Six Smarter Skeletons
This starts by adding some six nasty smarter skeletons which each has unique abilities and who are smarter and more vengeful than normal Minecraft Skeletons. They also have the power to convert some other creatures to serve them.
Revenge!
These crafty critters will turn vengeful and track players down who attack them while firing arrows from a greater distance than usual. They will also convert other skeletons who get too close!
Other surprises await but the following configurable features are offered:
Tougher the further you get from spawn, if you like.
You can set a minimum range to start and a maximum range to stop making them tougher.
The default is for them to start with hit points about the same as skeletons but to slowly rise to over 40 hit points out past 20,000 meters from spawn. Smite V recommended!
Loot
Themed common and rare loot based on the type of nasty mob.
Configure mobs based on Biome
There are six kinds of skeletons, each with unique special abilities.
You can make them faster in plains, tougher in swamps, slower in the snow, and so on by skeleton type and biome type.
Configure Spawning Light Level
You can configure the light level they spawn at from 0 to 15. The default light level is 9.
Optional Temperature Based Spawning
If this is enabled, then some skeletons have preferred temperature ranges while others still spawn anywhere.
The Purple skeleton prefers cold temperatures, the Green skeleton enjoys medium temperatures, the Red skeleton likes hot temperatures.
(And they can all spawn from any spawner cage but you control the likelihood ("spawn weight")!)
Individual Control over Spawning Weight
Turn off any skeleton you don't like by setting their spawn weight to zero.
Advancements
4 new advancements to recognize your history.
Spoilers!
Nasty Skeletons have the ability to convert normal Skeletons and Wolves to nasty Skeletons and nasty Wolves!
You can control the range and how fast normal skeletons are converted.
You can also control whether wolves
Never turn nasty.
- Turn nasty only if wild.
- Turn nasty only if wild or tamed but unnamed.
- Named Wolves never turn nasty.
Permission
You have permission to use Nasty Mobs in mod packs, on your server, etc. Drop a comment here so we can see it running out there if it's on a public server! 👨
Do you like Two Guys Mods? Want to Support Our Work? Want to Play on the long term Test Server with other Two Guys Testers and Fans, gain insights to the mods?
This button goes to our support options page.
Like this Mod?
Please Check Out Our Other Fine Mods!
Beekeeper: Beekeepers tend to the bees and buy and sell products like other villagers.
Easy Redstone Extras: 9 simple but powerful redstone items and blocks including waterproof up, down, and sideways redstone pipes.
Enameled Armor: Cover your Diamond Armor with colored enamel and control whether the enchantment glow is on or off.
Happy Trails: Easily Configure movement on your server (or single person game) to be 1 to 11 times faster or slower on almost any solid block!
Harder Branch Mining: Tools to make branch mining more difficult in various ways to encourage caving.
Regrowth: Configure Mobs to cause plant regrowth, eat grass and flowers, and villagers to repair and improve their villages.
Vending Machine: A vending machine which restocks with 7 random* items every morning. (*or Fixed by Map Designers)
Villagers Respawn: Now that villagers have beds, they have begun to respawn at them most of the time when they are killed.
Poor Golems: Hey Buddy, can you spare an ingot? Control over how often and how many iron ingots iron golems drop.
Save Your Pets: Instead of dying immediately, pets fall down wounded. You have a while to save them with bandages or golden bandages.
Bisect offers a hosting discount to Two Guys followers
You can join us on our Discord Server at the link below.
No, as far as I can tell, only curseforge shares advertising revenue with mod writers. We're looking into a patreon model where patreons can sponsor a mod with their membership to be open to alternative loaders. May be active tonight.
We are currently assessing the risk and impact of allowing third parties like Aternos to install the mods.
One possible model would be to let Patrons chose a mod to sponsor that would be open for downloads.
All we know right now is that we don't know much what this means.
I'd hate to get ripped off badly again due to my ignorance. If the patron model works, then we might see resolution in the next week.
Cheers,
Two Guys,
MacTso
im planning on adding it to my aternos sever but it says "The author of this project does not allow project distribution"
In reply to tis_me_hacksoulslayer1:
Does Aternos pay it's mod creators anything for their work? I know the Curseforge model is based upon passing along some of their ad revenue to their creators to pay them for their time and expertise. If mod creators don't have some form of reimbursement/incentive for the work they put in then the modding community will suffer and perhaps ultimately fall apart if not.
How do I remove the biome adjustments in this mod? Do I delete something in the config file, or do I need to tweak something instead of completely delete it. I really don't want to break anything, which is why I am asking this.
In reply to shadowgeneral2:
Change it to: BiomeAdjustments = ""
Though it will log a warning, which I'll fix in the next version, but will work.
Awesome mod. Is there a way to set it so that the skeletons do not spawn in the Nether?
Hi! Love the mod, I'm using it in my modpack: Dawn of Fire if you want to check it out.
Does this work for 1.16.3?
In reply to mdbrown7111:
Not currently, but I'm just starting to make some changes to the mod and will update it to the latest.
Now working on 1.16.2+ version, it has some problems, but hopefully very soon.
I don't see the config archive
In reply to chorriwuarri:
This is a server config (in serverconfig folder under saved worlds), but next update I'll be changing to a common config which is in the config folder.
Version 1.0.7 is using a common config, in the normal config folder.
In reply to h4rry_l0ck8:
Thanks. That would be an interesting mods which we might do, but have a lot going on atm...working on another mod and some updates to this mod.
In reply to h4rry_l0ck8:
They now have another mod developed now, Harder Farther (https://www.curseforge.com/minecraft/mc-mods/harder-farther) that makes ALL monsters to get tougher the further out from the 0,0 (x/z) coordinate. You might be interested in it!
In reply to AverseThule:
Thanks! (◍•ᴗ•◍)
1.16.1 and 1.15.1, 1.15.2
Fixed issues that lead to having too many hit points in the nether and far from spawn.
Reduced default accuracy of the nasty skeletons
Still recommend you carry a shield and a smite sword.
1.16.1 and 1.15.1, 1.15.2
Themed common... and rare... loot drops.
Advancements! 4 new advancements.
Hey. 14.4! Nice Lupicus!
Do the mobs spawn in lighted areas? We cannot seem to understand their spawning behavoir?
In reply to mdbrown7111:
They are intended to spawn like Skeletons. We should have a fix soon. Thanks for the feedback.