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!
With a diverse and colourful array of mobs, you're sure to find the world far more alive and certainly far more dangerous, so Various Oddities also comes with a plethora of new and expanded gameplay features to help you keep pace with the velociraptors munching on your chickens. Invest in early-game alchemical brews with the alembic, hold off the hordes of undead with a quick holy symbol, and terrorise the local village by inscribing magical spells to rain doom upon them.
Care and attention is paid to keep the mod as config-friendly as possible, allowing you to tailor your experience as you desire be it for personal enjoyment or for a challenging multiplayer run! This includes minor tweaks like the special creature types of different mobs and players, to the removal of certain magic spells, to the spawning details of different oddities.
Keep apace with development by watching along with the playlist of regular video updates on YouTube
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 exclusively supported by all the wonderful people supporting me on Patreon.
In reply to TheVisionaryOne:
For further detail, you can use the /biomequery command to identify biomes and spawn weight values.
In reply to Lyinginbedmon:
I'll give that a shot. I also just discovered that Daveyx0's Multi Mob Library allows me to add custom mob spawns and tweak a variety of spawn settings, including biome type, so that might be the easiest way to accomplish what I want. :D
question: will you ever fix the issue with your mod or update it?, bcs its been about 6 months since the last update and there not much sign of life here
In reply to zack7292:
Which issue do you mean? And the mod has been in continual development since the preceding version, there's a Ton in the pipeline but a lot is built on big features that take a while to properly assemble. I've been continuing to do weekly livestreams and release videos on the development process.
In reply to Lyinginbedmon:
Amazing mod dude, i really love the holy symbol :) You should add more features/mechanics for undeads :) Good luck with next update, im waiting ^^
I posted a crash log and description here, but just realized there's an "Issues" page for that. My bad.
Is it possible to enable/disable specific mobs from this mod? If not please add this feature in 1.12.2! Thank you.
In reply to GregD:
Yes, mobs can be individually controlled both in spawning (either spawning at all or changing where and how often they spawn) and potentially destructive AI behaviours using the config.
What are the gold coins for? How can I use them?
In reply to DoctorZoe:
They can be crafted/smelted into nuggets of material or traded with the tortoise merchants for magic items.
Hello! How can I tame and control a gryphon?
Thanks
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 Forge_User_08982653:
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?