Custom Mobs Framework

An advanced, high-performance, and fully configurable mob creation system, you just need to bring the models.

File Details

custom_mobs-fabric-1.20.1-1.0.0-b077a.jar

  • R
  • Jul 9, 2026
  • 435.25 KB
  • 8
  • 1.20.1
  • Fabric

File Name

custom_mobs-fabric-1.20.1-1.0.0-b077a.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:custom-mobs-framework-1601972:8402497"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Changes in Build 077a

  • Ground Summon Projectile Piercing & Model Visibility Fix:
    • Implemented an isGroundSummon property on custom projectiles, marked when spawned via the SUMMON_GROUND_ATTACK goal.
    • Allowed ground summon projectiles to pierce players without instantly getting discarded. This ensures they correctly execute their entire upward/downward path, resolving the issue where Geckolib models vanished instantly because they started inside the player's bounding box and were discarded on tick 0/1.
    • Tracked hits on a per-entity basis using hitEntityIds to ensure players only receive damage/effects once as the projectile passes through them.
  • Ground Summon Landing Persistence:
    • Added a persistence mechanism when ground summon projectiles land on blocks. Upon block contact, they will trigger their impact sounds and explosions, then freeze their movement and remain in the world for exactly 60 ticks (3 seconds) before disappearing.
  • Status Effects Saving & Loading Fix:
    • Fixed a UI loading bug in ProjectileCreatorScreen.java where the status effect ID, duration, and amplifier fields were hardcoded to default values on load. They now correctly populate with existing values from the active projectile data template.
    • Configured saveTextFieldsToActiveProj() to automatically update or create the active status effect when "Apply Effect on hit" is enabled, ensuring edits made to these textboxes are correctly saved when clicking "Save Template" without needing to press "+ Inject Effect" first.