Tags
Creators
Details
4.0
Compatibility
Changes
ScrewYourMobs! 4.0
No more Screw_SubAnomaly1. The mod has been rewritten from scratch as a general-purpose entity filter. Same idea, discard entities the moment they spawn, but more advanced and generalized.
The big change
Previously, the mod had a hardcoded despawn for thebrokenscript:sub_anomaly_1. I then created 3.0 where it wasn't hardcoded anymore and you could configure the mod to remove more than one entity. 4.0 replaces that with a proper JSON rule system, a GUI editor, and a full validation layer. Rules are files you can write, share, and version-control!
If you're upgrading from 3.0, your existing config-based entity list is not migrated. Rules are a new format, see the example below.
This mod has also undergone an identity change. It's now "ScrewYourMobs!" instead of just "Screw_SubAnomaly1", with a new logo to match!
The mod will now be in beta since literally everything changed and I am one single person. I can't thoroughly playtest this but I know for sure that it works super well. But if you do encounter any bugs, then please report them on the GitHub issue tracker!
New in 4.0
Rule system. Rules are JSON files in config/sym/rules/ (global) or <world>/serverconfig/sym_rules/ (per-world). World rules take precedence. Each rule is a list of entities and a list of dimensions.
Entity tags. Rules now accept tags like #minecraft:raiders alongside plain entity IDs, in the same list. Tags resolve at match time, so they follow whatever the registry says.
In-game editor. /sym opens a GUI. Add and remove entities and dimensions, rename rules, toggle them on or off, and see validation warnings. All without leaving the game! /symrules is the client-side alias, for use when /sym isn't registered.
Live validation with suggestions. On load, every entity ID, tag, and dimension is checked against the registry. Typos get a "did you mean…?" suggestion using Levenshtein distance. If an entity references a mod namespace that isn't installed, that's reported separately from a plain typo.
Server-side sync. On multiplayer, the server sends its rule state to every client so the editor shows the real thing. Edits go through the server, permission-gated at op level 2. Non-ops can open the editor and see rules, but can't change them.
Debug channels. Optional logging split into channels (removals, rule errors, validation, reloads), each routed independently to console, chat, or config/sym/debug.log. Off by default. Toggle with /sym debug or the config.
Accent color. The editor UI color is configurable! /sym accent <hex> or in the General config.
Commands (all op level 2)
| Command | What it does |
|---|---|
/sym |
Open the rule editor |
/symrules |
Client-side alias for the editor, use on a dedicated server |
/sym list |
List loaded rules |
/sym reload |
Re-read rule files and re-sync to clients |
/sym stats |
Rule and entity counts |
/sym validate |
Show validation warnings |
/sym debug |
Show or set debug channel state |
/sym accent |
Get or set the editor accent color |
Example rule
A copy ships in config/sym/rules/_example.json.
{
"_comment": "Copy this file and rename it. Delete the _comment fields if you want to.",
"_comment2": "Empty 'dimensions' list means the rule applies in ALL dimensions.",
"_comment3": "Tags like '#minecraft:raiders' are also supported.",
"entities": [
"minecraft:creeper",
"minecraft:skeleton",
"#minecraft:raiders"
],
"dimensions": [
"minecraft:overworld"
]
}
Empty dimensions means "all dimensions." Rename a rule file to start with _ to disable it without deleting it.
Notes for upgraders
-
Config is not migrated, but porting is trivial. The old comma-separated list becomes one rule file:
{ "entities": ["mod:entity_one", "mod:entity_two"], "dimensions": [] }
Using the in-game editor is preferred. It's way easier that way!
- TheBrokenScript is still supported but no longer required. If you want the original behavior (SubAnomaly1 removed everywhere), the mod seeds an easter-egg rule file on first launch that does exactly that. Rename it to drop the leading
_to enable it, or just enable it with the in-game GUI. - Rule files get created and edited/deleted on disk.
- Check out the brand new config, just in case if there's anything that tickles your fancy :P
I hope you will like this brand new version of what used to be a silly mod to get rid of the most annoying entity in The Broken Script. Once a joke, now a big project that's genuinely useful. And as always, thank you for downloading! I appreciate you all a lot! Consider this as my gift for you guys hitting the 10k downloads mark. 💖
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:1nygeQ2W:G1CQkU4e"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:1nygeQ2W:G1CQkU4e"
}

