EE Beta 1.12 (GeckoLib Required!)
Curse Maven Snippet
What's new
1.12

The Corrupted Update!
Three towering, bestial creatures make their way into the Enemy Expansion!
Numerous mobs also recieve nice updates that range from big to small too, including Wasps, Meatures, Propellers, Spectres, Frigids, Crawlers and Intruders, Vampires, and more!
Wolfsbane
A big bad werewolf of purple proportions, the Wolfsbane starts out as a slow, lumbering enemy who's heavy damage can be negated by its slow speed... That is, until it sustains enough damage to become notably angrier, at which point it'll stand down on all fours and charge for you. Attacking it in this state will inspire it to lunge, which can be used to your advantage to keep it away whilst it's in a mania.
Gladius
A giant Squid that's gotten too smart for it's own good - Having learnt to adapt outside the water, the Gladius is coming straight for you. Fortunately for you, it's squishy body makes it easy to push away. Knocking it back into the water whence it came will force it to adapt its body for the liquid realm, turning it into it's smaller Gladilad form. Unfortunately for you, both iterations of the mob retain the classic ink-spray technique carried down from their Squid ancestors, and will use it to blind you as often as possible. Shield your eyes!
Cockatrice
A swift, giant chicken with a dragon-like lower half, this foul foul can almost freeze you in place with an up-close-and-personal stare in the eyes, in addition to poisoning you significantly upon a bite, too. Occasionally, They can be found with skeletons riding atop them - Said Skeletons cannot handle the force from a Cockatrice's great leaps into the air, however, so using this to your advantage would be wise. Just like their tiny natural counterparts, they drop Chicken on death, making for a great food source whilst stuck underground.
- Added the Precision Strike advancement, earned for shooting a Propeller out of the sky with a bow and arrow.
- Attempting to kill a Wandering Trader will reveal it to have actually been an Illusioner undercover the whole time!
- Horsehead - Gives the wearer 10 seconds of both Speed III and Hunger III when the wearer is hurt!
- Brutish Garment - Gives the wearer 5 seconds of both Resistance III and 10 seconds of Hunger III when the wearer is hurt!
- Mini-Wither - Attacks from the wearer deal Wither III for 3 seconds!
- Banemask - When hurt, the wearer will be compelled to perform a small leap (even in the air), just like a feral Wolfsbane! Parkour potential, anyone?
- Gladling - A baby Gladius that spits ink at whoever attack it and it's host! Causes the host to experience knockback akin to an actual Gladius
- Brand new config system that utilises an actual .toml config, which allows it to be viewed in-game with Configured and should hopefully iron out tick lag! Categories include:
- [mobSpawning]
- [mobHealth]
- [naturalSpawningDepth]
- [mobReplacement]
- [mobReplacementDepth]
- [hatWearerSpawning]
- [armorWearerSpawning]
- [effectSpawning]
- [miscOptions]
- Piglin Brutes now have a small chance of dropping their Brutish Garment, a chance that can be improved with the Looting enchantment
- Propellars now take garunteed lethal damage when shot by an arrow mid-air. Their slow falling makes them sitting ducks to a well-placed arrow strike, so take advantage of that!
- Spectres now 'possess' targets they buff (Their Spectral clothes are donned by the target)
- Flutterflies now speed up drastically when attacked via the Swift Flight effect
- Wasps have been revised: They are now neutral mobs during the daytime, and use actual flying AI, fighting especially well in groups: If one is hurt, they'll all scatter and attempt to rush you. They retain their mid-air evasion mechanic, but it has been heavily streamlined and looks far less janky both in-code and in-game now
- Frigids are now slower by default, but become increasingly faster when they take damage the lower their health is
- is_meatury_tag biome tag has been renamed to is_hat_appropriate
- Added is_armor_appropriate biome tag for biomes where mobs can spawn in vanilla armour
- armour and EE hats should no longer spawn on subtypes of Zombies and Skeletons without them having been specified in the can_display_armor entity_types tag
- The petrimanZombieReplacement config value no longer replaces Drowned
- Flutterfliers now bestow Regeneration for 10 seconds to players after taking damage
- Spectral clothes now inflict Blindness/Weakness for 3 seconds instead of 2
- An entity must now be wearing BOTH Spectral armour pieces in order for a Spectre to be spawned upon their death
- Baby Zombie spawning has been re-enabled by default, but only at a rate of 13% compared to their typical 100% spawn chance
- Propellers now properly launch into the air when hurt, in addition to having more variation in their mid-air movement - They are also a quarter slower than before
- Spectres now only jump into the air upon spawning if they spawn by a monster mob (e.g. When they spawn from a slain Spectral-clothed enemy)
- Changed Goblins' Regeneration effect in the rain to Resistance, as Regeneration was being constantly reapplied every tick, making them effectively invincible
- Gallants now gain Slowness when wet, rather than rusting away
- Gallants now only gain Resistance III when shielding, and also now move slower when doing so too
- Sprinters' recovery particles should now spawn where the Sprinter is when recovering, and just a little bit before they recover too
- Equestrians now have recovery particles, too
- Flutterflies now have to be right-clicked to gain healing from them
- Silverkings are now significantly weaker
- Fixed Silverkings spawning irregardless of their configured Y level
- There is now a small delay on a hurt Silverking summoning Silverfish
- Fixed the Vampire Slayer advancement using the wrong icon and category
- Reduce the Vampire's blindness infliction from 3 seconds to 2
- Vampires now spawn with a speed value somewhere between that of a Zombie and that of a Sprinter
- Vampires and Huntsmen no longer inflict nausea upon melee hits
- Petrimen no longer replace Zombified Piglin spawns
- Petrimen now only play their damaged particle when hurt by a player specifically
- Removed Petricrawlers and Petriboulders (They felt redundant and boring...) Petricrawlers, spiritually, are replaced by Cockatrices
- Lowered the chance for Crawlers and Intruders to alight from damage from 1/2 to 1/4
- Crawlers and Intruders no longer explode if a player is outside of their effective range, like the Creeper
- Intruders no longer blast-jump; Crawlers' blast-jumps no longer damage terrain, and only happen in response to being attacked
- Intruders now only spawn slightly below sea level by default
- Meatures now spawn with 20 health, so as to be more likely to kill Zombies upon initially spawning
- Meatures no longer attack other players if tamed (unless their owner attacks said player) - They also now get a new 'tamed' texture when tamed, distinguishing them from wild Meatures
- Headbiters now allow non-undead entities to regenerate far bigger portions of health
- Goblin Bouncers, like Bakers, no longer spawn naturally. Goblin Errants now only spawn in Dark Forests naturally, too.
- Gabbles are now twice as rare as Enderman
- Propeller now has a hurt animation, and won't attempt to fly away if hurt whilst under a low ceiling
- Trolls now petrify in the direction they were facing when they were alive
- Roosters now play their wing-flapping animation when falling
- Ghouls are no longer hostile towards Sluggers, but instead to Spectres
- Frigids and Zobgoblins will no longer slow players who shielded their attacks
- Flutterflies should no longer have their animation freeze mid-air anymore
- Added the mention of Geckolib as a required dependency in-game
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

