Tags
Creators
Details
1.8.4
Compatibility
Changes
-Added door zombies. Door zombies hold a wooden door as a shield. They can only be attacked from behind or with any weapon that can bypass shields. They have a 1% chance of spawning if the local difficulty is 2.5 or higher. Only normal adult zombies that do not have a mount can be door zombies.
-Added tameable_with_no_regeneration datapack tag, this prevents tamed mobs from receiving health regeneration added by this mod. Contains allays, armadillos and axolotls by default as they already have health regeneration.
-Added always_shoots_crit_arrows datapack tag, any mob inside this tag will always shoot crit arrows.
-Added tamed_mobs_regen_amount and tamed_mobs_regen_cooldown to change the regeneration capabilities of tamed mobs. Setting either to 0 disables this.
-Added local difficulty settings for zombie dads, wither skeletons with bows and zombie pigmen with crossbows in the config measured in percentage. Setting them to 0 means they always spawn regardless of local difficulty. Ranges from 0-600, goes even higher if other mods increase the local difficulty cap (vanilla's default is 6, or 600%).
-Fixed a crash with mods that modify the NBT data of arrows, tridents and firework rockets. (I was made aware that this mod can cause crashes when used with mods that add custom bow/arrow mechanics. This should hopefully fix these issues.)
-Fixed fireballs spawned by Evokers and Blazes not despawning if they despawned from natural causes.
-Fixed pillagers putting their crossbows in their offhands if they ever get ambushed while holding their melee weapons and eating food they have stolen.
-Changed how pillagers move when reloading their crossbows. They now move at full speed when using their crossbow (from this mod's 75% previously) but is now halved to 50% speed when reloading. If they are strafing away from their targets, this is lowered to 80% and 40% respectively. This was done to make them easier to hit and also making them much easier to outrun for both players and villagers alike. (Was originally thinking of adding this to skeletons as well but it breaks their AI sadly...)
Optional dependencies
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:egIM2bKK:aes79BG4"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:egIM2bKK:aes79BG4"
}


