Rough Mobs Revamped

Mods
910,015 Downloads Last Updated: Nov 16, 2020 Game Version: 1.12.2

First - All credit to Lellson8 for open sourcing his great mod, Rough Mobs 2. 

This is a revamp of Rough Mobs 2, with tons of new features (see features list below).

 

Zombie Boss Fight with Poisonous Fog and Bat Swarm Attacks

 

Latest Updates

 

(Version 1.15.2-4.1.2 Alpha) Zombie & Spider Rider Fixes

  • Blazes will no longer use flame touch effect on push attacker away unless Flame Touch is set to true in config
  • Entities should no longer crash server when trying to ride a spider mount
  • Removed cave spider from default riders for spider rider
  • Altered default breakable blocks in config for Zombies
  • Zombies can break blocks now

(Version 1.14.4-3.1.7 Alpha) Zombie & Spider Rider Fixes

  • Blazes will no longer use flame touch effect on push attacker away unless Flame Touch is set to true in config
  • Entities should no longer crash server when trying to ride a spider mount
  • Removed cave spider from default riders for spider rider
  • Altered default breakable blocks in config for Zombies
  • Zombies can break blocks now

(Version 1.12.2-2.3.20) Lag & Console Spam Fixes

 

 

Features

  • All the features of Rough Mobs 2 plus...
  • Game Stages support: 5 stages (enable each individually, or use GameStages_All to enable them all) (configurable)
  • Serene Seasons support: only spawn Rough Mobs in specified season(s) (configurable) "Winter is coming!"
  • Spawn Conditions (configurable): Only spawn Rough Mob if ->
              Player's Minecraft XP Level is high enough;
              Mob is underground;
              Mob is below max spawn height;
              Mob is at least X distance from world spawn
  • Zombie Pigmen always aggressive (configurable)
  • Boss mob spawn warning chat message and sound effect (toggleable)
  • Mobs spawn with more equipment as you get further from world spawn and/or it gets closer to midnight (toggleable)
  • Bosses have fog that follows them around; Fog can be poisonous (configurable color, density, range, damage over time, warning, etc.)
  • Boss zombies use Bat Swarm attack (configurable number of bats, attack range, damage, health, and cooldown before use)
  • Mobs can attack other mobs (configurable)
  • Disable baby zombie spawns or baby zombies with equipment (toggleable)

Planned:

  • Boss monster spawn chance increases based upon number of regular Rough Mobs have been killed.
  • Add levels to rough mobs (higher levels = more hp/more dps)
  • Add shield blocking (possibly)
  • In game commands
  • Version checking chat output with config option to disable
  • In-game config
  • Spawn replacement (convert mob type into another mob type on spawn)
  • Zombies use bows
  • Giants?
  • Additional abilities and AI
  • Horde AI
  • Skeleton boss fire ring attack
  • Boss summons minions
  • Bosses have actual boss bar?
  • Boss ranks (lieutenant, captain, etc.)
  • Bloodmoon mod support
  • Break blocks to reach player. (Block type and block strength configurable.)

 

 

FAQ

Can you add a feature?
I might. Feel free to make a request here or on my GitHub Issue Tracker.

Can you fix this bug?
Please report all issues on my GitHub Issue Tracker.

What version of Forge is this compiled against?
1.12.2 - Forge version 14.23.5.2768
1.14.4 - Forge version 28.1.0
1.15.2 - Forge version 31.1.41

Is this server side, or client side?
It is required on both client and server currently. I am looking into a way to either disable client code/features or create a client-side plugin to add client features so that server owners can have the base mod installed without clients needing it unless the server config requires it.

Are Rough Mobs custom mobs?
No. Rough Mobs are simply Vanilla mobs with special abilities and (in some cases) equipment added. The only exceptions are the Champion/Boss mobs which are custom entities.

How do I use Game Stages?
Required: Game Stages mod. You can enable each stage you want to use in the config, or simply enable the GameStages_All option to enable all of them at the same time. Now, you must give the player the enabled stages at runtime(via quests, achievements, etc.) in order for Rough Mobs with those features to spawn near them. The names of each stage to be used in game are found in the config file's gamestages comment section. Adding a game stage can be tested with: /gamestage add @p roughmobsequip

Do I keep the old Rough Mobs 2 mod? 
No. You can't use them both together. Delete that mod, and use this one instead. It has all the same functionality, and will conflict with the old version.

Can I use the old Rough Mobs 2 config file?
In 1.12.2, this mod creates its own config file (roughmobsrevamped.cfg). You can simply copy the contents of the old config into the new one.

NOTE: When new config options are added in new versions, you must backup/copy your old config, then delete it in the config folder. Let Rough Mobs generate a new config file, then copy your old config options into the new file, being careful not to delete the new config options.

How do I add mod entities to have custom Attributes?
Currently, only entities that are classified as Monsters can be added. No passive mobs. For monsters, you can add them using the mod entity’s resource location (modid:entity). For example: tektopia:guard;generic.maxHealth;1;4

How is the ‘weight’ calculated for equipment
it works alot like adding names to a hat, then drawing from the hat. Each item in the list is added to the potential item pool X (weight) times. So a diamond sword with a weight of 3 is added to the pool 3 times, while an iron sword with a weight of 6 is added to the pool 6 times, making the total pool size 9. Then a random test is done based on the pool size. The greater an item’s weight, the more chances it has to be picked. The iron sword thus has a 6 in 9 chance of being given to the mob, assuming the give item chance test passed.

How do I add modded items to the config?
By using: modid:itemname;weight;(optional dimension id) - Here's an example 1.12.2 config for More Swords Legacy in the main hand, and Spartan Shields in the off hand:

# These equipped in any dimension (dim specifier left blank)
S:zombieEquipmentMainhand <
    msmlegacy:draconic_blade;3
    msmlegacy:vampiric_blade;2
    msmlegacy:relic_molten;1
    msmlegacy:wither_bane;2
>

# These only equipped in the Nether (dim -1)
S:zombieEquipmentOffhand <
    spartanshields:shield_basic_stone;3;-1
    spartanshields:shield_basic_gold;1;-1
    spartanshields:shield_basic_iron;2;-1
    spartanshields:shield_basic_constantan;1;-1
>

 

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