NO PORT TO FORGE PLANNED! (but feel free to port it by yourself and link it)
The mod is fully configurable to enable only changes that you like
Description
This mod aims to increase Minecraft's difficulty. Basically, almost every hostile mob has been reworked, from small changes to huge ones. Some of them are inspired by the Bedrock edition, which is a bit different (and often harder) than the Java one. There are now also a few achievements to make the experience even funnier!
The mod was split starting v1.11 with SIHYWTCAMD Extensions in order to be fully server-side. Do not hesitate to play with both for the full mod experience if players can have mods installed!
Although we've changed almost every mob already, feel free to ask for new features or changes in the GitHub or the Discord. Indeed, don't hesitate to share your experience and tell me if you think I should tweak anything to make the experience even better =)
This is a short description, full description below.
More detailed information available on the Wiki.
FAQ
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Does it work on a server? Yes, it works on a server. File needed for server only. You can still get it on your client for single player worlds (and players hosting a LAN world)
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Can I include it in my modpack? Yes, you are free to include this mod into your modpack
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For any other things:Â Feel free to share your experience, problems, enhancement ideas in the Discord server, or directly creating issues on the GitHub
Full description
General
- Mobs have a doubled "follow range" (but not "aggro range")
- Mobs that have a flee entity goal don't flee if the entity has less than half health
- Most hostile mobs are now hostile to villagers
- Mobs riding others path find with the accumulated dimension to avoid going through blocks
Arthropods
Arthropods General
- Don't get fall damage
- Larvae spawn with a bonus speed depending on local difficulty
Cave spider
- Cave spider can spawn naturally in caves, the deeper the more common
- Cave spider jockey has a slight chance to spawn
Silverfish
- Infested stone can be everywhere, not only under mountains
Skeletons
Skeletons General
- Runs away from the player
- Knows a bit how to swim
Skeleton
- Can spawn with spectral arrows
Stray
- Shoots freezing arrows
- Can spawn in any cold biome
Wither skeleton
- Can spawn holding a bow if adult, so they will shoot flame arrows
- Carry an iron sword instead of a stone one
Skeleton horse
- Spawn different kind of horsemen
- One is a regular Skeleton with spectral arrows
- One is a Stray
- One is a Bogged
- One is a Wither Skeleton holding a bow
- Moves faster when ridden by mobs
Undead
Undead General
- Steals life on attack
- Ignore other undead mob attacks
Phantom
- Can target and fly through blocks
- Is repelled by light (luminance level 10 or higher)
- Can spawn in End Cities
Zombies
Zombies General
- Has a better knockback resistance
- Is more likely to call reinforcement
- Can call reinforcement of the same Zombie type
- Can spawn with attributes variations when adults
- Caller have a call reinforcement bonus
- Runner have a speed bonus
- Tank have a health bonus
- Unstoppable have a knockback resistance bonus
- Baby zombies can spawn on top of each other
Husk
- Is no longer affected by fire damages
Drowned
- Spawns more often with a trident as in Bedrock
- Increased velocity in water
- Baby drowned can spawn riding a guardian
Zombified Piglin
- Has a slight chance to spawn in a "brute" variant
- Holds a golden axe instead of a golden sword
- Targets players on collision
Zombie horse
- A Zombie Horse trap can spawn when it thunders
- One is a Zombie with an iron sword
- One is a Zombie Villager with an iron axe (and a guaranteed diamond chestplate)
- One is a Husk with an iron shovel
- One is a Drowned with a trident
- Moves faster when ridden by mobs
Illagers
Pillager
- Can spawn as a Pillatrooper
- Can fly up in the air with a firework rocket
- Shoot quicker valve of arrows when airborne
- First shot guaranteed to be a firework rocket, with a chance to continue
- Increased chance for piercing enchantment on their crossbow
Evoker
- Immune to arrows
- Has more health
Illusioner
- Can spawn in Mansions
Vindicator
- Can have a speed bonus depending on local difficulty
- Can spawn in patrols
Ravager
- Can spawn in patrols, with a pillager riding it or not
Witch
- Flees the player
- Slightly increased spawn rate
Overworld
Creeper
- Doesn't get damage from explosions. Instead, they ignite
- Its explosion deals mining fatigue and weakness effects, duration depending on your distance with the creeper
Guardian
- Can spawn naturally (rarely, like dolphins)
- Attack silently other mobs
Slime
- Can spawn with 1 bigger size depending on local difficulty
- Can fuse with another same-sized slime on collision
- Can fuse only once, its children won't be able to fuse again
- Turns into Magma Cube when in lava in the Nether
Vex
- Can spawn naturally in dark forest
- Dies if its summoner dies
Nether
Blaze
- Sets entities on fire on attack, when on fire
- Has a reduced follow range
Ghast
- Has a lot more health
Magma cube
- Sets on fire on collision, fire duration depends on size
- Turns into Slime when in water in the Overworld
Piglin
- Can spawn riding a hoglin, spawn rate depending on local difficulty
- Are hostile to players who don't wear full golden armor
- You can choose how many pieces of golden armor you need to wear in the configs
End
Enderman
- Can deal blindness on attack
Endermite
- Chorus plants are infested with endermites
- Teleports player on attack, similarly to chorus fruits
Shulker
- Projectiles can cancel levitation
Bosses
Ender Dragon
- A Phantom can spawn when an Ender Crystal is destroyed
- Endermen can target nearby players when a player is close to the dragon when sitting
- Ender Crystals respawn at ender dragon's health thresholds
Wither
- Has more health
- Spawns (once) 3-4 wither skeletons on half health as in Bedrock
- Summons an explosion on half health, similarly as when spawned
- Makes the weather stormy until death