JAR — Crafted with five glass blocks and a plank: the plank becomes the cork, so every wood has its own jar (wood from other mods too). Any glass works, stained glass included. Right click a stunned mob to bottle it, right click a block to let it out. Shift + right click places the jar on the ground. When a mob comes out of a jar, it stays still for a couple of seconds, a bit confused.

WATER AND LAVA JARS — Fish, squids, axolotls and the other water mobs need a water jar, and striders need a lava jar: craft a jar with a bucket. Lava jars glow like a lamp, and so do jars with blazes, magma cubes, allays and glow squids.

COLORED JARS — Craft a jar with a dye, or use the dye on a placed jar. A cauldron of water washes the color away, like leather armor.

SEALED JARS — Use honeycomb on a placed jar to seal it, and an axe to remove the wax. Tap a sealed jar and the mob inside talks: villagers complain, cats judge you, the Wither plans its revenge. Name tags work on jars too, and the name shows above the jar. (Try "Dinnerbone".)

Water and lava jars on a dock at night

The rainbow of colored jars

Jar Shelf and Jar Cabinet

JAR SHELF — A wall shelf for three jars, three blocks wide. Crafted with three planks, two sticks and glowstone dust: each plank becomes one part of the shelf, so you can mix woods.

An empty Jar Shelf on a wall, with its three lamps and the golden button

JAR CABINET — A cabinet for nine jars, three blocks wide and three high, that stands on its own. Crafted with three Jar Shelves and wooden planks for the frame: the shelves can be different woods too.

  • Right click a spot with a jar to put it there. Shift + right click with an empty hand to take it back.
  • Every spot has its own lamp: click it to turn it on or off, or click the golden button to switch all of them.
  • A redstone signal switches all the lamps, like a copper bulb.
  • The tooltip tells you which woods were used for each part.

Four cabinets of different woods full of jars

Works with other mods

  • Mobs from any mod can be bottled, with no setup: their resistance is chosen automatically (bosses, neutral mobs, monsters, animals) and so is their size in the jar. They talk with a few generic lines.
  • And you can still change them like vanilla mobs: move them to another category or put them in the blacklist in the config, and give each one its own resistance, liquid, light, scale, offset and lines in mobs.json (see below).
  • Woods from any mod work for corks, shelves and cabinets: every plank in the minecraft:planks tag is accepted, so mods like Biomes O' Plenty work out of the box. You can even mix woods from different mods on the same cabinet.
  • Glass from any mod works for jars: every block in the c:glass_blocks tag is accepted.
  • A plank or glass that is not in those tags can be added in the config (extra_planks and extra_glass).
  • Mods can stop their mobs from being bottled with the c:capturing_not_supported tag (and you can still allow them in the config). Bosses from other mods are recognized with the c:bosses tag.

Animals from other mods in jars

Two cabinets made with Biomes O' Plenty woods

Fun extras

All three can be changed or turned off in the config.

  • Pranks: every now and then, the mobs in sealed jars make their own sounds. Hide a sealed jar with a creeper behind your friend's wall, or a ghast under their bed, and wait. Only the jars close to a player can be heard, and only one at a time, so a big collection never turns into a noisy zoo.
  • Comparators: a comparator next to a jar (or next to a spot on a shelf or cabinet) gives a signal of 15 when there's a mob inside. Build a door that opens only when you bring back your pet, a lamp that turns on when the jar is full, or an alarm when someone steals your Ender Dragon.
  • Pets: a tamed pet can only be bottled by its owner, and it still belongs to the owner when it comes out.

A comparator lighting a redstone lamp next to the full jar, not next to the empty one

mobs.json

A file in config/bottledmobs/mobs.json for changing each mob on its own, vanilla or from any mod. Everything is optional:

  • resistance: the mob's resistance (it wins over the config categories).
  • liquid: "none", "water" or "lava", the jar the mob needs.
  • light: the light (0-15) of a jar with this mob inside.
  • scale: the size of the mob inside the jar (1 = automatic size, 0.5 = half of it). Most mobs from other mods fit on their own, but if one looks too big or too small, this fixes it.
  • offset: moves the mob up or down inside the jar, in blocks (0.1 = a tenth of a block). Useful for mobs that float or that sink into the bottom.
  • lines: your own lines for the mob, and replace_lines to use only yours instead of adding them to the built-in ones.

See an example

{
  "minecraft:pig": {
    "resistance": 10,
    "lines": ["Bacon? Never heard of it.", "Is it lunch time yet?"]
  },
  "othermod:big_bear": {
    "scale": 0.7,
    "offset": 0.05
  }
}

Use /bottledmobs reload to load the changes without restarting.

Advancements

A new tab with 41 advancements: stun every kind of mob, bottle half of them and then all of them, build an aquarium and a lava lamp, fill a whole cabinet and make the mobs talk. And yes, you can stun the Ender Dragon with a plain Stun Stone, if you're lucky enough.

The Bottled Mobs advancements tab

Configuration

Almost everything can be configured in bottledmobs-common.toml.

See what you can change

  • Stun Stones: power and seconds of every stone, the health bonus, the lowest chance, the chance for a stone to break, how many stones lie on the ground, and whether in creative mobs can be bottled without stunning them.
  • Resistance and categories: the resistance of every category, and which mobs belong to each one.
  • Jars: a blacklist of mobs that can never be bottled, an allowlist for mobs that other mods block, pets of other players, whether mobs spin inside the jars, the comparator output, the jar sounds (on or off, how often, how many and how far) and how long a released mob stays confused.
  • Shelves: planks and glass from mods that don't use the common tags, and the light of the lamps.
  • Loot: the chance of finding stones and jars in dungeons, mineshafts, temples and strongholds.

Good to know

  • Hold Shift over the new items to read what they do.
  • In Peaceful, jars with hostile mobs look empty and can't be opened, because those mobs can't exist there. The mobs are not lost: switch back to another difficulty and they're there.
  • In multiplayer the mod must be installed on both the server and the client.

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Feel free to use this mod in your modpack

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