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Mineforgian

Omni-Mobs

Adds some random and powerful mobs into Minecraft for overpowered mob battles.

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Подписчики
24
Обновлён
1 июля 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 16 сентября 2024 г.

A purple Minecraft title that says "OMNI-MOBS". Omni-Mobs adds some powerful and overpowered mobs into Minecraft for mob battles.


  • As of version 0.1.3, no additional mods are required.
  • You can disable music, camera shake, and the coremod, in the config. Disable the coremod if you have problems with launching the game. (It should be okay now though.) Coremod is used for:
    • Metapotent Flashfur's enhanced defence.
    • Defence against Mixins.
    • getHealth() modification defence.
    • Flashfur's getHealth()-modification.
  • The mod currently does not work on servers. LAN might work, but it isn't tested often.
  • This mod is still in alpha. There may be bugs, and anything might be changed at any point!

Mobs

Common Boss Entity Features

"Boss Entities" (BossEntity) refer to every mob except Metapotent Flashfur. They are still normal entities, but they override many core game systems.

This Includes:

  • "Absolute" Defences: While they can't be truly absolute, Boss entity defences are immune to DATA_HEALTH_ID setting, setter-method invoking, and field/EntityDataAccessor traversal, as well as some other things.
  • Immunity Bypassing: Boss entities bypass conventional defences such as damage caps and custom health.
  • Set-Target Immunity: Boss entities cannot be forced to switch targets.
  • TP Immunity: Boss entities are immune to /tp, teleportTo(), setPos(), and setPosRaw().
  • Despawn Immunity: Boss entities are immune to being removed from existence by methods such as discard(), remove(), setRemoved(), levelCallback.onRemove(), EntitySection.remove(), etc.
  • Other Random Immunities: Boss entities are also immune to getNavigation.stop(), freezing, setNoAI(), setNoGravity(), potion effects, and much, much more.
Flashfur

Flashfur is sitting in the plains biome. There is a dark oak forest and an extreme hills biome in the background.

Appearance:

A black and white cat with blue eyes. He wears blue clothes, and is twice the size of a normal Minecraft cat.

Powers/Stats:

  • Supernatural Condition: Flashfur is far faster, stronger, etc, than a normal cat.
  • Health: 750.
  • Damage Reduction: 95%.
  • Damage Cap: 2% max health (15).
  • getHealth() Modification: An additional 5% of his damage will be a getHealth() delta - this means it adds a value into the return of other mod's getHealth() methods to change the final value.
  • Invulnerability Detection: Bans healing and erases entities if invulnerable or not taking much damage.
  • Anti-Respawn: If an entity tries to respawn while Flashfur is attacking, it will be cancelled.
  • I-Frames: 10 ticks.
  • Weak Damage Negation: ~0.02667% max health (0.2).
  • Regeneration: 0.01333333% max health (1) health per second.
  • setDeltaMovement() Resistance: 100% (immune).

Offence Moves:

  • Swipe: Flashfur will swipe at his target, dealing 75 + 10% max health damage to entities in a 1.5-block radius. He can do this many times a second.
  • Ground Slam (Shockwave Generation): Flashfur will slam his paws on the ground, creating a massive explosion that deals 1,500 + 50% max health damage, and affecting entities in a 1,500-block radius, getting weaker by distance.
  • Super-Speed-Slashes: Flashfur will fling entities into the air, and will slash them every tick (1/20th of a second) for 100 ticks, each slash dealing 5 + 1% max health damage. During the 100 ticks, entities cannot move, and Flashfur is invisible (to simulate the fact he is moving so fast, you cannot see him).
  • Supernatural Speed: Flashfur will run towards his target, reaching them instantly. Entities caught in the speed trail will be swiped, and are flinged into the air. He will sometimes do this a bunch of times in a row.

Defence Moves:

  • Parry: Flashfur will parry 80% of attacks.
  • Dodge: Flashfur will dodge 80% of damage if he didn't parry it (any type).
    • Jump Dodge: Flashfur will sometimes dodge damage by jumping out of the way.
    • Rolling Dodge: Flashfur will sometimes dodge damage by rolling out of the way.
    • Backflip Dodge: Flashfur will sometimes dodge damage by backflipping away.

Other:

  • Sometimes Flashfur will sit down, when not attacking anything.
Metapotent Flashfur

Metapotent Flashfur is standing in the plains biome. There is a dark oak forest and an extreme hills biome in the background.

Appearance:

Flashfur just looks like his normal self, but he is 10 times larger, he has moving purple and ice-blue lines on him, and he has purple and ice-blue light rays coming off him. He also has stars around him.

Powers/Stats:

  • Metapotence: Flashfur can do absolutely anything/everything with no limits (sadly not actually possible in a Minecraft mod).
  • No Health: Flashfur doesn’t even have a health value. (It displays as Absolute Infinity on the bossbar.)
  • Absolute Invulnerability: Flashfur cannot be damaged, at all.
  • getHealth() Modification: Flashfur will deal an additional infinite amount of damage as a getHealth() delta value.
  • Immunity Bypassing: As well as normal "damage-based" immunity bypassing, Flashfur also ignores various types of despawn immunity, such as overriding remove(), or Mixin-cancelling remove() methods in the core entity storage classes – he directly wipes entities from the game.
  • Render/Non-Entity: Flashfur is not a normal entity, and is not saved as a normal entity, meaning no entity erasure methods can even target him. He has a connector entity following him around, but if it is deleted, another one will appear (he can function without it).
  • Fast Targeting: Flashfur has no targeting delay. He can instantly target entities.
  • Infinite Follow Range: Flashfur has infinite follow range, and can see entities that are on the other side of the world.
  • Forge Event Independence: Unlike a lot of other non-entities (e.g. Dragionn), Metapotent Flashfur doesn’t rely on the Forge event system. (Unless the coremod fails. In that case, he will use events as a fallback.)
  • Event Bus Override: Flashfur will take over MinecraftForge.EVENT_BUS and prevent certain events from firing. He also disables shutdown of the event bus. (This should be safe, and the original event bus should be restored when Metapotent Flashfur isn’t in the world.)
  • Anti-Respawn: If an entity tries to respawn while Flashfur is attacking, it will be cancelled.

Moves:

  • Meta-Swipe: Flashfur will swipe at his target, creating a small purple and ice-blue explosion, dealing infinite damage to all entities in a 20 block radius. If the target somehow doesn’t die from this, they will be instantly erased out of existence.
  • Omni-Erasure: Flashfur will wave his paw, and every loaded entity, no matter the distance, will be erased from existence.
  • Totality Boom: Flashfur will make a massive explosion, dealing infinite damage to all loaded entities, and erasing them if they survive.
  • Meta-Beam: Flashfur will summon a beam, that will hit the target instantly, with 100% accuracy, dealing infinite damage and erasing them if they survive.
  • Meta-Explode: Flashfur will fling all loaded entities upwards, and then he will summon an explosion on them, dealing infinite damage and erasing them if they survive.
  • Meta-Teleportation: Flashfur will teleport to his target if they are more than 60 blocks away.
Iron Golem

The Iron Golem is standing in the plains biome. There is a dark oak forest and an extreme hills biome in the background.

Appearance:

A regular Iron Golem from Minecraft, but with bends and better animations.

Targeting:

By default, the Iron Golem targets everything, but priorities villagers over other mobs.

Powers/Stats:

  • Supernatural Strength: The Iron Golem is very physically strong.
  • Enhanced Durability: The Iron Golem is far more durable than a normal golem.
  • Health: 200.
  • Damage Reduction: 80%.
  • Damage Cap: 5% max health (10).
  • I-Frames: 10 ticks.
  • Weak Damage Negation: 0.5% max health (1).
  • Regeneration: 0.5% max health (1) health per second.
  • setDeltaMovement Resistance: 80%.

Moves:

  • Punch: The Iron Golem will punch his target, dealing 5% max health + 20 damage. It has an AOE radius of 1 block. He sometimes punches with both arms
  • Arm Bash: The Iron Golem will bash targets with his arms, dealing 5% + 20 damage. It has an AOE radius of 3 blocks. He sometimes bashes with both arms.
  • Stomp: The Iron Golem will sometimes stomp on the ground, creating a small explosion that deals ~6.67% max health + 30 damage to all entities in a 20 block radius, getting weaker by distance.
  • Golem Smash: The Iron Golem will slam the ground, creating a shockwave that deals 10% max health + 50 damage. This affects all entities in a 50 block radius, getting weaker by distance.
Alarm

Alarm standing in a plains biome during the day. He is holding a netherite sword. There is a dark oak forest and mountain biome in the background.

Appearance:

Alarm has the Alex player model (thinner arms) and he is red with a white alarm clock on it. He has bends as well.

Powers/Stats:

  • Health: 50.
  • Damage Reduction: 90%.
  • Damage Cap: 10% max health (5).
  • I-Frames: 10 ticks.
  • Regeneration: 0.5% max health (0.25) health per second.
  • Weak Damage Negation: 0 (none).
  • setDeltaMovement Resistance: 0% (none).

Moves and Abilities:

  • Sword Slash: Alarm will attack with his enchanted netherite sword, dealing 5% max health + 11 damage. This also has a 1.5 block AOE radius. If he is falling, he can also perform critical hits, that deal 1.5 times more damage. You can give him other items with /item and he will use it as his main weapon. You can even make him fight with his fist!
  • Bow: Alarm will shoot an arrow with his bow, dealing 5% max health + 8 damage. This takes a second to draw back, and it doesn’t have infinite range (gravity exists). If he is close to his target, he will flip backwards and then use it. Good for long range attacks.
  • Water Bucket Clutch: If Alarm is falling from more than 3 blocks high, he will catch himself with a water bucket, negating the fall damage, like an actual player.
  • Parry: Alarm has a 50% chance to parry attacks.
  • Dodge: If the attack is not parried, Alarm also has a 50% chance to dodge attacks. He will jump to the side.
  • Sprint Jump: Alarm will sprint and jump towards his target, meaning he moves faster, just like a normal player would.
Silverlight

Silverlight standing in a plains biome at night. There is a dark oak forest and mountain biome in the background.

Appearance:

A silver and white cat with blue eyes. He is twice the size of a normal Minecraft cat. He has a blue glow, and an aura of lightning around him.

Powers/Stats:

  • Lightning Manipulation: Silverlight can control and manipulate lightning.

  • Health: 300.

  • Damage Cap: 5% max health (15).

  • Damage Reduction: 50%.

  • I-Frames: 10 ticks.

  • Regeneration: 0.5% max health (1.5) health per second.

  • Weak Damage Negation: 0 (none).

  • setDeltaMovement Resistance: 50%.

Offence Moves:

  • Swipe: Silverlight will swipe at his target, dealing 15 + 5% max health damage to entities in a 1.5-block radius.
  • Lightning Bolt Projection: Silverlight will hold up his paw, and a lightning bolt will be summoned, dealing 50 + 10% max health damage to all entities caught in the bolt.
  • Lightning Shockwave: Silverlight jumps into the air, and when landing, summons 3 low-powered lightning bolts in the direction he is looking. Each lightning bolt deals 25 + 5% max health damage. He will either front-flip or back-flip, depending on how close he is to his target.
  • Omni-Directional Lightning Shockwave: Silverlight jumps into the air, and when landing, summons 16 lightning bolts all pointing outwards, covering the full 360°. Each lightning bolt deals 25 + 5% max health damage.

Defence Moves:

  • Dodge: 50% chance.
    • Jump Dodge: Silverlight will sometimes dodge damage by jumping out of the way.
    • Rolling Dodge: Silverlight will sometimes dodge damage by rolling out of the way.
    • Backflip Dodge: Silverlight will sometimes dodge damage by backflipping away.

Passive Abilities:

  • Electric Fur: Mobs that touch Silverlight (get within a 1 block radius of him), take 1 + 0.1% damage every tick (1/20th of a second).

Items

Entity Remover

The Entity Remover settings GUI.

The mod adds an Entity Remover, which looks like a pink sword. You can remove a single entity by left-clicking on it, and you can remove all loaded entities by right-clicking.

If you shift-right-click, it'll open the config GUI. This has:

  • Run die(): When this is on, the Entity Remover will run the die() method on the entity, in case the entity uses it for cleanup.
  • Leave-Level Calls: When this is on, it'll remove the entity while running all events and calls that happen when an entity is normally removed (e.g. onRemovedFromWorld()). When this is off, it won't run these.
  • Teleport Entity: When this is on, the entity will additionally be force-teleported to x=1,000,000,000, y=0, z=0.
  • Invulnerability: This will make you immune to almost all damage, such as setHealth(), hurt(), and DATA_HEALTH_ID.
  • Immovability: This attempts to make you immune to being teleported or moved around. It might have a few issues right now.
  • /kick Ban: This prevents you from being /kicked. This is useful if a mob from another mod tries to kick you for whatever reason.

Future Plans:

General:

  • Re-add some more Dragionn's Stuff mobs.
    • Multiversal Dragon might be added, but I was having some issues with rendering a massive model (10,000,000 blocks long).
    • Ashfire may be added in the future.
    • Greylight may be added.
    • Annihilation Emperor might be added. (He might have the same issue as Multiversal Dragon, as I want to make the spaceship 100,000 blocks long.)
  • Add some other new mobs.
    • Possibly a shadow-themed cat around Silverlight's level.
    • Possibly another player-like mob, that's weaker than Alarm.
  • Rework Alarm.
    • Make it so he stops and eats golden apples to regenerate, instead of passively regenerating.
    • Maybe make his aim better when he uses his bow.
    • Maybe give him an elytra, so he can fly around.
    • Maybe give him more weapons (tridents, crossbows with fireworks, end crystals, etc).
  • Make Iron Golem's animations smoother, as they currently snap to different animations.
  • Possibly rework Metapotent Flashfur again.
  • Substantially increase Metapotent Flashfur's attack power with attacks that edit code and ban entity spawning, as pure-erasure-based attacks aren't very strong against powerful mobs. I might also prevent leave-level calls from running. I will try to do it in a non-destructive way.
  • Make Metapotent Flashfur immune to other extremely OP mobs, and immune to coremods/Instrumentation agents that inject return;s/remove his ticking/rendering code. (This is usually how other mobs beat him right now.) Again, I will try to do it in a non-destructive way.
  • Make Metapotent Flashfur's Event Bus Override stronger, by preventing other mods from overwriting his changes.
  • Make Metapotent Flashfur fall back to Mixins, instead of events.
  • Improve Metapotent Flashfur's rainbow text.
  • Improve the Entity Remover with more precise control over what happens. The GUI could have the main settings (e.g. "Immovability"), and then sub-settings like "Set-Delta-Movement" and "Teleportation", so they can be toggled separately.
  • Make the code more maintainable. (Long-term goal.)

Bug Fixes:

  • Fix Metapotent Flashfur not working in LAN worlds.
  • Fix other random bugs. (The mod will probably always have at least a few bugs.)
  • Get the mod functioning correctly on multiplayer and not crashing on dedicated servers. (This is not a priority, as it will require major changes, and the mod is mostly designed for singleplayer.)

Credits

Music

Sounds

Other

  • Ideas for some powers from the Superpower Wiki.
  • Title made with the Minecraft Title Generator plugin for Blockbench.
  • Alarm sword parry and Metapotent Flashfur Meta-Beam inspired by the old 1.19.2 version of the Ruler of the End mod.

This mod is only available on Modrinth. If you find it anywhere else, it is not official.

Ченджлог

0.3.5.3Альфа1.20.1 · 1 июля 2026 г.
  • Improved Boss Entity health defence.
  • Changed AccessChecker from a flat byte[] array to an int depth counter, so it can handle nested calls properly.
  • Added NaN checks in BossEntity hurt() and setHealth() methods.
  • Fixed an issue where Silverlight was using his backflip move less when he was low on health, when he was supposed to use it more when he was low on health.
  • Made Boss Entities compatible with LivingHurtEvent. When Boss Entities are attacked, they will send an event and update the amount of damage they took based on it, before the damage cap, resistance etc, is calculated. When Boss Entities attack another entity, they send the event with the final damage amount (after vanilla defence calculations) but ignore the event's value and whether it's cancelled.
0.3.5.2Альфа1.20.1 · 18 апреля 2026 г.
  • Fixed a bug where Boss Entity health wouldn't load properly when the world/entity was reloaded.
0.3.5.1Альфа1.20.1 · 17 апреля 2026 г.
  • Fixed a bug where the stacktrace checker would try to find constructors and static initialisers as methods, which would always fail.
  • Moved distanceToEntityWithHitboxes() back to EntityUtil, as I accidentally moved it to VFXUtil.
  • Made the default value of verboseLogs in the config false, which I meant to do last time, but accidentally left it as true.
  • Made Flashfur's speed moves not apply damage multiple times on the same entity in a single "run", so now he shouldn't do as much damage to mobs with massive hitboxes.
  • Removed weird try-catch block in Flashfur's respawning.
  • Updated HealthManager to give Boss Entities a "last known valid health value" and if the current health value differs from this, it'll be reversed to this.
  • Updated Silverlight's lightning bolts to track hit entities with a HashSet instead of an ArrayList (if Silverlight seemed like he did more damage in 0.3.5, it was because of the ArrayList).
0.3.5Альфа1.20.1 · 26 февраля 2026 г.
  • Reworked Flashfur:
    • Made Flashfur's swipe speed faster.
    • Doubled Flashfur's swipe attack range.
    • Made Flashfur's super-speed much faster.
    • Made it so when Flashfur uses his super-speed, he will deal a full swipe at targets that are in his path.
    • Updated the Ground Slam visuals to make the bright light disappear faster, added smoke particles, and added a shockwave.
    • Added a parry move for Flashfur.
    • Made it so Flashfur deals a little bit of getHealth()-modify damage.
    • Made it so Flashfur can use his super-speed while in water.
    • Flashfur will now stop using Super-Speed-Slashes earlier, if all the entities have already died.
    • Fixed Flashfur's (and Metapotent Flashfur's) pupils being his fur texture. Now his pupils are solid black (#000000).
    • Added respawning to Flashfur. He can now respawn if he is despawed by something.
    • Made it so Flashfur cannot be ridden. Additionally, he will attack mobs and players who attempt it, if he is not already attacking something.
    • Made it so Flashfur can't be spectated in spectator mode.
    • Added anti-respawn to Flashfur (and Metapotent Flashfur). It's only simple anti-respawn - Metapotent Flashfur will probably get an improved version in a future update.
  • Updated Metapotent Flashfur's Meta-Swipe to have a shockwave effect.
  • Updated the explosion effect at the end of Metapotent Flashfur's Meta-Beam, to look similar to his Meta-Swipe.
  • Updated Metapotent Flashfur's Meta-Explosion to have a shockwave effect.
  • Added shockwaves to Metapotent Flashfur's spawning effect.
  • Improved Metapotent Flashfur's getHealth()-modify damage.
  • Upgraded Boss entity defence against things such as persistent data modification, hitbox modification, etc.
  • Made it so Boss entities will always render.
  • Refactored the stack checker to use a StackWalker instead of Thread.currentThread().getStackTrace(). It should be far more performant.
  • Made it so when the custom bossbars don't find their Boss entity, they don't render at all, instead of showing Omni-Mobs:integer.
  • Fixed a bug where the hurt() method of the Boss entities was returning true, mid-death.
  • Improved Metapotent Flashfur's erasure-fallback (for his damage-dealing moves), so it now detects entities with NaN health.
  • Made it so Boss entities will despawn mobs that have NaN health.
  • Made it so Metapotent Flashfur doesn't erase Omni-Mobs VFX entities.
  • Fixed a targeting bug with Metapotent Flashfur.
  • Made Boss entity despawn immunity check for mixins.
  • Updated access checker to check for mixins.
  • Fixed bug with the mod's force-despawning where it wouldn't despawn on the client-side, because it was using entity.blockPosition().asLong() instead of SectionPos.asLong(entity.blockPosition()). (It was using the correct one on the server-side, though.) I think I must have accidentally broke this in an earlier recent update, as it used to work fine. But anyway, it should work now.
  • Removed useless DATA_REMOVED from the BossEntity class from ages ago.
  • Made it so Boss entities won't have a red overlay and play their hurt/death sounds, unless they are actually hurt/are dying.
  • Refactored some methods into CoreModHooks - specifically some methods in MetapotentFlashfurLevel and BossEntity.
  • Added coremod/agent info/warning messages to the spawn eggs' tooltips.
  • Updated Silverlight's move priority, so he prioritises his lightning attacks over his swipe attack. This means he should use his lightning attacks more often, like pre-0.3.4.
  • Made it so Silverlight uses his Lightning Bolt Projection against flying mobs, as before, he didn't use it if he was closer than 10 blocks. Now, if he is fighting a flying mob, he can also use it if the target is close to him.
  • Made it so Metapotent Flashfur now teleports back up if he falls in the void. It doesn't really work that well.
  • Added a config toggle for printing logs to the console.
  • Moved some of the mod's VFX helpers into a separate class, as they definitely didn't belong in EntityUtil.
  • Refactored AbstractSilverlightLightningMove to use an ArrayList<LivingEntity> to track which entities were hit by the lightning, instead of omniMobsSilverlightLightningAttack persistent data. I'm really not sure what I was thinking back then.
0.3.4.2Альфа1.20.1 · 9 ноября 2025 г.
  • Removed the random ICosmicEffect interface from months and months ago.
  • Fixed despawn immunity for Boss entities.
0.3.4.1Альфа1.20.1 · 7 ноября 2025 г.
  • Fixed a bug where Boss entity defences could be bypassed by forcing the game to load their save data, after changing it.
0.3.4Альфа1.20.1 · 7 ноября 2025 г.
  • Updated entity getter to force-get entities, bypass entity filtering.
  • Moved damage logic from setHealth() to hurt(), and made setHealth() just call hurt(), meaning some mobs can now dodge/block setHealth().
  • The BossEntity hurt() method now doesn’t call super.hurt(), so it doesn’t use any vanilla behaviour.
  • Updated access checker to make it more resilient against bypasses, even though I hadn’t seen any bypasses for the original one.
  • Updated the name of the mixin-remover-class-visitor.
  • Removed a random print statement that I left in the mixin-remover-method-visitor.
  • Improved handling of coremod when it fails on JVMs that don’t have the Attach/Tools API (com.sun.tools.attach). It now uses reflection to access certain things, instead of a direct reference, so it is catchable and won’t crash the game – instead falling back to events/disabling some features, as intended.
  • Fixed some bugs related to Metapotent Flashfur when the coremod failed, or was disabled, like the Meta-Beam not showing up.
  • Coremod config value moved to omnimobs-common. If you disabled the coremod previously, you might need to disable it again. (Except it might not crash anymore, so that might not be required.)
  • Fixed incorrect logging in the coremod, saying “Transforming ServerLevel…” when it was actually transforming MinecraftServer.
  • The coremod (Java agent) temporary file is now set to delete on exit. (So it won’t clutter the OS’s temporary files directory.)
  • The agent JAR file is now extracted with a try-with-resources statement, meaning if it fails at this step, the file stream will still be closed.
  • Fixed stars and light rays rotating with Metapotent Flashfur.
  • Updated Metapotent Flashfur’s stars to last twice as long on average.
  • Fixed Metapotent Flashfur’s walk animation, making it smooth.
  • Updated Metapotent Flashfur’s Meta-Beam to vaporise entities. (They don’t play their death animation.)
  • Added Object-Oriented ability/move system and ported Silverlight (and Flashfur’s Invulnerability Detection) to it. This allows for cleaner code, and context-aware moves! (I’ll port the other mobs fully, when they get a big rework, and all new mobs will probably use it!)
  • Updated Silverlight a bit, due to the fact I ported him to the new OOP system. He should hopefully feel less “spammy”.
  • Updated UnsafeUtil to make a new instance of Unsafe, instead of getting the existing theUnsafe field. This doesn’t matter much (it’s only used to attach the agent), but I prefer doing it this way. It’ll fall back to the other one just in case.
  • Updated the music system to use an IMusicEntity interface, meaning both Boss entities and Metapotent Flashfur use the same BossMusic class. (In other words, there is less duplicated code, as the BossMusic class only cares about an IMusicEntity, and not a specific implementation!)
  • Changed Flashfur’s and Iron Golem’s music, because of potential issues using the original ones. Original music:
  • Made it so Boss entities can target entities that can’t normally be targeted. (For example, entities with the invulnerable flag set to true.)
  • Added a spark particle effect when Alarm parries an attack with his sword.
  • Made it so the camera shake doesn’t shake when the game is paused.
  • Fixed Metapotent Flashfur not saving on Windows (hopefully), by upgrading file management to use java.nio.file, meaning it’ll automatically handle / vs \. (I use Linux, so I can’t be 100% certain it works!)
  • Made it so Metapotent Flashfur cannot have a damage overlay or death animation.
  • Fixed camera shake becoming intense upon world reloading. (The intensity value persists upon world reloading, instead of resetting.)
  • Made Metapotent Flashfur’s lightning brighter.
  • Changed force-setHealth and Flashfur’s invulnerability detection to use approximate equals, and not exact equals, to account for floating-point errors.
  • Added checks to the knockback() method for Boss entities.
  • Improved target setting immunity and target cancellation immunity for Boss entities.
  • Improved some other things related to Boss entity defence.
  • Reworked Entity Remover, adding a GUI with a die() toggle, leave-level calls toggle, invulnerability toggle, immovability toggle, and a /kick ban toggle. This should help with OP mobs from other mods killing you, teleporting you, or kicking you out of the world.
  • Updated defence against CompoundTag modification, so when getting the value of an Omni-Mobs tag, it returns 0. I also changed some other small things.
  • Improved Flashfur’s invulnerability detection against players.
  • Added some basic tests so it’s less likely that I’ll release a version with broken calculations, in the future. I will probably expand the amount of tests later. JUnit didn’t seem to work, so I had to make my own. They’re off by default, but you can enable them in the config.
  • Updated icon, because the mod isn’t just about Flashfur anymore, and made it show in the mod. I might change the icon again at some point.
  • 5% of the damage dealt by Boss entities now ignores vanilla defences such as armour and resistance.
0.3.3.3Альфа1.20.1 · 17 августа 2025 г.
  • Fixed completely wrong percent damage calculations for every mob (using the % damage calculator method I added in the last update), where it used the attacker max health instead of the target max health. (I had to load a backup without the changes that I've been working on for the next update, to fix this. But it was important enough to do that.)
  • Removed left-over print statement.

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