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SCC: Calculated Mobs

Simulates mob kills on your SCC network and puts the real loot into storage.
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SCC: Calculated Mobs 1.0.4 (MC 1.21.1)

File namescc_mobs-1.0.4.jar
Uploader
XxRonaldxXXxRonaldxX
Uploaded
Nov 1, 2026
Downloads
228
Size
386.7 KB
Mod Loaders
NeoForge
File ID
9390922
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:scc-calculated-mobs-1764352:9390922"

Learn more about Curse Maven

What's new

SCC: Calculated Mobs 1.0.4

Minecraft 1.21.1 · NeoForge

Update from 1.0.3 – just replace the jar.

New

  • Drop filter in the Simulation Calculator (Calculated Mobs GitHub #1): new button "Drop filter" in the left bar. Pick a creature of the calculator and click any of its drops to switch it off (greyed out and crossed) or back on; "All on" resets the creature. Switched-off drops are simply discarded, everything else stays the same. Works for every drop, including the ones other mods add on death (e.g. Iron's Spells books from Blazes) - rare drops the catalog scan never rolled show up in the list as soon as the calculator has produced them once. The filter belongs to the block and is saved with it.
  • Shared knowledge in teams (Calculated Mobs GitHub #2): players in the same team share their knowledge. When one member learns something (hunting, simulation, Star Tower), every member gets it, also offline members. Joining a team brings in what the team already knows (and adds your own); leaving keeps everything you have. Team = FTB Teams party if FTB Teams is installed (optional, no hard dependency), otherwise the vanilla scoreboard team (/team). Server config teamKnowledge (default on).

Fixed

  • Less server lag from busy Simulation Calculators (GitHub SCC #255): a fully upgraded Singularity calculator with 8 Withers cost about 0.5 ms per tick, because every simulated kill rolled the real loot table through all loot modifiers of the pack. Each kind of kill (mob, Looting, dimension) now keeps a pool of 32 real rolls; every kill takes one of them at random and every 4th kill rolls fresh and replaces one. On average exactly the same loot comes out, rare drops included - at about a quarter of the cost. The pool is cleared on /reload.
  • SCC no longer re-analyses recipes on every game start (GitHub SCC #254): the recipe stamp Calculated Mobs gives SCC contained the rolled drop chances of the catalog, which vary slightly from start to start. The stamp now only uses the settings, the mobs and their drop items.
  • One tooltip at empty slots of the Simulation Calculator: at an empty core, matrix or upgrade slot the window showed its own tooltip and SCC's "take it from the network" hint on top of each other. Both are now one tooltip - what belongs in the slot, followed by the part the network has for it.

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