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Mineforgian

Dababy Mod 2

Explore an alien dream like world, encounter unique mobs, use new mechanics, and see Dababy's face on every texture

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598
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5
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13 июля 2026 г.
Лицензия
MIT

Опубликован 27 марта 2025 г.

Dababy Mod 2

After almost 3 years of on and off da-velopment, Dababy Mod 2 is finally here in open beta!

Dababy Mod 2 has been a project that mainly myself and some friends have been working on for the past few years. Originally pitched as a joke mod to be a sequel to Doometry's (Segmoph) Dababy Mod, after slowly adding more and more content, it quickly stopped being a joke. Explore ruins of Dababy civilization, conquer dungeons, enter Da-mension, and grab everything that isn't nailed down.

Features:

  • Over 20 new mobs to encounter with unique mechanics; from knights springing into action when an ally is hurt, to bishops causing chaos with their summons from beyond the veil!

Dababy mobs

  • 28 new pieces of equipment; ranging from simple ore based gear, mobility increasing weapons, stylish vanity, and offensive armor!

Dababy equipment in action

  • 50 collectable Funko Plops! Each mob (and contributor) has a 1 in 200 chance to drop a Funko Plop of themselves, with a rarer alternative dropping 1 in 2000 kills!

All 50 Funko Plops

  • A new dimension to explore! With new structures, biomes, and alien world generation!

 

Da-mension

  • A variety of new mechanics! Here are a preview of some:

- Summoning: Using the Dababy Summoning Stick allows the player to conjure Dababy Souls to fight along side them. This system interacts with other items such as the Bishop's Hat and the Chalk Circle to allow for different summons to be conjured or to give bonuses to them. Summoning

- Dungeons: The main dungeon (and future dungeons) use their own system for generating rooms, loot, and mobs. To "unlock" the next room the player most find a key to continue moving forward. Sometimes the key is in plain sight, but most of the time the biggest and baddest enemy in the room is holding it! Each room has a different layout of chest locations and mob spawning every time its generated using a system created in house for this mod.

- Alchemy: After climbing to the top of the Dababy Totem Pole the player will be rewarded with the alchemy table. It accepts 3 sets of items to craft, transmute, or duplicate certain Dababy items. Differing from the crafting table, each slot can hold more than 1 of an item with some recipes requiring multiple of an item in a slot. You are accompanied and guided through the process by Dababy Crafty Friend. 

With all of this and more, including 28 achievements, loads of potion effects, and countless small interactions within the mod, I hope you understand the joke of this mod is that it isn't one.

Disclaimer:

The mod is far from complete and rough around the edges, the main content is all within the Smothered Forest biome with the other two biomes being somewhat empty and unrefined. More updates are planned with a full internal road map layed out.

Lore:

The long a short, the night after Segmoph created Dababy Mod he had the strangest dream. There were forests with floating islands filling the sky, a snowy tundra filled with vibrant plant life, and endless golden fields. But, strangest of all, there was Dababy. Not just one but thousands of all shapes and sizes (they are all cubic but you get the point!). When Segmoph started dreaming the entire Da-mension was formed with pre-existing people, history, and landscapes. When the most powerful Dababy in all the land realized that when Segmoph wakes up they will all cease to exist, be abducted Segmoph into his own dream as to never wake up.

As the player it is your goal to best all the challenges in Da-mension and return Segmoph back into the real world so he can go back to playing Call of the Wild on his Xbox. (Due to the early stage of the project, Segmoph will appear whenever you reach the end of the given builds content as a sign of completion)

FAQ:

Are there plans to port this to other launchers such as Fabric or NeoForge?

As of right now: maybe? The current plan is that after the initial release, I will do my best to clean up the mod to prepare for new content updates. After that I will consider porting it over to NeoForge once 1.20.1 forge is out of fashion. As for fabric, there are no current plans to move it over there.

Are there any notable incompatibilities?

So far the only known one is that OptiFine causes certain armor and projectile models to render incorrectly. The mod is still functional in this state but it is deeply unrecommended. There are plenty of other mods that do the same functions better than OptiFine so this isn't a huge concern for me.

Are there any known issues?

Well... the only known issues have to do with summons. Previously summons had a chance to break multiplayer worlds but this has been patched out. There is still some risk so I'd recommend backing up your worlds every now and then (if your playing modded you should be doing that anyways). Other than that, sometimes summoning a Dababy and changing dimensions on the same tick will crash your game, but there is no harm done to the world file when this happens.

Why does it say there are "Experimental Settings" enabled when I make a world?

This is nothing to fear. The world generation the mod uses is driven by data packs, and despite them being functional the game still gives this warning whenever generating a world using them. It is safe to ignore.

We also have an official discord server for the mod and for any other projects I get up to It's a little messy but I'm sure it'll be fine. This is where I post live patch notes for the mod as I work on it, give teasers for new content, and send out updates involving the project (and ping @everyone hehehe).

Ченджлог

0.2.1Релиз1.21.1 · 13 июля 2026 г.

This patch is being released earlier than first intended to hotfix an issue with the playerAnimator mod. It is a common dependency for mods and due to how I had created an animation for the "Dying" status effect it caused Dababy Mod 2 to be incompatible with it. The animation has been temporarily removed to fix this quickly. The animation will be patched back in at a later date.


This patch is also being bundled with the finished parts I have for the next update.

 

Content:

  • Slingshots have been changed to be made far more usable in the hands of the player. Dababy Boyscouts and Dababy Girlscouts' slingshots are unaffected by these changes.
    • Projectile speed has been increased by 120%, all ammo types now use the same projectile speed with only damage, attack speed, and accuracy changing between ammo types.
    • Slingshots now will grant status effects 12.5% of the time rather than 8.333%.
    • Status effects given by slingshots now always last 8 seconds rather than lasting between 3 and 10 seconds.
    • Dababy Teeth when used as ammo for slingshots now have the same stats as using Dababy Jars but now have a 33% chance to inflict status effects for 12 seconds.
  • Added behavior changes to non-player entities affected by Dazed, Confused, and Vertigo.
    • Dazed now gives mobs a 50% miss chance and slips backwards.
    • Confused makes it so every 4 seconds, mobs have a 50% chance to drop aggro and be unable to aggro again for 2.5 seconds.
    • Vertigo gains the passive effects of both Dazed and Confused, the movement is now more unpredictable, and gaining Dazed of Confused during its duration now increases how long Vertigo lasts.
    • All of these effects have reduced effectiveness against certain mobs such as bosses.
    • When a Dababy Bishop is affected by any of the 3 status effects listed above, they will begin having magical malefunctions. They will conjure random mob drops when hit rather than summoning Dababy Imps and polymorph themselves into turtles rather than summoning Corrupted Dababy Souls when reduced to 0 hit points.

 

Fixes/Tweaks:

  • Dababy Mod 2 no longer prevents the game from launching if the playerAnimator mod is in the mod list.
  • Slingshots now will always try to use the most effective ammo in your inventory before using lower quality shots.
  • Fixed an oversight where when the player uses a slingshot it would only ever inflict Dazed and never Confused.
  • Dazed, Confused, and Vertigo are now more noticeable (Particles effects and hud elements now render).
  • Fixed an oversight where slingshots did more damage in creative mode if you had no ammo in your inventory.
  • Fixed a bug where Certain right click functions of items wouldn't trigger if Da Twisted One was too close to the player.

    Thanks to users .totallynormalperson and i3at5 for informing me about the incompatibility. If there are any other bugs or incompatibles please let me know by either commenting on the mod or joining the official Dababy Mod 2 discord server to tell me directly.
0.2.0Релиз1.21.1 · 1 апреля 2026 г.

Happy Dababaversary Update

This patch has been a long time coming. The day of release of this update (April first) marks the 5th year since the original Dababy mod upload was made. This update in particular is special as we are now officially on Neoforge 1.21.1, from this point forward unless there is pressure to move to another version such as 1.21.1's popularity plummeting, Dababy Mod 2 will remain on this version. The port work on this was a nightmare that made me have to remake many of the files/data sets of the mod, especially in respect to structures. Due to the time spent porting and polishing some of the behind the scenes features, this update is a bit more content light than I'd like.


In spite of the time demanded to get this running on a new version and loader, there are a fair deal of content additions and tweaks:

 

Content:

  • Added Twisted Talons: A new uncommon drop from Da Twisted One. They act as unbreakable axes on par with the best of the best. They are used as a crafting ingredient in some Alchemy recipes.
  • Summons now have a health bar rendered above their head (This can be disabled in the Dababy Preference Menu).
  • Da Twisted One has received a small rework
    • Base Damage 12 --> 4.
    • Now can break shields.
    • Uses Talons as a natural weapon, granting them +8 attack damage.
    • Talons can be removed with shears.
  • Added the "Masculine Pedicure" advancement.
  • Added the "Was It A Dream?" advancement.
  • Added the "Another World" painting (Created by uwuBrodie)
  • Added the Funko plop and Funko plop chase for uwuBrodie.
  • Added 2 new Dapagebies, those being:
    • Dapageby 9, Talons (10% drop from Da Twisted Ones)
    • Dapageby 10, Rook-Latin (1% drop from Dababy Rooks)
  • Added the Broken Remote:
    • A craftable item the player recieves for free upon sleeping for the first time in a world. It points the player in the direction of overworld Dababy structures. It will have expanded features in future updates.
  • Added the Crown of Talons: 
    • A twisted form of the Bishop's Hat.
    • +1 Armor.
    • +2 Maximum Summons.
    • -60% Summoning Cooldown.
    • When a summon dies, heal and gain a stacking strength and speed boost.
  • Added the Tattered Mantle:
    • A twisted form of the Knight's Shoulder Pads.
    • +4 Armor.
    • +1 Maximum Summons.
    • Protects you from death if a Dababy Soul is nearby.
  • Added the Rags of Greed:
    • A twisted form of the Baggy Pants.
    • +4 Armor.
    • Gain +2% speed, damage, and size for each stack of gold nuggets you have in your inventory.

 

Fixes/Tweaks:

  • Added Support for JEI: Alchemy Table recipes can now be previewed via the JEI menu. The Alchemy Table and Dapagebies have been given an info tab.
  • Damage modifiers (Such as Bishop's Wrath) have been tweaked on the back end to play nicer with other damage modifiers.
  • Bishop's Wrath extra damage taken has gone from 25% to 30%
  • Dababa Yaga's hit box is larger.
  • Shrunk the shadow size of Imps.
  • Enlightenment now applies the +40% damage resistance to summons while active rather than only checking for Enlightenment when the Summon is created.
  • Enlightened Summon's no longer render potion particles.
  • Dababy Dagger and DaBladeby's hand/3rd person texture is no longer flipped.
  • Funko plop chances from Frog Dens has increased from 5% to 7%.
  • All Dungeon Chests and Enemies are more likely to spawn.
  • Twisted encounters now can happen rarely in non-twisted maze layouts of the dungeon.
  • Master Mason now sits on his saddle rather than float above it.
  • Overworld Dababy Mod Structures spawn much less often.
  • Overworld Dababy Mod Structures now can no longer spawn within 512 blocks (32 chunks) from the world origin.
  • Fixed a bug where you could sometimes eat the Slingshot.
  • Fixed a bug that caused certain Slingshot ammo to do far more damage than intended.
  • Dababy Force Ones no longer work on players due to complications with gameplay and causing crashes.
  • Dababy Force Ones no longer have a 1/100 of a pixel difference in height between each boot.
  • Fixed a bug where the Dababy Force Ones would crash the game if you stomped on an armor stand.
  • Dababy Force Ones' stomp and the Body Boggler's bash damage now scale with damage multipliers (but not strength).
  • Dababy Force Ones' stomp and the Body Boggler's bash no longer affect mobs you've tamed.
  • Dababy Backstep Charm now saves its waypoints on a per player basis in multiplayer.
  • Golden Carpets behave more inline with standard carpets.
  • The OST Machine, Dababy Dagger, and DaBladeby no longer drain durability in creative mode.
  • The OST Machine now grants +2 armor rather than +1.
  • The OST Machine's music now loops better.
  • The OST Machine's music now ends early if the Jive effect is removed, such as taking the helmet off.
  • The OST Machine's durability has been raised and it drains slower.
  • Dababy Drill Sergeants will not enter their panic state if they are affected by the OST Machine.
  • Summons spawned from a player that is not online should cause less issues when dying.
  • Eggmophs can now be fired from dispensers.
  • Upon defeating Da Creature, you are now granted 3 Eggmophs rather than 1.
  • Da Creature's Eggmoph drops have been moved to the Goodie Bag.
  • Added Summon Speed as an attribute (Determines how long of a cooldown you have between Summons).
  • Masonic Apron now gives +3 armor rather than +2.
  • Reinforced Dababy Stone's crafting recipe now gives 3 Reinforced Dababy Stones rather than only 1.
  • Reordered many of the Dababy Mod 2 advancements.
  • Adjusted and cleaned up the crafting recipes of many Dababy blocks/tools.
0.1.2Бета1.20.1 · 9 мая 2025 г.

Patch Notes!

This patch has some actual new content in it and major bug fixes, mainly to the summon system, the mod should be vastly more stable now! Its a lot more impactful than 0.1.1. but still not exactly a major update. Sorry it took so long, life happens -_-

Features:

  • Added a new summon set (summons and chalk). The Soul Scouts! For 1 summon slot it spawns two soul scouts, a boy scout and a girl scout. They are ranged attackers that deal decent damage and knock back. If any of your scouts die, the rest of them run off in fear. Use them sparingly!
  • The Dababy Preference Menu: with a new key binding, you can open a menu that will toggle how certain gameplay interactions function in the mod for you specifically (Not everyone on the server). These settings include if holding a shield disables mobility items that use the same key, disabling summons from attacking targets that attacked them, and disabling your attacks harming your summons.

    Bug Fixes/Minor Changes:

  • The body boggler no longer deals 0 damage "phantom" hits
  • Increased the the amount of durability absorbing a summon gives (It now scales with a summon's slot cost)
  • Fixed an oversight where the fool's gold sword only did 4.5 damage instead of 6.5
  • Added internal support for "SummonerMaxiumBonus" for chestplates and helmets
  • Fixed a crash involving leaving a server with a Dababa Yaga in your summon party
  • Removed a oversight where sometimes you could have negative summon slots
  • Fixed a crash loop on world start where Dababa Yaga's path finding would trigger it if it could not locate the player's coordinates on the first tick.
  • Summons no longer die when every player has left the world
  • Summons no longer die when the owner crosses dimensions
  • Fixed a crash with summon defending themselves if their own left the world
  • Added a crafting recipe for mushroom stew using Capcaps and bone meal
  • Completely redid the back end of the summoning system to allow for later additions (it went from a hard coded if statement hell to being entry based)
  • Fixed a bug where Dreamy Segmoph would sometimes crash the server if he attacked a player in the overworld
  • Fixed a few typos in a few death messages
  • Totems of Undying no longer will prevent summons from being dismissed
  • There is a now a new message for if a summon "runs away" from combat
  • Summons now make their dismiss sound effect when you use the mass dismiss key bind instead of their death sound
  • Reverted the Dababa Yaga health nerf that happened right before the mod came out, it went from 28 --> 35
  • Da-Creature (and future bosses) now prioritize players over summons
  • Fixed a bug where the Dababy Soul's death sound has been corrupted since the 1.20.1 internal update. They now exist and play in game
  • Added Funko plops and Chases for the Friendly Dababy Imp, Boyscout Soul, and Girlscout Soul (56 total)
  • Fixed a coloring error on the dababy girl scout Funko plop chase where the brim texture on the box used the Bosnian brim colors instead of the normal girlscout brim colors
  • Fixed a bug where the girlscout funko plop wouldn't have a texture under some conditions (no idea what caused it but its fixed)
  • Changed some of the internal id names of certain funko plops to better fit in.
  • Adjusted the Creative menu order slightly for summon items

 

0.1.1Бета1.20.1 · 12 апреля 2025 г.

First post launch update! its minor but more dababy mod 2 updates are planned as I shift gears and get the foundations for future updates ready. I'll try and include at least some type of new content in each of these smaller QOL/bug fix updates.

  • Master Mason items now are located in the Da-creature goodie bag instead of dropping from him directly.
  • Alchemy table can now duplicate certain items at the cost of 2 gold blocks and some dababy essence.
  • Dababy Cobble Stone now functions as normal cobble stone when it comes to things like stone tools, furnaces, etc.
  • Added 2 new advancements.
  • Changed some advancement and item descriptions slightly.
  • Kumquot bushes have been overhauled on the back end. They now function more like vanilla crops (bone meal, uses random ticks, etc).
  • Added a new armor piece, The Knight's Shoulder Pads: it has the same defensive stats as the iron chest plate but they give you a speed boost when you or a nearby ally is attacked. It also makes the attacker glow.
  • The "Can be alchemized" tag certain items had has been changed to "Can be transmuted".
  • There are new sounds for when armor cooldowns are finished.
  • Added support for chest plates to have armor cooldowns.
  • Overhauled the back end of armor cooldowns (they are no longer hard coded and expand upon the vanilla "item cooldown" mechanic stuff like ender pearls have, instead of being a bunch of NBT tick timers).
  • Ziggurats and Totem Poles spawn about half as often as they did before and (should) spawn together less often.
  • Being sent back to the overworld by Dreamy Segmoph no longer sends you to your relative coordinates in the overworld but rather teleports you above where you entered Da-mension).
  • Removed the description for the knight's helm (it has nothing special so no point).
  • Fixed a bug where Bishop's Wrath didn't apply the increased damage at level 1.
  • Bishop's Wrath now increases the amount of death imps spawned with higher levels instead of increasing the damage bonus.
  • Fixed a crash when a player would die from Bishop's wrath that was level 5 or above.
  • Fixed an oversight where Baggy Pants gave more armor than it should have.
  • Friendly imps can now be absorbed by summoning stick, recharging a bit durability when you do.
0.1.0Бета1.20.1 · 1 апреля 2025 г.

Release version

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