Tags
Creators
Details
Licensed ARR
Published 3 months ago
Updated 3 weeks ago
All versions
2.3.0
Release
The Boys: Unbalanced 2.3.02 months ago 1,094
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Fabric
Supported environments
Client and server
Changes
Version 2.3.0 - Mob Powers, Passives & UI Update
Newest major mechanic: Powers on mobs.
- Mobs can now support having powers!
- In a world, mobs can randomly spawn with a random power (same chances as if they drank compound V). Initially, the chance is 1%
- Progressing through the game will increase the odds, up to 10% maximum.
- Mobs can also be given any V variant (except anti V) to give them powers manually.
- Mobs will become insane when given powers, causing them to attack any entity in sight.
- Bosses (Warden and the Wither) have a much higher chance of spawning with a power.
Advanced Mob AI
- Mobs are not idiots with powers.
- They will utilize their powers to their almost full potential. Mfs can do almost everything a player can.
- By default, mobs have their safe mode turned ON.
- Mobs that were given powers inherit the owner's safe mode, so if you want a mob you are giving some V to be able to grief, turn your safe mode OFF before giving it.
Passives
- Several of mod's abilities have now become viewable and grantable passives.
- Not all work perfectly however, and the system is still work in progress.
UI Redesign
- Reworked the compound menu, necromancer's inventory, necromancer & the deep's quick wheels and the compound admin panel.
- You can now properly view your powers in there, your passives, and even customize the power if it supports it.
- Customization currently only supports beam colors for Homelander and Granite Blast, laser eyes placement for Homelander and Oh Father's text speech.
New Power: Heat Vision
- Just Homelander, but no flight.
- Standard laser eyes with a golden color as default + doubled energy drain.
- is an A tier power.
Changes
Stormfront
- Reduced weather manipulation to only set the weather for 1 minute, with a 5 minute cooldown
- Is now S+ again.
A-Train
- Doubled Sandevistan field range
- Doubled speed boost while using Sandevistan
- Reworked STA usage for Sandevistan:
- Now has zero STA drain. However, actively using Sandevistan temporarily increases your V toxicity.
Godolkin Virus
- Now deals 30% of entity's max health as damage, with 10 damage minimum. (can one shot animals and stuff)
- Consecutive uses deal half damage, with minimum limit removed.
- Bosses only gain 50% toxicity instead of 99%.
Starlight visuals and beam clash explosions:
- Redesigned the flash effect. Is now 3d or sum
- Beam clash now also has an explosion effect. Mixes colors of the 2 beams.
Oh Father
- Now gets a flashy effect
Fixes
- Fixed Grab having way too much distance
- Fixed Grab making grabbed entities not render anything outside the area they were taken from
- Fixed Grab doing shenanigans when entities are thrown
- Fixed being unable to see afterimages when outside Sandevistan field.
- Fixed beams having desaturated colors due to opacity and shit and whatever
- Fixed Starlight's attacks coming out of yo feet under circumstances
- Fixed Oh Father and sonic whistle and V toxicity not putting translucent and intagibility out of special states.
- Fixed Harper being unable to have beam color customizations
- Fixed Granite's orb thing being desynced from beam's interpolated delayed movement
- Fixed Hughie's teleportation distortion effect not being visible.
- And bunch more stuff I forgot about or is not that relevant
- Fixed ability timer being dogshit
- Fixed compound menu button being dogshit when in creative
- Fixed sonic whistle not being in the creative tab oopsie daisy
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:RHbNgFri:Q53ATEVv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:RHbNgFri:Q53ATEVv"
}

