This is mod that offers one thing, harder monsters. You won't find new items, pretty new block, and cute little pets here -- just hard enemies that want only to kill you. This is a mod for those seeking a challenge, and that is the whole point of adding these mobs. All the mobs have special abilities and AI to make fight them a special challenge -- or maybe you should just run away...?
The original Dungeon Mobs was created by GnomeWorks, who has left modding and officially abandoned the mod and opened up for others to update (see post here). So I've updated it. Most of the old mobs are here (everything but the beamos), and several new mobs have been added.
In this mod you will find: Thoqqua, Manticore, Cockatrice, Lizalfos (partly broken), Rakshasa, Hellhound, Illithid (aka, Mindflayer), Destrachan, Cave Fish, Troll, Hook Horror, Beholder, Umber Hulk, Shrieker, Ghoul, Rust Monster, Revenant, Vampire, Fallen Angel, and Outer Thing.
More information on mobs can be found here: The Dungeon Mobs Wiki
This mod will automatically add mob to Doomlike Dungeons, unless you turn that off (in either mod).
Did I mention I have a patreon? Click here. https://www.patreon.com/Sunconure11
Alternatively, you could use my Ko-Fi page. https://ko-fi.com/sunconure11
Discord Channel: https://discord.gg/4Qsz99Y
Thanks for alex_egoist for the Russian translation.
In reply to JaredBGreat:
So I can't lower some spawn rate ?
In reply to Forge_User_86210589:
Below 1, no, not really if you want natural spawning; setting them to 0 turns off natural spawning completely (they might still be in dungeons).
Config option not working,its a faded black and cant click it.
In reply to onsaamano:
The config is not currently supported by a gui -- its all in a text-based config file (well, two config files). Creating the gui would be a whole separate expansion, plus learning how to do it. Since no one is working on this as their primary project right now I wouldn't hold my breath waiting for a gui config screen. Sorry.
In reply to JaredBGreat:
thx
make for 1.14.4
In reply to Nuclian:
Maybe -- I've been struggling to update Doomlike Dungeons for that, and near giving up. If I go for 1.14.4 Climatic Biomes is now my first prioriity, though of the three this might actually be the easiers (since it have very little and very simple world gen).
In reply to JaredBGreat:
Thanks!
Hey, I really like this addon and all. Its good stuff and what have you, but...I just had a Rakshasa curse half my inventory while fighting it. Things that normally can not even be enchanted from my understanding, such as Gravel, were cursed!Is there any way to disable their cursing ability because that is reaaaaaaly rough.
Edit: Woops, this mod was not what caused it, my bad.In reply to ByucknahTheRed:
That's strange because rakshasas aren't supposed to have any such ability to begin with, and in testing or my own world they don't. They have the ability to become invisible, to create illusionary clones of themselves, and the fire magic missles that act like damage 2 potions. That's it. The only power they use on the player is suppose to be potion of harming / damage potion.
It could be a conflict with another mod, I suppose, though I'm not sure how that would work unless the other mod alterned vanilla potions substantially.
EDIT: The only way to remove problems with mob powere right now is to remove the mob. However, removing a broken or otherwise problematic mob is pretty easy -- just edit the main config so that mob doesn't exit; under "Mobs" try "B:Rakshasa=false" if you want to try that.
In reply to JaredBGreat:
Woops, yeah, my bad. Turns out it was another mod. Sorry about that, I was convinced it was this mod because it had not happened until the moment I encountered a Rakshasa. Forgive me for my hasty conclusion.
Good mod, but some of these models and texutres look bad, they just look too out of place when compared to other mobs or default mobs.
Most of the mods were made by the original dev years ago, and at first were just left in since it was just an update of someone else's work. Since then there has been talk of replacing the textures and / or models -- but no one good at making models, and any texture would probably look bad the way the old models were done.
Recently someone has showed up who can make models -- but not make them into the Minecraft Java format, but that could change -- so there is hope.
Do these mobs even spawn naturally in the overworld? I've been playing survival with this mod enabled and I haven't encountered a single one of these. And yes I can still spawn them in creative.
In reply to Trollman0701:
Yes, they do, but they tend to be rare. Also, they only spawn at or below certain Y coordinates (the harder they are, the deeper they spawn) -- so if you're looking for them on the surface you will find few or none, and only a couple types. You can change this the spawning rules config; spawn anywhere mean at any Y. Under ground they're there, but it takes a while to stumble on them.
The Rust Monster targets players in creative mode.
In reply to WolfBV:
Yeah, it follows metal or anyone with metal -- perhaps that should be changed with a check for creative mode, however useful leaving that out was in testing.
In reply to WolfBV:
I think it's worth leaving it in. It's scary as fuck
Why is the vescavor so loud, I've tried turning hostile creature volume down but it still shatters my eardrums to oblivion. I get its supposed to be loud but you couldn't make it have an effect on the player instead. Still, I love the rest of the mod.
In reply to billmurphey: