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ZG Mobs

A Mod that enhances mobs, inspired by the Blights from the Scaling Health Mod.

File Details

zgmobs-neo-2.2.0.jar

  • R
  • Dec 18, 2025
  • 189.91 KB
  • 324
  • 1.21.1
  • NeoForge

File Name

zgmobs-neo-2.2.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:zg-mobs-1297146:7348665"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

**MASSIVE UPDATE**
Bug Fixes:
- Fixed an issue that caused Germonium Mobs to not spawn from Spawners when used alongside Apotheosis
- Changed some parts of the code to improve compatibility with other mods (Bosses Rise)

New Stuff:
- In this Update I decided to rebalance a lot of things, along this I introduced new Attributes that will add new abilities to the Germonium Mobs!

Here is the list of new Attributes:
- Projectile Power & Force
- Magic Power & Force
- Armor Piercing & Penetration
- Healing Power & Force
- Regeneration

Piercing & Power will add flat bonuses (+1, +3, etc) while Penetration & Force will add % bonuses (+10%, 30%, etc)
Regeneration its a flat bonus.

Here is a brief summary of what the new attributes do:
- Projectile Power & Force: Increases Projectile Damage (arrows, tridents, etc)


- Magic Power & Force: Increases Magic Damage (witches, ender dragon breath, etc)


- Armor Piercing & Penetration: It ignores x amount of armor points (for example if I have 20 armor and a mob has 2 piercing then when it hits me it will be as I only had 18 armor points)


- Healing Power & Force: It increases the amount of health regenerated from all sources (effects, enchants, food, etc)


- Regeneration: It will make the mob regenerate x amount of health every 205 - (attribute value * 5) ticks meaning regen 1 will regenerate 1 health every 200 ticks (10 seconds) but this can't go below 60 ticks (3 seconds) which also means that if the mob had regen 1000 it will regenerate 1000 health every 3 seconds no matter what

That will be all the new attributes but also some damage values & %s have been tweaked so please check the new config!

Germoniums have a new Immunity "Potion Effects Immunity" in the config now you can specify what Potion Effects are Germoniums Immune to, since Potion Effects do not have tags I added 2 shortcuts "#negative" and "#beneficial" which makes the Germonium Immune to ALL negative effects (even modded ones) or/and ALL beneficial effects, but I also added a build in whitelist into these shortcuts for example you want Germoniums to be Immune to ALL negative effects but NOT slowness & wither then you can do: "#negative:minecraft:slowness,minecraft:wither"

you can check more examples in the config but this should work even with modded ones, I added this to prevent "cheesing" with some effects like wither or bleeding type effects and also to make the Germoniums a little bit stronger in modded enviroments, if you are a modpack developer please blacklist bosses lol.

anyways this update WILL come soon to 1.20.1 :> enjoy!