
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!

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!

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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