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Diverse Mobs
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All mobs are now diverse. Different health, size, color, etc. Breed, transfer and mutate stats, make super cows.
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Description
I hate the same old mob-sized mobs. I hate the same old health mobs.
Welp. This mod escalated into something a lot bigger.
Diverse Mobs makes creatures feel like individuals rather than identical copies. Mobs receive persistent, bell-curved variations in their stats, size, proportions, voice, coloration, genetics, and even the resources they can provide.
Most creatures stay close to vanilla, while uncommon individuals naturally stand out as larger, faster, stronger, smaller, differently colored, or unusually powerful. These differences persist through saves and sync with servers and can be inherited through breeding, meaning you can breed super cows!
The goal is simple: make every herd, monster group, and breeding line feel a little more unique while still looking and playing like Minecraft.
Features
- Persistent individual stats
- Health: 85–115%
- Melee damage: 90–110%
- Movement speed: 92–108%
- Bell-curved distribution makes near-vanilla mobs common and extreme individuals rare.
- Physical differences based on traits
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- Health affects overall body size and hitbox.
- Larger mobs gain slightly more knockback resistance.
- Damage changes humanoid arm proportions.
- Speed changes humanoid and supported quadruped leg proportions.
- Basic quadrupeds receive wider/longer legs based on speed.
- Horses use their existing vanilla health, speed, and jump genetics instead of receiving duplicate stat rolls.
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- Different voices
- Larger creatures sound deeper.
- Smaller creatures sound higher.
- Pitch follows a curved, bounded system so extreme sizes never become absurdly high- or low-pitched.
- Uses the mob's final Minecraft
SCALE, allowing compatible size-changing mods to influence it naturally.
- Persistent color variation
- Mobs receive slightly different coloration without editing their textures.
- Bell-curved variation includes saturation, brightness, warm/cool tint, and a small hue shift.
- Color differences are synchronized so every player sees the same appearance.
- Color traits persist and can be inherited by offspring.
- Server-configurable visual strength from subtle to very noticeable.
- Genetics and selective breeding
- Babies independently inherit Health, Damage, Speed, and appearance traits from their parents.
- Small mutations allow bloodlines to gradually change over generations.
- Enables selective breeding for larger, faster, stronger, or visually distinctive animals.
- Horses retain Minecraft's vanilla stat genetics while still participating in the appearance system.
- Trait preservation through transformations
- Supported conversions retain their traits.
- For example, a villager converted into a zombie does not simply reroll into a completely unrelated individual.
- Power rating
- Optional simplified Jade display summarizes overall traits.
- Power 5 represents approximately vanilla-average stats.
- Weak ordinary mobs trend toward 1.
- Strong ordinary mobs trend toward 10.
- Mixed strengths and weaknesses can balance back toward 5.
- Super variants
- Standard adult Zombies have a default 5% / 1-in-20 chance to become Super.
- Super mobs receive elevated health and melee damage with a size-related speed tradeoff.
- Super Power ratings can exceed the normal maximum.
- Jade displays them as, for example,
Power: 12.0 (S).
- Generic configurable Super system
- Other vanilla or modded mobs can become Super through config or datapacks.
- Each species can have its own enable/disable state and chance.
- Global Super health, damage, chance, and slowdown ranges are configurable.
- Super Spiders are supported by default but disabled. There as an example of how to add more supers in the config.
- Datapacks can add mobs through
#diversemobstats:super_candidates.
- Optional detailed Jade integration
- Jade itself is not required.
- Can display Health, Damage, Speed, Size, limb proportions, Power, Super status, and color phenotype values.
- Detailed information toggle can be controlled by server operators.
- Size-based biological yield
- Larger animals can provide additional biological resources.
- At the default setting, each complete 7.5% size above 100% adds one eligible resource.
- 107.5% size → +1
- 115% size → +2
- 122.5% size → +3
- Mobs at 100% size or below never receive a size bonus.
- Supported categories include meat, wool, feathers, and hide.
- Meat is enabled by default; the others can be enabled by the server.
- Normal loot tables run first, preserving Looting, cooked meat, and modded loot behavior.
- Datapack-friendly resource categories
#diversemobstats:meat#diversemobstats:wool#diversemobstats:feathers#diversemobstats:hide- Modpacks can add custom resources without requiring a Diverse Mobs update.
- Compatibility exclusions
#diversemobstats:no_random_stats#diversemobstats:no_size_scaling#diversemobstats:no_limb_scaling- Lets mod authors and pack creators disable individual systems for unusual mobs without custom compatibility patches.
- Server-friendly design
- Most work occurs only when mobs spawn/load, breed, transform, die, or need to synchronize.
- Traits and appearance are stored in one compact persistent attachment.
- Older saved trait formats migrate automatically.
Diverse Mobs is designed to make Minecraft's creatures feel naturally varied—not turn them into randomized RPG enemies. Most individuals remain recognizably vanilla, while the occasional exceptional mob, unusual animal, or carefully bred bloodline gives players something worth noticing.
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