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Welcome to my mob mods page! This page covers all the details and screenshots for my entity-based mods.
Special Mobs and Lava Monsters are aimed at making your life more miserable, but do come with their own rewards, more or less.
Utility Mobs makes the game easier, sorta. It's made to be used with a mod that makes mobs attack bases or something like that.
Special Mobs
Have you ever felt that your Minecraft monsters lacked variety? Randomized textures not enough? Well, we have the solution! Introducing: the Special Mobs mod!
In short, this mod introduces variants to your default Minecraft mods, such as creepers with fiery explosions, skeletons that shoot poisoned arrows, and zombies that reel you in with fishing rods! In addition, it makes many minor tweaks to vanilla mobs, such as giving baby monsters drops and making endermen drop their held block on death.
Each mob added by this mod has an adjustable rate that affects how common it is, from never appearing to being the only mob that ever appears! The properties file is generated in the 'config' folder in your .minecraft directory.
Info and Previous Versions:
Note: no videos have been made since the 3.0 update. A lot has changed, so these videos will be inaccurate and include some features from Special AI, which is now a separate mod.
Mod Showcase by TheAtlanticCraft!
Older Videos: (Still good!)
Spookslt Mod Spotlight!
Special Mobs adds a number of variant mobs. However, it also provides many other tweaks to provide more variation in your mobs with a high level of customization!
Features (each feature can be independently modified or disabled):
* Mob variants with different abilities, effects, sizes, and AI.
* Adds special creepers to the Nether and End dimensions.
* Adds ghast mounts to the overworld dimension.
* A couple new enchantments only found on mob drops.
* Chance for zombies and skeletons to hold bows.
* Spiders and zombie pigmen have a chance to be aggressive.
* Chance for silverfish to call other silverfish when spawned.
* Randomized mob sizes (visual effect only).
* Allows you to customize the chance for zombies to infect villagers.
* Skeletons can spawn as babies, just like vanilla zombies can.
* Baby hostile mobs drop items and experience.
* Creepers can spawn already charged, as long as it is thundering.
* Endermen drop the blocks they are holding upon death.
* Option to disable enderman griefing entirely.
For more information on any of these features, read in the spoilers below!
Mobs:
Special Mobs makes various changes to mobs in general. All mobs with variants have their vanilla counterparts replaced by slightly altered versions by default. This allows the following changes to all mobs that can have special versions:
* Mobs are rendered at randomized sizes (visual effect only).
* Any mob can have any rate of natural regeneration, as determined by the mob's NBT data.
In addition to the effects it has on all monsters, it allows certain changes to specific mobs:
* Skeletons can spawn as babies, can spawn with swords.
* Zombies can use and spawn with bows, have configurable villager infection chance, and infected villagers become the same type of zombie that infected them.
* Creepers can spawn already charged during thunderstorms.
* Endermen drop the block they are carrying on death, their griefing can also be outright disabled.
* Zombie pigmen can use and spawn with bows, can spawn already angered (will stare directly at you when not moving).
* Spiders and cave spiders can spawn aggressive in daylight (will stare directly at you when not moving).
* Silverfish can spawn already calling for reinforcements.
For compatibility reasons, the replacement of vanilla versions can be disabled for any mob type, but the above changes will then only affect the "special" variants of those mobs.
This mod also adds different mobs into each dimension by default. It adds fire creepers to the Nether, ender creepers to the End, and mini ghasts (melee ghasts that like to be ridden by hostile mobs) to the overworld.
See the spoilers below for information on the specific variants of mobs.
Special Creepers:
Twelve new creepers:
* Armor
* Dark
* Death
* Dirt
* Doom
* Drowning
* Ender
* Fire
* Jumping
* Lightning
* Mini
* Splitting
All creepers have a chance to spawn charged during thunderstorms.
Armor Creeper The armor creeper is your standard, yellow creeper wearing a cute armored vest and little booties! It has a fair amount of armor and 15 hearts of health, but is otherwise the same as a normal creeper.
Health: 30
Armor: 10
Speed: 100%
Explosion size: 3 (6 charged)
Drops: 0-2 gunpowder, 0-1 leather
Dark Creeper The dark creeper is very sensitive to light, so it focuses its explosion on destroying any surrounding sources of light, probably destroying them. Legend has it that a charged dark creeper could make a blast so powerful, it could destroy the sun itself. Oddly enough, their own face is a light source, which is probably why they are always in a bad mood.
Health: 20
Armor: 6
Speed: 100%
Explosion size: 3 (6 charged)
Special: explosion only damages light sources within 12 (24 charged) blocks
Drops: 0-2 gunpowder, 1-8 torches (1/3 chance)
Rare drop: 1 Potion of Night Vision
Death Creeper The death creeper is overflowing with gunpowdery goodness, making its explosion even larger than a block of TNT! With all that gunpowder spewing from its pores, you'd think it would explode if you lit it on fire, and it does! Be careful.
Health: 20
Armor: 0
Speed: 120%
Explosion size: 5 (10 charged)
Special: explodes when set on fire
Drops: 1-5 gunpowder
Rare drop: 1 TNT
Dirt Creeper The dirt creeper covers itself in mud. You'd think it would cover itself in dirt, considering its name and all, but the creeper's name, "dirt", is actually derived from the testificate word "dehrp", which roughly means "poop". Also, our scientists say that dirt doesn't stick to things very well. Completely unrelated to these facts, the dirt creeper creates a glob of dirt instead of destroying the landscape.
Health: 20
Armor: 6
Speed: 100%
Explosion size: 3 (6 charged)
Special: can't be set on fire, explosion places dirt instead of destroying blocks
Drops: 0-2 gunpowder, 0-1 dirt, 1 bread (1/3 chance)
Doom Creeper The doom creeper knows it's doomed, so it has rigged itself to also explode if it dies! When killed, its explosion is weakened and does not destroy any blocks, but will explode like a normal creeper otherwise. Even with the dampened explosion, not much is left of the doom creeper after it dies, usually just shattered bones and sandness.
Health: 20
Armor: 0
Speed: 100%
Explosion size: 3 (6 charged)
Special: explodes when killed (30% smaller explosion, no block damage)
Drops: 0-2 gunpowder, 1 bone (1/3 chance)
Rare drop: 1 ghast tear
Drowning Creeper The drowning creeper, despite its name, actually can't drown. It gets its name from its rather "peculiar" explosion. Instead of destroying blocks like most creepers, it fills a rather large area with water and encases it in a shell to drown its victims. After many years of testing, our scientists have concluded that this makes a terribly horrible mess to clean up in almost any circumstance.
Health: 40
Armor: 0
Speed: 100%
Explosion size: 3 (6 charged)
Special: can't be set on fire, breathes under water, explosion places water and a "shell" instead of destroying blocks
Drops: 0-2 gunpowder, 1 bucket (1/3 chance)
Rare drop: 1 Diving Helmet
Ender Creeper The Ender creeper is the epitome of evil. It teleports around and steals candy from babies, then explodes in your face. Like endermen, the ender creeper doesn't take kindly to being looked at. If you value your life, I would suggest wearing a pumpkin on your head and avoiding these guys.
These may also be found in the End.
Health: 40
Armor: 0
Speed: 120%
Explosion size: 3 (6 charged)
Special: teleports, takes damage in water, only attacks when looked at
Drops: 0-2 gunpowder, 0-1 ender pearls
Rare drop: 1 Whip of Destruction
Fire Creeper The fire creeper is immune to fire, lava, and lightning, but water prevents it from exploding while slowly killing it. It also makes a lot of fire when it explodes! Wooden people and houses beware!
These may also be found in the Nether.
Health: 20
Armor: 0
Speed: 100%
Explosion size: 3 (6 charged)
Special: immune to fire, takes damage in water, can't explode in water, fiery explosion
Drops: 0-2 gunpowder, 0-1 fire charges, 1 coal (1/3 chance)
Rare drop: 1 unbreaking flint and steel
Jumping Creeper The jumping creeper will jump ridiculously high and attack from above! It has a habit of being immune to falling damage and exploding harmlessly in the air above you, but don't count on that second one.
Jumping creepers often drop glowstone dust, and will rarely also drop gunpowder.
Health: 20
Armor: 0
Speed: 130%
Explosion size: 3 (6 charged)
Special: immune to fall damage, leaps at target
Drops: 0-2 gunpowder, 1 slimeball (1/3 chance)
Rare drop: 1 Potion of Jumping
Lightning Creeper The lightning creeper is much like any run-of-the-mill creeper with beautiful blue skin ? except it causes lightning to strike when it explodes! The actual explosion is pitiful when uncharged, but the lightning will charge other creepers if they are nearby! It does not take damage from lightning and, when charged, its explosion size is that of a normal charged creeper! Ouch!
Health: 20
Armor: 0
Speed: 100%
Explosion size: 1 (6 charged)
Special: immune to fire, explosion causes lightning
Drops: 0-2 gunpowder, 0-1 redstone dust
Mini Creeper The mini creeper is just too cute! It is quick like baby zombies and skeletons, but unlike them, it actually has a smaller hitbox and will run straight for you through 1 by 1 holes. Thankfully, it only holds half as much explosive power as its larger relatives, making it much less deadly.
Health: 20
Armor: 0
Speed: 130%
Explosion size: 1.5 (3 charged)
Special: adorable!
Drops: 0-2 gunpowder
Splitting Creeper The splitting creeper is not technically a single creeper, but compound organism consisting of several mini creepers fused together. We are not exactly sure how they are combined, but we do know that ripping them apart releases a lot of energy, similar to the blast of a normal creeper. Apparently, wedging apart some of the creepers by say, shooting an arrow at them, causes a chain reaction, splitting them all apart.
Health: 40
Armor: 0
Speed: 100%
Explosion size: 3 (6 charged)
Special: explodes when hit by a ranged attack, explodes into 3-6 (6-9 charged) mini creepers
Drops: 0-4 gunpowder
Special Endermen:
Seven new endermen:
* Blinding
* Cursed
* Icy
* Lightning
* Mini
* Mirage
* Thief
All endermen drop the block they are carrying when killed.
Blinding Enderman The blinding enderman will blind you when it gets near, making it difficult to see where it's attacking from, and impossible to sprint or score a critical hit. Watch your step!
Health: 40
Armor: 0
Speed: 100%
Attack strength: 7
Special: blinds you when nearby
Drops: 0-1 ender pearls, 0-1 ink sacs
Cursed Enderman The cursed enderman is cursed to spread curses! If you are hit by one, your attack power and mining speed will go down for a fairly long while. What's worse is, the more you are hit by the cursed enderman, the stronger the curse becomes! Of course, as everyone knows, drinking milk will completely purge you of any curse, no matter how strong it is.
Health: 60
Armor: 0
Speed: 100%
Attack strength: 7
Special: stacks weakness and mining fatigue on hit
Drops: 0-1 ender pearls, 1 gunpowder, sugar, spider eye, fermented spider eye, or glistering melon (1/3 chance)
Icy Enderman The icy enderman will freeze you solid if it touches you! Well, almost; you move 90% slower for a couple seconds. Be careful, since getting hit by one of these will make you a sitting duck. Or a frozen duck. According to our scientists, icy endermen are the reason ducks went extinct thousands of years ago.
Health: 40
Armor: 10
Speed: 100%
Attack strength: 7
Special: can't be set on fire, applies slowness VI on hit
Drops: 0-1 ender pearls, 1-8 snowballs (1/3 chance)
Rare drop: 1 ice block
Lightning Enderman The lightning enderman smites you down with lightning if you let it touch you! Naturally, it's immune to lightning, otherwise it wouldn't be very effective at living. It also has a habit of teleporting when it hits you, which makes it just a bit harder for you to retaliate.
Health: 40
Armor: 0
Speed: 100%
Attack strength: 7
Special: immune to fire, summons lightning on hit
Drops: 0-1 ender pearls, 0-1 redstone dust
Rare drop: 1 Lightning Rod
Mini Enderman The mini enderman goes through its whole life facing adversity. Always picked last for enderball in school and always picked up and placed in random locations by the normal-sized endermen, the mini enderman is a testament to true willpower and perserverance. Also, it's tiny and cute!
Health: 40
Armor: 0
Speed: 130%
Attack strength: 5
Special: adorable!
Drops: 0-1 ender pearls
Mirage Enderman The mirage enderman is just like any ordinary enderman, except for one thing: it creates mirror images when it teleports! Any time the mirage enderman teleports, it creates a mirror image that will either take the mirage enderman's place or teleport instead of the mirage enderman! Mirror images only live for ten seconds, can't deal damage or make more mirror images, and will vanish if you touch them, but will probably mess with your head.
Health: 60
Armor: 0
Speed: 100%
Attack strength: 7
Special: creates illusionary copies of itself
Drops: 0-1 ender pearls, 1 silverfish block (1/3 chance)
Rare drop: 1 Ender Scythe
Thief Enderman The thief enderman is not so interested in worldly possessions as the common thief skeleton. Instead, the thief enderman feeds on your positional energy through some freaky fourth dimensional stuff. We don't recommend testing this for yourself, as we have already lost several researchers. We found them later, of course, but they turned up in completely random locations.
Health: 40
Armor: 0
Speed: 130%
Attack strength: 7
Special: randomly teleports target on hit
Drops: 1-2 ender pearls
Rare drop: 1 Ender armor piece
Special Ghasts:
Seven new ghasts:
* Baby
* Faint
* Fighter
* King
* Mini
* Queen
* Unholy
Baby Ghast The baby ghast is small. If you think it got its name from its size, you're wrong. It's just a baby. As everyone knows, a baby ghast can't shoot fireballs, so it will fly towards you to try and sting you. Fortunately for you, it doesn't hurt all that much.
Health: 10
Armor: 0
Speed: 150%
Attack strength: 2
Special: adorable!
Drops: 0-1 gunpowder
Faint Ghast The faint ghast is a normal ghast that has almost completely faded from the world. As such, it is almost completely unaffected by the world, allowing it to move freely through blocks to eat your face off. Despite this, we were able to defeat them, but could only recover small amounts of residue to experiment with.
Health: 10
Armor: 0
Speed: 120%
Attack strength: 4
Special: undead, moves through blocks
Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 slimeballs
Rare drop: 1 Potion of Shadow
Fighter Ghast The fighter ghast is very small for a full-grown ghast. Naturally, it has developed small-ghast syndrome, and prefers to beat the snot out of your face instead of shooting fireballs from a distance. The fighter ghast has quite a bit of health and slight armor, and deals a fair amount of damage when it hits you.
Health: 30
Armor: 6
Speed: 130%
Attack strength: 8
Drops: 0-2 gunpowder, 0-1 ghast tears, 1 iron ingot (1/3 chance)
King Ghast The king ghast is big, bad, and a very fair king (which is why you never see ghasts fighting each other). It has substantial health and armor and regenerates health over time. In addition, the fireballs it shoots are larger, and roughly equivalent to flying fire creepers.
Health: 40
Armor: 10
Speed: 60%
Explosion size: 2
Special: regenerates health
Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 gold ingots, 1 emerald (1/3 chance)
Rare drop: 1 King's Crown
Mini Ghast The mini ghast, not to be confused with the baby ghast, has an odd mutualistic relationship with surface-dwelling monsters. The mini ghast will pick up almost any mob and fly around with it, becoming a flying mount, which 9 out of 10 of our dentists agree are more terrifying than spider mounts. The tenth one had severe arachnophobia.
These may also be found in the overworld.
Health: 10
Armor: 0
Speed: 100%
Attack strength: 4
Special: picks up hostile monsters
Drops: 0-2 gunpowder, 0-1 ghast tears (does not drop in overworld)
Queen Ghast The queen ghast is somewhat like a flying hive, only it's a ghast and shoots fireballs. When it sees you, it will start spawning baby ghasts to attack you. Once it has released all of its babies, it will start shooting fireballs at you instead. Also, it regenerates!
Health: 40
Armor: 6
Speed: 30%
Explosion size: 2
Special: regenerates health, spawns baby ghasts to attack and on death
Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 gold ingots, 1 emerald (1/3 chance), 1 ghast egg (1/3 chance)
Unholy Ghast The unholy ghast is your average, every day, weak ghast variant. Okay, just kidding - the unholy ghast has an unholy resistance to every kind of damage, unless you strike it with a smiting weapon. Attempting to face this freak of nature with anything other than a smiting weapon is ill-advised.
Health: 10
Armor: 0
Speed: 120%
Attack strength: 6
Special: undead, resistant to weapons without the Smite enchantment
Drops: 0-2 gunpowder, 0-1 ghast tears, 0-2 gold ingots
Rare drop: 1 Excalibur
Special Silverfish:
Five new silverfish:
* Blinding
* Fishing
* Flying
* Poison
* Tough
All silverfish have a chance to spawn already calling for reinforcements.
Blinding Silverfish The blinding silverfish is gross, hairless, and comparatively odd-looking. These special silverfish spit ink out of their eyes right into your eyes - gross. Supposedly, they also will nibble at your toes when you're not looking.
Health: 8
Armor: 0
Speed: 100%
Attack strength: 1
Special: applies blindness on hit
Drops: 1 ink sac (1/3 chance)
Fishing Silverfish The fishing silverfish is a part-time fisher and a full-time jerk. They say it gets its beautiful red and white coloring from the peppermint candies it steals from children. Of course, when fighting, it is just as much of a jerk as usual - it will fling its fishing-hook-like appendage at you and pull you closer. By itself it's not that much of a threat, but when it pulls you off a ledge or into a swarm of other silverfish, you'll notice how much you despise it.
Health: 8
Armor: 0
Speed: 90%
Attack strength: 1
Special: reels target in
Drops: 1 raw fish (1/3 chance)
Flying Silverfish The flying silverfish does just what you think it would! Well, kinda what you think it would. Our scientists have discovered that these silverfish have small webbings between their legs, allowing them to glide short distances. In addition, they have much more powerful legs than normal, allowing them to move quickly and leap a long distance.
Health: 8
Armor: 0
Speed: 130%
Attack strength: 1
Special: immune to fall damage, leaps at target
Drops: 1 feather (1/3 chance)
Poison Silverfish The poison silverfish is friendly, in the sense that it's very unfriendly. This breed of silverfish is venomous - a single bite from a poison silverfish is enough to deliver a rather uncomfortable amount of poison into you. They say the only way to kill a poison silverfish is with its own poison, but that's just a common misconception, they are actually completely immune to poison.
Health: 8
Armor: 0
Speed: 100%
Attack strength: 1
Special: immune to poison, applies poison on hit
Drops: 1 spider eye (1/3 chance)
Tough Silverfish The tough silverfish is the thing stone checks for under its bed at night. It's big, ill-tempered, and downright hard to kill. Good luck killing this thing without alerting even more silverfish, or killing it at all.
Health: 24
Armor: 20
Speed: 70%
Attack strength: 3
Drops: 0-1 flint
Rare drop: 1 iron ingot
Special Skeletons:
Eight new skeletons:
* Brutish
* Fire
* Gatling
* Giant
* Poison
* Sniper
* Spitfire
* Thief
All skeletons have a 1/20 chance to be a baby when spawned and a 5/6 chance to be a wither skeleton when spawned in the Nether.
Brutish Skeleton The brutish skeleton eats nails for breakfast - without any milk. It's the roughest, toughest skeleton around. While it may not technically deal any more damage than a normal skeleton, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
Brutish mobs are the only sources of Pain- and Agony-enchanted weapons.
Health: 40
Armor: 10
Speed: 100%
Attack strength: 2 + weapon damage + Pain I-III
Arrow power: 2 + Agony I-III
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 0-1 flint
Rare drop: 1 iron ingot
Fire Skeleton The fire skeleton burns with the flames of a thousand torches! Its arrows are about just as hot (roughly 823 torches), and it wants to fling them in your face! Its arrows are basically the same as those shot by a bow with the Flame I enchantment because its bow has the Flame I enchantment. Water isn't good for the fire skeleton, and will ultimately kill it. Looks cool with dynamic lighting!
Health: 20
Armor: 0
Speed: 100%
Attack strength: 2 + weapon damage + Fire Aspect I-II
Arrow power: 2 + Flame I
Special: immune to fire, takes damage in water
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 coal (1/3 chance)
Gatling Skeleton The Gatling skeleton is a lean, mean, shooting machine. If you think headbands are cool, you're right, but this goggle-wearing skeleton will blow you away, literally! It fires 1-2 pathetically weak arrows every second, and move at roughly a snail's pace! I would suggest running away.
Health: 40
Armor: 0
Speed: 70%
Attack strength: 4 + weapon damage
Arrow power: 0.5
Special: shoots ridiculously fast
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1-2 arrows, 1 gunpowder (1/3 chance)
Giant Skeleton The giant skeleton is very much like a normal skeleton, only bigger! Giant skeletons are three blocks tall, have double health and deal more damage.
Health: 40
Armor: 0
Speed: 100%
Attack strength: 4 + weapon damage
Arrow power: 4
Special: three blocks tall (four if wither), higher step height
Drops: 1-4 bones, 0-2 arrows (0-1 coal if wither)
Poison Skeleton The poison skeleton is a master of stealth, cunning, and stealing spiders' eyes. It might strike when you least expect it - a single hit from one of its poisonous arrows will poison you! The poison comes from the skeleton's Venom or Poison Aspect enchantment.
This mob is the only source of Poison Aspect- and Venom-enchanted weapons.
Health: 20
Armor: 0
Speed: 100%
Attack strength: 2 + weapon damage + Poison Aspect I
Arrow power: 2 + Venom I-II
Special:
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 spider eye (1/3 chance)
Sniper Skeleton The sniper skeleton uses the awesome power of its headband to see and shoot farther than the puny, non-headbanded skeletons. At least, that's what we assume. We actually have no idea what gives them their good eyesight, considering they don't have eyes, but it works for them.
Health: 20
Armor: 0
Speed: 100%
Attack strength: 4 + weapon damage
Arrow power: 4
Special: +50% attack and aggro range, incredible accuracy
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 0-1 feathers
Spitfire Skeleton The spitfire skeleton looks a lot like a fire skeleton, aside from the fact that it's giant. What do giant fire skeletons do, you ask? Well, they shoot fireballs, of course! The fireballs they shoot are similar to blaze fireballs, but can be deflected if you are paying attention. Watch out!
Health: 40
Armor: 0
Speed: 100%
Attack strength: 4 + weapon damage
Special: shoots fireballs, immune to fire, takes damage in water, three blocks tall, higher step height
Drops: 1-4 bones, 0-2 arrows (0-1 coal if wither), 0-2 fire charges
Thief Skeleton The thief skeleton is ten pounds and eleven ounces of pure evil. Every time it hits you, it'll take whatever you're holding right out of your hands, if it thinks its new snatch is better at killing you than what it was holding, it will throw the old item on the ground. Of course, if it doesn't want the item it steals from you, it throws that on the ground instead.
Health: 20
Armor: 0
Speed: 130%
Attack strength: 2 + weapon damage
Arrow power: 2
Special: makes no passive/footstep sounds, causes you to drop your held item on hit, always can pick up loot, never spawns with a weapon
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 gold nugget (1/3 chance)
Rare drop: 1 Thief's weapon, tool, or armor piece
Special Spiders:
Thirteen new spiders:
* Baby
* Desert
* Flying
* Ghost
* Giant
* Hungry
* Mother
* Pale
* Poison
* Small
* Tough
* Web
* Witch
Baby Spider The baby spider is just absolutely adorable. Smaller than the cave spider, the baby spider can even fit in holes only half a block tall! That being said, its two hearts of health and half-heart attack power make it a very minor threat, even in fairly large numbers - despite its incredible movement speed. It also has the bonus of being rather comedic when ridden by a skeleton.
Health: 4
Armor: 0
Speed: 130%
Attack strength: 1
Special: adorable!
Drops: 0-1 string
Desert Spider The desert spider has had to survive in the harsh desert environment. Naturally, it had to develop an extremely potent poison. While it doesn't hurt anything by itself, a single bite can leave a victim completely incapacitated - multiple bites can ... well, just don't get bitten.
Health: 20
Armor: 0
Speed: 100%
Attack strength: 2
Special: applies nausea, slowness, blindness, and negative resistance on hit
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 leather
Rare drop: 1 Splash Potion of Desert Venom
Flying Spider The flying spider is blue! Also, instead of flying, it leaps vast distances and is immune to fall damage. It will leap at you from twice as far away as a normal spider, and will try to land behind you! Oh, and one more thing: stay very far away from the flying spider jockey.
Health: 16
Armor: 0
Speed: 130%
Attack strength: 2
Special: immune to fall damage, leaps at target
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 feathers
Ghost Spider The ghost spider is not a spider. Technically, it is the ghost of a spider - it burns in daylight and takes damage from health potions, like any other undead creature. They say that ghost spiders were once spiders that got stuck in a mob farm, never made it to the grinder, and doomed to roam the earth endlessly until finally killed. Oh, also they can walk through walls and like to drop onto your head.
Health: 16
Armor: 0
Speed: 120%
Attack strength: 2
Special: undead, burns in daylight, moves through blocks
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 slimeball (1/3 chance)
Giant Spider The giant spider is the opposite of a small spider. It's also really big. It's actually somewhat scary and can take a little more punishment and deal a bit more damage, but it can't fit under single blocks anymore.
Health: 32
Armor: 0
Speed: 100%
Attack strength: 4
Drops: 1-4 string, 1 spider eye (1/3 chance)
Hungry Spider The hungry spider is always in search of food to eat. If it hits you, it will not only take a bite out of your health, but your inventory as well! It eats one stack out of your inventory any time you let it touch you and grows larger and more powerful. Just so you know, your armor slots are part of your inventory, and unlike the familiar hungry zombie, you won't get any of your stuff back until the hungry spider is killed.
Health: 20 + 4 per eaten item
Armor: 0
Speed: 130%
Attack strength: 1 + 1 per eaten item (up to 8 total attack strength)
Special: regenerates health, swallows a random item from your inventory on hit, grows with each eaten item
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 apple (1/3 chance), all non-food swallowed items
Rare drop: 1 Potion of Hunger
Mother Spider The mother spider is the creepiest, crawliest spider on the market. Not only is it big and slimy, but it also regenerates health and spawns several baby spiders when it dies.
Health: 32
Armor: 6
Speed: 100%
Attack strength: 5
Special: regenerates health, spawns 3-6 baby spiders when killed
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 spider egg (1/3 chance)
Rare drop: 1 Partially Digested weapon, tool, or armor piece
Pale Spider The pale spider actually got its name from its poison, not from its slightly paler shell, as you might think. The poison makes its victim extremely weak and pale, leaving it unable to defend itself while the pale spider eats it alive. Gross.
Health: 16
Armor: 15
Speed: 100%
Attack strength: 2
Special: applies weakness II on hit
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 fermented spider eye (1/5 chance)
Poison Spider The poison spider looks just like the cave spider, except for the fact that it's the size of a normal spider. It's also poisonous just like a cave spider, and can spawn without a spawner!
Health: 16
Armor: 0
Speed: 100%
Attack strength: 2
Special: applies poison on hit
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 spider eye again (1/3 chance)
Small Spider The small spider is all the size of the cave spider, and none of the poison! Pretty standard, really. They can fit through one by one holes.
Health: 16
Armor: 0
Speed: 120%
Attack strength: 2
Special: can fit in 1x1 holes
Drops: 0-2 string, 1 spider eye (1/3 chance)
Tough Spider The tough spider is big and, well, tough. Its shell is abnormally hard and can be used as flint, which you will probably need to make a ton of arrows to deal with all the upgraded creepers, skeletons, and spider jockeys. It also hurts a little more when it bites.
Health: 32
Armor: 20
Speed: 70%
Attack strength: 4
Special:
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 flint
Rare drop: 1 iron ingot
Web Spider The web spider likes to wrap its victims up in webs to make sure they can't escape. Of course, it can only wrap things up that it touches, so don't get touched. Their unique markings seem to mimic a creeper's face - we are not quite sure how it developed in that pattern.
Health: 20
Armor: 0
Speed: 120%
Attack strength: 2
Special: places webs on hit
Drops: 1-3 string, 1 spider eye (1/3 chance)
Rare drop: 1 web
Witch Spider The witch spider's attack makes you take more damage than usual. Don't get hit while you're under its effects! Also, our scientists have discovered it seems to have a strange defense against arrows, and discourage shooting at it.
Health: 16
Armor: 0
Speed: 100%
Attack strength: 2
Special: immune to potions, applies negative resistance on hit, reflects arrows
Drops: 0-2 string, 1 spider eye (1/3 chance)
Rare drop: 1 redstone dust, glowstone dust, ghast tear, blaze powder, or magma cream
Special Cave Spiders:
Six new cave spiders:
* Baby
* Flying
* Mother
* Tough
* Web
* Witch
Baby Cave Spider The baby cave spider is just absolutely adorable. Smaller than the average cave spider, the baby cave spider can even fit in holes only half a block tall! That being said, its two hearts of health and half-heart attack power make it a very minor threat, apart from being fast and hard to hit. Beware, in large numbers they will almost certainly poison the life out of you.
Health: 4
Armor: 0
Speed: 130%
Attack strength: 1
Special: adorable!
Drops: 0-1 string
Flying Cave Spider The flying cave spider is blue! Also, instead of flying, it leaps vast distances and is immune to fall damage. It will leap at you from twice as far away as a normal cave spider, and will try to poison your face!
Health: 16
Armor: 0
Speed: 130%
Attack strength: 2
Special: immune to fall damage, leaps at target
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 feathers
Mother Cave Spider The mother cave spider is the terror of the caves. If you thought the regular mother spider was bad, just try to stay away from this. It regenerates health and spawns several baby cave spiders when it dies, which have the tendency to swarm into your socks and bedsheets to bite you and poison you, very quickly ending your life.
Health: 32
Armor: 6
Speed: 100%
Attack strength: 5
Special: regenerates health, spawns 3-6 baby cave spiders when killed
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 cave spider egg (1/3 chance)
Rare drop: 1 Partially Digested weapon, tool, or armor piece
Tough Cave Spider The tough cave spider is big and, well, tough. Its shell is abnormally hard and can be used as flint, which you will probably need to make a ton of arrows to deal with all the upgraded creepers, skeletons, and spider jockeys. It also hurts a little more when it bites.
Health: 32
Armor: 20
Speed: 70%
Attack strength: 4
Special:
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 flint
Rare drop: 1 iron ingot
Web Cave Spider The web cave spider likes to wrap its victims up in webs to make sure they can't escape while their life is sucked away by poison. Of course, it can only wrap things up that it touches, so don't get touched. Their unique markings seem to mimic a creeper's face - we are not quite sure how it developed in that pattern.
Health: 20
Armor: 0
Speed: 120%
Attack strength: 2
Special: places webs on hit
Drops: 1-3 string, 1 spider eye (1/3 chance)
Rare drop: 1 web
Witch Cave Spider The witch cave spider's attack makes you take more damage than usual. Don't get hit while you're under its effects! Also, our scientists have discovered it seems to have a strange defense against arrows, and discourage shooting at it.
Health: 16
Armor: 0
Speed: 100%
Attack strength: 2
Special: immune to potions, applies negative resistance on hit, reflects arrows
Drops: 0-2 string, 1 spider eye (1/3 chance)
Rare drop: 1 redstone dust, glowstone dust, ghast tear, blaze powder, or magma cream
Special Zombies:
Six new zombies:
* Brutish
* Fire
* Fishing
* Giant
* Hungry
* Plague
If a villager is infected by any zombie, it will be the same type of zombie that killed it.
Brutish Zombie The brutish zombie can be found breaking sticks and chewing on rocks in its spare time. Why? Our scientists have yet to determine the reason, but we believe the brutish zombie is just dumb. While it may not technically deal any more damage than a normal zombie, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
Brutish mobs are the only sources of Pain- and Agony-enchanted weapons.
Health: 40
Armor: 12
Speed: 100%
Attack strength: 3 + weapon damage + Pain I-III
Arrow power: 2 + Agony I-III
Drops: 0-2 rotten flesh, 0-1 flint
Rare drop: 1 iron ingot
Fire Zombie The fire zombie is one hot tamale, and will set you on fire if it hits you. Of course, being fiery, its one true kryptonite is water.
Health: 20
Armor: 2
Speed: 100%
Attack strength: 3 + weapon damage + Fire Aspect I-II
Arrow power: 2 + Flame I
Special: immune to fire, takes damage in water
Drops: 0-2 rotten flesh, 1 coal (1/3 chance)
Rare drop: 1 iron ingot, carrot, or potato
Fishing Zombie The fishing zombie enjoys sitting with its friends and fishing the morning away. Also, it uses its fishing rod to reel you in!
Health: 20
Armor: 2
Speed: 90%
Attack strength: 3 + weapon damage
Arrow power: 2
Special: reels target in
Drops: 0-2 rotten flesh, 0-1 raw fish
Rare drop: 1 iron ingot, carrot, or potato
Giant Zombie The giant zombie is very much like a normal zombie, only bigger! Giant zombies are three blocks tall, have double health, deal more damage, and move a bit slower compared to normal zombies.
Health: 40
Armor: 2
Speed: 100%
Attack strength: 5 + weapon damage
Arrow power: 4
Special: three blocks tall, higher step height
Drops: 1-4 rotten flesh
Rare drop: 1 iron ingot, carrot, or potato
Hungry Zombie The hungry zombie has a bottomless stomach - literally. When it hits you, it will eat a random item from your inventory. Of course, since its stomach has no bottom, it will fall right out... assuming it wasn't actual food. Oh, and if you were wondering: yes, your armor slots are part of your inventory.
Health: 30
Armor: 2
Speed: 130%
Attack strength: 3 + weapon damage
Arrow power: 2
Special: regenerates health, eats a random item from your inventory on hit (non-food items are dropped when eaten)
Drops: 0-2 rotten flesh, 1 apple (1/3 chance)
Rare drop: 1 Potion of Hunger
Plague Zombie The plague zombie is the nastiest, grossiest zombie you'll ever see in Minecraft, theoretically speaking. When it hits you, you'll suffer random negative effects, which will stack with each hit. Got milk?
This mob and the plague zombie pigman are the only sources of Plague- and Scourge-enchanted weapons.
Health: 20
Armor: 2
Speed: 130%
Attack strength: 3 + weapon damage + Plague I-III
Arrow power: 2 + Scourge I-III
Drops: 0-2 rotten flesh, 0-1 brown or red mushrooms
Rare drop: 1 iron ingot, carrot, or potato
Special Zombie Pigmen:
Six new zombie pigmen:
* Brutish
* Fishing
* Giant
* Hungry
* Plague
* Vampire
All zombie pigmen have a chance to spawn angered. When angered, zombie pigmen will stare directly at you while they are not walking around.
Brutish Zombie Pigman The brutish zombie pigman enjoys long walks on soul sand beaches and bashing its face into walls repeatedly. According to our scientists, the brutish zombie pigman is one of the dumbest variations you'll find, but makes up for it with brute strength. While it may not technically deal any more damage than a normal zombie pigman, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
Health: 40
Armor: 12
Speed: 100%
Attack strength: 5 + weapon damage
Arrow power: 2
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 flint
Rare drop: 1 iron ingot
Fishing Zombie Pigman The fishing zombie pigman likes fishing. Nobody really knows where they fish, unless lava has fish in it that nobody has ever seen. Usually, they just use their fishing rod to lure in their prey - you!
Health: 20
Armor: 2
Speed: 90%
Attack strength: 5 + weapon damage
Arrow power: 2
Special: reels target in
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 cooked fish
Rare drop: 1 gold ingot
Giant Zombie Pigman The giant zombie pigman is very much like a normal zombie pigman, only bigger! Giant zombie pigmen are three blocks tall, have double health, deal more damage, and move a bit slower compared to normal zombie pigmen.
Health: 40
Armor: 2
Speed: 100%
Attack strength: 7 + weapon damage
Arrow power: 4
Special: three blocks tall, increased step height
Drops: 1-4 rotten flesh, 0-1 gold nuggets
Rare drop: 1 gold ingot
Hungry Zombie Pigman The hungry zombie pigman eats your hard-earned food. Of course in the nether, the chances are that your food came from other zombie pigmen, but the hungry zombie pigman just doesn't care, even though it is often chastized by the other zombie pigmen for being cannibalistic.
Health: 30
Armor: 2
Speed: 130%
Attack strength: 5 + weapon damage
Arrow power: 2
Special: regenerates health, eats a random item from your inventory on hit (non-food items are dropped when eaten)
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 1 apple (1/3 chance)
Rare drop: 1 Potion of Hunger
Plague Zombie Pigman The plague zombie pigman is the kind that inflicts random conditions on you. We don't really know exactly how it inflicts these things on you, but our scientists assure you that you are better off not knowing.
This mob and the plague zombie are the only sources of Plague- and Scourge-enchanted weapons.
Health: 20
Armor: 2
Speed: 130%
Attack strength: 5 + weapon damage + Plague I-III
Arrow power: 2 + Scourge I-III
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 brown or red mushrooms
Rare drop: 1 gold ingot
Vampire Pigman The vampire pigman is unlike any zombie pigman - because it's not a zombie, of course. Through some strange ritual, the vampire pigman has unnaturally prolonged its life far beyond that of the elusive non-zombie pigman. While not too much different otherwise, the vampire pigman is incredibly resistant to anything not made of wood. The good news is that they were all erradicated from the overworld in the great vampire hunt of '76, owed in part to the incredible commonness of wood there. We can't say the same is true for the Nether.
Health: 20
Armor: 2
Speed: 120%
Attack strength: 9 + weapon damage
Arrow power: 4
Special: resistant to weapons not made from wood
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-2 gold ingots
Rare drop: 1 Van Helsing's Wooden Stake
Enchantments:
This mod adds three new enchantments, each with a sword/bow version.
* Pain/Agony
* Plague/Scourge
* Poison Aspect/Venom
Pain (Sword) and Agony (Bow)
Max level: 3
This enchantment causes your attacks or arrows to deal additional damage that bypasses all protections.
Each level adds 1 damage (1/2 heart).
Deals slightly less damage than Sharpness/Power with a lower maximum level, but greatly improves effectiveness against heavily armored or resistant foes.
Plague (Sword) and Scourge (Bow)
Max level: 3
This enchantment causes your attacks or arrows to afflict your target with random, negative potion effects.
Each level applies an extra potion effect per hit.
Possible potion effects are: slowness, nausea, blindness, hunger, weakness, and poison. Keep in mind that nausea, blindness, and hunger only affect players, and poison affects very few hostile mobs, but the combination of slowness and weakness is incredibly powerful.
Poison Aspect (Sword) and Venom (Bow)
Max level: 1 (Sword) / 2 (Bow)
This enchantment causes your attacks or arrows to stack poison on your target, up to poison III.
Each level increases the level of poison applied by a single attack.
While poison III can very quickly sap the health from something, it can't kill and affects very few hostile mobs. However, it can prove very effective at dispatching creepers.
Installation:
* Install Minecraft Forge.
* Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
* Drag this mod's jar into the 'mods' folder.
* Run Minecraft.
* Destroy your new-found adversaries!
Got a mod that makes monsters attack your base? Ever feel a bit spread thin trying to defend all 360 degrees, one degree at a time? Wish your crafting table could walk? Here's the solution: Utility Mobs!
This mod adds additional golems built in the same fashion as vanilla golems, plus turrets, together forming the base of a good defense! Turrets and even certain golems can be upgraded to improve their effectiveness!
Each golem and turret's building "recipe" can be disabled in the properties file! Also, you also can turn your (non-vanilla) golems and turrets hostile towards you! Build a fortress and try to get past your own defenses! The properties file is generated in the 'config' folder in your .minecraft directory.
Info and Previous Versions:
PopularMMOs Mod Showcase - Block Golems! (Part 1 of 3)
PopularMMOs Mod Showcase - Turrets! (Part 2 of 3)
PopularMMOs Mod Showcase - Golems! (Part 3 of 3)
Older Videos: (Still good!)
Vox Populi Mod Spotlight by JAD3N - Golems! (Part 1 of 2)
Vox Populi Mod Spotlight by JAD3N - Turrets! (Part 2 of 2)
oSPARKSoYT Mod Review - Turrets!
CanadianFries Mod Review - Golems!
SkyDoesMinecraft Mod Showcase - Golems!
HuskyMUDKIPZ Mod Showcase! (A buggy version, especially for turrets)
Spookslt Mod Spotlight!
Player Permissions:
Player permissions help determine how the golems introduced in this mod interact with players. Each player has their own set of player permissions, which will show up in a .txt file in your config/UtilityMobs folder, if one has been saved.
Any golem built by a player will use that player's permissions. By default, the owner will start out with all permissions, and nobody else will have any.
You will see and edit your permissions in binary, meaning there will only be 1s (on) and 0s (off).
To turn a permission on, simply put a 1 in the digit that represents the permission (or 0 to turn it off). For example, a player with target and use permission will have a value of 011, while a player with all three permissions will have 111.
Target (001)
Target permission is the most basic permission. If you give this permission to a player, your golems will not attack him or her. In addition, players without this permission can not interact with any of your golems. Basically, if a player lacks this permission, that player might as well not have any permissions.
Use (010)
Use permission grants a player the ability to interact with your golems. This will not grant access to any inventories, but it is generally also required, since most inventories are opened by interacting.
Open (100)
Open permission offers players the ability to open the inventories of and give or take items from your golems. Don't give this permission to just anybody!
Utility Golems:
Seven new golems:
* Stone golem
* Large stone golem
* Obsidian golem
* Armor golem
* Gilded armor golem
* Scarecrow
* Bound soul
Stone Golem The stone golem is the most basic of the most basic ally you can build. Don't expect it to be very smart or strong, but it can easily be mass produced. It won't wander or even look around, it just knows when there's an enemy in range and springs (slowly) into action!
Large Stone Golem The large stone golem is mostly self-explainatory once you know what the stone golem is. It's just a stone golem made with twice as much cobblestone that's a bit tougher! Oh, also, it's bigger.
Obsidian Golem The obsidian golem is just like the large stone golem, but nearly indestructable! It has 50 hearts of health and its armor reduces damage by 80%. Just like non-animated obsidian, it's as annoying as a punch in the face to break, even with diamond tools!
Armor Golem The armor golem is for the modest golem-spender, being made of only half the iron of an iron golem! These guys, er, things are pretty tough and don't take up as much space as iron golems.
Gilded Armor Golem The gilded armor golem is just like your standard armor golem, except that it's made of gold. As everyone could have guessed, they don't deal as much damage as iron ones. They deal half damage, in fact. So what exactly is their claim to fame, you ask? Well, every time they hit a mob, the latent enchantibility of the gold sucks valuable experience orbs out of the mob's brain! It's just a single experience point, but it adds up pretty quickly and you don't have to do anything personally.
Scarecrow The scarecrow is your man with the plan. Your plan, that is. The scarecrow will just follow you around and beat the living tar out of monsters that get near! Just keep in mind that its attack is only as strong as the weapon you give it. Flint and steel and buckets of lava also set mobs on fire! You can always retrieve the weapon from a scarecrow; they don't even accumulate damage on weapons!
Bound Soul The bound soul is made by absorbing souls out of soul sand and bringing them to life with the innate magical properties of a pumpkin, which then takes the form of the spirit captured. Our scientists say the souls that make up soul sand consist entirely of your past lives. Like scarecrows, they need weapons to be effective. Unlike scarecrows, they can also be equipped with armor! An army of bow-wielding souls in diamond armor is probably quite intimidating.
All turrets can accept upgrades! Each turret can only have one at a time, but upgrade items are never consumed and can be swapped will.
Standard upgrade items:
* Diamond
* Iron ingot
* Feather
* Gunpowder
* Slimeball
* Ender pearl
* Spider eye
* Fireball charge
* ???
Diamond
Diamond is used in the internal bow-and-arrow system to sharpen arrows as they are shot, increasing the damage they deal.
Iron Ingot
Iron ingots are used in much the same way as diamond, however it strikes the flint tip of the arrow and sets the arrow on fire, in a similar method to flint and steel, only cooler.
Feather
Ever felt like you needed to move your turret? Well, feathers somehow make them light enough to be pushed around! Just take the feather from them when you're done to lock them in place again (also to make room for a combat upgrade).
Gunpowder
One little pile of gunpowder is somehow enough to provide unlimited explosions from the applied turret's arrows. The way is actually works is an ancient family secret.
Slimeball
Slimeballs apply a layer of goop to arrows shot from turrets with slimeballs in them. This goop is not only disgusting, but slows down mobs that hit by it. The slowing effect is 15% speed reduction for a single hit, but stacks up to 75% from multiple hits within a short time. For some reason, entities that use the new AI system are not affected by potions of slowing, so creepers, skeletons, and zombies are currently unaffected by this upgrade.
Ender Pearl
Ender pearls allow turrets to see ten whole blocks further! This increases the average turret to twenty blocks, and the sniper turret to thirty blocks! While it doesn't offer any accuracy increase with the range, higher level turrets shoot tons of arrows (or are sniper turrets), and make incredible use of this upgrade.
Spider Eye
Spider eyes apply poison to the arrows shot by spider eye turrets. Mobs hit by their arrows will be poisoned, assuming they aren't spiders or undead.
Fireball Charge
Fireball charges are possibly the most destructive upgrade available, if you consider the word "probably" to mean absolutely. The arrows shot not only explode, but set fire to things around the explosions. If they don't immediately destroy themselves or what they are trying to defend, and you are for some reason immune to fire, they are very effective!
???
Turrets with ??? shoot a very unique kind of arrow. If any mob is hit by one of these arrows, it is instantly "killed" but doesn't drop anything or provide experience. Oh, and you have to find this one out for yourself. Happy Easter!
When feathers do not suffice, it is possible to dismantle a turret with shears. A simple right click on a turret will destroy it instantly, greatly improving the drop rate of the turret's base block based on its remaining health, from 33.3% at zero health up to 83.3% at max health. When killed normally, the turret is generally at zero health, so it will have a measly 33.3% chance to drop its base block.
Any turret interaction (shearing or upgrading) requires open permission.
Snow Turret The snow turret is probably an annoyance at best. It's great for pacifists or for humiliating mobs! The attack is the same as a snow golem's, but the turret is sturdier, smarter, and stationary. Only ender pearl and feather upgrades apply to this turret.
Stone Turret The stone turret is your basic, immobile defensive unit. It attacks just like a skeleton, except it's quite a bit smarter, and its arrows will bounce harmlessly off of you, golems, and other turrets! That being said, all arrows shot by turrets have these qualities.
Stone Brick Turret The stone brick turret is just a slightly refined version of the stone turret. It shoots arrows twice as fast! The arrows it shoots also deal half damage, but who's counting?
Obsidian Turret The obsidian turret is your tough turret that won't cop out when the heat is on. It has an abnormally high 50 hearts of health and armor that reduces 80% of the damage it takes. However, it is only as effective as a stone turret, offensively. It's great as a starter turret placed before the map is actually played.
Fireball Turret The fireball turret is like a blaze in your pocket, only it's not in your pocket and it's not a blaze. The fireball turret does, however, shoot fireballs somewhat like a blaze (one at a time, but more often). Thanks to not using arrows, only ender pearl and feather upgrades work on it.
Ghast Turret The ghast turret gets its name from the big, white flying things called ghasts. Why? Because it shoots exploding fireballs just like a ghast does! Be careful not to destroy your own base. Only ender pearl and feather upgrades can be used on it.
Fire Turret The fire turret uses the power of redstone to somehow ignite each and every arrow it shoots! That's about it. Also, it looks pretty spiffy and won't accept iron ingot upgrades.
Sniper Turret The sniper turret has the same base range as a turret with an ender pearl! It's practically got an ender pearl built in, but ender pearls still increase the range by 10 blocks! It fires a little bit slower than the standard turret, but it's very accurate and deals more damage with each arrow!
Shotgun Turret The shotgun turret's philosphy is simple: more is more. Instead of shooting one little arrow, it shoots six arrows with each shot! Who needs accuracy? While hitting an enemy with more than one arrow doesn't increase the damage dealt, the arrows deal more damage than standard arrows. Also, the shotgun turret hates getting confused for a snow turret!
Gatling Turret The Gatling turret is death on a stick! It rains upon its target with two arrows every second (as opposed to one arrow every three seconds)! Sure, it might only deal half-a-heart of damage per hit, but upgrades work nicely and stuff will definitely get hit.
Volley Turret The volley turret looked at the sniper turret and thought, "Need more arrow!" Basically, it's a shotgun turret with the range of a sniper turret, and it attacks pretty pitifully slowly.
Killer Turret The killer turret takes some ideas from the shotgun turret, but it uses magical magic to see everywhere around itself and will shoot an arrow at every single enemy that it can see with each shot! Not only does it attack everything, but its arrows also deal more damage than normal! Every upgrade works to devastating effects when given to a killer turret, be careful with explosives!
Block golems are helpful guys that follow their owner around. Unlike most golems, block golems will teleport to keep up with you. They all have a GUI that will open when you right click them, assuming you have high enough permissions. The owner can right click while sneaking to tell any block golem to sit or stand up, but block golems will also automatically sit down while someone is using them.
Don't worry about losing any items from blocks that hold items - they will all be safely absorbed by the golem. However, I wouldn't suggest turning a furnace into a furnace golem while it is smelting.
Workbench Golem The workbench golem is pretty standard, really. What is it, you might ask? Well, it's basically a workbench with legs and a fashion sense.
Requires use permission to be used.
Furnace Golem The furnace golem will smelt all your things that need smelting, assuming you're willing to pay the price! The fuel price, of course, it's the same as a standard furnace.
Requires open permission to be used.
Anvil Golem The anvil golem acts much like an anvil, only it suffers from severe chronic depression! Also, it can walk.
Requires use permission to be used.
Chest Golem The chest golem is great for those who want to carry a lot of stuff around. Just be careful not to let it die!
Requires open permission to be used.
Trapped Chest Golem The trapped chest golem is basically the same as a chest golem, only it's better at hiding. It tries its best to look just like a chest block when it is told to sit. At some point, it will probably attack players trying to open it without sufficient permissions.
Requires open permission to be used.
Ender Chest Golem The ender chest golem is also like the chest golem, but it uses your ender chest inventory. Also, its use permissions are a bit lighter, since everyone sees their own ender chest inventory.
Requires use permission to be used.
Books:
Targeting Books:
Don't like what your turrets do or do not attack? Then you'll need these books! The books will tell you how to use them, the only thing you need to know is that you can only open them by right clicking a block.
Book + Bone -> Player Permissions
Book + Rotten Flesh -> Mob Target List
Manuals:
Forgot how to build that one thing? Me too!
Introducing: manuals! Simply craft a book with a golem "head" to get an informative manual, which lists all the building recipes and goles that can be made with that head, along with a bit of information about those golems.
Book + Pumpkin -> Golem Manual
Book + Dispenser -> Turret Manual
Book + Ender Pearl -> Turret Upgrades Manual
Book + Skeleton Skull -> Block Golem Manual
Installation:
Video tutorials:
* by oSPARKSoYT.
* by TheConzMen.
-or-
* Install Minecraft Forge.
* Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
* Drag this mod's jar into the 'mods' folder.
* Run Minecraft.
* Defend your fortress!
If you've ever found yourself bored once you mine down to lava because it stops hostile mobs from spawning, then this is the mod for you!
This is a small mod that adds a new hostile monster to the game that spawns in lava and spits fireballs at you.
Lava monsters' spawning conditions can be adjusted in a handy-dandy properties file! The properties file is generated in your .minecraft folder.
Info and Previous Versions:
Mod Spotlight by Sorenus!
Mod Showcase by JackSucksAtMinecraft!
Mod Spotlight by TheNinjaProlog!
Mod Spotlight by TCTNGaming!
Older Videos: (Still good!)
Mod Showcase by MinecrafterFred!
Mod Spotlight by DA BRENDAN! (shows original lava monster texture)
This mod adds lava monsters to your game like the one above.
Lava monsters spawn in lava and spit blaze fireballs at you when you get near them. They are fairly weak (by default), and die in water. They leave a trail of fire beneath their feet when they walk on solid ground.
Lava monsters can drop good things, but usually their drops are destroyed instantly.
The lava monster's spawn conditions are rather picky: they can only spawn in lava that is at least two blocks deep and of those two blocks, at least one must be a lava source block (by default).
Through the properties file (created the first time you run Minecraft with this mod installed), you can make the lava monsters more or less picky, indirectly changing how common they are. In addition, you can change a lot of their stats, such as max health or attack speed.
Properties:
Armor: lava monsters' armor rating (0 - 20).
Health: lava monsters' max health (in half hearts).
Attack windup: how long it takes an attacking lava monster to start shooting fireballs.
Attack shots: the number of fireballs that will be shot with each attack.
Attack spacing: time between each fireball shot in an attack.
Attack cooldown: how long a lava monster waits before it starts winding up again.
Animated texture: setting this to false disables lava monsters' texture animation. If you never want this on, feel free to delete all of the extra textures - there are twenty textures in all, but you will only need the one called "lavaMonster_0".
Nether spawning: when you're constantly overrun by lava monsters in the Nether or prefer to use other mods to enhance your Nether, you can turn their ability to spawn there off.
Depth hazard mode: turns lava monsters into a depth hazard, never appearing above layer 16. Remember, the lava layer is 10, so you'll get a depth hazard either way! This is mostly to prevent lava monsters from annoying the crap out of you if you use a lot of lava in construction.
Flowing lava mode: removes the source block requirement. Lava monsters will still need lava two blocks deep (unless shallow lava mode is on), but that's anywhere lava flows down, even a single block! Your lava flows will leap with life... or death! However you want to look at it!
Shallow lava mode: allows lava monsters to spawn in lava only one block deep, but still requires it to be a source block, unless flowing lava mode is also enabled. Enable this if you want lava monsters spawning in man-made lava pools and moats (which are usually one block deep) or just to make them a bit more common.
Spawn frequency: how often the mod tries to spawn lava monsters - can improve performance and/or increase the rarity of lava monsters!
Installation:
* Install Minecraft Forge.
* Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
* Drag this mod's jar into the 'mods' folder.
* Run Minecraft.
* Be careful!
Texture Pack Support:
* Chaonic Unleashed by Chaonic (built-in!) for Lava Monsters 2.1 and earlier
By downloading or using any of these mods, you are recognize that you are using them at your own risk, and that I do not accept any responsibility for anything in relation to these mods.
Banner:
If you like these mods and would like to support them, or just want a really cool picture, add this text into your signature!
Nope, this is a subpage for my entity mods, since my main page is too long to update now.
I'm working on putting together another subpage before changing up my main page to just link to these pages for the main information and discussion related to the mods here.
as of recently, the utility mobs mod came to my attention (skydoesminecraft sent me lol). i was let down to find it is dependent on forge.
i know, people say "forge is better than modloader," however, not all of us can run forge anymore. for some reason, whenever i try to run minecraft with forge, it gives me a "bad video cards" crash. i know for a fact that it is not a problem with my video cards because my minecraft runs fine without forge. it seems something in forge causes this crash. this is why i choose modloader. this hasnt ever happened to me with forge since about 1.4 so it has nothing to do with improper installation because ive known how to install forge since my early mc days.
because of what i explained above, i would like to suggest that you update a version of your mods for modloader too. i understand that it will take some extra time because it is harder to code things for modloader, but, as i said above, some of us are incapable of running forge. it is possible to have a version of the mod for forge and another for modloader as ive seen it myself with other mods. if anybody enjoys doctor who, then take a look at the daleks mod; this mod serves as a perfect example for a mod with a version for forge and another version for modloader.
thank you for reading my comment, and please consider what i said above about forge.
once again, thank you
as of recently, the utility mobs mod came to my attention (skydoesminecraft sent me lol). i was let down to find it is dependent on forge.
i know, people say "forge is better than modloader," however, not all of us can run forge anymore. for some reason, whenever i try to run minecraft with forge, it gives me a "bad video cards" crash. i know for a fact that it is not a problem with my video cards because my minecraft runs fine without forge. it seems something in forge causes this crash. this is why i choose modloader. this hasnt ever happened to me with forge since about 1.4 so it has nothing to do with improper installation because ive known how to install forge since my early mc days.
because of what i explained above, i would like to suggest that you update a version of your mods for modloader too. i understand that it will take some extra time because it is harder to code things for modloader, but, as i said above, some of us are incapable of running forge. it is possible to have a version of the mod for forge and another for modloader as ive seen it myself with other mods. if anybody enjoys doctor who, then take a look at the daleks mod; this mod serves as a perfect example for a mod with a version for forge and another version for modloader.
thank you for reading my comment, and please consider what i said above about forge.
once again, thank you
I thought I saw something about that being fixed, but I must be wrong if you already tried the latest version.
I have always wanted to keep my ModLoader compatibility; it is possible, of course, but I unfortunately do not have the resources available to develop everything twice.
And I have not seen that mod. It actually looks pretty awesome, unlike all the other Doctor Who mods I've seen (granted, I think they have all been extremely early in development).
Thank you for your interest. Forge may be fixed and the official modding API will be released (probably sooner than it would take me to reconvert all my mods to ModLoader, anyway), though, so it will all work out eventually!
Looks like the 1.5.1 update did break it. I'm getting the dreaded black screen after the Mojang splash screen. The ForgeModLoader-client-0.log file shows: "2013-03-23 11:17:54 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.VerifyError: (class: toast/utilityMobs/_UtilityMobs, method: hitEffect signature: (Ltoast/utilityMobs/EntitySpecialArrow;Lnet/minecraft/entity/Entity;)V) Incompatible argument to function". Note that this is after installing an updated version of Minecraft Forge, v 7.7.0.605, to support 1.5.1.
Looks like the 1.5.1 update did break it. I'm getting the dreaded black screen after the Mojang splash screen. The ForgeModLoader-client-0.log file shows: "2013-03-23 11:17:54 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.VerifyError: (class: toast/utilityMobs/_UtilityMobs, method: hitEffect signature: (Ltoast/utilityMobs/EntitySpecialArrow;Lnet/minecraft/entity/Entity;)V) Incompatible argument to function". Note that this is after installing an updated version of Minecraft Forge, v 7.7.0.605, to support 1.5.1.
Darn. Oh well, I'm working on getting my development environment to actually be in 1.5.1. I got Forge and MCP for 1.5.1 and when it all decompiled, Minecraft said it was 1.5. >.>
Is there a way just to get the golems and disable the turrets?
You have to disable them in the config file. Setting _turret_build to false will disable all turrets; you can also disable each turret individually, if you want.
i am sondrex but you can call me sondrex76 if somebody know a forum admin can you tell me i realy want to talk with them about why i got banned for no reason at all.
weird. it will not work with elemental creepers, replacing mobs such as cookie creeper or magma creeper with mobs such scarecrow or obsidian golem. help?
weird. it will not work with elemental creepers, replacing mobs such as cookie creeper or magma creeper with mobs such scarecrow or obsidian golem. help?
Huh? I don't know how that could happen. I'd recommend using the creepers in Special Mobs instead.
It seems that some mod hostile enitites only respond to players, so the turrets and golems just own them but otherwise, extremely great mod! maybe soon you'll add a GUI to the turrets so people can know what upgrade they have without taking it out first. The turret and golem manual was a very good addition, btw. I no longer need to bookmark this page just so I know how to make them
It seems that some mod hostile enitites only respond to players, so the turrets and golems just own them but otherwise, extremely great mod! maybe soon you'll add a GUI to the turrets so people can know what upgrade they have without taking it out first. The turret and golem manual was a very good addition, btw. I no longer need to bookmark this page just so I know how to make them
Thank you! And yeah, that all started when they made vanilla zombies only attack players and villagers.
I don't really want to make a GUI, but I was thinking about making an item that tells you what it is with a right click. Maybe I'll put in an upgrade manual and make that the item. Glad you appreciate the manuals, too!
Wait, so if I want to disable for example the obsidian golem, then I set the true to false right? (Just making sure Ive never went through mod configs before :P)
obsidiangolem {
B:turrets=true<---(change to false?)
}
Yeah, that's right.
It kinda depends on the version you're using, though. When I first updated Utility Mobs to 1.4.7, I forgot that Forge flipped the config variables a while back, so the config is pretty funky. I think I fixed it in the latest update, so if you have that one, I would suggest deleting your config and restarting Minecraft (since you'll have a category for every golem and turret and none of them will do anything; the new version should just have three categories).
Is 1.5.1 still broken? I'm receiving this error message.
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: toast.utilityMobs._UtilityMobs
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:512)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:407)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: toast.utilityMobs._UtilityMobs
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:446)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:502)
... 5 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Mac OS X (i386) version 10.8.3
Java Version: 1.6.0_43, Apple Inc.
Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode), Apple Inc.
Memory: 491039168 bytes (468 MB) / 550305792 bytes (524 MB) up to 1070399488 bytes (1020 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 Optifine OptiFine_1.5.1_HD_B1 7 mods loaded, 7 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
iDiamondhunter [More Bows mod] (More bows Forge 1.5.1_01.jar) Unloaded->Constructed
MoreFurnaces [More Furnaces] (moreFurnaces_1) Unloaded->Constructed
SpecialMobs [Special Mobs] (specialMobs) Unloaded->Errored
UtilityMobs [Utility Mobs] (utilityMobs) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 2400 OpenGL Engine GL version 2.1 ATI-8.10.44, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Is 1.5.1 still broken? I'm receiving this error message.
<snip>
I have no idea what is causing that error. It seems to only happen on Mac OS X from what I've seen, which is really making it hard for me to fix.
I'll look through the code again to see if I can spot anything.
1.7.10
Also check out my main mod page for more mods and a look at what's coming next!
For the latest news, sneak peeks, and info about updates, shoot me a follow on the Twitter (@father_toast).
Welcome to my mob mods page! This page covers all the details and screenshots for my entity-based mods.
Special Mobs and Lava Monsters are aimed at making your life more miserable, but do come with their own rewards, more or less.
Utility Mobs makes the game easier, sorta. It's made to be used with a mod that makes mobs attack bases or something like that.
Special Mobs
Have you ever felt that your Minecraft monsters lacked variety? Randomized textures not enough? Well, we have the solution! Introducing: the Special Mobs mod!
In short, this mod introduces variants to your default Minecraft mods, such as creepers with fiery explosions, skeletons that shoot poisoned arrows, and zombies that reel you in with fishing rods! In addition, it makes many minor tweaks to vanilla mobs, such as giving baby monsters drops and making endermen drop their held block on death.
Each mob added by this mod has an adjustable rate that affects how common it is, from never appearing to being the only mob that ever appears! The properties file is generated in the 'config' folder in your .minecraft directory.
Info and Previous Versions:
Mod Showcase by TheAtlanticCraft!
Older Videos: (Still good!)
Special Mobs adds a number of variant mobs. However, it also provides many other tweaks to provide more variation in your mobs with a high level of customization!
Features (each feature can be independently modified or disabled):
* Mob variants with different abilities, effects, sizes, and AI.
* Adds special creepers to the Nether and End dimensions.
* Adds ghast mounts to the overworld dimension.
* A couple new enchantments only found on mob drops.
* Chance for zombies and skeletons to hold bows.
* Spiders and zombie pigmen have a chance to be aggressive.
* Chance for silverfish to call other silverfish when spawned.
* Randomized mob sizes (visual effect only).
* Allows you to customize the chance for zombies to infect villagers.
* Skeletons can spawn as babies, just like vanilla zombies can.
* Baby hostile mobs drop items and experience.
* Creepers can spawn already charged, as long as it is thundering.
* Endermen drop the blocks they are holding upon death.
* Option to disable enderman griefing entirely.
For more information on any of these features, read in the spoilers below!
Mobs:
Special Mobs makes various changes to mobs in general. All mobs with variants have their vanilla counterparts replaced by slightly altered versions by default. This allows the following changes to all mobs that can have special versions:
* Mobs are rendered at randomized sizes (visual effect only).
* Any mob can have any rate of natural regeneration, as determined by the mob's NBT data.
In addition to the effects it has on all monsters, it allows certain changes to specific mobs:
* Skeletons can spawn as babies, can spawn with swords.
* Zombies can use and spawn with bows, have configurable villager infection chance, and infected villagers become the same type of zombie that infected them.
* Creepers can spawn already charged during thunderstorms.
* Endermen drop the block they are carrying on death, their griefing can also be outright disabled.
* Zombie pigmen can use and spawn with bows, can spawn already angered (will stare directly at you when not moving).
* Spiders and cave spiders can spawn aggressive in daylight (will stare directly at you when not moving).
* Silverfish can spawn already calling for reinforcements.
For compatibility reasons, the replacement of vanilla versions can be disabled for any mob type, but the above changes will then only affect the "special" variants of those mobs.
This mod also adds different mobs into each dimension by default. It adds fire creepers to the Nether, ender creepers to the End, and mini ghasts (melee ghasts that like to be ridden by hostile mobs) to the overworld.
See the spoilers below for information on the specific variants of mobs.
Special Creepers:
Twelve new creepers:
* Armor
* Dark
* Death
* Dirt
* Doom
* Drowning
* Ender
* Fire
* Jumping
* Lightning
* Mini
* Splitting
All creepers have a chance to spawn charged during thunderstorms.
Armor Creeper The armor creeper is your standard, yellow creeper wearing a cute armored vest and little booties! It has a fair amount of armor and 15 hearts of health, but is otherwise the same as a normal creeper.
Health: 30
Armor: 10
Speed: 100%
Explosion size: 3 (6 charged)
Drops: 0-2 gunpowder, 0-1 leather
Dark Creeper The dark creeper is very sensitive to light, so it focuses its explosion on destroying any surrounding sources of light, probably destroying them. Legend has it that a charged dark creeper could make a blast so powerful, it could destroy the sun itself. Oddly enough, their own face is a light source, which is probably why they are always in a bad mood.
Health: 20
Armor: 6
Speed: 100%
Explosion size: 3 (6 charged)
Special: explosion only damages light sources within 12 (24 charged) blocks
Drops: 0-2 gunpowder, 1-8 torches (1/3 chance)
Rare drop: 1 Potion of Night Vision
Death Creeper The death creeper is overflowing with gunpowdery goodness, making its explosion even larger than a block of TNT! With all that gunpowder spewing from its pores, you'd think it would explode if you lit it on fire, and it does! Be careful.
Health: 20
Armor: 0
Speed: 120%
Explosion size: 5 (10 charged)
Special: explodes when set on fire
Drops: 1-5 gunpowder
Rare drop: 1 TNT
Dirt Creeper The dirt creeper covers itself in mud. You'd think it would cover itself in dirt, considering its name and all, but the creeper's name, "dirt", is actually derived from the testificate word "dehrp", which roughly means "poop". Also, our scientists say that dirt doesn't stick to things very well. Completely unrelated to these facts, the dirt creeper creates a glob of dirt instead of destroying the landscape.
Health: 20
Armor: 6
Speed: 100%
Explosion size: 3 (6 charged)
Special: can't be set on fire, explosion places dirt instead of destroying blocks
Drops: 0-2 gunpowder, 0-1 dirt, 1 bread (1/3 chance)
Doom Creeper The doom creeper knows it's doomed, so it has rigged itself to also explode if it dies! When killed, its explosion is weakened and does not destroy any blocks, but will explode like a normal creeper otherwise. Even with the dampened explosion, not much is left of the doom creeper after it dies, usually just shattered bones and sandness.
Health: 20
Armor: 0
Speed: 100%
Explosion size: 3 (6 charged)
Special: explodes when killed (30% smaller explosion, no block damage)
Drops: 0-2 gunpowder, 1 bone (1/3 chance)
Rare drop: 1 ghast tear
Drowning Creeper The drowning creeper, despite its name, actually can't drown. It gets its name from its rather "peculiar" explosion. Instead of destroying blocks like most creepers, it fills a rather large area with water and encases it in a shell to drown its victims. After many years of testing, our scientists have concluded that this makes a terribly horrible mess to clean up in almost any circumstance.
Health: 40
Armor: 0
Speed: 100%
Explosion size: 3 (6 charged)
Special: can't be set on fire, breathes under water, explosion places water and a "shell" instead of destroying blocks
Drops: 0-2 gunpowder, 1 bucket (1/3 chance)
Rare drop: 1 Diving Helmet
Ender Creeper The Ender creeper is the epitome of evil. It teleports around and steals candy from babies, then explodes in your face. Like endermen, the ender creeper doesn't take kindly to being looked at. If you value your life, I would suggest wearing a pumpkin on your head and avoiding these guys.
These may also be found in the End.
Health: 40
Armor: 0
Speed: 120%
Explosion size: 3 (6 charged)
Special: teleports, takes damage in water, only attacks when looked at
Drops: 0-2 gunpowder, 0-1 ender pearls
Rare drop: 1 Whip of Destruction
Fire Creeper The fire creeper is immune to fire, lava, and lightning, but water prevents it from exploding while slowly killing it. It also makes a lot of fire when it explodes! Wooden people and houses beware!
These may also be found in the Nether.
Health: 20
Armor: 0
Speed: 100%
Explosion size: 3 (6 charged)
Special: immune to fire, takes damage in water, can't explode in water, fiery explosion
Drops: 0-2 gunpowder, 0-1 fire charges, 1 coal (1/3 chance)
Rare drop: 1 unbreaking flint and steel
Jumping Creeper The jumping creeper will jump ridiculously high and attack from above! It has a habit of being immune to falling damage and exploding harmlessly in the air above you, but don't count on that second one.
Jumping creepers often drop glowstone dust, and will rarely also drop gunpowder.
Health: 20
Armor: 0
Speed: 130%
Explosion size: 3 (6 charged)
Special: immune to fall damage, leaps at target
Drops: 0-2 gunpowder, 1 slimeball (1/3 chance)
Rare drop: 1 Potion of Jumping
Lightning Creeper The lightning creeper is much like any run-of-the-mill creeper with beautiful blue skin ? except it causes lightning to strike when it explodes! The actual explosion is pitiful when uncharged, but the lightning will charge other creepers if they are nearby! It does not take damage from lightning and, when charged, its explosion size is that of a normal charged creeper! Ouch!
Health: 20
Armor: 0
Speed: 100%
Explosion size: 1 (6 charged)
Special: immune to fire, explosion causes lightning
Drops: 0-2 gunpowder, 0-1 redstone dust
Mini Creeper The mini creeper is just too cute! It is quick like baby zombies and skeletons, but unlike them, it actually has a smaller hitbox and will run straight for you through 1 by 1 holes. Thankfully, it only holds half as much explosive power as its larger relatives, making it much less deadly.
Health: 20
Armor: 0
Speed: 130%
Explosion size: 1.5 (3 charged)
Special: adorable!
Drops: 0-2 gunpowder
Splitting Creeper The splitting creeper is not technically a single creeper, but compound organism consisting of several mini creepers fused together. We are not exactly sure how they are combined, but we do know that ripping them apart releases a lot of energy, similar to the blast of a normal creeper. Apparently, wedging apart some of the creepers by say, shooting an arrow at them, causes a chain reaction, splitting them all apart.
Health: 40
Armor: 0
Speed: 100%
Explosion size: 3 (6 charged)
Special: explodes when hit by a ranged attack, explodes into 3-6 (6-9 charged) mini creepers
Drops: 0-4 gunpowder
Special Endermen:
Seven new endermen:
* Blinding
* Cursed
* Icy
* Lightning
* Mini
* Mirage
* Thief
All endermen drop the block they are carrying when killed.
Blinding Enderman The blinding enderman will blind you when it gets near, making it difficult to see where it's attacking from, and impossible to sprint or score a critical hit. Watch your step!
Health: 40
Armor: 0
Speed: 100%
Attack strength: 7
Special: blinds you when nearby
Drops: 0-1 ender pearls, 0-1 ink sacs
Cursed Enderman The cursed enderman is cursed to spread curses! If you are hit by one, your attack power and mining speed will go down for a fairly long while. What's worse is, the more you are hit by the cursed enderman, the stronger the curse becomes! Of course, as everyone knows, drinking milk will completely purge you of any curse, no matter how strong it is.
Health: 60
Armor: 0
Speed: 100%
Attack strength: 7
Special: stacks weakness and mining fatigue on hit
Drops: 0-1 ender pearls, 1 gunpowder, sugar, spider eye, fermented spider eye, or glistering melon (1/3 chance)
Icy Enderman The icy enderman will freeze you solid if it touches you! Well, almost; you move 90% slower for a couple seconds. Be careful, since getting hit by one of these will make you a sitting duck. Or a frozen duck. According to our scientists, icy endermen are the reason ducks went extinct thousands of years ago.
Health: 40
Armor: 10
Speed: 100%
Attack strength: 7
Special: can't be set on fire, applies slowness VI on hit
Drops: 0-1 ender pearls, 1-8 snowballs (1/3 chance)
Rare drop: 1 ice block
Lightning Enderman The lightning enderman smites you down with lightning if you let it touch you! Naturally, it's immune to lightning, otherwise it wouldn't be very effective at living. It also has a habit of teleporting when it hits you, which makes it just a bit harder for you to retaliate.
Health: 40
Armor: 0
Speed: 100%
Attack strength: 7
Special: immune to fire, summons lightning on hit
Drops: 0-1 ender pearls, 0-1 redstone dust
Rare drop: 1 Lightning Rod
Mini Enderman The mini enderman goes through its whole life facing adversity. Always picked last for enderball in school and always picked up and placed in random locations by the normal-sized endermen, the mini enderman is a testament to true willpower and perserverance. Also, it's tiny and cute!
Health: 40
Armor: 0
Speed: 130%
Attack strength: 5
Special: adorable!
Drops: 0-1 ender pearls
Mirage Enderman The mirage enderman is just like any ordinary enderman, except for one thing: it creates mirror images when it teleports! Any time the mirage enderman teleports, it creates a mirror image that will either take the mirage enderman's place or teleport instead of the mirage enderman! Mirror images only live for ten seconds, can't deal damage or make more mirror images, and will vanish if you touch them, but will probably mess with your head.
Health: 60
Armor: 0
Speed: 100%
Attack strength: 7
Special: creates illusionary copies of itself
Drops: 0-1 ender pearls, 1 silverfish block (1/3 chance)
Rare drop: 1 Ender Scythe
Thief Enderman The thief enderman is not so interested in worldly possessions as the common thief skeleton. Instead, the thief enderman feeds on your positional energy through some freaky fourth dimensional stuff. We don't recommend testing this for yourself, as we have already lost several researchers. We found them later, of course, but they turned up in completely random locations.
Health: 40
Armor: 0
Speed: 130%
Attack strength: 7
Special: randomly teleports target on hit
Drops: 1-2 ender pearls
Rare drop: 1 Ender armor piece
Special Ghasts:
Seven new ghasts:
* Baby
* Faint
* Fighter
* King
* Mini
* Queen
* Unholy
Baby Ghast The baby ghast is small. If you think it got its name from its size, you're wrong. It's just a baby. As everyone knows, a baby ghast can't shoot fireballs, so it will fly towards you to try and sting you. Fortunately for you, it doesn't hurt all that much.
Health: 10
Armor: 0
Speed: 150%
Attack strength: 2
Special: adorable!
Drops: 0-1 gunpowder
Faint Ghast The faint ghast is a normal ghast that has almost completely faded from the world. As such, it is almost completely unaffected by the world, allowing it to move freely through blocks to eat your face off. Despite this, we were able to defeat them, but could only recover small amounts of residue to experiment with.
Health: 10
Armor: 0
Speed: 120%
Attack strength: 4
Special: undead, moves through blocks
Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 slimeballs
Rare drop: 1 Potion of Shadow
Fighter Ghast The fighter ghast is very small for a full-grown ghast. Naturally, it has developed small-ghast syndrome, and prefers to beat the snot out of your face instead of shooting fireballs from a distance. The fighter ghast has quite a bit of health and slight armor, and deals a fair amount of damage when it hits you.
Health: 30
Armor: 6
Speed: 130%
Attack strength: 8
Drops: 0-2 gunpowder, 0-1 ghast tears, 1 iron ingot (1/3 chance)
King Ghast The king ghast is big, bad, and a very fair king (which is why you never see ghasts fighting each other). It has substantial health and armor and regenerates health over time. In addition, the fireballs it shoots are larger, and roughly equivalent to flying fire creepers.
Health: 40
Armor: 10
Speed: 60%
Explosion size: 2
Special: regenerates health
Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 gold ingots, 1 emerald (1/3 chance)
Rare drop: 1 King's Crown
Mini Ghast The mini ghast, not to be confused with the baby ghast, has an odd mutualistic relationship with surface-dwelling monsters. The mini ghast will pick up almost any mob and fly around with it, becoming a flying mount, which 9 out of 10 of our dentists agree are more terrifying than spider mounts. The tenth one had severe arachnophobia.
These may also be found in the overworld.
Health: 10
Armor: 0
Speed: 100%
Attack strength: 4
Special: picks up hostile monsters
Drops: 0-2 gunpowder, 0-1 ghast tears (does not drop in overworld)
Queen Ghast The queen ghast is somewhat like a flying hive, only it's a ghast and shoots fireballs. When it sees you, it will start spawning baby ghasts to attack you. Once it has released all of its babies, it will start shooting fireballs at you instead. Also, it regenerates!
Health: 40
Armor: 6
Speed: 30%
Explosion size: 2
Special: regenerates health, spawns baby ghasts to attack and on death
Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 gold ingots, 1 emerald (1/3 chance), 1 ghast egg (1/3 chance)
Unholy Ghast The unholy ghast is your average, every day, weak ghast variant. Okay, just kidding - the unholy ghast has an unholy resistance to every kind of damage, unless you strike it with a smiting weapon. Attempting to face this freak of nature with anything other than a smiting weapon is ill-advised.
Health: 10
Armor: 0
Speed: 120%
Attack strength: 6
Special: undead, resistant to weapons without the Smite enchantment
Drops: 0-2 gunpowder, 0-1 ghast tears, 0-2 gold ingots
Rare drop: 1 Excalibur
Special Silverfish:
Five new silverfish:
* Blinding
* Fishing
* Flying
* Poison
* Tough
All silverfish have a chance to spawn already calling for reinforcements.
Blinding Silverfish The blinding silverfish is gross, hairless, and comparatively odd-looking. These special silverfish spit ink out of their eyes right into your eyes - gross. Supposedly, they also will nibble at your toes when you're not looking.
Health: 8
Armor: 0
Speed: 100%
Attack strength: 1
Special: applies blindness on hit
Drops: 1 ink sac (1/3 chance)
Fishing Silverfish The fishing silverfish is a part-time fisher and a full-time jerk. They say it gets its beautiful red and white coloring from the peppermint candies it steals from children. Of course, when fighting, it is just as much of a jerk as usual - it will fling its fishing-hook-like appendage at you and pull you closer. By itself it's not that much of a threat, but when it pulls you off a ledge or into a swarm of other silverfish, you'll notice how much you despise it.
Health: 8
Armor: 0
Speed: 90%
Attack strength: 1
Special: reels target in
Drops: 1 raw fish (1/3 chance)
Flying Silverfish The flying silverfish does just what you think it would! Well, kinda what you think it would. Our scientists have discovered that these silverfish have small webbings between their legs, allowing them to glide short distances. In addition, they have much more powerful legs than normal, allowing them to move quickly and leap a long distance.
Health: 8
Armor: 0
Speed: 130%
Attack strength: 1
Special: immune to fall damage, leaps at target
Drops: 1 feather (1/3 chance)
Poison Silverfish The poison silverfish is friendly, in the sense that it's very unfriendly. This breed of silverfish is venomous - a single bite from a poison silverfish is enough to deliver a rather uncomfortable amount of poison into you. They say the only way to kill a poison silverfish is with its own poison, but that's just a common misconception, they are actually completely immune to poison.
Health: 8
Armor: 0
Speed: 100%
Attack strength: 1
Special: immune to poison, applies poison on hit
Drops: 1 spider eye (1/3 chance)
Tough Silverfish The tough silverfish is the thing stone checks for under its bed at night. It's big, ill-tempered, and downright hard to kill. Good luck killing this thing without alerting even more silverfish, or killing it at all.
Health: 24
Armor: 20
Speed: 70%
Attack strength: 3
Drops: 0-1 flint
Rare drop: 1 iron ingot
Special Skeletons:
Eight new skeletons:
* Brutish
* Fire
* Gatling
* Giant
* Poison
* Sniper
* Spitfire
* Thief
All skeletons have a 1/20 chance to be a baby when spawned and a 5/6 chance to be a wither skeleton when spawned in the Nether.
Brutish Skeleton The brutish skeleton eats nails for breakfast - without any milk. It's the roughest, toughest skeleton around. While it may not technically deal any more damage than a normal skeleton, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
Brutish mobs are the only sources of Pain- and Agony-enchanted weapons.
Health: 40
Armor: 10
Speed: 100%
Attack strength: 2 + weapon damage + Pain I-III
Arrow power: 2 + Agony I-III
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 0-1 flint
Rare drop: 1 iron ingot
Fire Skeleton The fire skeleton burns with the flames of a thousand torches! Its arrows are about just as hot (roughly 823 torches), and it wants to fling them in your face! Its arrows are basically the same as those shot by a bow with the Flame I enchantment because its bow has the Flame I enchantment. Water isn't good for the fire skeleton, and will ultimately kill it. Looks cool with dynamic lighting!
Health: 20
Armor: 0
Speed: 100%
Attack strength: 2 + weapon damage + Fire Aspect I-II
Arrow power: 2 + Flame I
Special: immune to fire, takes damage in water
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 coal (1/3 chance)
Gatling Skeleton The Gatling skeleton is a lean, mean, shooting machine. If you think headbands are cool, you're right, but this goggle-wearing skeleton will blow you away, literally! It fires 1-2 pathetically weak arrows every second, and move at roughly a snail's pace! I would suggest running away.
Health: 40
Armor: 0
Speed: 70%
Attack strength: 4 + weapon damage
Arrow power: 0.5
Special: shoots ridiculously fast
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1-2 arrows, 1 gunpowder (1/3 chance)
Giant Skeleton The giant skeleton is very much like a normal skeleton, only bigger! Giant skeletons are three blocks tall, have double health and deal more damage.
Health: 40
Armor: 0
Speed: 100%
Attack strength: 4 + weapon damage
Arrow power: 4
Special: three blocks tall (four if wither), higher step height
Drops: 1-4 bones, 0-2 arrows (0-1 coal if wither)
Poison Skeleton The poison skeleton is a master of stealth, cunning, and stealing spiders' eyes. It might strike when you least expect it - a single hit from one of its poisonous arrows will poison you! The poison comes from the skeleton's Venom or Poison Aspect enchantment.
This mob is the only source of Poison Aspect- and Venom-enchanted weapons.
Health: 20
Armor: 0
Speed: 100%
Attack strength: 2 + weapon damage + Poison Aspect I
Arrow power: 2 + Venom I-II
Special:
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 spider eye (1/3 chance)
Sniper Skeleton The sniper skeleton uses the awesome power of its headband to see and shoot farther than the puny, non-headbanded skeletons. At least, that's what we assume. We actually have no idea what gives them their good eyesight, considering they don't have eyes, but it works for them.
Health: 20
Armor: 0
Speed: 100%
Attack strength: 4 + weapon damage
Arrow power: 4
Special: +50% attack and aggro range, incredible accuracy
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 0-1 feathers
Spitfire Skeleton The spitfire skeleton looks a lot like a fire skeleton, aside from the fact that it's giant. What do giant fire skeletons do, you ask? Well, they shoot fireballs, of course! The fireballs they shoot are similar to blaze fireballs, but can be deflected if you are paying attention. Watch out!
Health: 40
Armor: 0
Speed: 100%
Attack strength: 4 + weapon damage
Special: shoots fireballs, immune to fire, takes damage in water, three blocks tall, higher step height
Drops: 1-4 bones, 0-2 arrows (0-1 coal if wither), 0-2 fire charges
Thief Skeleton The thief skeleton is ten pounds and eleven ounces of pure evil. Every time it hits you, it'll take whatever you're holding right out of your hands, if it thinks its new snatch is better at killing you than what it was holding, it will throw the old item on the ground. Of course, if it doesn't want the item it steals from you, it throws that on the ground instead.
Health: 20
Armor: 0
Speed: 130%
Attack strength: 2 + weapon damage
Arrow power: 2
Special: makes no passive/footstep sounds, causes you to drop your held item on hit, always can pick up loot, never spawns with a weapon
Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 gold nugget (1/3 chance)
Rare drop: 1 Thief's weapon, tool, or armor piece
Special Spiders:
Thirteen new spiders:
* Baby
* Desert
* Flying
* Ghost
* Giant
* Hungry
* Mother
* Pale
* Poison
* Small
* Tough
* Web
* Witch
Baby Spider The baby spider is just absolutely adorable. Smaller than the cave spider, the baby spider can even fit in holes only half a block tall! That being said, its two hearts of health and half-heart attack power make it a very minor threat, even in fairly large numbers - despite its incredible movement speed. It also has the bonus of being rather comedic when ridden by a skeleton.
Health: 4
Armor: 0
Speed: 130%
Attack strength: 1
Special: adorable!
Drops: 0-1 string
Desert Spider The desert spider has had to survive in the harsh desert environment. Naturally, it had to develop an extremely potent poison. While it doesn't hurt anything by itself, a single bite can leave a victim completely incapacitated - multiple bites can ... well, just don't get bitten.
Health: 20
Armor: 0
Speed: 100%
Attack strength: 2
Special: applies nausea, slowness, blindness, and negative resistance on hit
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 leather
Rare drop: 1 Splash Potion of Desert Venom
Flying Spider The flying spider is blue! Also, instead of flying, it leaps vast distances and is immune to fall damage. It will leap at you from twice as far away as a normal spider, and will try to land behind you! Oh, and one more thing: stay very far away from the flying spider jockey.
Health: 16
Armor: 0
Speed: 130%
Attack strength: 2
Special: immune to fall damage, leaps at target
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 feathers
Ghost Spider The ghost spider is not a spider. Technically, it is the ghost of a spider - it burns in daylight and takes damage from health potions, like any other undead creature. They say that ghost spiders were once spiders that got stuck in a mob farm, never made it to the grinder, and doomed to roam the earth endlessly until finally killed. Oh, also they can walk through walls and like to drop onto your head.
Health: 16
Armor: 0
Speed: 120%
Attack strength: 2
Special: undead, burns in daylight, moves through blocks
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 slimeball (1/3 chance)
Giant Spider The giant spider is the opposite of a small spider. It's also really big. It's actually somewhat scary and can take a little more punishment and deal a bit more damage, but it can't fit under single blocks anymore.
Health: 32
Armor: 0
Speed: 100%
Attack strength: 4
Drops: 1-4 string, 1 spider eye (1/3 chance)
Hungry Spider The hungry spider is always in search of food to eat. If it hits you, it will not only take a bite out of your health, but your inventory as well! It eats one stack out of your inventory any time you let it touch you and grows larger and more powerful. Just so you know, your armor slots are part of your inventory, and unlike the familiar hungry zombie, you won't get any of your stuff back until the hungry spider is killed.
Health: 20 + 4 per eaten item
Armor: 0
Speed: 130%
Attack strength: 1 + 1 per eaten item (up to 8 total attack strength)
Special: regenerates health, swallows a random item from your inventory on hit, grows with each eaten item
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 apple (1/3 chance), all non-food swallowed items
Rare drop: 1 Potion of Hunger
Mother Spider The mother spider is the creepiest, crawliest spider on the market. Not only is it big and slimy, but it also regenerates health and spawns several baby spiders when it dies.
Health: 32
Armor: 6
Speed: 100%
Attack strength: 5
Special: regenerates health, spawns 3-6 baby spiders when killed
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 spider egg (1/3 chance)
Rare drop: 1 Partially Digested weapon, tool, or armor piece
Pale Spider The pale spider actually got its name from its poison, not from its slightly paler shell, as you might think. The poison makes its victim extremely weak and pale, leaving it unable to defend itself while the pale spider eats it alive. Gross.
Health: 16
Armor: 15
Speed: 100%
Attack strength: 2
Special: applies weakness II on hit
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 fermented spider eye (1/5 chance)
Poison Spider The poison spider looks just like the cave spider, except for the fact that it's the size of a normal spider. It's also poisonous just like a cave spider, and can spawn without a spawner!
Health: 16
Armor: 0
Speed: 100%
Attack strength: 2
Special: applies poison on hit
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 spider eye again (1/3 chance)
Small Spider The small spider is all the size of the cave spider, and none of the poison! Pretty standard, really. They can fit through one by one holes.
Health: 16
Armor: 0
Speed: 120%
Attack strength: 2
Special: can fit in 1x1 holes
Drops: 0-2 string, 1 spider eye (1/3 chance)
Tough Spider The tough spider is big and, well, tough. Its shell is abnormally hard and can be used as flint, which you will probably need to make a ton of arrows to deal with all the upgraded creepers, skeletons, and spider jockeys. It also hurts a little more when it bites.
Health: 32
Armor: 20
Speed: 70%
Attack strength: 4
Special:
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 flint
Rare drop: 1 iron ingot
Web Spider The web spider likes to wrap its victims up in webs to make sure they can't escape. Of course, it can only wrap things up that it touches, so don't get touched. Their unique markings seem to mimic a creeper's face - we are not quite sure how it developed in that pattern.
Health: 20
Armor: 0
Speed: 120%
Attack strength: 2
Special: places webs on hit
Drops: 1-3 string, 1 spider eye (1/3 chance)
Rare drop: 1 web
Witch Spider The witch spider's attack makes you take more damage than usual. Don't get hit while you're under its effects! Also, our scientists have discovered it seems to have a strange defense against arrows, and discourage shooting at it.
Health: 16
Armor: 0
Speed: 100%
Attack strength: 2
Special: immune to potions, applies negative resistance on hit, reflects arrows
Drops: 0-2 string, 1 spider eye (1/3 chance)
Rare drop: 1 redstone dust, glowstone dust, ghast tear, blaze powder, or magma cream
Special Cave Spiders:
Six new cave spiders:
* Baby
* Flying
* Mother
* Tough
* Web
* Witch
Baby Cave Spider The baby cave spider is just absolutely adorable. Smaller than the average cave spider, the baby cave spider can even fit in holes only half a block tall! That being said, its two hearts of health and half-heart attack power make it a very minor threat, apart from being fast and hard to hit. Beware, in large numbers they will almost certainly poison the life out of you.
Health: 4
Armor: 0
Speed: 130%
Attack strength: 1
Special: adorable!
Drops: 0-1 string
Flying Cave Spider The flying cave spider is blue! Also, instead of flying, it leaps vast distances and is immune to fall damage. It will leap at you from twice as far away as a normal cave spider, and will try to poison your face!
Health: 16
Armor: 0
Speed: 130%
Attack strength: 2
Special: immune to fall damage, leaps at target
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 feathers
Mother Cave Spider The mother cave spider is the terror of the caves. If you thought the regular mother spider was bad, just try to stay away from this. It regenerates health and spawns several baby cave spiders when it dies, which have the tendency to swarm into your socks and bedsheets to bite you and poison you, very quickly ending your life.
Health: 32
Armor: 6
Speed: 100%
Attack strength: 5
Special: regenerates health, spawns 3-6 baby cave spiders when killed
Drops: 0-2 string, 1 spider eye (1/3 chance), 1 cave spider egg (1/3 chance)
Rare drop: 1 Partially Digested weapon, tool, or armor piece
Tough Cave Spider The tough cave spider is big and, well, tough. Its shell is abnormally hard and can be used as flint, which you will probably need to make a ton of arrows to deal with all the upgraded creepers, skeletons, and spider jockeys. It also hurts a little more when it bites.
Health: 32
Armor: 20
Speed: 70%
Attack strength: 4
Special:
Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 flint
Rare drop: 1 iron ingot
Web Cave Spider The web cave spider likes to wrap its victims up in webs to make sure they can't escape while their life is sucked away by poison. Of course, it can only wrap things up that it touches, so don't get touched. Their unique markings seem to mimic a creeper's face - we are not quite sure how it developed in that pattern.
Health: 20
Armor: 0
Speed: 120%
Attack strength: 2
Special: places webs on hit
Drops: 1-3 string, 1 spider eye (1/3 chance)
Rare drop: 1 web
Witch Cave Spider The witch cave spider's attack makes you take more damage than usual. Don't get hit while you're under its effects! Also, our scientists have discovered it seems to have a strange defense against arrows, and discourage shooting at it.
Health: 16
Armor: 0
Speed: 100%
Attack strength: 2
Special: immune to potions, applies negative resistance on hit, reflects arrows
Drops: 0-2 string, 1 spider eye (1/3 chance)
Rare drop: 1 redstone dust, glowstone dust, ghast tear, blaze powder, or magma cream
Special Zombies:
Six new zombies:
* Brutish
* Fire
* Fishing
* Giant
* Hungry
* Plague
If a villager is infected by any zombie, it will be the same type of zombie that killed it.
Brutish Zombie The brutish zombie can be found breaking sticks and chewing on rocks in its spare time. Why? Our scientists have yet to determine the reason, but we believe the brutish zombie is just dumb. While it may not technically deal any more damage than a normal zombie, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
Brutish mobs are the only sources of Pain- and Agony-enchanted weapons.
Health: 40
Armor: 12
Speed: 100%
Attack strength: 3 + weapon damage + Pain I-III
Arrow power: 2 + Agony I-III
Drops: 0-2 rotten flesh, 0-1 flint
Rare drop: 1 iron ingot
Fire Zombie The fire zombie is one hot tamale, and will set you on fire if it hits you. Of course, being fiery, its one true kryptonite is water.
Health: 20
Armor: 2
Speed: 100%
Attack strength: 3 + weapon damage + Fire Aspect I-II
Arrow power: 2 + Flame I
Special: immune to fire, takes damage in water
Drops: 0-2 rotten flesh, 1 coal (1/3 chance)
Rare drop: 1 iron ingot, carrot, or potato
Fishing Zombie The fishing zombie enjoys sitting with its friends and fishing the morning away. Also, it uses its fishing rod to reel you in!
Health: 20
Armor: 2
Speed: 90%
Attack strength: 3 + weapon damage
Arrow power: 2
Special: reels target in
Drops: 0-2 rotten flesh, 0-1 raw fish
Rare drop: 1 iron ingot, carrot, or potato
Giant Zombie The giant zombie is very much like a normal zombie, only bigger! Giant zombies are three blocks tall, have double health, deal more damage, and move a bit slower compared to normal zombies.
Health: 40
Armor: 2
Speed: 100%
Attack strength: 5 + weapon damage
Arrow power: 4
Special: three blocks tall, higher step height
Drops: 1-4 rotten flesh
Rare drop: 1 iron ingot, carrot, or potato
Hungry Zombie The hungry zombie has a bottomless stomach - literally. When it hits you, it will eat a random item from your inventory. Of course, since its stomach has no bottom, it will fall right out... assuming it wasn't actual food. Oh, and if you were wondering: yes, your armor slots are part of your inventory.
Health: 30
Armor: 2
Speed: 130%
Attack strength: 3 + weapon damage
Arrow power: 2
Special: regenerates health, eats a random item from your inventory on hit (non-food items are dropped when eaten)
Drops: 0-2 rotten flesh, 1 apple (1/3 chance)
Rare drop: 1 Potion of Hunger
Plague Zombie The plague zombie is the nastiest, grossiest zombie you'll ever see in Minecraft, theoretically speaking. When it hits you, you'll suffer random negative effects, which will stack with each hit. Got milk?
This mob and the plague zombie pigman are the only sources of Plague- and Scourge-enchanted weapons.
Health: 20
Armor: 2
Speed: 130%
Attack strength: 3 + weapon damage + Plague I-III
Arrow power: 2 + Scourge I-III
Drops: 0-2 rotten flesh, 0-1 brown or red mushrooms
Rare drop: 1 iron ingot, carrot, or potato
Special Zombie Pigmen:
Six new zombie pigmen:
* Brutish
* Fishing
* Giant
* Hungry
* Plague
* Vampire
All zombie pigmen have a chance to spawn angered. When angered, zombie pigmen will stare directly at you while they are not walking around.
Brutish Zombie Pigman The brutish zombie pigman enjoys long walks on soul sand beaches and bashing its face into walls repeatedly. According to our scientists, the brutish zombie pigman is one of the dumbest variations you'll find, but makes up for it with brute strength. While it may not technically deal any more damage than a normal zombie pigman, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
Health: 40
Armor: 12
Speed: 100%
Attack strength: 5 + weapon damage
Arrow power: 2
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 flint
Rare drop: 1 iron ingot
Fishing Zombie Pigman The fishing zombie pigman likes fishing. Nobody really knows where they fish, unless lava has fish in it that nobody has ever seen. Usually, they just use their fishing rod to lure in their prey - you!
Health: 20
Armor: 2
Speed: 90%
Attack strength: 5 + weapon damage
Arrow power: 2
Special: reels target in
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 cooked fish
Rare drop: 1 gold ingot
Giant Zombie Pigman The giant zombie pigman is very much like a normal zombie pigman, only bigger! Giant zombie pigmen are three blocks tall, have double health, deal more damage, and move a bit slower compared to normal zombie pigmen.
Health: 40
Armor: 2
Speed: 100%
Attack strength: 7 + weapon damage
Arrow power: 4
Special: three blocks tall, increased step height
Drops: 1-4 rotten flesh, 0-1 gold nuggets
Rare drop: 1 gold ingot
Hungry Zombie Pigman The hungry zombie pigman eats your hard-earned food. Of course in the nether, the chances are that your food came from other zombie pigmen, but the hungry zombie pigman just doesn't care, even though it is often chastized by the other zombie pigmen for being cannibalistic.
Health: 30
Armor: 2
Speed: 130%
Attack strength: 5 + weapon damage
Arrow power: 2
Special: regenerates health, eats a random item from your inventory on hit (non-food items are dropped when eaten)
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 1 apple (1/3 chance)
Rare drop: 1 Potion of Hunger
Plague Zombie Pigman The plague zombie pigman is the kind that inflicts random conditions on you. We don't really know exactly how it inflicts these things on you, but our scientists assure you that you are better off not knowing.
This mob and the plague zombie are the only sources of Plague- and Scourge-enchanted weapons.
Health: 20
Armor: 2
Speed: 130%
Attack strength: 5 + weapon damage + Plague I-III
Arrow power: 2 + Scourge I-III
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 brown or red mushrooms
Rare drop: 1 gold ingot
Vampire Pigman The vampire pigman is unlike any zombie pigman - because it's not a zombie, of course. Through some strange ritual, the vampire pigman has unnaturally prolonged its life far beyond that of the elusive non-zombie pigman. While not too much different otherwise, the vampire pigman is incredibly resistant to anything not made of wood. The good news is that they were all erradicated from the overworld in the great vampire hunt of '76, owed in part to the incredible commonness of wood there. We can't say the same is true for the Nether.
Health: 20
Armor: 2
Speed: 120%
Attack strength: 9 + weapon damage
Arrow power: 4
Special: resistant to weapons not made from wood
Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-2 gold ingots
Rare drop: 1 Van Helsing's Wooden Stake
Enchantments:
* Pain/Agony
* Plague/Scourge
* Poison Aspect/Venom
Pain (Sword) and Agony (Bow)
Max level: 3
This enchantment causes your attacks or arrows to deal additional damage that bypasses all protections.
Each level adds 1 damage (1/2 heart).
Deals slightly less damage than Sharpness/Power with a lower maximum level, but greatly improves effectiveness against heavily armored or resistant foes.
Plague (Sword) and Scourge (Bow)
Max level: 3
This enchantment causes your attacks or arrows to afflict your target with random, negative potion effects.
Each level applies an extra potion effect per hit.
Possible potion effects are: slowness, nausea, blindness, hunger, weakness, and poison. Keep in mind that nausea, blindness, and hunger only affect players, and poison affects very few hostile mobs, but the combination of slowness and weakness is incredibly powerful.
Poison Aspect (Sword) and Venom (Bow)
Max level: 1 (Sword) / 2 (Bow)
This enchantment causes your attacks or arrows to stack poison on your target, up to poison III.
Each level increases the level of poison applied by a single attack.
While poison III can very quickly sap the health from something, it can't kill and affects very few hostile mobs. However, it can prove very effective at dispatching creepers.
Installation:
* Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
* Drag this mod's jar into the 'mods' folder.
* Run Minecraft.
* Destroy your new-found adversaries!
Texture Pack Support:
* Eldpack support: for SpecialMobs 1.5.1 and earlier by Empocariam
Previous Versions:
3.0
2.6
1.5.2:
2.5.2
1.5.1:
2.5
1.5:
2.4.2
1.4.6/1.4.7:
2.4.1
1.4.4/1.4.5:
2.2
1.3.2:
2.1
1.2.4/1.2.5:
1.6(spawner support)
Special Creepers 1.0, Special Skeletons 1.0, Special Zombies 1.0
Utility Mobs
Got a mod that makes monsters attack your base? Ever feel a bit spread thin trying to defend all 360 degrees, one degree at a time? Wish your crafting table could walk? Here's the solution: Utility Mobs!
This mod adds additional golems built in the same fashion as vanilla golems, plus turrets, together forming the base of a good defense! Turrets and even certain golems can be upgraded to improve their effectiveness!
Each golem and turret's building "recipe" can be disabled in the properties file! Also, you also can turn your (non-vanilla) golems and turrets hostile towards you! Build a fortress and try to get past your own defenses! The properties file is generated in the 'config' folder in your .minecraft directory.
Info and Previous Versions:
PopularMMOs Mod Showcase - Turrets! (Part 2 of 3)
PopularMMOs Mod Showcase - Golems! (Part 3 of 3)
Older Videos: (Still good!)
Vox Populi Mod Spotlight by JAD3N - Turrets! (Part 2 of 2)
oSPARKSoYT Mod Review - Turrets!
CanadianFries Mod Review - Golems!
SkyDoesMinecraft Mod Showcase - Golems!
HuskyMUDKIPZ Mod Showcase! (A buggy version, especially for turrets)
Spookslt Mod Spotlight!
Player Permissions:
Any golem built by a player will use that player's permissions. By default, the owner will start out with all permissions, and nobody else will have any.
You will see and edit your permissions in binary, meaning there will only be 1s (on) and 0s (off).
To turn a permission on, simply put a 1 in the digit that represents the permission (or 0 to turn it off). For example, a player with target and use permission will have a value of 011, while a player with all three permissions will have 111.
Target (001)
Target permission is the most basic permission. If you give this permission to a player, your golems will not attack him or her. In addition, players without this permission can not interact with any of your golems. Basically, if a player lacks this permission, that player might as well not have any permissions.
Use (010)
Use permission grants a player the ability to interact with your golems. This will not grant access to any inventories, but it is generally also required, since most inventories are opened by interacting.
Open (100)
Open permission offers players the ability to open the inventories of and give or take items from your golems. Don't give this permission to just anybody!
Utility Golems:
Seven new golems:
* Stone golem
* Large stone golem
* Obsidian golem
* Armor golem
* Gilded armor golem
* Scarecrow
* Bound soul
Stone Golem The stone golem is the most basic of the most basic ally you can build. Don't expect it to be very smart or strong, but it can easily be mass produced. It won't wander or even look around, it just knows when there's an enemy in range and springs (slowly) into action!
Large Stone Golem The large stone golem is mostly self-explainatory once you know what the stone golem is. It's just a stone golem made with twice as much cobblestone that's a bit tougher! Oh, also, it's bigger.
Obsidian Golem The obsidian golem is just like the large stone golem, but nearly indestructable! It has 50 hearts of health and its armor reduces damage by 80%. Just like non-animated obsidian, it's as annoying as a punch in the face to break, even with diamond tools!
Armor Golem The armor golem is for the modest golem-spender, being made of only half the iron of an iron golem! These guys, er, things are pretty tough and don't take up as much space as iron golems.
Gilded Armor Golem The gilded armor golem is just like your standard armor golem, except that it's made of gold. As everyone could have guessed, they don't deal as much damage as iron ones. They deal half damage, in fact. So what exactly is their claim to fame, you ask? Well, every time they hit a mob, the latent enchantibility of the gold sucks valuable experience orbs out of the mob's brain! It's just a single experience point, but it adds up pretty quickly and you don't have to do anything personally.
Scarecrow The scarecrow is your man with the plan. Your plan, that is. The scarecrow will just follow you around and beat the living tar out of monsters that get near! Just keep in mind that its attack is only as strong as the weapon you give it. Flint and steel and buckets of lava also set mobs on fire! You can always retrieve the weapon from a scarecrow; they don't even accumulate damage on weapons!
Bound Soul The bound soul is made by absorbing souls out of soul sand and bringing them to life with the innate magical properties of a pumpkin, which then takes the form of the spirit captured. Our scientists say the souls that make up soul sand consist entirely of your past lives. Like scarecrows, they need weapons to be effective. Unlike scarecrows, they can also be equipped with armor! An army of bow-wielding souls in diamond armor is probably quite intimidating.
Utility Turrets:
Twelve turrets:
* Snow turret
* Stone turret
* Stone brick turret
* Obsidian turret
* Fireball turret
* Ghast turret
* Fire turret
* Sniper turret
* Shotgun turret
* Gatling turret
* Volley turret
* Killer turret
Turret upgrade system:
Standard upgrade items:
* Diamond
* Iron ingot
* Feather
* Gunpowder
* Slimeball
* Ender pearl
* Spider eye
* Fireball charge
* ???
Diamond
Diamond is used in the internal bow-and-arrow system to sharpen arrows as they are shot, increasing the damage they deal.
Iron Ingot
Iron ingots are used in much the same way as diamond, however it strikes the flint tip of the arrow and sets the arrow on fire, in a similar method to flint and steel, only cooler.
Feather
Ever felt like you needed to move your turret? Well, feathers somehow make them light enough to be pushed around! Just take the feather from them when you're done to lock them in place again (also to make room for a combat upgrade).
Gunpowder
One little pile of gunpowder is somehow enough to provide unlimited explosions from the applied turret's arrows. The way is actually works is an ancient family secret.
Slimeball
Slimeballs apply a layer of goop to arrows shot from turrets with slimeballs in them. This goop is not only disgusting, but slows down mobs that hit by it. The slowing effect is 15% speed reduction for a single hit, but stacks up to 75% from multiple hits within a short time. For some reason, entities that use the new AI system are not affected by potions of slowing, so creepers, skeletons, and zombies are currently unaffected by this upgrade.
Ender Pearl
Ender pearls allow turrets to see ten whole blocks further! This increases the average turret to twenty blocks, and the sniper turret to thirty blocks! While it doesn't offer any accuracy increase with the range, higher level turrets shoot tons of arrows (or are sniper turrets), and make incredible use of this upgrade.
Spider Eye
Spider eyes apply poison to the arrows shot by spider eye turrets. Mobs hit by their arrows will be poisoned, assuming they aren't spiders or undead.
Fireball Charge
Fireball charges are possibly the most destructive upgrade available, if you consider the word "probably" to mean absolutely. The arrows shot not only explode, but set fire to things around the explosions. If they don't immediately destroy themselves or what they are trying to defend, and you are for some reason immune to fire, they are very effective!
???
Turrets with ??? shoot a very unique kind of arrow. If any mob is hit by one of these arrows, it is instantly "killed" but doesn't drop anything or provide experience. Oh, and you have to find this one out for yourself. Happy Easter!
When feathers do not suffice, it is possible to dismantle a turret with shears. A simple right click on a turret will destroy it instantly, greatly improving the drop rate of the turret's base block based on its remaining health, from 33.3% at zero health up to 83.3% at max health. When killed normally, the turret is generally at zero health, so it will have a measly 33.3% chance to drop its base block.
Any turret interaction (shearing or upgrading) requires open permission.
Snow Turret The snow turret is probably an annoyance at best. It's great for pacifists or for humiliating mobs! The attack is the same as a snow golem's, but the turret is sturdier, smarter, and stationary. Only ender pearl and feather upgrades apply to this turret.
Stone Turret The stone turret is your basic, immobile defensive unit. It attacks just like a skeleton, except it's quite a bit smarter, and its arrows will bounce harmlessly off of you, golems, and other turrets! That being said, all arrows shot by turrets have these qualities.
Stone Brick Turret The stone brick turret is just a slightly refined version of the stone turret. It shoots arrows twice as fast! The arrows it shoots also deal half damage, but who's counting?
Obsidian Turret The obsidian turret is your tough turret that won't cop out when the heat is on. It has an abnormally high 50 hearts of health and armor that reduces 80% of the damage it takes. However, it is only as effective as a stone turret, offensively. It's great as a starter turret placed before the map is actually played.
Fireball Turret The fireball turret is like a blaze in your pocket, only it's not in your pocket and it's not a blaze. The fireball turret does, however, shoot fireballs somewhat like a blaze (one at a time, but more often). Thanks to not using arrows, only ender pearl and feather upgrades work on it.
Ghast Turret The ghast turret gets its name from the big, white flying things called ghasts. Why? Because it shoots exploding fireballs just like a ghast does! Be careful not to destroy your own base. Only ender pearl and feather upgrades can be used on it.
Fire Turret The fire turret uses the power of redstone to somehow ignite each and every arrow it shoots! That's about it. Also, it looks pretty spiffy and won't accept iron ingot upgrades.
Sniper Turret The sniper turret has the same base range as a turret with an ender pearl! It's practically got an ender pearl built in, but ender pearls still increase the range by 10 blocks! It fires a little bit slower than the standard turret, but it's very accurate and deals more damage with each arrow!
Shotgun Turret The shotgun turret's philosphy is simple: more is more. Instead of shooting one little arrow, it shoots six arrows with each shot! Who needs accuracy? While hitting an enemy with more than one arrow doesn't increase the damage dealt, the arrows deal more damage than standard arrows. Also, the shotgun turret hates getting confused for a snow turret!
Gatling Turret The Gatling turret is death on a stick! It rains upon its target with two arrows every second (as opposed to one arrow every three seconds)! Sure, it might only deal half-a-heart of damage per hit, but upgrades work nicely and stuff will definitely get hit.
Volley Turret The volley turret looked at the sniper turret and thought, "Need more arrow!" Basically, it's a shotgun turret with the range of a sniper turret, and it attacks pretty pitifully slowly.
Killer Turret The killer turret takes some ideas from the shotgun turret, but it uses magical magic to see everywhere around itself and will shoot an arrow at every single enemy that it can see with each shot! Not only does it attack everything, but its arrows also deal more damage than normal! Every upgrade works to devastating effects when given to a killer turret, be careful with explosives!
Block Golems:
Six block golems:
* Workbench golem
* Furnace golem
* Anvil golem
* Chest golem
* Trapped chest golem
* Ender chest golem
Block golems are helpful guys that follow their owner around. Unlike most golems, block golems will teleport to keep up with you. They all have a GUI that will open when you right click them, assuming you have high enough permissions. The owner can right click while sneaking to tell any block golem to sit or stand up, but block golems will also automatically sit down while someone is using them.
Don't worry about losing any items from blocks that hold items - they will all be safely absorbed by the golem. However, I wouldn't suggest turning a furnace into a furnace golem while it is smelting.
Workbench Golem The workbench golem is pretty standard, really. What is it, you might ask? Well, it's basically a workbench with legs and a fashion sense.
Requires use permission to be used.
Furnace Golem The furnace golem will smelt all your things that need smelting, assuming you're willing to pay the price! The fuel price, of course, it's the same as a standard furnace.
Requires open permission to be used.
Anvil Golem The anvil golem acts much like an anvil, only it suffers from severe chronic depression! Also, it can walk.
Requires use permission to be used.
Chest Golem The chest golem is great for those who want to carry a lot of stuff around. Just be careful not to let it die!
Requires open permission to be used.
Trapped Chest Golem The trapped chest golem is basically the same as a chest golem, only it's better at hiding. It tries its best to look just like a chest block when it is told to sit. At some point, it will probably attack players trying to open it without sufficient permissions.
Requires open permission to be used.
Ender Chest Golem The ender chest golem is also like the chest golem, but it uses your ender chest inventory. Also, its use permissions are a bit lighter, since everyone sees their own ender chest inventory.
Requires use permission to be used.
Books:
Don't like what your turrets do or do not attack? Then you'll need these books! The books will tell you how to use them, the only thing you need to know is that you can only open them by right clicking a block.
Book + Bone -> Player Permissions
Book + Rotten Flesh -> Mob Target List
Manuals:
Forgot how to build that one thing? Me too!
Introducing: manuals! Simply craft a book with a golem "head" to get an informative manual, which lists all the building recipes and goles that can be made with that head, along with a bit of information about those golems.
Book + Pumpkin -> Golem Manual
Book + Dispenser -> Turret Manual
Book + Ender Pearl -> Turret Upgrades Manual
Book + Skeleton Skull -> Block Golem Manual
Installation:
* by oSPARKSoYT.
* by TheConzMen.
-or-
* Install Minecraft Forge.
* Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
* Drag this mod's jar into the 'mods' folder.
* Run Minecraft.
* Defend your fortress!
Texture Pack Support:
Previous Versions:
2.1
1.5.2
2.0.1
1.5.1
2.0
2.0pre
1.5
2.0pre
1.4.6/1.4.7
1.1pre
1.2.5:
1.1
1.0
Lava Monsters
If you've ever found yourself bored once you mine down to lava because it stops hostile mobs from spawning, then this is the mod for you!
This is a small mod that adds a new hostile monster to the game that spawns in lava and spits fireballs at you.
Lava monsters' spawning conditions can be adjusted in a handy-dandy properties file! The properties file is generated in your .minecraft folder.
Info and Previous Versions:
Mod Showcase by JackSucksAtMinecraft!
Mod Spotlight by TheNinjaProlog!
Mod Spotlight by TCTNGaming!
Older Videos: (Still good!)
Mod Spotlight by DA BRENDAN! (shows original lava monster texture)
This mod adds lava monsters to your game like the one above.
Lava monsters spawn in lava and spit blaze fireballs at you when you get near them. They are fairly weak (by default), and die in water. They leave a trail of fire beneath their feet when they walk on solid ground.
Lava monsters can drop good things, but usually their drops are destroyed instantly.
The lava monster's spawn conditions are rather picky: they can only spawn in lava that is at least two blocks deep and of those two blocks, at least one must be a lava source block (by default).
Through the properties file (created the first time you run Minecraft with this mod installed), you can make the lava monsters more or less picky, indirectly changing how common they are. In addition, you can change a lot of their stats, such as max health or attack speed.
Properties:
Health: lava monsters' max health (in half hearts).
Attack windup: how long it takes an attacking lava monster to start shooting fireballs.
Attack shots: the number of fireballs that will be shot with each attack.
Attack spacing: time between each fireball shot in an attack.
Attack cooldown: how long a lava monster waits before it starts winding up again.
Animated texture: setting this to false disables lava monsters' texture animation. If you never want this on, feel free to delete all of the extra textures - there are twenty textures in all, but you will only need the one called "lavaMonster_0".
Nether spawning: when you're constantly overrun by lava monsters in the Nether or prefer to use other mods to enhance your Nether, you can turn their ability to spawn there off.
Depth hazard mode: turns lava monsters into a depth hazard, never appearing above layer 16. Remember, the lava layer is 10, so you'll get a depth hazard either way! This is mostly to prevent lava monsters from annoying the crap out of you if you use a lot of lava in construction.
Flowing lava mode: removes the source block requirement. Lava monsters will still need lava two blocks deep (unless shallow lava mode is on), but that's anywhere lava flows down, even a single block! Your lava flows will leap with life... or death! However you want to look at it!
Shallow lava mode: allows lava monsters to spawn in lava only one block deep, but still requires it to be a source block, unless flowing lava mode is also enabled. Enable this if you want lava monsters spawning in man-made lava pools and moats (which are usually one block deep) or just to make them a bit more common.
Spawn frequency: how often the mod tries to spawn lava monsters - can improve performance and/or increase the rarity of lava monsters!
Installation:
* Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
* Drag this mod's jar into the 'mods' folder.
* Run Minecraft.
* Be careful!
Texture Pack Support:
Previous Versions:
2.2
1.5.2:
2.2
1.5.1:
2.2
1.5:
2.2
2.1
1.4.6/1.4.7:
2.1
2.0.2
1.4.5:
2.0.1
1.4.4:
2.0
1.3.2:
2.0
1.2.4/1.2.5:
1.2
1.1 (modifies abn, acf, vf)
1.0 (modifies abn, acf)
Terms of Use:
Nope, this is a subpage for my entity mods, since my main page is too long to update now.
I'm working on putting together another subpage before changing up my main page to just link to these pages for the main information and discussion related to the mods here.
Edit: I just got the 1.5.1 Update. Ugh, hope this doesn't break everything.
Glad you like it! Just finished the main page, too.
1.5.1 is out already? Dang.
i know, people say "forge is better than modloader," however, not all of us can run forge anymore. for some reason, whenever i try to run minecraft with forge, it gives me a "bad video cards" crash. i know for a fact that it is not a problem with my video cards because my minecraft runs fine without forge. it seems something in forge causes this crash. this is why i choose modloader. this hasnt ever happened to me with forge since about 1.4 so it has nothing to do with improper installation because ive known how to install forge since my early mc days.
because of what i explained above, i would like to suggest that you update a version of your mods for modloader too. i understand that it will take some extra time because it is harder to code things for modloader, but, as i said above, some of us are incapable of running forge. it is possible to have a version of the mod for forge and another for modloader as ive seen it myself with other mods. if anybody enjoys doctor who, then take a look at the daleks mod; this mod serves as a perfect example for a mod with a version for forge and another version for modloader.
thank you for reading my comment, and please consider what i said above about forge.
once again, thank you
I thought I saw something about that being fixed, but I must be wrong if you already tried the latest version.
I have always wanted to keep my ModLoader compatibility; it is possible, of course, but I unfortunately do not have the resources available to develop everything twice.
And I have not seen that mod. It actually looks pretty awesome, unlike all the other Doctor Who mods I've seen (granted, I think they have all been extremely early in development).
Thank you for your interest. Forge may be fixed and the official modding API will be released (probably sooner than it would take me to reconvert all my mods to ModLoader, anyway), though, so it will all work out eventually!
Darn. Oh well, I'm working on getting my development environment to actually be in 1.5.1. I got Forge and MCP for 1.5.1 and when it all decompiled, Minecraft said it was 1.5. >.>
You have to disable them in the config file. Setting _turret_build to false will disable all turrets; you can also disable each turret individually, if you want.
I think someone started doing it - they posted on the main page a while ago. Not sure if the person finished, though.
Thank you! I'm glad you like the mod.
Huh? I don't know how that could happen. I'd recommend using the creepers in Special Mobs instead.
Thank you! And yeah, that all started when they made vanilla zombies only attack players and villagers.
I don't really want to make a GUI, but I was thinking about making an item that tells you what it is with a right click. Maybe I'll put in an upgrade manual and make that the item. Glad you appreciate the manuals, too!
Yeah, that's right.
It kinda depends on the version you're using, though. When I first updated Utility Mobs to 1.4.7, I forgot that Forge flipped the config variables a while back, so the config is pretty funky. I think I fixed it in the latest update, so if you have that one, I would suggest deleting your config and restarting Minecraft (since you'll have a category for every golem and turret and none of them will do anything; the new version should just have three categories).
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: toast.utilityMobs._UtilityMobs
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:512)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:407)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: toast.utilityMobs._UtilityMobs
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:446)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:502)
... 5 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Mac OS X (i386) version 10.8.3
Java Version: 1.6.0_43, Apple Inc.
Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode), Apple Inc.
Memory: 491039168 bytes (468 MB) / 550305792 bytes (524 MB) up to 1070399488 bytes (1020 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 Optifine OptiFine_1.5.1_HD_B1 7 mods loaded, 7 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
iDiamondhunter [More Bows mod] (More bows Forge 1.5.1_01.jar) Unloaded->Constructed
MoreFurnaces [More Furnaces] (moreFurnaces_1) Unloaded->Constructed
SpecialMobs [Special Mobs] (specialMobs) Unloaded->Errored
UtilityMobs [Utility Mobs] (utilityMobs) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 2400 OpenGL Engine GL version 2.1 ATI-8.10.44, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I have no idea what is causing that error. It seems to only happen on Mac OS X from what I've seen, which is really making it hard for me to fix.
I'll look through the code again to see if I can spot anything.
No problem, and thank you!