The Monster Manual of Minecraft!
Various Oddities provides a colourful and diverse selection of mobs to populate your world, complete with config and customisation options to fine tune them for regular play or for adventure maps!
Especially built to be compatible with (but not at all dependent on) Custom NPCs by Noppes, so you can give your NPCs some glorious visuals to make them feel more at home in whatever setting you require!
Mobs currently included:
- Kobolds, everyone's favourite first-dungeon critter
- the Uberwidren, a realisation of the question of what the Wither would look like if Steve was actually any good at summoning it, perfect for a dramatic boss encounter!
- Trolls, big ugly dudes who will heal most damage naturally over time
- Ogres, similar-but-distinct big ugly dudes
- Goblins, everyone's other favourite first-dungeon critter. Fond of 10' x 10' rooms with a single chest.
- Pegasi & Flying Donkeys, for all your terrain-traversing convenience
- Mimics, the treasure chest that bites back!
- Gryphons, a tasteful travel option for your trip to Stormwind City
- Monkeys, now with 100% less poop!
- Giant Crabs, enemy or otherwise
- Floating Skulls and Disembodied Heads, spoopy!
- Rats, to ravage your crops!
- Bulettes, the terrifying land shark!
- Scorpions, to sting you a little and sting you a lot!
- Ravens, scarecrows not included
- A full upgrade and rework of Giants, both living or un-deceased!
Mobs coming soon:
- Collossi
- Whales
- Raptors
- Gargoyles
- And many more!
Modpacks
You absolutely have permission to use this mod in your pack.
Support
New oddities and features are frequently teased and spoiled on my Twitter and are occasionally developed live on stream over on Twitch. Various Oddities, and all my other projects, are supported by all the wonderful people supporting me on Patreon.
nice update. Question about the new faction system. If I create a new faction for say other mobs could it be mobs from another mod? Lets use lycanites mobs mod as an example since his has so many. Could I make one faction pairing up all the water mobs. Then make another faction with all of the fire mobs. Then have these two factions naturally dislike each other and fight whenever they encounter each other?
kind of like when you would stumble upon hostile npc's fighting each other in an rpg game where after one is victorious they then proceed to attack you.
In reply to Kainoa25:
Currently only Oddities are affected and tracked by the factions. You can create specific groups of goblins (say "greenskin tribe" and "redskin tribe") who have different opinions on the same players, and you could make an Ogre a member of one of those factions, but you can't currently add non-Oddities to them. This is because the system is based on NBT data in entities and it doesn't currently get stored outside of the Oddities.
Moreover, whilst all Oddities can be attached to a faction by changing their NBT data (the Faction tag specifically), only goblins, kobolds, and Lim merchants currently alter their behaviours as a result, and it'd be pretty complex to have the same happen with the mobs from other mods.
The faction system is also specific to players, so you can't make a faction that is hostile to another faction, this is because mobs with their own individual faction reputations would eat a lot of memory and CPU in calculation, and they wouldn't interact in a way that causes those relationships to change either (save for worsening to the point of open hostility) so it'd mostly just be identical to existing behaviour anyway.
In reply to Lyinginbedmon:
ahhhh okay understandable. Your explanation makes a lot of sense and also explained to me why there isn't any mods that I'm aware of that does that anyways since it would be so taxing on a machine. As soon as I seen your update it made me curious if other mods were doing anything similar with a whole faction system. We've all seen 1000s of faction systems that revolve around pvp but not any that I know of that does it with npcs and pve sort of interaction.
None the less though, this is still pretty neat. To make different factions especially for the goblins and kobolds as two of the mobs I have being more commonly encountered.
hmmm im unsure what it is but there's frequent crashing in the betweenlands when running this mod and that mod.
In reply to Kainoa25:
Please open a new Issue with the crash log
Do you have plans to make this more survival user friendly? or will this mostly be relegated to use in adventure maps?
In reply to albertaco1:
Yes! A lot of elements have already been incorporated in that regard (holy symbols, alchemical brews, alembic potions, etc.)
In reply to Lyinginbedmon:
Awesome! Thanks for the hard work on the mod! It looks dope. As Dungeon Master myself i appreciate the appeal of this mod so much!
Now we need VarOdd to 1.14.4, how harder it is to code on 1.14.4 comparing to 1.12.2? Or is it the same?
In reply to EmperorLazarus:
It's largely the same, though the documentation isn't up to scratch and Baubles hasn't updated since 1.12 last year. Suffice it to say a 1.14 version is in the works but is slow going at present.
In reply to Lyinginbedmon:
Baubles seems to have been replaced with: https://www.curseforge.com/minecraft/mc-mods/curios
I can't seem to get a few mobs to spawn in my world naturally: Giant Zombie, Ogre, Scorpions, and rats. I've played with spawn rate settings and have set some to 200+ but still haven't seen any. Is there something i am doing wrong, perhaps?
In reply to Darkfiend009:
Please open a new Issue with your full mob config included
In reply to Lyinginbedmon:
Sure thing, i've added it! I just didn't want to open one if i was doing something wrong. So i wanted to check first. :)
In reply to Darkfiend009:
As a rule of thumb it's best to open an issue, because then it's something that might help refine the code for everybody instead of chatter in the comments that might give the impression it's buggy as all heck :D
Just wanted to say, your mod is awesomesauce
Is it possible to disable the dead body on the ground when a player or an animal is killed?
Or just to allow the loot to be given, because i lose some or all the loot from the body.
In reply to EmperorLazarus:
There's a gamerule to deactivate it per-world, and the upcoming bug fix patch also includes a global config option to control corpse spawning.
In reply to Lyinginbedmon:
Thanks, will wait for the config file.
Will add back the mod in next update, this is an amazing mod btw.
I'm getting a crash when trying to use an Open Blocks elevator with this mod. When I apply a red stone signal to the elevator which triggers the movement the game crashes with this log:
https://paste.dimdev.org/hijarikixi.mccrash