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Mineforgian

Kobolds

This mod adds tiny lizard people!~

Загрузки
542K
Подписчики
246
Обновлён
5 июня 2026 г.
Лицензия
MIT

Опубликован 2 февраля 2023 г.

This mod adds in an underground civilization of kobolds which can be traded with and they defend their dens from the common threats of the Overworld!

One

Features

  • Friendly Kobolds that can be traded with!
  • Kobolds enjoys consuming Amethyst Shards!
  • Kobold defends their homes from hostiles.
  • Peaceful Kobold Enchanters that offers potions and Prospector, a new enchantment!
  • Kobold Den structures that spawns under Forests.
  • Zombolds from when Kobolds die to any Zombie & be cured just like Zombie Villagers!

Two

Ченджлог

4.1.1Релиз1.21.11 · 5 июня 2026 г.
  • Kobolds Dens No Longer checks for a River or Ocean biome.
  • Kobolds Dens No Longer checks for the surface biome.
  • Kobolds Dens uses a flat biome check like most structures.
  • Kobolds Dens uses a height check, only initial spawning at a height between 64 & 86.
  • Kobolds Dens now spawn with an Entrance & Tunnel first, before the main den itself.
  • Kobolds Dens now have two randomly selected side chambers once again.
  • Kobolds Dens has a new farm room that is a side room to the Tunnel.
  • Kobolds Dens old farm room got repurposed into a new side room.
  • Kobolds now rolls from 10 to 95 to determine type, instead of 1 to 100.
  • Baby Kobolds rolls from 5 to 100 to determine type, instead of 1 to 100.
  • Zombolds rolls from 5 to 45 to determine type, instead of 1 to 100.
  • -10 or below means that they are an Enchanter. 95 or above makes them an Engineer.
  • Kobolds picking up an enchanted crossbow will do a type roll from 65 to 95, +5 to both numbers for each enchantment on the Crossbow.
4.0.1Релиз1.21.1 · 5 июня 2026 г.
  • Kobolds Dens No Longer checks for a River or Ocean biome.
  • Kobolds Dens No Longer checks for the surface biome.
  • Kobolds Dens uses a flat biome check like most structures.
  • Kobolds Dens uses a height check, only initial spawning at a height between 64 & 86.
  • Kobolds Dens now spawn with an Entrance & Tunnel first, before the main den itself.
  • Kobolds Dens now have two randomly selected side chambers once again.
  • Kobolds Dens has a new farm room that is a side room to the Tunnel.
  • Kobolds Dens old farm room got repurposed into a new side room.
  • Kobolds now rolls from 10 to 95 to determine type, instead of 1 to 100.
  • Baby Kobolds rolls from 5 to 100 to determine type, instead of 1 to 100.
  • Zombolds rolls from 5 to 45 to determine type, instead of 1 to 100.
  • -10 or below means that they are an Enchanter. 95 or above makes them an Engineer.
  • Kobolds picking up an enchanted crossbow will do a type roll from 65 to 95, +5 to both numbers for each enchantment on the Crossbow.
4.1.0Релиз1.21.11 · 1 июня 2026 г.
  • Massive Rework/Reset!~ YOU WILL LOSE KOBOLDS WHEN UPDATING TO THIS VERSION.
  • Pirate Dens, Pirate Kobolds, Rascals, & Skelebolds are currently removed.
  • Kobolds can no longer use Tridents or Bows for now.
  • Foundation Reset in how Kobolds are coded, and how their AI works.
  • "Kobolds", "Kobold Warriors", "Kobold Enchanters", "Kobold Engineers", & "Baby Kobolds" are all now one single entity, sharing all their intended goals together.
  • Zombolds are updated accordingly to match better and work better alongside the new system that Kobolds have.
  • Zombolds now naturally spawns in a Plains Biome (this allows Kobolds to be available to Superflat worlds).
  • Improvements to Kobolds Breeding.

Note: This update has been a long time coming, but I've finally did it. No more Kobolds being completely separate entities. Enchanters & Engineers are variants which are chosen when a Kobold first spawn while the Warrior is a variant that happens when any standard kobold has a shield alongside with their weapon. I will be looking into finding a way to bring back other features, once I find a comfortable method of getting them into the mod with this new system.

4.0.0Релиз1.21.1 · 1 июня 2026 г.
  • Massive Rework/Reset!~ YOU WILL LOSE KOBOLDS WHEN UPDATING TO THIS VERSION.
  • Pirate Dens, Pirate Kobolds, Rascals, & Skelebolds are currently removed.
  • Kobolds can no longer use Tridents or Bows for now.
  • Foundation Reset in how Kobolds are coded, and how their AI works.
  • "Kobolds", "Kobold Warriors", "Kobold Enchanters", "Kobold Engineers", & "Baby Kobolds" are all now one single entity, sharing all their intended goals together.
  • Zombolds are updated accordingly to match better and work better alongside the new system that Kobolds have.
  • Zombolds now naturally spawns in a Plains Biome (this allows Kobolds to be available to Superflat worlds).
  • Improvements to Kobolds Breeding.

Note: This update has been a long time coming, but I've finally did it. No more Kobolds being completely separate entities. Enchanters & Engineers are variants which are chosen when a Kobold first spawn while the Warrior is a variant that happens when any standard kobold has a shield alongside with their weapon. I will be looking into finding a way to bring back other features, once I find a comfortable method of getting them into the mod with this new system.

3.2.22Релиз1.21.11 · 21 мая 2026 г.
  • Updated Kobolds Dens.
  • Updated Kobolds Tags.
  • Minor Bugfixes.
3.0.42Релиз1.21.1 · 21 мая 2026 г.
  • Updated Kobolds Dens.
  • Updated Kobolds Tags.
  • Minor Bugfixes.
3.2.21Релиз1.21.11 · 30 января 2026 г.
  • Kobold Warriors will now gain Regeneration for 30 seconds after getting a kill with a spear.
  • Fixed Interaction Bug when Kobolds have both an Interaction Weapon & Potion.
  • Removed Cannon/Boat Goals from Supplementaries due to causing odd interactions.
3.0.41Релиз1.21.1 · 30 января 2026 г.
  • Fixed Interaction Bug when Kobolds have both an Interaction Weapon & Potion.
  • Removed Cannon/Boat Goals from Supplementaries due to causing odd interactions.

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