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SIHYWTCAMD

SIHYWTCAMD

by Pardys • Downloads: 0 • Followers: 0
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Modrinth Version GitHub Issues

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

  • 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)

  • Can I include it in my modpack? Yes, you are free to include this mod into your modpack

  • For any other things: 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

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All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.11
Fabric
4h ago 1
1.21.x
Fabric
4h ago 1
1.21.x
Fabric
4h ago 1
1.21.5
Fabric
4h ago 1
1.21.x
Fabric
4h ago 1
1.21.x
Fabric
4h ago 1
1.21.x
Fabric
4h ago 1
1.20.1
Fabric
4h ago 1
1.21.x
Fabric
4h ago 1
1.21
Fabric
4h ago 1
1.21
Fabric
4h ago 1
1.20.1
Fabric
4h ago 1
1.20.4
Fabric
4h ago 1
1.20.1
Fabric
4h ago 1
1.20.4
Fabric
4h ago 1
1.20.1
Fabric
4h ago 1
1.20.4
Fabric
4h ago 1
1.20.4
Fabric
4h ago 1
1.20.2
Fabric
4h ago 1
1.20.2
Fabric
4h ago 1
1.20.1
Fabric
4h ago 1
1.20.1
Fabric
4h ago 1
1.19.4
Fabric
4h ago 1
1.19.3
Fabric
4h ago 1
1.19.x
Fabric
4h ago 1
  • Translation files are now sent to client, which avoid missing translation
when the mod is server-side only for advancements
  • Add and update multiple Chinese translation files (thanks to @salmoooon)
  • Blazes have a reduced follow range from 48 to 32
  • Mobs have a doubled "follow range"
  • The follow range attribute stays the same, but is kinda split
into a follow range and aggro range
  • The aggro range stays the same, using the follow range value
  • The new "follow range" (when a mob is already aggro) is doubled to avoid fleeing
too easily
  • This new value is capped to 48
  • Zombified Piglins have a 9% chance to spawn as "brute"
  • When they do, they hold a golden axe instead of a golden sword
  • They also aggro players on collision (but don't call others, unless you attack them)
  • Add an advancement for colliding a brute variant
  • Magma Cubes turn into Slimes when in water in the Overworld
  • Add an advancement for it
  • Slimes turn into Magma Cubes when in lava in the Nether
  • Add an advancement for it
  • Slimes can merge only after a short delay to avoid instant fusion
  • Add an advancement for deflecting a firework rocket from a pillatrooper
  • The advancement for killing an illusioner was updated to require the player to be invisible
  • Advancements have now vanilla parents, instead of being in a new tab
  • Some advancements have a new frame, some are hidden and some have rewards
  • Move features requiring the mod on client to an [extension mod](https://modrinth.com/mod/difficulty-extensions)
  • Baby variants of mobs (spiders and skeletons)
  • Baby skeletons shooting valve of arrows (as there won't be babies anymore)
  • Spiders shooting messy cobwebs
  • Cosmetics changes
  • Associated advancements
  • Fix baby zombie towers causing worldgen locks
  • Fix spiders condition not checking trial spawner
  • Spiders stop shooting if their target is in cobweb
  • Increase and make duration configurable for effects of creepers explosions
  • Pillagers speed bonus is removed
  • Pillagers can spawn as "Pillatrooper"
  • They can fly up in the air with a firework
  • When flying down, they shoot quicker valve of arrows
  • The first arrow shot is guaranteed to be a firework, then it has 50% chance to be an arrow again
  • They have 20% chance to spawn with this ability
  • Intermediary version for the last backport of new features for 1.20.1
  • Include v1.11 changes of the mod (except pillatroopers), without the split of the mod
  • Does not include the changes making the mod joinable by vanilla client from v1.10.4,
skeleton and zombie horsemen changes
### Tweaks
  • Fix zombie being set to baby too often (introduced in 1.21 port when testing the port)
  • Make the mod joinable by vanilla client if some configs are disabled.
These are the web projectiles and every baby configs.
  • Remove the slowness 2 for strays, as there are already frozen arrows to increase difficulty
  • Replace the netherite sword with an iron sword for wither skeletons

### Skeleton horsemen
  • Replace the baby zombie with the bogged
  • Replace the regular skeleton with a wither skeleton holding a bow
  • Give them style with armor trims on their armor

### Zombie horsemen
  • Replace zombified piglin with a zombie villager with a diamond chestplate
  • Give them style with armor trims on their armor
  • Fix cave spider natural spawn ignoring light level
  • Fix zombie tower not always zombie (introduced in 1.21 port when testing the port)
Fix missing bundled cc api
  • Fix server freeze with multiple rider (#52)
  • Fix compatibility issue with Mob Variant (#51)
  • Fix wither health not updated when summoned with block pattern
  • Remove wither skeleton fire resistance feature, which was redundant with vanilla since 1.19.4
  • Overall refactor to improve mod compatibility, should avoid most crash from mod incompatibility

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v1101)
### Important changes
  • Skeletons can spawn baby
  • Baby skeletons shoot valve of arrows: 3 quick arrows, less charged and precise
  • Skeletons from skeleton horse trap are replaced with a Skeleton, a spectral Skeleton, a baby Skeleton, and a Stray
  • Strays can spawn in any cold biome, replacing part of the regular Skeletons
  • Add zombie horse traps, similar to skeleton horse traps. They spawn a Zombie, a Husk, a Drowned, and a Zombified
Piglin, all riding Zombie Horses.
  • Zombie horses and skeleton horses have increased movement speed when ridden my mobs
  • Mobs riding others path find with the accumulated dimension to avoid going through blocks
  • Undead mobs ignore other undead mobs attacks
  • Undead mobs heal with damage they make (no longer just Zombies)
  • Zombies can call reinforcement of the same type, instead of a regular zombie

### Small changes
  • Silverfish infesting everywhere really readded this time (I somehow managed to not call the function)
  • Make Phantoms way more common in End Cities
  • Larvae speed bonus is no longer just random, meaning it has more chance to be greater
  • Enderman blindness attack, Slime merging ability, and Spider spawning babies are not mob-specific anymore, meaning
modded versions of these mobs can have these features
  • Fix Slime bigger size applying to Magma Cubes since v1.8
  • Refactor Overworld general config into its own category General
  • Refactor Spiders changes into general spiders, spider and cave spider

[Full Changelog]([https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v110](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v110))
Note that on 1.20.1 version, zombies advancements work only with Zombie type, and not its variants.
Fix chunk generation crash with other mods (issue #49)

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/latest/CHANGELOG.md#v191)
  • Port to 1.20.4
  • Baby zombies can tower up to 5 baby zombies *(4 on top)*
  • Phantoms can spawn in end cities
  • A phantom can spawn when an ender crystal is destroyed
  • Make enderman blindness attack random, as well as its duration
  • Endermen can target nearby players when a player is close to the dragon when sitting
  • Ender crystals respawn at ender dragon's health threshold
  • Fix shulker bullets not always giving levitation

### Advancements
  • Add advancements
  • Add root advancement: kill or be killed by someone
  • Add spyglass at baby zombie tower advancements
  • Add entering messy cobweb advancement
  • Add spawning baby spiders advancements
  • Add killing illusioner advancement
  • Add full golden armor advancement
  • Add killing a phantom in the end advancement

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v19)
  • Fix client side visual bug that could cause infinite 0s effect on creeper explosion
  • Add chinese translation
  • Remove mobs debug name from release

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v182)
Port to 1.20.2
### Important changes
  • Better config panel for mobs, with each mob having its own list.
Make sure to update your config file again.
  • Enderman gives blindness on attack, instead of staring
  • Shulker projectiles has 33% chance to cancel levitation, instead of giving blindness
  • Endermites teleport target on attack, similarly to chorus fruits
  • Cave spiders has 10% chance to spawn 1-3 to 3-5 babies on death.
Spiders have an increased chance to spawn babies of 15%, but spawn one less baby than before, from 2-4 to 5-7.
  • Baby spiders give poison for less time than adults. The duration of the poison is reduced by 5, falling from 7s/15s
(normal/hard) to 1.4s/3s
  • Readd infested everywhere option. Now use the same feature as in mountains exactly to avoid datapacks generation.
  • Fix mob spawn changes not working anymore from 1.19 versions
  • Zombies have attributes variations and updated base values
  • Zombies knockback resistance is updated and randomized. It can be
greatly increased if it spawns as an "unstoppable" zombie.
  • Zombies spawn reinforcement is increased quite a lot and randomized. It
can be greatly increased if it spawns as a "caller" zombie.
  • "tank" and "runner" zombies variants are also added, with increased
health and speed respectively.
  • These zombie variants can't be applied to baby zombies.
  • Brainless, leader and siege are replaced by these new settings.

### Small changes
  • Wither skeletons can drop their netherite sword, as rarely as heads
  • Frozen arrows freeze entities on damage only. Blocking now protects you from freezing
  • Update cave spider natural spawn condition. The deeper, the more common, starting
y=64 and below
  • Baby spiders don't drop loop anymore. They still drop experience though
  • Tweak big slime chance to spawn, so that it can spawn even with lower difficulty
  • Creeper can die from charged creeper explosion, to be able to drop their head again
  • Baby spiders have now an adapted attack reach

### Technical changes
  • Adds Cardinal Component API as an internal dependency
  • Wither entity use CC API to store if it reached half health
  • Arrow entity use CC API to store if it is frozen

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v18)
  • Update to 1.20.1
  • Fix guardian jockey condition (babies would always ride guardians on 1.19.4)
  • Fix riding on spawn when generating chunk (issue #38)
  • Compatibility with structures mod like "Repurposed Structures" or "Unstructured" is back

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v175)
  • Update to 1.19.4
  • Removed drowned better animation option, as it has been
fixed on this version

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v174)
  • Update to 1.19.3
  • Port implies removing a feature: silverfish everywhere.
This should be put in datapacks instead. As I don't know
if I can load it with a config, this might be a permanent
removal.

### Cosmetic
  • Adds more translucent textures, like for phantoms
  • translucent allays
  • translucent ghasts
  • translucent vexes

### Wither
  • Make the weather stormy until they die
  • Summon an explosion when half health, as when it spawns

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v173)
  • Fix cobwebs replacing blocks (issue #34)
  • Increase guardian natural spawn: now also spawn in warm ocean (but rarer)
  • Guardian beam sound is played only when attacking players to avoid sound spam

[Full Changelog](https://github.com/sf-inc/sihywtcamd/blob/master/CHANGELOG.md#v172)
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