THIS MOD REQUIRES PEHKUI TO WORK.
With this mod, mobs now have variety in their sizes! The default range for the size modifier is anywhere from 0.8-1.2 times the currently entity size, but can be set in the configuration file (vmhSizeMin) and (vmhSizeMax). This also modifies its attack, knockback, and health by that value. The attack, knockback, and health is also modified and can be toggled in the configuration file (vmhDoBuffs), the default is true. Please note, if you change this value after loading a world, some mobs will have buffs still if they loaded before the change was made, the same goes if you change the configuration after loading a world, as the values are applied upon entity spawn. This mod currently works with all vanilla mobs/creatures, with an exception to the Wither and the Ender Dragon. There is an nbt value "sizeValue" to get the mob's size for more customization when using entities modified through VMH, such as using them to modify loot tables based on the nbt value "sizeValue". The max and min sizes are now limited to between 0.1-5 times the normal scale, however extreme values can cause issues.
This mod works great with Mobs Properties Randomness to add randomness to mobs.
You can add compatibility for this mod for any entity/modded entity by adding an entity to the entity tag "forge:vmh_entity".
Note: I found that 1.1105 is approximately the max a 2 blocks tall entity's size value can be and still fit under a 2 block tall gap. If you want to use that value instead of 1.2, you can change it in the configuration.
This mod unfortunately doesn't really work well with Spiders 2.0, you could however remove spiders from the entity tag "forge:vmh_entity", and then they could work together.
Plans:
- Add configurable math formula to set the odds of variation values. This will take me a while. Once I do this, this mod is mostly finalized, and I will release version 1.0.6. In the future, I may add more compatibility and small updates here and there.
Please let me know below if there are any issues/bugs or if you have any comments.
Hello, I'm very new to mod usage, and I've been struggling to combine this mod with Mobs Properties Randomness... My intention was to set different size ranges for the different mobs, so to say, that skeletons had a range of 0.8 - 1.5, but creepers had 0.9 - 1.3
In reply to agadoo1211:
Sorry, this mod currently does not have that capability. I am working on adding that in, but I am unsure of how I should implement it currently. I am thinking of three ways right now, but the best one I am unsure of how to do as of right now. 1) Either adding multiple tags that can be set to different sizes (Probably 5) to allow 5 different variation heights to be set, or 2) allow it to be set for each vanilla mob, and have another entity tag for compatibility with other mods that would work the way it does now (Or then do the 5 variations) [This is the current plan]. Or 3) make it so you can add an entity to a list, followed by the min and max values. This is harder and I am unsure of how to do it, although this would be the best/most professional way to accomplish this that adds the most in terms of compatibility. I am still learning to code configuration files.
It currently only supports the min and max value for ALL mobs at once. I will have functionality for that within the next update or two however.
In reply to agadoo1211:
Also what problems are you having combining this with Mobs Properties Randomness? They shouldn't interfere with eachother, except for modifier buffs, and phantom size, but the intereference between them should be minimal and can be completely turned off with configuration.
In reply to Rikurobb:
OK! Now I understand... What I was trying to do was to use the Randomness mod to modify the properties of your mod (that is, to make what I wanted). But now I understand that neither your mod or the MPR mod can do it nowadays...
By now it's a pretty good mod and I've been enjoying it so much ^^
I'm looking forward to see what comes next then, jejeje ;P
In reply to agadoo1211:
You are just trying to have different sizes for different mobs correct?
In reply to Rikurobb:
Yez :P
But as you say, now it's difficult... Don't worry, I can wait for the update that you're trying to do to VMH ^^
Hey so where exactly in the mod can i edit the min/max size? i found where to add other entities, but not size. Ty
In reply to latviandonutt:
That should be in the config file. Make sure you have the latest version.
In reply to Rikurobb:
Ah didnt see it got an update.
Thanks i like the mod especially now i can config it like i want.
Id just like to suggest something. - Configurations per mob ( for example so i can set only endermens min-max )
Also it would be awesome if you could add config to have % chance for mobs to spawn ( for example: 10% size 1-2 80% 2-3 10% 4-5 ) The idea with that is you could set zombies to either spawn tiny or huge, but not tiny or huge or in-between if that makes sense?
Also ofcourse adding custom entities to the list, as im still actually unsure how and where to do it. Ty.
In reply to latviandonutt:
You're unsure of where to add custom entities? And the next update i'm going to change the config so you can make it either a whitelist or a blacklist for the entity tag. The entity tag you have to make a datapack currently and add the "forge:vmh_entity" tag to it to add custom entities in this update. Also a different percentage for each mob is something I've been playing with but is easier said than done. I am working on it though. I wanted to work on a way to make different sizes have different %'s to spawn first. I have been playing with that idea though, I'm just not sure how to execute it just yet where it would work with custom mobs as well as not just vanilla, but it is certainly possible. I was thinking of adding 5 different size variations that you can set to start so you don't have to use the same variation set for each mob, but I'm unsure of how to do it specifically for one mob where I don't designate that mob in the config and not the player customizing it. I have to figure out how to edit entity tags or something similar in configs first. But, long term, I would like to add support for that.
really cool idea, im definitely going to try it out in my modpack when im next on.
Dont really understand the directions for adding custom entities since i got loads of em, but ill probs figure it in config
In reply to latviandonutt:
It isn't in the config. You have to edit the entity tag "forge:vmh_entity" and add whatever entity you want to be compatible to that. As far as I know it is difficult to combine that with a config. You can make a datapack and add it that way easily, and use openloader to load it for the modpack. I will eventually release compatibility packs that does this for you for several mobs.
In reply to Rikurobb:
Thank you though, I thought it was a good idea as well and it seems like it people enjoy it.
In reply to Rikurobb:
Ah well seems like too much of a hasstle then got over 200mobs to do and I've got no experience with this or datapacks, are there all vanilla mobs that come with the mod or gotta ad those too?
In reply to latviandonutt:
Ah fair enough, its not too hard though to edit an entity data tag though. And yes all vanilla mobs are included in the data tag except for withers and ender dragons.
In reply to Rikurobb:
Cool cool, ill give it a go
In reply to latviandonutt:
Okay, let me know if you need help.
So what's the difference between 1.16.5 and 1.18.2 ? Sorry I didnt understand
Killer mod BTW reminds me of something similar from skyrim
In reply to marvinleonbutlerii:
So the difference is for version 1.0.3, which I have only released for 1.18.2 so far, I added a configuration file to 1.18.2 that allows you to set the range for the size you want mobs to be, the default being 0.8-1.2, but it is not longer by iterators of 0.05, meaning it can be anywhere between those values. I improved the overall code as well. I will release updated 1.0.4 versions for everything with these updates soon, as I am still working out the exact future plans. Sorry I should have written it above, I just planned to release those versions earlier than I have as I've had work and been busy, and now I am waiting for the next version to update those ones as well.
In reply to Rikurobb:
The only thing in plans that wont be in the 1.0.4 update for all mc versions is the curve/math formula stuff for configuring the percent chance a mob will be a certain size, that will take a lot of work and will probably be the current endpoint for this mod, and will be in version 1.0.5. If I have any other good ideas I may add them down the line though, but with the addition of configurable variation percentage, I think this mod feels very complete with a lot of customization for modpacks and stuff.