This is a simple mod which gives mobs different or varied stats. So some zombies can be slightly faster or slower, or have more or less health. These different stats apply to most mobs in the game so every mob or monster feels a teensy bit different.
Note: This is the description for the 1.21.1 NeoForge Version. If you want the 1.20.1 description for forge than scroll your butt down. Just know that the 1.20.1 Version has no config(uses gamerules) and doesn't have the same features or polish as the 1.21.1 Version. But it does have some weird and different content.
Variating Stats
Most of the main stats of Mobs will now vary slightly.
- Health can vary. (up to 50% more by default)
- Speed can vary. (15% less to 30% more by default)
- Knockback Resistance can vary, only applied to mobs that normally dont have it, and will only apply 30% of the time.(up to 30% resistance)
- Attack Damages can vary. (WON'T VARY BY DEFAULT, I noticed that the varying damage scaled with some of the other stats can cause for some overly buffed mobs that were kinda annoying to fight. Can be turned on the config. Up to 50% more by default.)
- Sizes can vary. (OFF BY DEFAULT, allows mobs to be slightly bigger or smaller depending on the config. Off by default since it can cause some kinda unwanted affects like zombies not being able to fit through some doorways cause they're a tad tall. Turn it on in the config if you want. 10% less to 10% more by default.)
Extensive Config
- All Stat variations can be turned on and off
- You can control how much they vary, like maximum and minimum variations
- Other Configs for other little things and preferences
- And also enabling of Attack Damage Variations, Size Variations, and Powerful Mobs!
Powerful Mobs (OPTIONAL AND OFF BY DEFAULT)
An Optional toggle that allows Mobs to rarely be buffed up. They have extra armor and speed but drop extra xp on death and can be configured to drop other goodies.
- Please Note that this is Off by default
- Powerful Mobs can spawn with more speed, armor, and Optionally more damage.
- They can be configured to drop bonus experience, loot, and item(s) on death
- Spawn conditions and spawn rate can also be pretty configured
- Very Configurally Configurable!
Also Creepers cant be powerful cause they're buggy.
1.20.1 Mod Description
This is the 1.20.1 Forge Version of the Mod. It has varied stats, "boss mobs", and some new items. However it doesnt have a config (use gamerules), and it is client and server sided.
Mobs can spawn with different stats like health, speed, attack damage, and many other stats. So a zombie or a sheep might be quicker or slower than their friend.
However, rarely these mobs can have very different stats. Those are called "Powerful Mobs" they are usually faster, better harder, stronger and all in all, more powerful. They are most often found at night and have blue flames clouding them. Defeating these mobs can give extra experience aswell as a new thing call Powerful dust.
New Items
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Powerful Dust - Dropped from the special mobs. This can be eaten to mostly blow yourself up, or used as a weapon and smacking mobs to blow them up, or rarely making them powerful too. It can also be used as compost and fuel. But the best use is to bake it into bread and cookies for free mutations!
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Altering Cookie - Made with a cookie and some powerful dust. This cookie will give a weak mutation effect for about 50 seconds. Nice and Tangy!
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Mutational Bread - Made with bread and 3 Powerful dust. This will give a higher level of the mutation effect for about 3 minutes, can be eaten even when full. Hot and Spicy!
Also 4 new gamerules
Gamerules are this mods config for now!
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entityNormalVariability - This Controls how varied mobs have their stats on spawn. This is multiplication, so 2 would be twice as varied.
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entityPowerfulVariability - This Controls the range of how much more powerful a mob can get. A higher number will lead to even more powerful, powerful mobs. The Default is 1, and 2 would double the range.
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entityPowerfulnessRarity - Controls how the rarity that a powerful mob will spawn. It is between 1 and this number. Setting to 0 will disable Powerful Mobs from Spawning.
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dragonEggIncreasesVariation - Whenever a player gets the dragon egg achievement, the normal and powerful variation gamerules will increase by around double. This is off by default.
A New Effect
Mutations - Will change your stats during it's duration making you heavy and bulky or light and weak or anything inbetween. Levels influences how extreme this effect is, and if you don't like it than drink some honey to remove the effect.
Note: Gamerules are this version's config!
That's it, sorry if I stole someones idea, leave your feedback on da github and Have Fun!
How to Install Variating Mobs (Mod)
Variating Mobs by Dashy22 is verified for Forge, Neoforge across Minecraft versions 1.20.1, 1.21.1 (latest release: 3.0.0, file size: 25 KB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.20.1, 1.21.1) and platform (Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Forge, Neoforge.
- Move the downloaded Variating Mobs file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
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- Remade/Refactored all configs regarding variation to make them easier to understand and change. Before all stat variations had a set amount to vary by which you could increase or decrease. Now you just set Maximum and Minimum amounts to multiply or add stats by! I have no idea why I didn't think of this before since it's like the gold standard buut you got it now!.
- Added Optional Damage Variation Strength. It is **OFF** by default but you can turn it off. There is also another variable to increase strength further for Powerful Mobs. Remember it only works for melee mobs since most ranged mobs use weapons like bows which aren't based on attack damage.
- Added Option to make Powerful Mobs only spawn at night.
- Added trial omen particles to appear around Powerful Mobs. Configurable
- Changed some base values like increasing base flat xp bonus for Powerful Mobs to 30 and increased possible speed variance from 0.85-1.2 To 0.85-1.3, and maybe some other little things.
- Due to the refactoring of most configs, some new ones were added for better control. Like setting the chance for Knockback Resistance Bonuses to apply.
I was thinking about how weird and annoying my config was after playing with it for a bit and thought it would be way nicer if you could just control the actual real values instead of just a weird magnitude number. The other little options were added and changed along the way. I also kinda reformatted the mods description if wanna read that. Also changed the mods license.
- Creepers can't spawn in powerful anymore** (they still have varied stats though), this is due to a bug.
- Added 2 new features for Powerful Mobs which can be toggled in the config.
> Allows Powerful Mobs to drop an item on death. The amount, Chance, and Item can be customized.
2. **Bonus Loot Drop**
> Allows Powerful Mobs to drop an loot table on death. The chance, and loot table, can be customized.
- Fixed Mod not being **Server Sided**.
Pretty good stuff If I say so my self. Mod is out of Alpha and this is a pretty good update for modpack makers I guess or if you wanna set up a server. But yeah Have Fun.
In this update, Powerful Mobs are kinda back. They are turned off by default but can be turned on in the Config.
- Added **Powerful Mobs** as an optional Toggle (**off by default**). They spawn with extra armor, speed, and knockback resistance, but if you defeat them they drop extra Xp.
- Powerful Mobs are very **Customizable in the Config**!
- Config is now saved inbetween worlds(**might be a bug**), I think I might've clicked a button to do this since this doesnt seem server-sided. Might be changed next update idk.
- Yeah that's about it check the mobs out.
Powerful Mobs have Resistance Particles around them, by default it's a 1% chance for them to spawn and they only Monsters can spawn in powerful by default. Powerful Creepers are a bug since they give their effects on death, I'll fix that next update. Try out the mod and report bugs and give suggestions and have fun!
I am taking this mod back to it's roots again and remaking it. Making it more customizable and easy to understand. As I'm remaking it, here are some of the current features.
- Port to **NeoForge 1.21.1**
- An Actual Config** and not gamerules
- Health, Speed, Knockback Resistance, and Size** are currently the only variating stats.
- All **Stat Variations are toggleable** and their **strength can be customized.**
- Size Variations must be turned on in the config**
- Only **Server Sided** Now!
- Probably some other little thing but theres not too much stuff for now.
Mods in alpha. Also it's server sided, so no more powerful powder ;(. But it's ok cause I didn't like them too much anyway and they were pretty useless and overpowered. I'll still add back powerful mobs back in the future as an optional toggle. But yeah, report bugs and give feedback and I'll add stuff over time. Have Fun!
- Increased powerfulness rarity by about 80% since it was way too common
- Powerful Dust will have a lower chance to make mobs powerful if they have quite a bit of health (>80), 25% chance normally but only 12.5% when over 40 hearts (which is 80 health)
- Powerful Dust now heals to max on a succesful use
- Mobs with alotta health (>140) or with the boss tag can no longer spawn in powerful
- Mutational Bread recipe now only needs two dust to make instead of 3
- Powerful Mobs now have health and damage added on instead of having their base stats be multiplied which should prevent crashes and make tough mobs easier to fight and weaker mobs harder.
- One of the Altering Cookie recipes has been changed to putting 2 cookies with a powerful dust to get 2 altering cookies
- Other crafting recipe with wheat, cocoa, and powerful dust now gives two cookies instead of one
- Lessened gravity effects from mutations by like 30%
- Powerful Dust can now be eaten whenever you want, weirdo.
- Changed Color of Mutations effect to be slightly purpler which is very important.
- Fixed bug where the extra powerfulness chance at night would affect other dimensions.
- Some other little things probably
Was just playing with my mods and noticed this mod was pretty annoying at times so imma try to balance some things. Report bugs on the report bug link to the right. Don't forget to **Have fun!**
A few fixes and changes and a new gamerule!
- Added a new gamerule "Lightningcausesmutations"** which causes lightning strikes to cause mutations for a brief time (this is off by default)
- Powerful Mobs are now** slightly **stronger**, **faster**, and **regenerate** faster now
- Powerful Mobs will now only drop extra experience and dust if a player or a player's pet kills it.** _I can remove this if ya don't like it_
- The **Powerful effect now lasts forever** instead of just a large number, hmph
- Powerful Mobs no longer make a dumb loud sound when regenerating**, it is now a quieter sound
- Powerful Dust is no longer used up while in creative**
- Powerful Dust can now be eaten even if your not hungry**
- Fixed Powerful Mobs** sometimes **refusing to die**
- Fixed** the **Powerful Effect** sometimes **showing up when it shouldn't**
- Fixed Powerful dust powering up mobs that are already powered up**
- Fixed the Powerful effect from showing particles even if it was taken off** (hopefully)
Lots of quality changes here and sorry for no updates on any of my other mods, so just enjoy this update.
Also reporting issues now works
Added and Remembered to add some little things and also little changes.
- Renamed Older Gamerules** to start with entity in the gamerule menu instead of mob for better clarity.
- Slight Rework to the Mutations Effect** which makes them slightly balanced. Instead of being completly random, a value is random which determines how bulky or light you are. This was how I oringinally wanted the effect but I couldn't figure it out, until now.
> _A better explanation for this effect if you don't understand, if you have more health than youll be slower and heavier, if you're quicker than you'll have less health and be lighter._
- "Added" dragonEggIncreasesVariation gamerule** which increases the normal and powerful variations gamerule whenever a player picks up the dragon egg. This is off by default and a bit buggy.
- Powerful Mobs now drop 1-2 Powerful Dust** instead of just 1.
Maybe other little bug fixes too but thats about everything. Mod is in a gooder state now so yeah, Have Fun! Oh and Wahoo!
_Yo_ I'm Back, and I'm jumping straight to 2.0 with this update because the mod was basically just remade/rewritten. Sorry for the bugs along the way but here I'll get rid of alot of them, and maybe make some new ones.
- Mcreator version 2025.1!** This means code is written better and more organized and also I didn't have to use so many plugins to make this. The mod should run better with this change. (Before this the mod was on 2023.4!)
- Completly Remade almost all code!** While I haven't updated many mods I have been doing stuff behind the scenes and now my "code" is way cleaner. I tore many scripts/procedures down and rebuilt them better and even reorganized a few things making it easier to update this mod. This should make the mod run even better and be even more optimized. Also many bugs fixed!
- Reworked Variations!** That might be a stretch but now mobs shouldn't randomly change variations and have weird delays. Also less crashes as the mod now checks attributes before changing them. Also there are more attributes/stats being changed now, so overall basically better and also now more balanced/natural.
- Reworked Powerful Mobs!** Also a slight stretch but yeah they were remade. Powerful mobs now spawn more often at night. They now have a exponential value with their speed so they can't go mach 10, but they now gain armor with a random value usually between 1-15 if you haven't touched the gamerules. The Xp they drop is now linked to their health too!
- Reworked Mutation Effect!** The mutation effect has a better texture and works like a normal effect now. However as the way I change attributes is different now, I had to make some small changes to the effect and it is now not totally random with most stats being either good or bad now. It's hard to explain but you can check it ingame. And the effect is now applied normally rather than just by the food.
- Goodbye Difficulty Scaling!** This mod no longer has the difficulty scaling based on advancements and stuff. I removed it as it was a big mess and made the mod unnecessarily complex. But as a little replacement I added a new very little gamerule which kinda does this, just read the next thing.
- Cooler Gamerules!** There were like 8 different dumb gamerules before which were hard to understand so I got rid of them and replaced them with 3 instead
1. _entityNormalVariability_ - This controls the range/how varied mobs can spawn. The default is 1, setting it to 2 will make mobs have the possibility to be twice as varied basically.
1. _entityPowerfulVariability_ - This controls the range of how strong powerful mobs can be. Works like the normal variability, higher numbers usually mean that these dudes will be stronger
1. _entityPowerfulnessRarity_ - This controls how rare it is for a powerful dude to spawn. Those mobs spawn from a number between 1-this number so the higher the number the rarer. The default is 100, and setting it to 0 will disa
...
- Made poweful mobs not move at light speed(usually)
- Made powerful mobs a little bit rarer
- Other very small changes
Did some gameplay testing and noticed these were very extreme and didn't really feel fun.
- Added **Powerful Dust**, Gotten from killing Powerful Mobs. Has a few different uses.
- Added **Altering Cookie**, when eaten it randomizes your stats by a little bit for 30 minutes.
- Added **Mutational bread**, it costs more power dust but randomizes your stats by even more
- Added **Mutated** Effect which does nothing on it's own it just resets your stats when over.
- Added a new damage type.
- Added **Science Rules!..** advancement gotten from eating any mutating food.
- Added **Luck of the Dust** advancement gotten from not getting blown up from eating the dust.
- Added **Not So Big** advancement gotten from killing a powerful mob.
Big update, yeah!. But this is cool since the "mutations" are compatible with other things since they are instead called modifiers and don't just change your base stats/attributes.The dust can be composted for some reason and also the food is animated. Pretty cool and Have Fun!
- Added "Scalenormalvariationby" command to manually change the multiplier for variation range.
- Added "Scalepowerfulnessby" command to manually change the multiplier for powerful mobs.
Both commands have a True/False and a number,
The true/false is for whether the number should add on to the existing multiplier(true) or reset it(false). The number is self explanatory, for some background info a "big achievement" gives around 0.2 extra normal variation and 0.04 extra powerfullness.
That's it have fun!
- Changed how powerful mobs look, I mean like their particles.
- Made Powerfulness based on the effect level, not noticeable in the normal game.
- Made powerful mobs more common at night.
Fixes variation scaling not working and tweaked it so much that It's practically perfect. Not really needed to lower the mobscaleswithfactor when you add many new advancements since now major story advancements are the things that increase difficulty the most. So getting 100 advancements in a random mod won't make the game unfair anymore. And instead going to the nether or the end or beating the dragon will make the game slightly harder FOREVER!!
Also added a command for my debugging but you can check it out, called "resetvariationscaling"
That's it, I put alot of effort here to fix this bug since it was an annoying one. But yeah, Have Fun!
- Added _variationStrength_ gamerule
- Added _Powerfulguystrength_ gamerule
- Also added _Mobscaleswithyou_ gamerule
- And added _Mobscalewithyoufactor_ gamerule
- Added _Difficulty scaling_ to this mod which is based off your achievements.
Everything will be explained in the description but I'll explain the scaling a bit here. It's optional because I put a gamerule but it is hard and maybe fun. When you get an achievement it will raise the gamerules of variationstrength and powerfulguystrength a teeny tiny bit. Don't worry you can still 100% the base game and still be able to kill a single chicken or zombie or a powerful zombie. Non-powerful mobs will have more random stats like Even higher or lower health or even higher lower or higher speed. But powerful mobs will just be stronger over time. I recomend lowering the _Mobscalewithyoufactor_ gamerule if you have many mods adding 100 advancements. Base minecraft has 122 advancements as of now so that's what it's based off but if you have like 300 advancements and plan on 100% the game still than set that gamerule to like 0.6.
> That's alot to read, you don't have to read it but either way, have fun!
yahoo