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Teeming

90 new mobs across the Overworld, Nether and End, each with its own trick, a tell to read and a counter to learn.
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Description

Every biome has a story

Stand on stone

A ferry of fire

Aim for the skull

Read the gaps

The End, alive

Nothing is safe in the sky

Three apex hunts

Collect all 90

Learn every trick

Website: panda-s-workshop.github.io/teeming

Teeming adds 90 new mobs: 20 in the Overworld, 30 in the Nether and 40 in the End. Each one has its own trick, a tell you can read before it strikes (a pose, a sound, particles) and a counter made from what you already carry. Learn the counter and the fight turns in your favor. Miss it and you pay for it. A Field Guide fills in as you meet them, rare trophies let you put each one on a shelf, and their drops become 35 signature materials with real uses and 12 counter charms. It adds no biomes, structures or dimensions, so it fits beside any pack.

Requirements

Teeming runs on NeoForge and Fabric and plays the same on both. Download the jar for your loader.

  • Minecraft 26.3 and Java 25
  • NeoForge: NeoForge 26.3.0.89 or newer and teeming-<version>-neoforge.jar. No other mods needed.
  • Fabric: Fabric Loader 0.19.5 or newer, Fabric API 0.161.0+26.3 or newer (required) and teeming-<version>-fabric.jar.
  • Install it on the client, and on the server too when you play on one.

Teeming is developed with the help of AI.

How it plays

  1. Meet them where they live. Every biome family has its own mobs: the desert's Dunefin, the badlands' Rattlecoil, a Thornhorn herd on the plains, the Ossuary Wyrm under the soul sand, the Driftsong beneath the outer End islands.
  2. Read the tell. Every attack that matters has a warning you can see and hear first. The Thornhorn lowers its horns and paws the ground. The Keening Shade draws a long rising breath. The Wingshear screeches beside you in the air.
  3. Use the counter. Step aside, find stone, break line of sight, hit the weak point, throw a snowball. Many counters leave the mob stunned or open to extra damage.
  4. Craft a Field Guide from a book and any signature material. Every mob you see gets a page, and three kills reveal its tell, counter, drops and looks.
  5. Go deeper. The Nether brings artillery, theft, tethers, mimics and silence. The End brings edges and sky, gravity, rewinds, stolen experience and bullet patterns. Three apex hunts wait at the end.

One mob, one mechanic, one counter

No two mobs share a trick and none is a reskin. A few of them:

  • Thornhorn (plains): leaves you alone until one of the herd is hurt, then they all charge. Step aside: one that runs into a wall is stunned for three seconds and takes half again as much damage.
  • Dunefin (deserts and badlands): a sand shark that hunts anyone on sand. Step onto stone as its fin rises, and it leaps after you and lies stunned on the hard ground.
  • Hollow Mourner (on land across the Overworld, at night): chants for three seconds to raise the undead that just fell near it. One hit breaks the chant.
  • Rattlecoil (badlands): coils and rattles when you come within six blocks. Back off and it calms down. Step closer and it bites.
  • Hushwing (deep caves): a blind bat that hunts by sound. Walk or sneak, or throw a snowball away from you and the flock chases the noise.
  • Magma Tortoise (lava seas): never attacks. Feed it magma cream, stand on its shell, and it carries you across the lava the way you look.
  • Ossuary Wyrm (soul sand valleys): soul flames rise where it will break out of the sand. Step out of its line, then hit the glowing gold skull for double damage.
  • Flamewright (fortresses): draws a burning sigil, then casts a spiral, a ring or a cross of slow fireballs. Hit it mid-sigil, or step through the gaps.
  • Keening Shade (soul sand valleys): its wail Silences you, so no eating, potions, shield or bow. Break its line of sight while it breathes in, and its voice tears.
  • Aurovore (bastions and the Nether wastes): bites gold out of your pack and runs. Kill it and it drops everything it ever stole.
  • Wingshear (outer End sky): hunts only elytra flyers. Fire a rocket and it can't keep up. Land and it leaves you alone.
  • Nullcantor (End barrens and, after the dragon, the main island): inside its violet ring your enchantments do nothing. Hit it from outside the ring to knock its collar off.
  • Recurrent (End barrens): a killing blow winds it back three seconds. Break its hourglass anchor first, or kill it again within a second and a half.
  • Driftsong (under the outer End islands): a gentle leviathan. Every twenty seconds it sings, and everyone within 24 blocks gets Slow Falling.

Most mobs come in two looks, such as the Thornhorn's sunflower coat, the badlands' red Dunefin or the old Magma Tortoise.

The 90 mobs

Overworld (20): Thornhorn, Snagwood, Puffcap Shepherd, Mire Gulper, Dunefin, Rattlecoil, Snowroller, Shiverwraith, Gloamhound, Vinedrop Strangler, Snapmaw Bloom, Stormeel, Shellguard Crab, Dripfang, Hushwing, Mycelite Shambler, Petalkin, Hollow Mourner, Dustwhirl, Skreel.

Nether (30): Prismback, Slagspitter, Ash Jackal, Slagheart Golem, Soot Manta, Magma Tortoise, Veinleech, Shredjaw Beetle, Weepling Broodmother, Gleamtrap, Scarlet Mantis, Phantasm Lantern, Woolcap Grazer, Siphonjelly, Spore Cannon, Gloomweaver, Ossuary Wyrm, Keening Shade, Soulfire Seer, Cindermoth Swarm, Soulward Revenant, Basalt Behemoth, Quakehopper, Ashharrier, Lavaleaper, Blackstone Scuttler, Pyre Herald, Fortress Jailer, Flamewright, Aurovore.

End (40): Mending Crystalling, Liftstone Monolith, Astral Augur, Nullcantor, Chorus Grazer, Levimoth, Warpseed Bloom, Glimmerless, Riftjackal, Chorus Husk, Gatecaster, Hollowmind, Pearlgulp, Brinkram, Facet Doppel, Shardling Colossus, Phasewalker, Echo Fencer, Swellshade, Chronomite, Vigil Owl, Anchor Golem, Pullstar, Void Bloom, Recurrent, Mnemovore, Rotfang, Gemini Watchers, Spirebloom, Riftmine Sapper, Underclinger, Abyss Angler, Brinkray, Exile Wraith, Mote Swarm, Pearlshell Snail, Wingshear, Grand Orrery, Resonant Triad, Driftsong.

The outer End islands are populated from the start. The main island's mobs appear once the dragon is dead.

Three apex hunts

  • Basalt Behemoth (basalt deltas): rears and slams the ground. Get out of the ring of dust or jump as it lands. After each slam its chest opens for three seconds and the gold core takes double damage.
  • Liftstone Monolith (main End island): lifts everything within six blocks into the air and slams it down. Get a roof over your head. A pull that catches on a roof cracks its capstone, and for four seconds it has no armor.
  • Grand Orrery (outer End sky): fills the air with star motes in a spiral, a double ring or an aimed burst. Stand in the lanes between them. After each pattern its core opens for three seconds and takes double damage.

The Field Guide

Craft it from a book and any signature material. Its tabs are Overworld, Nether and End. A mob you have seen within 24 blocks gets a page with its turning model, name, home and role. Three kills reveal its tell, counter, drops and looks seen. A toast tells you about each new entry and each reveal. Your progress is kept through death.

Trophies

Any Teeming mob killed by a player can drop its trophy: a figurine of that mob, in its own look, on a plinth with a brass nameplate. The base chance is 2.5%, apex mobs drop theirs at four times that, and Looting raises both. The Field Guide marks the ones you own, and there's an advancement for owning all 90.

Signature materials

Every mob drops ordinary leftovers of its kind plus one of 35 signature materials, shared within families. Each one has a use, and its tooltip says who drops it and what it makes.

Use Materials
Crafting into vanilla items tough hide and ash pelt → leather, heartwood → sticks or bone meal, bog gland → slime balls, sand scale → turtle scute, frost core + bucket → powder snow bucket, echo membrane and void membrane → phantom membrane, petal dust → pink dye, grave ash and soul vertebra → bone meal, gale essence → wind charge, prism shard → quartz, slag gland → magma cream, soot plume → ink sacs, chitin plate → armadillo scute, siphon gel and star mote → glowstone dust, fungal fleece → cyan or red wool, purpur fleece → purple wool, ember wing → fire charge, chain link → chain, gilded gizzard → gold nuggets, molten heart → magma blocks, rift essence → ender pearl, gravity stone → lodestone, void crystal → end crystal (in place of the ghast tear)
Brewing (into an awkward potion) spore sac → Regeneration, venom fang → Poison, storm coil → Water Breathing, magma scute → long Fire Resistance, vein sac → Healing, chorus silk → Slow Falling, time sand → Swiftness, void ichor → Invisibility
Arrows a venom fang and 8 arrows → 8 arrows of Poison

Counter charms

Twelve charms, each crafted from four signature materials, a gold ingot and an amethyst shard. A charm works in your off-hand, so you trade your shield, totem or torch for it.

Charm Made from Effect
Shellward Charm tough hide, sand scale halves the throw of charges and rams
Hearth Charm frost core halves the Shiverwraith's frost and its tether's healing
Hush Charm echo membrane the Hushwing no longer hears you mine
Antivenom Charm venom fang Poison from Teeming mobs lasts half as long
Quench Charm frost core, slag gland your hits cool a Slagheart Golem; Slagspitter fire burns you half as much
Tether Charm vein sac snaps tethers on you after 2 seconds
Gilded Ward Charm gilded gizzard Aurovores and Siphonjellies fail to steal from you half the time
Clear Voice Charm soul vertebra cuts Silenced from 4 seconds to 1
Grounding Charm gravity stone halves pulls, lifts, slams, throws and Levitation
Rift Charm rift essence forced teleports fail half the time; the Gatecaster's gates show sooner
Rot Ward Charm time sand Void Rot and Heavy last half as long
Memory Charm void ichor experience theft fails half the time; nulled enchantments keep half

Advancements

Fifteen advancements, from Teeming (see your first Teeming creature) to The Whole Menagerie (own all 90 trophies). Along the way: a Naturalist for each dimension, Teeming with Knowledge for revealing all 90, Sidestep for walling a Thornhorn, Lava Ferry for riding a Magma Tortoise 16 blocks, Cooled Off for quenching a Slagheart Golem, A Charm for It, Mantelpiece, a kill advancement for each apex mob, and Between the Stars for living through a whole Grand Orrery pattern untouched.

Fair to your world

  • No griefing. Mobs never break or place blocks for good. The few temporary blocks (the Gloomweaver's vine walls) follow the mob griefing rule, and they're cleared when the mob dies or the time runs out. Disguised mobs such as the Snagwood and the Gleamtrap are entities, never real blocks.
  • It follows the world's own switches. On Peaceful, or with spawn_monsters or spawn_mobs off, its monsters don't spawn naturally.
  • It doesn't crowd out vanilla. Every Teeming mob has a local cap, and the apex mobs and giants are rare.

Compatibility

  • Biome mods: spawns are biome tags (#teeming:spawns/<mob>) that include the common c: tags, so biomes from biome mods get the right mobs. End biome mods get the outer-island mobs.
  • Data packs: spawns, looks, drops, recipes and advancements are data, and each can be replaced by id. Tags for packs include #teeming:overworld, #teeming:nether, #teeming:end, #teeming:apex, #teeming:signature_materials and #teeming:charms.
  • No hunger rules, and no new biomes, structures or dimensions.

Configuration

On NeoForge the settings are in config/teeming-synced.toml, sent from the server. On Fabric they're in config/teeming.properties, read at startup.

Key Default What it does
spawningDensity 1.0 0 to 4. Below 1 thins natural spawns; above 1 raises the local caps
endMainIslandAfterDragon true the main island's mobs appear only after the dragon is dead
fieldguide.killsToReveal 3 kills that reveal a mob's page (1 to 100)
griefing.temporary_blocks true false stops every temporary block
spawning.local_cap 3 at most this many of one mob within 48 blocks
trophies.chance 0.025 the trophy chance of an ordinary mob
mobs.<id>.enabled true false stops that mob's natural spawns
mobs.<id>.spawnChance 1.0 0 to 1, thins that mob's natural spawns

Commands

All need operator permission.

  • /teeming guide reveal <players> <mob|all> and /teeming guide reset <players> <mob|all> fill in or clear Field Guide entries.
  • /teeming look <entity> <look> gives a Teeming mob one of its looks.
  • /teeming spawns <mob> tells where and how often a mob spawns in your dimension, and whether it can where you stand.

Search terms

Mob mod, new mobs, creatures, monsters, bestiary, mob variety, more mobs, biome mobs, Overworld mobs, Nether mobs, End mobs, boss, apex mobs, mini boss, combat, telegraphed attacks, tells and counters, fair fights, sand shark, lava ferry, rideable tortoise, bone wyrm, fireball patterns, bullet hell, elytra hunter, sky leviathan, Field Guide, mob journal, encyclopedia, trophies, mob figurines, collectibles, charms, accessories, off-hand, crafting materials, brewing ingredients, adventure, exploration, survival, RPG, Fabric, NeoForge, Minecraft 26.3.

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