Friends&Foes adds outvoted and forgotten mobs from the mob vote. One of the main goals is to also further expand upon original concepts and add new vanilla like features related to all the mobs.
You can check wiki for a detailed overview of implemented mobs and features. Looking for the Fabric or Quilt version?
![]() |
![]() |
|
Unaffected and exposed copper golems | Glare flying in the lush caves | |
![]() |
![]() |
|
Bee pollinating moobloom's flowers | Beekeeper with a new village structure | |
![]() |
![]() |
|
Iceologer summoning ice chunk | Iceologer Cabin structure in the snowy taiga biome | |
![]() |
![]() |
|
Illusioner shooting villager with his bow | Illusioner Shack structure in the taiga biome | |
![]() |
![]() |
|
Wildfire ruling over the citadel | Citadel structure in the nether | |
![]() |
![]() |
|
One beehive for each wood variant | All four stages of the copper button | |
![]() |
![]() |
|
One of four variants of copper golem workstation structures | Maulers trying to eat the chicken | |
Features
Following features are currently already fully working in the game, you can check wiki for more info or click on the links to the specific wiki pages for the full description.
Friends:
Foes:
Block/Items:
Structures:
- Beekeeper Area
- Citadel
- Copper Golem Workstation
- Iceologer Cabin
- Illusioner Shack
- Illusioner Training Grounds
Village/Villagers:
Roadmap
I am currently working on the Tuff Golem. Following mobs are planned to be implemented:
- Rascal
- Barnacle
Support
I will continue to develop my mods regardless of any support as it is my hobby, although most of my free time goes into development of my mods. So if you want to support me anyway, you can do that via Patreon or Ko-fi. I appreciate that.
License
The mod is licensed with CC BY-NC-ND 4.0 license.
Feel free to look over my code for examples of how i have implemented and solved various problems while writing this mod, incorporate snippets into your own code. Also feel free to use this mod in any modpack (although credit/link back to this page will be greatly appreciated).
You can also look into the blockbench directory which contains all the models & palettes and into the textures directory for textures. Get inspired, but please don't just copy & paste any of it as your own.
I'd like to report a compatibility issue:
So apparently the beehive variants this mod adds causes a separate mod to make variants of your variants. By this I mean if you have BYG, it will add BYG beehives that you can craft. This normally is cool. . . except for some reason, the block it creates is treated like a block and not a beehive. . . meaning bees will not interact with them. The mod in question Every Compat (Wood Good). This mod specifically adds additional wood variants for modded wood types for blocks/items that other mods adds. So, in this case, adds additional wood variants to your additional beehives.
It's nothing game breaking or important like that. No crashes or nothing, rather it's just the additional blocks don't function for some reason even though your base vanilla wood variants do. I already left a report on their mod page, but since it's a missing functionality due to compatibility issues between that mod and this one, I thought I would bring the issue here as well (sorry for not bringing this to the GitHub, but I do not have a GitHub account who's credentials I remember.
In reply to Mark_the_Drifter:
Hello there, i am not sure i do follow the problem, if beehives from every compat doesnt work with bees, they are probably missing the tag for that. I know that my mod adds the beehives, but doing compat with every compat mod which basically does combat for other mod would be so much work on my side (if i am correct about what is wanted).
In reply to faboslav:
I'm not sure which side would be responsible for the fix. I think the mod is grabbing your bee hives and adding additional wood variants but just doesn't add the tags to make them true bee hives (so instead, the block just beehaves as a generic building block). I can't tell if it's automatic or if the creators manually select mods to choose to add compat to. I tried reading their page to figure out how it works, but they joke and called it "magic".
Again, only brought it to both sides cause I didn't know who's problem this was. Feel free to ignore it as it is super minor.
Can we update the Copper Golem hitbox. Currently, they need 2 block tall opening for pathing. Even 1.5 is too short for them to walk through currently. I personally would like for them to be able to path under a 1 block gap, but 1.5 is the minimum expectation.
Also, why does the mod say I'm not on the current version. It says 1.8.0 is out but all I can find is my version of 1.6.8?
I don't see 1.8.0 anywhere?
In reply to Mark_the_Drifter:
Hello, i needed to rollback 1.8.0 release, hopefully i will do re-release today, for the hitbox, hitbox is exactly the same height as the visuals of copper golem, so that is all right, it doesnt make sense to have smaller hitbox.
In reply to faboslav:
Well again, the issue is just the pathing. Despite the height EASILLY fitting under a 1.5 gap, the pathing doesn't work. Like, if you put it under it, it gets stuck. I thought this was a hitbox issue but it could very well be something else entirely. Again, it might not be the hitbox, but if it was, I blame the additional collision of the lightning rod. Personally, I think that much should have some clipping room with the ceiling, but that's just me. I'd love to know how tall the hitbox is as that would help clear up my confusion of why it can't path.
Wait, can the copper golem suffocate? Cause if they can then It's almost certainly not a hitbox issue because it wasn't suffocating when under the top slab.
For clarification, the tuff golem is around the same size but does not have this minor pathing issue.
.
In reply to Mark_the_Drifter:
Copper Golem width is 0.75 blocks and height is 1.375 blocks. Tuff Golem is the same but height is 1.0625 blocks. I mean i am using standard mc pathing, so if mc decidec, that this is not enough room, then i am not sure what to do about it.
In reply to faboslav:
Weird. so like I thought, there is enough hitbox room. . . maybe mob height rounds to the nearest half block in regards to pathing? Eh doubtful, I'd need to test with trap doors to confirm just how much walking space they need. Either way, it's odd how it doesn't apply to both mobs. Thanks for keeping in touch on the matter. Ashame that it seems it can't be fixed.
In reply to Mark_the_Drifter:
Maybe it can, i just have no idea how to, and it is not much of priority right now.
im making 1.18.2 mod pack and it keeps giving me a crash just and the crash error is just the number 1
In reply to accentaur1:
Can you report the proper issue via github please?
Hi, I made a video about the latest mod updates with English subtitles, I hope you like it and it helps
Also this updated on my birthday :)
weren't maulers supposed to eat enchantments and not just things in general?
In reply to mingcming:
Original concept of the mauler was really outdated, we have anvil now, thus https://github.com/Faboslav/friends-and-foes/wiki/Mauler-(Great-Hunger).
Love both the old and new textures
Where's Beekeeper egg? Or he will generally generate in village?
In reply to kritsadakk1007:
It is just a villager profession, he will generate in the village.
In reply to faboslav:
okay thx
Irrelevant. Can someone help me when I enter any Divine RPG Dimension Portals and come back to Overworld. It just spawn another ones next to them. I want it to have one not repeated. How can I fix this?
illusioners spawn with vanilla skin instead of mod skin. Help?