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Tolkien Tweaks - Mobs Edition

Additional tools for modpack and map makers
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tolkienmobs-5.1.635.jar

File nametolkienmobs-5.1.635.jar
Uploader
GreatOratorGreatOrator
Uploaded
Oct 28, 2026
Downloads
11
Size
29.9 MB
Mod Loaders
NeoForge
File ID
9354349
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:tolkien-tweaks-mobs-edition-306801:9354349"

Learn more about Curse Maven

What's new

Added

  • Arda, a second overworld of the mod's own, reached through the Arda portal. It stands at the overworld's height, under its sky and its clock, on the same coordinates, and no vanilla biome grows there: the country it holds is drawn rather than computed. A grid of 48 by 36 countries, the proportions of the maps themselves and so 24,576 by 18,432 blocks, is read through the world's own noise, which warps a border by up to 192 blocks so a drawn line comes out organic, and the height is blended between neighbouring countries with a smoothstep, which is what turns a drawn coast into a shore and a drawn wall into a slope. The Misty Mountains run from Mount Gundabad to the Gap of Rohan, which is what leaves Eregion and the Vales on their flanks; Ered Luin walls the western seaboard behind Lindon; Mirkwood lies behind the Anduin with the Wild Wood and the Brown Lands below it; and Mordor stands in its ring of ash - Ered Lithui across the north and Ephel Duth down the west - with Nurn and the Sea of Nurnen inside and below it. The map's own seas become ocean, banded by latitude so the water off Forodwaith is frozen and the water off Haradwaith warm; a land column within three blocks of the waterline reads as a beach; and the seven rivers the maps name - the Anduin, Brandywine, Greyflood, Isen, Celduin, Forest River and Entwash - are cut where they are drawn. The height a country is drawn at is the height it stands at, so every range rises where the map puts it and every field lies flat where the map has none; the world's own noise still supplies what it is good at, the aquifers, the veins, the deep stone and the caves, and water is laid to sea level wherever the map draws ground below it. A lit Arda portal carries you between the two worlds at the same coordinates, arriving at a doorway already standing within sight of the crossing or, when there is none, at an ammolite doorway the mod builds and lights where you stand, so a traveller is never left without a way home; the staff lights a portal on either side, and a place in Arda is the same place it is in the overworld, so a base built at the Shire's origin comes out in the Shire's fields.

  • Seven countries of Arda had no biome of the mod's own to stand on, so each has one. Wild Wood covers the wood between the Anduin and the Brown Lands, which lets the Old Forest stay the Barrow-downs country its own lore asks for; Rohan is the Mark, the grass between the Misty Mountains and the white wall; the White Mountains are the wall itself, snow on the tops and stone under the feet; Dunland is the wild hill country north of the Isen; Lindon is the Grey Havens' coast behind Ered Luin; Gondor is the fields between the white wall and the sea; and Eriador is the empty middle of the north where Arnor's towns once stood. Each carries the plants, the fog and the mobs of the country it stands for: the Mark and Gondor are the free peoples' fields with their riders and their townsfolk, Eriador keeps company and hobbits, Lindon keeps elves, Wild Wood keeps goblins, spiders and brigands, and the White Mountains are troll country and wild as they should be.

  • Arda's countries know which of them are safe to walk at night. A tolkienmobs:peaceful tag names the free peoples' heartlands - the Shire, Lindon, Eriador, Rohan, Gondor, Lórinand, the Gladden fields, Forochel, the Blue Mountains and the Iron Hills - and no biome in it spawns a hostile mob, so a traveller can cross the west of the map as safely as the Shire has always been; a tolkienmobs:hostile tag names the enemy's country and the wilds that answer to it, and those biomes keep their hostile spawns whatever folk live among them, so a road through Mordor or the spiders' wood stays dangerous. Two tags of the maps' own reading, tolkienmobs:snowy and tolkienmobs:windswept, are published beside them.

  • The southrons' and the orcs' traders are met in the countries that keep them. Haradwaith's creature list carries a southron trader beside the mumakil - one entry of five, so a meeting every sixty-odd chunks of the country - while Mordor and the Ash Mountains, which share one list, carry an orc trader as the only creature they have, at a hundredth of their chunks; Nurn keeps the same trader among its farmers. A trader is placed only while a chunk is being made, never by the tick pass that keeps topping up the mobs around a player, so a country seeds its merchants as it is drawn instead of gathering them around whoever stands still in it, and each one arrives with vanilla's own visit timer. Measured in a fresh world: four southron traders over 256 chunks of Haradwaith and one orc trader over 256 of Mordor, both carrying spawn_type: CHUNK_GENERATION.

  • The seven countries drawn for Arda are met in the overworld too. They were only in Arda's biome list, so a player exploring the overworld's Tolkien region could cross the whole of it without ever standing in Rohan or Gondor, however much of the map those countries cover. Five take the vanilla slot whose ground they share - the Mark the savanna's grass, Ered Nimrais the stone peaks, Dunland the last windswept hills, Lindon the cherry grove's green land, and Gondor the meadow rather than the Shire's plains - and two take cells the region's own slots had left over: the Wild Wood the warm rolling half of the forest, whose flat half is Lothlórien's, and Eriador the cool dry flats beside the Shire's fields. No older biome of the mod gives ground up for them, and nothing of vanilla's the region had not already renamed. Measured in a fresh overworld with no player online, all seven answer /locate biome within 2,500 blocks of the origin - the nearest, the Wild Wood, 45 blocks out - and each stands on the ground where it was found.

  • A traveller's tent is met in the wilds. wild_tent is a structure of its own now, one piece dropped straight onto the ground it was found on, with a #tolkienmobs:has_structure/wild_tent tag of the twelve countries a road crosses rather than any that has towns of its own: the Wild Wood, the two Mirkwoods, Fangorn, the Old Forest, the Barrow Downs, Dagorlad, the Marshes, Firien, Hithaeglir, Dunland and Eriador. It is placed once every twenty-eight chunks, eight chunks of separation, so a tent is a find on the way somewhere rather than a feature of the country. Measured in a fresh world, /locate structure answered a tent 1,189 blocks from the Arda origin and it stood at -798,69,-877 in tolkienmobs:eriador with its campfire and its chest twelve blocks apart, exactly as the template lays them out.

  • A wilderness tent keeps a traveller's chest. tolkienmobs:chests/wild_tent rolls two to four times, with one bonus roll, over six things a night out in the wild actually asks for: cram in ones to threes, two to four torches, four to eight arrows, a bottle of grog, flint and steel, and pipe-weed in ones or twos. The weights favour the food and the light, so a tent usually gives you something to eat and something to see by, and the pipe-weed only now and then. The wild_tent template's own chest names the table, so a tent that stands in a world fills as it is first opened.

Changed

  • The hobbit village is built from three plans now, drawn equally often. It used to put up the one hobbit hole over and over; it now builds that house beside two burrows cut into their own hills - a small one with a garden, a cellar, a smithy corner and a lodestone in its yard, and a large one terraced up a slope with a courtyard, a well and a quartz-walled room - so a village of the Shire is a mix of all three. Each plan was taken out of the build as it stands, its ground and its gardens part of the template, the empty corners of its rectangle written as structure void so they clear nothing they stand over, and its interiors left as air; every chest in a burrow is emptied and given tolkienmobs:chests/hobbit_baker, a baker's pantry of bread, cookies, wheat, cram, honey cake, pumpkin pie and honey. A plan's doorway socket is written on its own front edge, at the row its garden is walked on, and the village reaches no more than four rows below that row.
  • Five of the mod's villages light their streets with a lamppost of their own. They used to stand vanilla's lamp - a fence post with four torches round its top on the plains, a sandstone post with one torch in the desert - because a street draws its light posts from the vanilla decor pool. The posts the mod has always carried are used now, the one that belongs in each country: the cobblestone and oak post of the human and dwarven villages, the black stone and soul fire post of Mordor, and the sandstone post with its sea lantern in Harad and in Nurn, where its stone is recoloured dark with the rest of the village. Each carries a decor socket at the foot of its post, and each village points its vanilla style's decor pool at a pool of its own which keeps vanilla's own draw - tree, flowers, hay, cactus, nothing - at vanilla's own weights, so only the light post changes; Nurn is the one that keeps no cacti, a cactus garden not being what a farmed lowland looks like. The elven, hobbit and frozen villages keep the vanilla posts they had. Measured after placing a village of each style in a flat world: 6 posts in a Harad village, 4 in a Mordor one, 2 in a Nurn one, and not one of vanilla's, every post with its foot on the ground and its head four rows above it.
  • The dwarven village is built from the five plans it was drawn out as. It used to put up one house over and over; it now builds the two halls that fill it out, the windmill that stands behind them, and the smithy and the meadhall that front its square. The halls are what the house pool picks most - weight 6 each - and the windmill next at 3, while the smithy and the meadhall are not in the pool at all: they stand on the village's square, so each is built exactly once. Each plan was taken out of the build as it stands, so its plot's own ground is part of the template, the empty corners of its rectangle are written as structure void and so clear nothing they stand over, and the interiors stay air; every chest in a build was emptied and given tolkienmobs:chests/dwarf_house, and the smithy, which had none, was given one. Measured in two villages generated in a fresh world: both halls, the windmill, the smithy with its four forge blocks and the meadhall with its blue banners, one of each, with 1,200 and 1,369 blocks of the mod's path laid between them.
  • The human village is built from the five plans it was drawn out as. It used to put up one house over and over; it now builds the triple house a street grows up around, the single house and the market that fill it out, and the inn and the church that stand about once in a village. The triple house is the plan the house pool picks most - weight 6 - the single house and the market next at 3 each, and the inn and the church once each at 1, so a village is mostly the triple house and its neighbours with an inn or a church only now and then. Each plan was taken out of the build as it stands, so its plot's own ground - the yards, the paths, the floor each house stands on - is part of the template, while the empty corners of its rectangle are written as structure void and so clear nothing they stand over; the interiors stay air, and every chest in a plan is emptied and given tolkienmobs:chests/human_house. Each plan carries its own doorway socket on its own south wall, at the column of the outermost door that faces the street - the triple house's south door one row in from its wall, not the doors of its two wings - and the market, which is an open square with no door at all, takes a point in the middle of its front. Measured in a village generated in a fresh world: three triple houses, two single houses and one market, with 3,102 blocks of the mod's path laid as the streets between them, where a house is only kept if its doorway reads on its own front edge.
  • The dwarven ranges are stocked with the mod's own goats. The Iron Hills and the Blue Mountains carry the battle goats in place of vanilla's sheep and mountain goats - one in a hundred of them arrives with a dwarf already in the saddle - and vanilla goats now graze Forochel, its slopes and the Misty Mountains, which had nothing of their own below the snow line.
  • The three trades that name a building of their own work at the mod's own block. The grocer worked at a bamboo block, the banker (the coin trader) at a gold block and the trinket smith at ancient debris - vanilla stand-ins, so the trades named for a fireplace, a piggy bank and a trinket table could only be taken at blocks that had nothing to do with them. A fireplace is the grocer's work block now, a piggy bank the banker's and a trinket table the trinket smith's, read from the blocks' own states, so a player can set up a shop for any of the three out of the mod's own furniture. The pet merchant, the junk trader and the trinket tailor keep the vanilla blocks they had. Measured in a dev world, a dwarf left beside each of the three takes the trade its block names - tolkienmobs:grocery_store, tolkienmobs:coin_trader and tolkienmobs:trinket_smith - remembering the job site on the block it stood beside, and the world's own poi data names a site at each of the three.

Fixed

  • The small hobbit burrow could never stand in a village. The village drew it, the game refused it, and the village simply showed no house where it should have stood - the burrow's front garden sits seven rows above the plan's lowest row, and a piece that dips more than four rows below its own doorway socket is dropped without a word. Measured in fresh worlds: five rows was refused on both burrows, four joined the street every time, and the small burrow appeared in no village at all. The plan is now cut down to its garden - the three rows taken off are solid hillside under it, which a village buries anyway - and its doorway and resident coordinates were written against the trimmed template; data generation now fails a plan whose doorway sits deeper than four rows above its lowest row, so another one cannot ship unnoticed.
  • A village's church never stood in it. The church is thirty-one blocks across where every house is fifteen, so the game's own piece fitting, which draws a building onto the side of a street, refused it almost every time the house pool picked it: measured over village after village, not one had a church, and the dwarven meadhall and smithy - twenty blocks across - were dropped the same way. A village with plans like these now paves its meeting point out into a twenty-one block square, and those plans front the square instead of a street. The meeting point's own street ends are moved out to the square's edge, so the streets leave from there and nobody grows across the paving, and the buildings stand on doorway sockets the square writes for them, drawn ahead of any street by placement priority, so exactly one of each stands in every village. A village grows one step deeper to make up for the street ends a square full of buildings costs it. Measured in a fresh world: a human village holds one church (its two enchanting tables) and one inn, a dwarven one a meadhall and a smithy (four forge blocks), each village still laying 1,300 to 1,500 blocks of street.
  • Arda's ground was left as bare stone wherever its map disagreed with the overworld's noise. Arda reuses minecraft:overworld's noise settings, and the rule that dresses a biome is gated by abovePreliminarySurface - a guess at how high the ground stands, read from the noise itself. Arda keeps that noise but throws its height away in favour of the map's, so most drawn columns failed the guess by tens of blocks, the material rules were skipped with it, and the ground came out as the stone the generator had written, with grass only where the guess happened to land. Measured at the reported spot in a fresh world, 269 of 289 Shire columns had stone as their top block, with the flowers placed on it. Arda now lays its own surface from the same materials, unguarded, with vanilla's rule after them for the map's vanilla biomes and for the bedrock and deepslate: that same patch is all grass. The generator also rocks over the noise's own voids under the drawn top, since they were cut for heights the map does not draw - so the caves a player walks into are the carvers' own, cut from the drawn ground, and the brick under the map is solid.
  • A beach could open in the middle of a country. The shore was read off a column's height alone, so any drawn ground standing within three blocks of sea level became minecraft:beach: the Shire is drawn at 68 with four blocks of relief, so its low fields turned to sand with no water in sight - measured at block 6,199 the whole blend is Shire and the top was sand at 65 for hundreds of blocks. A shore now needs a drawn sea among the countries the column blends, and is read off the blended ground rather than the relief laid on it; that spot is the Shire again, and its edges still read as beach where they meet the water.
  • Dry ground in a cell the map drew as sea read as open ocean. A column's biome came from the cell it was drawn in, so ground that the blend had raised well above the waterline was still named for the sea beside it: at the Dunland-Rohan border, block 6600,1462, the ground stands at 71 under grass and read minecraft:deep_ocean. A sea cell whose ground stands dry now takes the biome of the heaviest land country beside it, so that border is Rohan and Dunland again.
  • The drawn water could be left hanging over the ground the carvers took. The heightmaps were read from the noise's surface rather than the ground the reshape wrote, so the surface rules and the features placed from ground that was no longer there, and the carvers - which cut from the noise's terrain, not the map's - could open a cave through the bed of a drawn sea or river and leave its water standing over air. The heightmaps are re-read from the drawn ground now, and every flooded column is laid again after the carvers: stone where a cave took the bed, water over it to the waterline, and caves enclosed under the bed left alone. Measured in a fresh world at the reported warm-ocean patch, all 49 columns hold water from their bed to sea level with no air in it, and the coast that showed a floating river now runs water to the ground all the way along.
  • Every one of the mod's folk was named "Human" in the villager language table. A race's no-trade name was written by hand as that one word, so the entry that tells a dwarf from a hobbit named all eight races a man; each race writes its own name now, and the entries read "Dwarf", "Elf", "Hobbit", "Human", "Southron" and "Orc" as they should. The same table had the pet merchant and the junk trader entered the wrong way round - the pet merchant named "Junk Trader" and the junk trader "Pet Merchant", in the per-race entries and in the profession names the game shows alike - and each now names its own trade.
  • The mod's folk were all introduced as "Villager". 26.1 asks an entity for a type name, and a villager answers with its profession's name - so one that holds no trade, which is every dwarf, hobbit, elf, man, southron and orc of the mod until it finds a work block, called itself a villager in its name tag, in the summon message and in the death messages. A folk without a trade is named after its own kind again, while one with a trade still names itself after the trade, the way vanilla's own villagers do and the way the title of the screen it trades in does: summoned in a dev world, a dwarf comes out as Dwarf, a hobbit as Hobbit, an elf as Elf, a man as Human, a southron as Southron and an orc as Orc, and the same dwarf given minecraft:armorer comes out as Armorer and given the mod's tolkienmobs:coin_trader as Coin Trader. Vanilla's own villagers are untouched.
  • The Nazgûl steed's seat no longer points the same way whichever way the animal walks. Its rider was placed by a fixed pair of world-axis offsets, so a Nazgûl who sat on the saddle facing north hung off the animal's side as soon as the steed faced east. The seat is now the steed's own passenger attachment point - a point in the animal's own frame, which vanilla turns by its yaw - so the rider keeps the saddle at every heading while the seat's height stays where it was. Measured in the dev world at four headings, the rider stands at 0.30 back-right of the middle at 0 degrees, 0.25 left and 0.30 forward at 90, and the same seat mirrored on through 180 and 270, always 1.375 blocks above the steed's feet.
  • A rider sat inside the animal rather than on its back. All three of the mod's mounts placed a passenger 0.65 blocks above their feet, a figure that belongs under a much shorter animal: the saddle each model carries sits at 1.375 blocks for Shadowfax and the Nazgûl steed and 1.4 for the battle goat, whose body begins at 0.672 and whose back is drawn at 1.375. A dwarf jockey therefore came out buried in the goat's chest, and a Nazgûl in its steed. A rider now stands on the saddle - measured in the dev world, a jockey goat's dwarf at 141.4 over a goat standing at 140.0, and a Nazgûl at 141.375 over its steed.
  • None of the mod's mounts could wear a saddle in 26.1. Vanilla names the mobs a saddle goes on in #minecraft:can_equip_saddle, which is the tag the saddle item's own equippable component reads, and the Saddleable interface the port removed is what used to allow the mod's goats and horses; the battle goat and the Nazgûl steed each kept a bare this.isSaddled() in the code their jockeys spawn from, which in 26.1 does nothing at all, because a saddle now lives in the entity's own saddle slot. The three mounts are in that tag, and a jockey equips the saddle its model draws, so a jockey goat or steed arrives carrying minecraft:saddle in its saddle slot and the saddle the model has always carried is finally drawn; a player can saddle and steer one again once it is tamed.
  • A country's own flocks could not be placed in it at all. Vanilla's animal rule asks for #minecraft:animals_spawnable_on underfoot, which is grass and nothing else, so every sheep, cow, pig, chicken, horse, donkey, rabbit, wolf, goat and bear a country's list carries - and the mod's own aurochs and mumakil - was refused wherever the mod's map paints ground that is not grass: Haradwaith's sand, Nurn's dark stone, the Iron Hills' and the White Mountains' stone, gravel and snow, and the mod's own rock under Mordor and the Ash Mountains. Haradwaith could not place a single one of its mumakil and Nurn not one of its sheep or aurochs. Both passes ask the same rule, so the chunk generation pass that seeds a country as it is drawn refused them exactly as the tick pass did - the daylight the mod had blamed was never the trouble, and there was no daylight in it at all: a chunk being drawn reads as lit. A new tolkienmobs:country_pasture block tag names that ground, and the animals a country lists are given it in addition to vanilla's own rule, answered only inside the mod's biomes, so a vanilla desert is still no pasture for a sheep and nothing outside the countries changes. Measured in a fresh world with no player online, where the generation pass is the only thing that can place a mob: 7 mumakil over 64 chunks of Haradwaith, where the same patch of the same seed had none before the change; 3 sheep over 64 chunks of the Iron Hills; and 5 sheep and 2 aurochs over 256 chunks of Nurn, one auroch standing on tolkienmobs:cobbled_dark_stone. The Shire's own animals are unchanged, being on grass vanilla already counted.
  • A country's own people were written out as pigs, and met nowhere. The mod's NPCs - hobbits, men, elves, dwarves and the traders - were registered the way vanilla registers a villager, as a MISC mob, and 26.1 will not spawn one of those from biome data: its spawner leaves the misc list out of the categories it rolls and refuses a MISC entry outright, and the spawn data quietly swaps such a mob for a pig as it is built. Every NPC entry in the generated biome data therefore read minecraft:pig, and no hobbit, elf, dwarf or man was ever met in the field. They are CREATURE mobs now - the only category 26.1 spawns out of a biome's list - and their entries sit in each country's own creature list with a spawn placement of their own, so the Shire's hobbits, Lindon's and Lórinand's elves, the Iron Hills' dwarves, and the folk of Rohan, Gondor, Eriador, the Gladden fields and Forochel live where the map puts them again. Data generation now refuses to write a country's list against a category that cannot spawn, so an NPC added later cannot quietly become a pig.
  • Forochel and its slopes were missing from Arda. No country in the drawing named them, and Arda's biome list is written from that drawing, so neither biome could ever be placed - which also kept the frozen village, the only structure that stands in Forochel, out of the world altogether. The Ice Bay's snowfield now takes the north-west coast above Lindon, with the slopes climbing out of it toward the north end of Ered Luin. Measured in a fresh world, the snowfield stands at 72 and the slopes at 110, and the nearest frozen house is 97 blocks from the coast.
  • Things placed against the drawn ground now read the map's water as well as its land. The generator answered every heightmap it was asked for with the drawn ground, even where the map lays water over it, and a village's site check begins at that height and walks down to the first block that is not empty - so a flooded column approved itself, because soil under a lake is dry soil, and a village could be seated on the lake bed. The heightmap type is honoured now: the world surface and the motion-blocking maps are read above the water, and only the ocean floor is the ground beneath it.
  • The cold countries could place none of their animals on snow. Vanilla's floor test for a land spawn asks for a full top face, and a snow layer never has one, so a snowed column was refused before any spawn rule was reached - no rule of the mod's could put an animal back on a drift, whatever the pasture tag said, and nor could the mod's own floor. Forochel, Forochel Slopes and every range top above the snow line were shut to the polar bears, rabbits and goats their lists carry. The floor is replaced along with the rule now: a country's ground is vanilla's own, or the country pasture with a drift lying on it - the drift counts as the floor itself, since snow only ever settles on a full block - and only inside a country of the mod's, so a vanilla plain keeps vanilla's floor and its snow keeps its quiet. The vanilla animals a country lists each keep the rule vanilla gave them as well, rather than losing it to the pasture clause. Measured in a fresh world with no player online: 30 polar bears and 24 goats placed over 256 chunks of Forochel and its slopes, where the same ground placed none before.

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