So I Heard You Were Talking Crap About Minecraft's Difficulty? (basically a hostile mob update)
NO PORT TO FORGE PLANNED! (but feel free to port it by yourself and link it)
The mod is fully configurable to enable only changes that you like (no exception, see Changelog)
Configs have been reworked (again) to make them clearer. A mob can be found in its most significant category only (ex: endermite in end, instead of arthropod)
Make sure to copy your old config somewhere to remember how you setted up!
sihywtcamc: So I Heard You Were Talking Crap About Minecraft's Combat? (basically a combat update). Increase pleasure using both of these mods!
Description
This mod aims to increase Minecraft's difficulty. Basically, almost every hostile mob has been reworked, from small changes to huge ones. Some of them are inspired by the Bedrock edition which is a bit different (and often harder) than the Java one. Although we've changed almost every mob already, feel free to ask for new features or changes in the comment section. Indeed, don't hesitate to share your experience and tell me if you think I should change values about spawning etc to make the experience better =)
For a short overview of the mod, you can check this video. Thank you @bstylia14 !
Mobs: You don't scare me
* Mobs that have a flee entity goal don't flee if the entity has less than half health
* So this applies to skeleton, witch, creeper, ... This also apply to phantoms even though it's not a flee goal
* Most hostile mobs are now hostile to villagers
* This includes the same than before + spiders (hostile only at night), skeletons, strays, and witches
Arthropods: Sneaky sneaky
* Don't get fall damage
* Larvae (silverfish and endermite) spawn with a bonus speed multiplying their speed up to 1.5 depending on local difficulty
* Silverfishes are infesting the whole overworld (more than in mountains, below 0), and so mountains are even more infested than before
Zombie: I'm already dead
* Steal life on attack
* Have a natural knockback resistance
* Leader zombies are now split into leader and siege ones, with different bonuses
* Can spawn as a brainless zombie, that won't attack unless you attack them
* Leader: 5-10% spawn chance, increased health and spawn reinforcement
* Siege: 10-15% spawn chance, can break doors
* Brainless: 25-20% spawn chance, no target goal
* Normal ones: 60-55% spawn chance
Husk: The Unburnt, The Breaker of Chains, The Mother of Dragons, ... Wait? I meant I can't burn
* Is no longer affected by fire damages, but still seems on fire
* Still get damage from being in lava
Drowned: Water is my world
* Spawns more often with a trident, 15% as in Bedrock version (was 6.66%)
* Increased velocity in water
* Baby drowned can spawn riding a guardian (10 to 20% chance)
* Better swimming animation
Creeper: Bim bam BOOM
* Don't get damage from explosions. Instead, they ignite
* Its explosion deals mining fatigue and weakness effects, duration depending on your distance with the creeper
Skeleton: Stay within reach, don't move, perfect!
* Runs away from the player
* Knows a bit how to swim
* Those previous changes also apply to stray
* Have 5% chance to spawn with spectral arrows only
Stray: I said "don't move"
* Deals slowness 2 instead of 1
* Shoots freezing arrows
Enderman: Look into my eyes, it's where my demons hide
* Player gets blindness (7.5 seconds) when staring at an enderman for the first time, aka when you aggro an enderman by staring at it. You won't get the effect if you stare at them again, or if you aggro them without staring at them.
Endermite: Infested
* Chorus plants are infested with endermites
Spider: The Mother of Dragons, ... Wait, still not?
* Can spawn other weaker spiders on death, their number depends on local difficulty
* 1/10 chance to spawn weaker spiders. 3-5 spawned on lowest difficulty, 6-8 on highest difficulty
* Weaker spiders are babies that deal half damage and have half health
* This change doesn't apply to cave spider
* Adults can spit webs at targets that spawn a messy cobweb on collision with an entity
* Messy cobweb can't be placed on water, so you're immune on water
* Messy cobweb despawns after 5 to 10s and don't drop strings
Cave spider: I'm a cave spider, not a mineshaft spider
* Cave spider can spawn naturally in caves. The deeper they try to spawn, the most possible it is for them to really spawn. They can spawn in group of 1 to 3. Note that they may not spawn at all using 1.18 preview datapack, as it override every mob spawn in biomes.
* Cave spider jockey has a slight chance to spawn (can't spawn from a cave spider spawner!)
Slime: FUUUUUSIOOOON
* Can spawn with 1 more size depending on local difficulty
* Can fuse with another same-sized slime on collision if their size is small or normal (1 or 2)
* Can fuse only once, its children won't be able to fuse again
* This change doesn't apply to magma cube
Magma cube: This - cube is on fiiiiiiire
* Sets on fire on collision, fire duration depends on size
Guardian: I'm the master of my sea, oh ooh
* Can spawn naturally (rarely, like dolphins)
Phantom: Don't turn on the light
* Can target through blocks
* Can fly through blocks
* Is repelled by light (luminance level 10 or higher)
* Translucent model
Wither skeleton: The Mother of... Okay I stop
* Can spawn as a baby (1/5 spawn rate)
* Is fire resistant (but not immune to lava, same than husks)
* Can spawn holding a bow if adult (25% chance), so they will shoot flame arrows
* Carry a netherite sword instead of a stone one
Blaze: This - blaze is on fiiiiiireeee
* Sets entities on fire on attack, if is on fire
Ghast: Size doesn't mat...
* Has 3 times their normal health
Piglin: Taking my gold on my riiiiiide, oh ooh oh ooh oh oh
* Can spawn riding a hoglin, spawn rate depending on local difficulty
* Are hostile to players who don't wear full golden armor
* You can choose how many pieces of golden armor you need to wear in the configs
Pillager: Harder, better, faster, stronger
* Can (1/4 chance) have a speed bonus depending on local difficulty (up to 69%)
* Increased chance for piercing enchant on their crossbow
Evoker: It's a kind of magic
* Immune to arrows
* Has 1.5 times their normal health
Vex: It's a kind of magic
* Can spawn naturally in dark forest
* Dies if its summoner dies
Illusioner: Resist! Prove that you exist
* Have 40% chance to spawn in mansions when an evoker does
* If it spawns, it has 80% chance to replace the associated evoker and 20% to spawn with it
Vindicator: Run Forrest, run!
* Can (1/5 spawn rate) have a speed bonus depending on local difficulty (up to 42%)
* Can spawn in patrols instead of a pillager
Ravager: So do I
* Can spawn in patrols if a vindicator failed to spawn (slighter chance), with a pillager riding it or not
Witch: Stay away from me
* Flees the player
* Slightly increased spawn rate
Shulker: Be careful to your eyes
* Applies blindness (5 seconds) with their projectiles
Wither: I'm the Boss
* Has more health (400 instead of 300, Bedrock has 600)
* Spawns (once) 3-4 wither skeletons on half health (number depends on local difficulty) as in Bedrock
FAQ
- Why didn't you change creepers? Because there already is a mod updating exclusively creepers that is quite good to play with: Creeper AI Updated
- Does it work on a server? Yes, it works on a server. File needed for both client and server
- Can I include it in my modpack? Yes, you are free to include this mod into your modpack
- For any other things: Feel free to share your experience, problems (prefer the Issue link instead of Comment, but it's okay too), enhancement ideas... down in the comment section
- [NEW] Discord link!
Known compatibility issues
- No known compatibility issue.
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Hi, I don't see a config option to toggle skeletons/strays being hostile towards villagers, is this a configurable feature?
In reply to Mikester7777:
Hi! Yes there is, everything should be configurable if I didn't forget anything =)
For this feature, it's a general config that makes hostile mobs be hostile towards villagers, not only skeletons. That's why you will find it in the Overworld/General configs. It adds hostility from skeletons (and variants), witches and spiders (at night).
In reply to Pardys:
I found the overworld.json file, I'm assuming the "merchantHostility" setting is for villager aggro and the "mobsLessFear" setting is for the flee goals, thanks
Hey, could you add an option to make this server-side? Maybe a seperate file without the features that cause the mod to be required on the client? My players are to lazy to bother installing mods, and this is honestly one of the best mods that I know, so it would be greatly appreciated if you could!!
In reply to CartoOn29_:
Hi, I'm quite busy for now so I don't have time, but yes, I will try to make a server-side version. However, I can't tell you when for now (not before September!)
Does this work server-side only?
In reply to elhertz:
Hellooo! No, this mod shouldn't work anymore server-side only... I could try to fix the issues in the future but anyway, some features couldn't get server-side only such as: phantom translucent textures, spiders shooting webs (missing sounds and web block in client), and baby spiders. Other should work fine, but currently it shouldn't work I guess. You always can try and tell me, but be aware of potential issues! (make a save first)
Hey. The mod works great, but I have a warn & the error in my server console:
- No data fixer registered for cobweb
- Mixin target was not found ( com.github.galatynf.sihywtcamd.mixin ) - phantom.LivingEntityRendererMixin
In reply to ZelrogWolf:
Hey, thank you for the report! I noticed the first one a while ago, I thought I solved it, seems not ^^
I will try to fix it in the next version but those are only warnings so it doesn't affect your experience, don't worry ;)
Please re add the zombies being super tanky without fire or smite as a config option i loved this feature
In reply to killercrab432:
The way I changed it didn't make sense because Smite was still very powerful and when you had it, the change was near to useless. Also, Smite applies to undead, not only zombies, so there was a consistency issue. But now, you should still use Smite to kill them faster because if they hit you, the damage you take will heal them. Also, when you hit them, they won't be pushed as before so they still can attack you in their range! And finally, leaders are way less rare, so now you will really feel that you found one because a horde will come after you. I think this increases the zombies difficulty as much and in a better way. I won't readd the old tanky style sorry, but try the new one and tell me if my explanation seems right! =)
About the fire, actually I still need to think about it you're right. I really liked the on fire feature, but I need to think of a more consistent way to add it. This may come back in the future in a different way. Don't hesitate to share your ideas about it! You can join my Discord server, if not already, to discuss more about those with me and other people
In reply to killercrab432:
Just try to play with it first and you will tell me if it's not enough =)
The goal is already to make a crowd be a bigger threat than before
Hey, I really love your mod. There's a feature I've been trying to find, but there doesn't seem to be a mod that does it and I think it would fit great into this one: Setting up a config file that causes mobs to break specific blocks when they meet them. So for example zombies could break torches. Or destroy crops, or destroy machinery from other mods. The idea is to force players to defend their infrastructure, instead of just brainlessly leaving it out in the open.
In reply to Flypaste:
Hey! Thank you for your nice comment and the awesome idea, I love it =)
I may add it in a future version but I can't promise, maybe it would make the game too hard. Or maybe in another mod, I will let you know ^^
Don't hesitate to join the discord server for time to time updates about my mods
In reply to Pardys:
I'd like to tag onto this and say I searched close to 300 mods and couldn't find one that'd customize mobs to this depth either. Giving permission to break specific doors/blocks would be incredible. Literally been looking for the same thing Flypaste has.
The fear of making things too hard shouldn't be there, since config files could be set to default off and anyone wanting this style could enable it manually. It'd be wicked!
Edit:
I also couldn't find anything on changing detection distance / allowing/disallowing detection through blocks. Is that in there or possible future feature? :o
In reply to Lindenkron:
Thank you for your nice message! =)
Actually, there are a few things: if I would add features disabled by default, it could mean that with everything's enabled, this would be impossible, and I try to keep it playable with everything (not sure it still is though), or it could make people think that one is less worth than another one, while I try to add only things that make sense to me. But about it, I'm going to add default configs in the future with different presets of configs, can't tell you when for now.
Also, you said it: everything is configurable in my mod and that's what I love to offer to people. But sadly, too many configs and it will become boring for most players who don't like to dive too much in configs to enjoy the mod. I could make every chance percentage configurable and everything, but there would be so many configs, you wouldn't even find them when you need. So for your last question the answer is most likely no sorry. I try to keep the mod easy to configure. But if there are default configs of the mod, or Minecraft itself, that feels not right to you, feel free to share it with me and I may tweak my values or Minecraft's ones. I don't always have the time to test everything as much as I would like so default percentages may not always be accurate ^^
You can join my server if you want to discuss it more with me and other people ;)
Hello, i really like this mod and i want to play it with friends in 1.19, are you gonna update it soon? Thx
In reply to SrOlalau:
Hello, I'm really happy to hear that you like it! =)
I'm going to update my mods soon yes. It should be done during the weekend ;)
In reply to Pardys:
Thanks for your hard work :)