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Mar Mar's Elemental Creatures

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Mar Mar's Elemental Creatures

By MarMarDevOwner

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Discover the Elementals! This new creatures generates all around of the Minecraft world, replacing vanilla creatures and adding more variety and challenge to your adventure.

Mod Loaders
Minecraft

About

Description

Elemental Creatures

Discover the Elementals! This new creatures generates all around of the Minecraft world, replacing vanilla creatures and adding more variety and challenge to your adventure.


The mobs change over time

Mob behaviour is not static anymore. If a vanilla monster stays under a certain effect or on a specific biome for to long, it will convert to an elemental variant! Be careful by letting monsters alive to much time.


List of mobs

Zombies

There are eight new zombie variants awarding for you. Most of then even spawn naturally on the Overworld.

  • The Rotten The Rotten inflicts Poison when attacking the player, and can be found on Swamps and Mangrove Swamps.
  • The Lost The Lost frosts the player on touch, and generates alongside Strays. They also generates when a Zombie freezes without lethal damage.
  • The Scorched The Scorched ignites the player on touch, but can't spawn naturally on the Overworld. The Scorched are generated when a Zombie stays on fire for 20 seconds or more.
  • Soul Scorched If a Zombie stays on soul fire for 20 seconds, it will become a Soul Scorched instead. The Soul Scorched have less health but inflicts more damage, so be careful.
  • Worshipper of Illapa This loyal follower of the Gods inflict lightning damage, which penetrates armor, and has double damage points than a regular Zombie. Is generated when a Zombie is struck by a Lightning Bolt. They have a chance of dropping Lightning essence.
  • Decadent The Decadent inflicts Wither when attacking another mob, and spawn when a Zombie stays withered for 5 seconds or more.
  • Fungal The Fungal inflicts Blindness when attacking another mob. Fungals have 4 variants (brown, red, crimson, warped) and spawn when a Zombie stays on a Mushroom Fields biome (brown and red), a Crimson Forest (crimson) or a Warped Forest (warped) for a full Minecraft day.
  • Zombie miner This underground mob spawns on the Mineshaft, and inflicts Mining Fatigue on touch. Zombie miners have 2 variants (normal and badlands).

Skeletons

There are seven new skeleton variants.

  • The Sunken The Sunken is an underwater mob similar to the Drowned. It shoots the new Prismarine Arrows, which travels the water like if it was air. The Sunken are generated when a Skeleton stays underwater for 30 or more seconds.
  • The Putrid The Putrid spawns naturally on swamps, mangrove swamps and lush caves, with an 80% chance of replace a Skeleton. Shoots poisonous arrows.
  • The Dried The Dried spawns on deserts, with an 80% chance to replace Skeletons. Shoots weakness arrows. Like the Husk, if the Dried stays on water 30 seconds or more, it will be converted to a Skeleton.
  • Soul Reaper Soul Reapers spawn on Soul Sand Valleys, which are in the Nether, and shoot special arrows that inflicts soul fire to the target.
  • Follower of Tláloc This loyal follower of the Gods shoots a new type of arrow, Lightning arrows, which inflict lightning damage. Followers of Tláloc can't spawn naturally, but are generated when a Skeleton is struck with a Lightning Bolt. They have a chance of dropping Lightning essence.
  • The Ashen The Ashen shoots fire arrows and spawns when a Skeleton stays on fire for 20 seconds.
  • The Blight The Blight shoots blindness arrows to their targets. They have 4 variants (brown, red, crimson, warped) and spawn naturally when a Skeleton stays on a Mushroom Fields (brown and red), Crimson Forest (crimson) or Warped Forest (warped) for a full Minecraft day.

Slimes

There are six new slime variants.

  • Ice Cube Ice Cubes replaces regular Slimes on snowy biomes. In addition to slime balls, they can drop snowballs.
  • Sand Cube Sand Cubes replaces regular Slimes on deserts and beaches, and deal additional damage. In addition to slime balls, they can drop sand.
  • Red Sand Cube Red Sand Cubes replaces regular Slimes on badlands biomes and its variants, and deal additional damage. In addition to slime balls, they can drop red sand.
  • Phranque Phranques are a special type of Slime which generates when a Slime is struck with a lightning bolt. Phranques have 6 hearts, 2 chestplates of armor and deal 3 hearts of damage, two of them with lightning damage. Phranques can't spawn on regular biomes, and like other charged mobs, they have a chance to drop Lightning essence.
  • Mushslime Mushslimes spawn when a slime chunk is generated on a Mushroom fields biome. Mushslimes have 4 variants (brown, red, crimson, warped) and drop its mushroom type in addition to their slimeball.
  • Wither slime Wither slimes spawn when a Slime stays withered for 5 seconds. They apply Wither when attacking and drop coal in addition to slimeballs.

Spiders

There are five new spider variants

  • Desert Spider Deserts spiders are generated on, well, deserts and badlands. They have 1 additional heart and inflicts weakness when they attack. Desert spiders have 2 variants: yellow and red.
  • Snowy Spider Snowy spiders are generated on snowy biomes. They are smaller than regular spiders, but bigger than cave ones. Snowy spiders inflicts slowness when they attack.
  • Child of Aracne These spiders are generated when a Spider is struck with a lightning bolt. They deal additional lightning damage, have more health and additional points of armor. Children of Aracne can drop Lightning Essence.
  • Wither spider Wither spiders spawn when a Spider stays withered for 7.5 seconds, and inflicts Wither on touch. They have higher health and deal more damage.
  • Forest spider Forest spiders are peaceful mobs that spawn on forests. They have four variants (oak, birch, taiga and savanna) and, if the player attacks them first, inflicts Weakness when attacking.

New Items

Special mob drops

  • Lightning essence Lightning essence is a mythological item dropped by charged mobs. It can be used to craft Lightning arrows.
  • Soul Fragment Soul fragments are dropped by Soul Reapers. These fragments ignite the enemy on soul fire when used as a weapon, can be used as a fire charge and can be used to craft soul arrows, soul sand and soul soil.

Types of flesh

  • Burnt flesh This flesh is dropped by the Scorched, ignites the player with regular fire for 5 seconds when consumed.
  • Pneumatic flesh This flesh is dropped by the Soul Scorched, ignites the player with soul fire for 5 seconds when consumed.
  • Frozen flesh This flesh is dropped by the Lost, and applies slowness for 30 seconds when consumed.
  • Poisonous flesh This flesh is dropped by the Rotten, and applies poison for 15 seconds when consumed.
  • Decaying flesh This type of flesh inflicts Wither for 10 seconds when consumed. Is dropped by Decadents.
  • Fungal flesh This type of flesh inflicts Blindness for 30 seconds when consumed. Is dropped by Fungals (all variants).
  • Tiresome flesh This type of flesh inflicts Mining Fatigue II for 15 seconds when consumed. Is dropped by Zombie miners.

Foods

  • Iðunn apple This mythical fruit can be given to mobs to prevent its conversion to an Elemental. If the player consumes an Iðunn apple, it will give him Regeneration for 10 seconds and heal its health bar. Iðunn apples are crafted with an Apple and 8 Emeralds.

Arrows

  • Lightning arrow Lightning arrows are fired by the Followers of Tláloc. They inflict additional lightning damage that penetrates armor. The player can craft Lightning arrows combining 8 regular arrows with Lightning essence.
  • Prismarine arrow Prismarine arrows are fired by the Sunken. They travel the water like it was air, allowing the player to use the bow underwater. Prismarine arrows can't be crafted.
  • Soul arrow Soul arrows are fired by Soul Reapers. They ignite the target with soul fire, which inflicts additional fire damage. Soul arrows can't be crafted.

Mob heads

  • Elemental zombies and skeletons have its respective mob heads, which are dropped when any of these mobs is killed by a Charged Creeper explosion.
  • In addition to that, Strays, Husks and Drowneds have its respective heads added, too.

Magic additions

Potions

Note: potions added by Elemental Creatures can't be brewed or obtained on survival mode. These potions are required to add its respective tipped arrows. If you make a mod/modpack that depends on Elemental Creatures, you'll have to manually add the brewing recipes for these potions.

  • Potion of Decay Potions of Decay apply Wither when consumed.
  • Potion of Blindness Potions of Blindness apply Blindness when consumed.

Enchantments

  • Zeus Blessing Zeus Blessing is a new enchantment that can be applied to bows and crossbows. When your weapon has Zeus Blessing and shoots a Lightning arrow, it will summon a lightning bolt when it hits the enemy. (Caution, this enchantment may be dangerous to utilize near forests and wooden buildings).
  • Will o' the Wisp Will o' the Wisp is a new enchantment that can be applied to swords (and derivatives added for other mods). Works like vanilla's Fire Aspect, but ignites the target on soul fire instead of regular fire.

Technical information

Compatibility

  • If you're developing a Biomes mod, and you want the Elementals to be able to spawn on certain biomes, add them under the elemental_creatures:can_spawn_<mob_type> biomeTag.
    • For example, if you are developing a Volcano biome, and you want the Scorched to spawn there, add Volcano to elemental_creatures:can_spawn_scorched biome tag and the mod will handle the spawn replacement.
    • Be careful about putting Elementals of the same kind on the same biome (for example the Rotten and the Scorched both configured to spawn on plains), as the spawn replacement will be chosen randomly.
  • Elemental Creatures uses Mixins to modify Vanilla mob behaviour and convert Vanilla mobs to Elementals. Compatibility with other mob mods is not guaranteed.

Spawn configurations

  • The user can configure if a given creature can spawn naturally on the world or not. For that, it needs to go to config/elemental_creatures-common.toml and set the mob configuration to false
    • For example, if you want to remove The Lost natural spawns, go to the config and search for spawn_Lost, then set it to false.
  • The user can configure the replacement probability of a given mob for the Elemental. By default, all Elementals that spawn naturally have an 80% change of replacing its vanilla variant.
    • For example, you can configure the Lost to only have a 15% chance of replacing a Zombie, and the Rotten to have a 90% chance instead.
    • Replacement probabilities only applies on the biomes where the Elementals have been configured to spawn.
  • The user can configure if mob replacements happen only on the surface (default behaviour) or the underground is included, for example the Sunken spawning on underwater caves that aren't flooded.
  • The user can configure if a vanilla mob is capable of convert to an Elemental, for example Zombies converting to Fungals when they stay to long on a fungal biome.
    • This doesn't disallow natural spawns to happen (the Rotten, for example, will keep spawning on Swamps unless its spawn replacement config is set to false).

License, permissions and credits

  • This mod uses the MIT license.
  • You can utilize this mod on any modpack given the corresponding credits.
  • You can create forks and addons for/of this mod. Forks need credits retribution.
  • Some sounds utilize alternative licenses, so here are the credits of its authors:

Elemental Creatures

Discover the Elementals! This new creatures generates all around of the Minecraft world, replacing vanilla creatures and adding more variety and challenge to your adventure.


The mobs change over time

Mob behaviour is not static anymore. If a vanilla monster stays under a certain effect or on a specific biome for to long, it will convert to an elemental variant! Be careful by letting monsters alive to much time.


List of mobs

Zombies

There are eight new zombie variants awarding for you. Most of then even spawn naturally on the Overworld.

  • The Rotten

    The Rotten inflicts Poison when attacking the player, and can be found on Swamps and Mangrove Swamps.
  • The Lost

    The Lost frosts the player on touch, and generates alongside Strays. They also generates when a Zombie freezes without lethal damage.
  • The Scorched

    The Scorched ignites the player on touch, but can't spawn naturally on the Overworld. The Scorched are generated when a Zombie stays on fire for 20 seconds or more.
  • Soul Scorched

    If a Zombie stays on soul fire for 20 seconds, it will become a Soul Scorched instead. The Soul Scorched have less health but inflicts more damage, so be careful.
  • Worshipper of Illapa

    This loyal follower of the Gods inflict lightning damage, which penetrates armor, and has double damage points than a regular Zombie. Is generated when a Zombie is struck by a Lightning Bolt. They have a chance of dropping Lightning essence.
  • Decadent

    The Decadent inflicts Wither when attacking another mob, and spawn when a Zombie stays withered for 5 seconds or more.
  • Fungal

    The Fungal inflicts Blindness when attacking another mob. Fungals have 4 variants (brown, red, crimson, warped) and spawn when a Zombie stays on a Mushroom Fields biome (brown and red), a Crimson Forest (crimson) or a Warped Forest (warped) for a full Minecraft day.
  • Zombie miner

    This underground mob spawns on the Mineshaft, and inflicts Mining Fatigue on touch. Zombie miners have 2 variants (normal and badlands).

Skeletons

There are seven new skeleton variants.

  • The Sunken

    The Sunken is an underwater mob similar to the Drowned. It shoots the new Prismarine Arrows, which travels the water like if it was air. The Sunken are generated when a Skeleton stays underwater for 30 or more seconds.
  • The Putrid

    The Putrid spawns naturally on swamps, mangrove swamps and lush caves, with an 80% chance of replace a Skeleton. Shoots poisonous arrows.
  • The Dried

    The Dried spawns on deserts, with an 80% chance to replace Skeletons. Shoots weakness arrows. Like the Husk, if the Dried stays on water 30 seconds or more, it will be converted to a Skeleton.
  • Soul Reaper

    Soul Reapers spawn on Soul Sand Valleys, which are in the Nether, and shoot special arrows that inflicts soul fire to the target.
  • Follower of Tláloc

    This loyal follower of the Gods shoots a new type of arrow, Lightning arrows, which inflict lightning damage. Followers of Tláloc can't spawn naturally, but are generated when a Skeleton is struck with a Lightning Bolt. They have a chance of dropping Lightning essence.
  • Ashen

    The Ashen shoots fire arrows and spawns when a Skeleton stays on fire for 20 seconds.
  • Blight

    The Blight shoots blindness arrows to their targets. They have 4 variants (brown, red, crimson, warped) and spawn naturally when a Skeleton stays on a Mushroom Fields (brown and red), Crimson Forest (crimson) or Warped Forest (warped) for a full Minecraft day.

Slimes

There are six new slime variants.

  • Ice Cube

    Ice Cubes replaces regular Slimes on snowy biomes. In addition to slime balls, they can drop snowballs.
  • Sand Cube

    Sand Cubes replaces regular Slimes on deserts and beaches, and deal additional damage. In addition to slime balls, they can drop sand.
  • Red Sand Cube

    Red Sand Cubes replaces regular Slimes on badlands biomes and its variants, and deal additional damage. In addition to slime balls, they can drop red sand.
  • Phranque

    Phranques are a special type of Slime which generates when a Slime is struck with a lightning bolt. Phranques have 6 hearts, 2 chestplates of armor and deal 3 hearts of damage, two of them with lightning damage. Phranques can't spawn on regular biomes, and like other charged mobs, they have a chance to drop Lightning essence.
  • Mushslime

    Mushslimes spawn when a slime chunk is generated on a Mushroom fields biome. Mushslimes have 4 variants (brown, red, crimson, warped) and drop its mushroom type in addition to their slimeball.
  • Wither slime

    Wither slimes spawn when a Slime stays withered for 5 seconds. They apply Wither when attacking and drop coal in addition to slimeballs.

Spiders

There are five new spider variants

  • Desert Spider

    Deserts spiders are generated on, well, deserts and badlands. They have 1 additional heart and inflicts weakness when they attack. Desert spiders have 2 variants: yellow and red.
  • Snowy Spider

    Snowy spiders are generated on snowy biomes. They are smaller than regular spiders, but bigger than cave ones. Snowy spiders inflicts slowness when they attack.
  • Child of Aracne

    These spiders are generated when a Spider is struck with a lightning bolt. They deal additional lightning damage, have more health and additional points of armor. Children of Aracne can drop Lightning Essence.
  • Wither spider

    Wither spiders spawn when a Spider stays withered for 7.5 seconds, and inflicts Wither on touch. They have higher health and deal more damage.
  • Forest spider

    Forest spiders are peaceful mobs that spawn on forests. They have four variants (oak, birch, taiga and savanna) and, if the player attacks them first, inflicts Weakness when attacking.

New Items

Special mob drops

  • Lightning essence

    Lightning essence is a mythological item dropped by charged mobs. It can be used to craft Lightning arrows.
  • Soul Fragment

    Soul fragments are dropped by Soul Reapers. These fragments ignite the enemy on soul fire when used as a weapon, can be used as a fire charge and can be used to craft soul arrows, soul sand and soul soil.

Types of flesh

  • Burnt flesh

    This flesh is dropped by the Scorched, ignites the player with regular fire for 5 seconds when consumed.
  • Pneumatic flesh

    This flesh is dropped by the Soul Scorched, ignites the player with soul fire for 5 seconds when consumed.
  • Frozen flesh

    This flesh is dropped by the Lost, and applies slowness for 30 seconds when consumed.
  • Poisonous flesh

    This flesh is dropped by the Rotten, and applies poison for 15 seconds when consumed.
  • Decaying flesh

    This type of flesh inflicts Wither for 10 seconds when consumed. Is dropped by Decadents.
  • Fungal flesh

    This type of flesh inflicts Blindness for 30 seconds when consumed. Is dropped by Fungals (all variants).
  • Tiresome flesh

    This type of flesh inflicts Mining Fatigue II for 15 seconds when consumed. Is dropped by Zombie miners.

Foods

  • Iðunn apple

    This mythical fruit can be given to mobs to prevent its conversion to an Elemental. If the player consumes an Iðunn apple, it will give him Regeneration for 10 seconds and heal its health bar. Iðunn apples are crafted with an Apple and 8 Emeralds.

Arrows

  • Lightning arrow

    Lightning arrows are fired by the Followers of Tláloc. They inflict additional lightning damage that penetrates armor. The player can craft Lightning arrows combining 8 regular arrows with Lightning essence.
  • Prismarine arrow

    Prismarine arrows are fired by the Sunken. They travel the water like it was air, allowing the player to use the bow underwater. Prismarine arrows can't be crafted.
  • Soul arrow

    Soul arrows are fired by Soul Reapers. They ignite the target with soul fire, which inflicts additional fire damage. Soul arrows can't be crafted.

Mob heads

  • Elemental zombies and skeletons have its respective mob heads, which are dropped when any of these mobs is killed by a Charged Creeper explosion.
  • In addition to that, Strays, Husks and Drowneds have its respective heads added, too.

Magic additions

Potions

Note: potions added by Elemental Creatures can't be brewed or obtained on survival mode. These potions are required to add its respective tipped arrows. If you make a mod/modpack that depends on Elemental Creatures, you'll have to manually add the brewing recipes for these potions.

  • Potion of Decay

    Potions of Decay apply Wither when consumed.
  • Potion of Blindness

    Potions of Blindness apply Blindness when consumed.

Enchantments

  • Zeus Blessing

    Zeus Blessing is a new enchantment that can be applied to bows and crossbows. When your weapon has Zeus Blessing and shoots a Lightning arrow, it will summon a lightning bolt when it hits the enemy. (Caution, this enchantment may be dangerous to utilize near forests and wooden buildings).
  • Will o' the Wisp

    Will o' the Wisp is a new enchantment that can be applied to swords (and derivatives added for other mods). Works like vanilla's Fire Aspect, but ignites the target on soul fire instead of regular fire.

Technical information

Compatibility

  • If you're developing a Biomes mod, and you want the Elementals to be able to spawn on certain biomes, add them under the elemental_creatures:can_spawn_<mob_type> biomeTag.
    • For example, if you are developing a Volcano biome, and you want the Scorched to spawn there, add Volcano to elemental_creatures:can_spawn_scorched biome tag and the mod will handle the spawn replacement.
    • Be careful about putting Elementals of the same kind on the same biome (for example the Rotten and the Scorched both configured to spawn on plains), as the spawn replacement will be chosen randomly.
    • Elemental Creatures uses Mixins to modify Vanilla mob behaviour and convert Vanilla mobs to Elementals. Compatibility with other mob mods is not guaranteed.

Spawn configurations

  • The user can configure if a given creature can spawn naturally on the world or not. For that, it needs to go to config/elemental_creatures-common.toml and set the mob configuration to false
    • For example, if you want to remove The Lost natural spawns, go to the config and search for spawn_Lost, then set it to false.
    • The user can configure the replacement probability of a given mob for the Elemental. By default, all Elementals that spawn naturally have an 80% change of replacing its vanilla variant.
      • For example, you can configure the Lost to only have a 15% chance of replacing a Zombie, and the Rotten to have a 90% chance instead.
      • Replacement probabilities only applies on the biomes where the Elementals have been configured to spawn.
    • The user can configure if mob replacements happen only on the surface (default behaviour) or the underground is included, for example the Sunken spawning on underwater caves that aren't flooded.
    • The user can configure if a vanilla mob is capable of convert to an Elemental, for example Zombies converting to Fungals when they stay to long on a fungal biome.
      • This doesn't disallow natural spawns to happen (the Rotten, for example, will keep spawning on Swamps unless its spawn replacement config is set to false).

License, permissions and credits

  • This mod uses the MIT license.
  • You can utilize this mod on any modpack given the corresponding credits.
  • You can create forks and addons for/of this mod. Forks need credits retribution.
  • Some sounds utilize alternative licenses, so here are the credits of its authors: