The Dababy Modification 2

Explore an alien dream like world, encounter unique mobs, use new mechanics, and see Dababy's face on every texture

File Details

DababyMod2_0.2.1.jar

  • R
  • Jul 13, 2026
  • 38.97 MB
  • 10
  • 1.21.1
  • NeoForge

File Name

DababyMod2_0.2.1.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:the-dababy-modification-1230150:8427002"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

This patch is being released earlier than first intended to hotfix an issue with the playerAnimator mod. It is a common dependency for mods and due to how I had created an animation for the "Dying" status effect it caused Dababy Mod 2 to be incompatible with it. The animation has been temporarily removed to fix this quickly. The animation will be patched back in at a later date.


This patch is also being bundled with the finished parts I have for the next update.

 

Content:

  • Slingshots have been changed to be made far more usable in the hands of the player. Dababy Boyscouts and Dababy Girlscouts' slingshots are unaffected by these changes.
    • Projectile speed has been increased by 120%, all ammo types now use the same projectile speed with only damage, attack speed, and accuracy changing between ammo types.
    • Slingshots now will grant status effects 12.5% of the time rather than 8.333%.
    • Status effects given by slingshots now always last 8 seconds rather than lasting between 3 and 10 seconds.
    • Dababy Teeth when used as ammo for slingshots now have the same stats as using Dababy Jars but now have a 33% chance to inflict status effects for 12 seconds.
  • Added behavior changes to non-player entities affected by Dazed, Confused, and Vertigo.
    • Dazed now gives mobs a 50% miss chance and slips backwards.
    • Confused makes it so every 4 seconds, mobs have a 50% chance to drop aggro and be unable to aggro again for 2.5 seconds.
    • Vertigo gains the passive effects of both Dazed and Confused, the movement is now more unpredictable, and gaining Dazed of Confused during its duration now increases how long Vertigo lasts.
    • All of these effects have reduced effectiveness against certain mobs such as bosses.
    • When a Dababy Bishop is affected by any of the 3 status effects listed above, they will begin having magical malefunctions. They will conjure random mob drops when hit rather than summoning Dababy Imps and polymorph themselves into turtles rather than summoning Corrupted Dababy Souls when reduced to 0 hit points.

 

Fixes/Tweaks:

  • Dababy Mod 2 no longer prevents the game from launching if the playerAnimator mod is in the mod list.
  • Slingshots now will always try to use the most effective ammo in your inventory before using lower quality shots.
  • Fixed an oversight where when the player uses a slingshot it would only ever inflict Dazed and never Confused.
  • Dazed, Confused, and Vertigo are now more noticeable (Particles effects and hud elements now render).
  • Fixed an oversight where slingshots did more damage in creative mode if you had no ammo in your inventory.
  • Fixed a bug where Certain right click functions of items wouldn't trigger if Da Twisted One was too close to the player.

    Thanks to users .totallynormalperson and i3at5 for informing me about the incompatibility. If there are any other bugs or incompatibles please let me know by either commenting on the mod or joining the official Dababy Mod 2 discord server to tell me directly.