looking for mod around mobs

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Blue

New Member
Jul 29, 2019
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looking for a mod that can enhance mobs not to be just harder. but also a bit more intelligent in there spawning.

want to make running around at night more dangerous but not just based on increased mob spawn.

and i think i remember a mod that can tell if a players home and set random mob invasions ever so often. any one know of such a mod?
 

b0bst3r

New Member
Jul 29, 2019
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"Random Things" has a blood moon option which you could set to 100% of the nights which in itself would be bloody cruel but would make it REALLY dangerous at night, with a whole host of config options:

# Whether fog will turn black on a Bloodmoon to look better with the red sky
B:BloodMoonBlackFog=true

# The chance of a bloodmoon happening (0=Never;1=Every night;0.05=5% of all nights)
D:BloodMoonChance=0.05

# Whether players are NOT allowed to sleep during a bloodmoon
B:BloodMoonNoSleep=false

# Whether light will be tinted red on a Bloodmoon
B:BloodMoonRedLight=false

# Whether the moon will be red on a Bloodmoon
B:BloodMoonRedMoon=true

# Whether the sky will turn red on a Bloodmoon
B:BloodMoonRedSky=true

# With which number should the default entity limit be multiplicated on a blood moon
I:BloodMoonSpawnLimitMult=2

# How close can enemys spawn next to the player on a bloodmoon in blocks? (Vanilla=24)
I:BloodMoonSpawnRange=6

# How much faster enemys spawn on a bloodmoon (0=Vanilla)
I:BloodMoonSpawnSpeed=2

# Should monsters spawned by a bloodmoon vanish at dawn?
B:BloodmoonVanish=false
 
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Reactions: Overmorrow and Blue

Blue

New Member
Jul 29, 2019
223
0
0
"Random Things" has a blood moon option which you could set to 100% of the nights which in itself would be bloody cruel but would make it REALLY dangerous at night, with a whole host of config options:

# Whether fog will turn black on a Bloodmoon to look better with the red sky
B:BloodMoonBlackFog=true

# The chance of a bloodmoon happening (0=Never;1=Every night;0.05=5% of all nights)
D:BloodMoonChance=0.05

# Whether players are NOT allowed to sleep during a bloodmoon
B:BloodMoonNoSleep=false

# Whether light will be tinted red on a Bloodmoon
B:BloodMoonRedLight=false

# Whether the moon will be red on a Bloodmoon
B:BloodMoonRedMoon=true

# Whether the sky will turn red on a Bloodmoon
B:BloodMoonRedSky=true

# With which number should the default entity limit be multiplicated on a blood moon
I:BloodMoonSpawnLimitMult=2

# How close can enemys spawn next to the player on a bloodmoon in blocks? (Vanilla=24)
I:BloodMoonSpawnRange=6

# How much faster enemys spawn on a bloodmoon (0=Vanilla)
I:BloodMoonSpawnSpeed=2

# Should monsters spawned by a bloodmoon vanish at dawn?
B:BloodmoonVanish=false

thanks for the info ^^

definitely look more into this mod
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
"Random Things" has a blood moon option which you could set to 100% of the nights which in itself would be bloody cruel but would make it REALLY dangerous at night, with a whole host of config options:

# Should monsters spawned by a bloodmoon vanish at dawn?
B:BloodmoonVanish=false

I was gonna say something, but when I quoted, I saw the spoiler... if you put Blood Mood to 100% and BloodmoodVanish to false, I believe you will basically have an around the clock mobfest, because those things take forever to despawn. In my experience (thankfully with Blood Moon set to a low percentage), if I don't exit my base and kill all the mobs one-by-one, they will remain alive throughout the entire daytime unless they randomly travel far enough for the vanilla despawn algorithm to kick in. With each successive night, you will have more and more mobs - the leftovers from the night before. I shudder to think of how anyone could play with such settings. LOL
 

b0bst3r

New Member
Jul 29, 2019
2,195
0
1
I was gonna say something, but when I quoted, I saw the spoiler... if you put Blood Mood to 100% and BloodmoodVanish to false, I believe you will basically have an around the clock mobfest, because those things take forever to despawn. In my experience (thankfully with Blood Moon set to a low percentage), if I don't exit my base and kill all the mobs one-by-one, they will remain alive throughout the entire daytime unless they randomly travel far enough for the vanilla despawn algorithm to kick in. With each successive night, you will have more and more mobs - the leftovers from the night before. I shudder to think of how anyone could play with such settings. LOL

# Should monsters spawned by a bloodmoon vanish at dawn?
B:BloodmoonVanish=false <-- default
 

mattp_12

New Member
Jul 29, 2019
901
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0
Infernal Mobs is also an option. It adds randomly spawning mobs with easy-crazy custom effects the mob has such as force dropping your item on the ground or spitting fire.
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
I don't think it fits your requirements, and I also think the mod has some issues which I won't get all long-winded about here (I'll just say the "Lily Lurker" mob is a pretty cool idea, but they can multiply to the point where they totally lag out the server if their chunk remains loaded for extended periods of time)... but you could check out 'Primitive Mobs' mod as another possibility. The modpack I play simply disabled the Lily Lurkers, problem solved.
 
Last edited:

asb3pe

New Member
Jul 29, 2019
2,704
1
1
I'm having a really bad day. I just went thru a Blood Moon, but I was inside my base so I just stayed there while the mobs roamed around the outside. I heard a big explosion, but nah, how could it be a creeper? It must have been one of those Pneumatic Plant things going off...

Long after daybreak, I finally exit my base... and I see a crater where my sheep pen used to be, and where my horse used to be tied up. They're all gone. It WAS a creeper exploding. WHY??????? I can't believe my horse is gone. Am sad. :(

Time to take a break for the night. sigh