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Provides additional utilities for creating mob battles

Description

This mod is for all mob battle enjoyers out there. It aims to bring some quality changes to mob battle creation. The mod is supposed to be used together with Mob Battle Mod but can also be used separately. The most complex features of this mod are configurable. Here's what this mod currently has:

Tools:

  • FFA mode wand. Allows to create temporary teams for all mobs/mob types nearby. Left-clicking on a mob makes it join a unique team. Right-clicking assigns all mobs in 64 blocks radius in mob types teams (zombies join zombie team, skeletons join skeleton team, etc.) Right-clicking while crouching deletes all wand-created teams.

  • Regeneration tweaker. Allows to restrict or amplify regeneration of any mob. It works by multiplying all incoming healing. Values below 1 weaken regeneration, above 1 - make it more potent.

  • Damage cap setter. Allows to set damage cap for any mob. The cap is based on mob's max hp and your input. The lower - the less damage the mob will take. For example, if the value is 0.1, the mob will take no more damage than 10% of it's max HP. If 0.5 - 50% of max HP. If value is 1, then damage cap is disabled. Keep in mind that this item won't lower the damage cap for mobs that have it natively.

  • Mob Battle Settings item. Allows to easily edit some vanilla gamerules and some new ones:
    hideIndividualBossBars. Hides boss bars of bosses. May not work in some modded environments
    shouldDisplayMobDeathMessages. Displays in the chat death messages of any dying mobs
    showTeamBossBars. If true, a boss bar is formed which displays collective health of the entire team. Certain team names can also be excluded in the config
    teamBossBarMinTeamSize. Sets the amount of minimum members required in a team for a collective health boss bar to be formed
    allowHostileMobNaturalDespawn. Disables natural despawn of all hostile mobs.
    advancedMobPathfinding. When set to true, makes mobs in configurable teams ("attackers", "raid", "raiders" by default) have better pathfinding. It is useful for "castle siege" scenarios when you need mobs to navigate around all the walls and elevations and if vanilla mob AI fails you. The strength of advanced pathfinding is configurable.

  • Siege destination setter. Allows to set a point where attacking team will go when not fighting anything. Also depends on pathfinding strength and requires advancedMobPathfinding gamerule to be true.

  • View Statistics item. Allows to view statistics of teams and their individual members:
    Member count and collective kills are tracked for teams
    Alive status, damage dealt, damage taken and kills are tracked for individual mobs
    -  Dead mobs remain in statistics for 1 minute. This can be edited in the config
    -  It is possible to exlude certain teams and mobs from appearing in statistics via config
    -  Can be disabled altogether via config

  • Mob Camera Binder. Allows spectating selected mobs from 5 cinematic positions:
    1.  From behind left shoulder
    2.  From orbiting around the mob camera
    3.  From top-down position
    4.  From moving tracking camera. Turns you into a camera with perfect tracking.
    5.  From first person. It works by placing camera where mob "eyes" are and hiding only the head part, so the rest of the body remains visible. It works with most Java and Geckolib models, but not Epic Fight. Only if it's not possible to access the head part, the whole model is being vanished.

General tweaks and features:

  • Arrows in the ground get automatically cleared. Works with modded projectiles too.

  • Blindness and darkness visual effects are disabled for players, so it will no longer abstruct your vision.

  • Any type of fog can be disabled in the client config. Makes weather fog, fog from bosses and various events gone.
  • Fix of the issue when a mob keeps going after a single target and ignores anything else that tries to harm it. Now when a mob gets attacked, it switches to it's attacker but only if it's closer than the original target. 

  • Fix of the issue when a mob gets too high and instantly forgets about it's target. This often led to wasting an attack. Mobs in general remember their targets for much longer now. Can be disabled in the config altogether or for certain mobs. The same option also disables the previous feature.

  • Automatic team inheritance from owner to servant/minion:
    -  From the direct owner
    -  If couldn't find the direct owner but has a set target on spawn, tries to find nearest mob that has aggro towards the same target and join it's team. This one can work not very well if there are more than 2 teams fighting simultaneously, so it can be turned off in the config.

  • Some mobs can be made "untargetable" in the config. Use it if you feel like something shouldn't take attention of fighting mobs.

If you have an idea or there's a bug, feel free to comment