Mod

Primitive Mobs
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Primitive Mobs

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A small mod that adds mobs with "Minecrafty" feel.

No Theme
Adventure/Exploration
Custom Weapons
Custom Armor
Hostile Mobs
Pets & Tameables
Peaceful & Neutral Mobs
Mod Loaders
Forge
Minecraft

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4.0
Outra

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Posted: January 18, 2026 at 7:11:55 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
4.0

What is it ?

This is a mod which adds a new peaceful and hostiles creatures/animals, which fit in most vanilla + settings and bring interesting mechanics, gimmicks and items to play around with.

What does it offer ?

A couple of new monsters and passive mobs some of both can be tamed, since there is not too many let me give more details down here (spoilers for all the mobs added) :

Chameleon :
An ambient mob meant for forest and jungly biomes; Their drops can be used to make some camo-leather armor

Treasure Slime :
A rare slime which appears in any biome at night, they will contain goods which can be acquired by killing them until they become small; there is a variant of this mob which doesn't contain anything, and which can be sort-of tamed. Using an external loot-tweaking mod, it is possible to configure the slime treasures

Haunted Tool :
Basically a possessed item, having its stats depend on the item's durability and damage output. Using an external loot-tweaking mod, it is possible to change the type of tools they appear as

Grove Sprite :
A nature spirit that will plant trees corresponding to its forest; their sap can be useful to turn logs of one wood into another

Bewitched Tome :
An hostile cave tome which is a nice way to get enchanted books. They spawn more often in strongholds

Filch Lizard :
A desert thief lizard which will take a look in your inventory and act on their impulses; their preferences can be easily tweaked using an external loottable tweaking mod (such as loottweaker)

Brain Slime :
A beach slime that will grow larger the longer it attacks you, which it does by staying in top of your head and eat you

Rocket Creeper :
A goofy creeper which jumps in the air, exploding instantly after hitting a block or you. They can rarely drop a mysterious egg

Festive Creeper :
They won't explode, but will throw tnt dynamite-style; they are immune to explosions and fire damage. They can rarely drop a mysterious egg

Support Creeper :
Exactly what it sounds like, a creeper that will resort to its deadly explosive force only when there isn't any mob left to defend. They can rarely drop a mysterious egg

Skeleton Warrior :
Basically a stronger and smarter skeleton, always spawning with more hp, a leather cap, a bow with weakness arrows as well as carrying an iron sword on its back to use if the player gets too close. Their drops aren't as interesting though but they are a nice challenge to have, could work well in arenas or smth

Blazing Juggernaut :
An "everywhere blaze", spawning outside of nether fortresses, but different; It has similar loot but attacks in melee by having a weird zigzag dodging pattern making it quite hard to hit and a challenging foe

Lily Lurker :
Disguised as a lilypad, it is actually an hostile swamp fish. There isn't anything else to add though

Mother Spider :
Marqued as "spider family" on multimob, they will appear with their children an attack you all at once. their drop can be exploited to trap and get a spider of your own, which you can ride and customize its eye color

Trollager :
A tough mob appearing in caves, they can see you through walls an will break them down in an attempt to reach you; they also have the ability to throw blocks to attack you from a distance, and will turn to stone if exposed to sunlight
Note that they require quite of bit of space to spawn in caves, meaning that quark's speleothems can often make them an even rarer occurence

Lost Miner :
A villager which spawns in caves, fleeing from mobs and following players to the surface. When rescued they give them a bunch of emeralds and turn into a trader out of three types, selling you ores, rocks or gems

Traveling Merchant :
A wandering trader selling a bunch of really rare items (which I often deem too rare to use them in most packs). Use the Trader backport mod if you want regular wandering traders which are more configurable

Dodo :
A unique extinct mob which can only be found in the most peaceful biome that is the mushroom island; their meat restaures a lot of hunger points, though it is compensated by their rarity and how picky they tend to be when it comes to the food needed for their reproduction

Sheepman :
Nether-NPCS which deal in gold and are scared of zombie pigmens; The alchemist sells potions made from nether materials, the scavenger sells stuff you can simply find by exploring the nether and fortresses and the thief sells mob drops (some of them being a bit to overpowered for my taste)
Note that in older versions of the mod, a special sheepman with an anvil on its back existed, which could repair your items

Goblin :
A mineshaft dweller before the rascal's mob vote even occured; they are fast and use a special mace which doesn't deal much damage but is quite deadly to your armor, meaning they can be threatening in longer fights alongside other foes

Harpy :
A mob which spawns in high terrain in extreme hills, it doesn't attack, it instead attempts to kill you using fall damage. Good concept, quite like 1.18+ vanilla goats

Flame Spewer :
A more interesting lavamonster, behaving in a similar way to The legend of zelda's octorocks, spewing fireballs like a turret from the safety of its lava lake

Void Eye :
A dangerous and sometimes quite annoying creature (I really recommend disabling its overworld spawn its a nightmare), as it can fire a blinding laser through walls. It also drops ender eyes sometimes, which can break the intended dimensional progression of the game

Summoner :
Only present in older versions of Primitive mobs, this mob directly inspired by pokemon and similar games summons creatures using some sort of capturing ball; they can then be used by the player to capture their own mobs. This mobs has its own separate mod in 1.12 called "TheSummoner", and is now an illager instead of having his previous witch look

This mod depends on a library called Multimob : it basically manages the spawning system of these mobs; That said, it is also possible and even quite easy to add your own mobs in the extra entries to the spawning system, meaning one can add mobs (note that after a certain amount of new mobs added the mod will crash , so take that into account and avoid to completely rely on this mod for your modpack's mobspawning)

Multimob also gives away plenty of informations for modpack-makers by creating txt files listing : Biomes, BiomeTypes, Blocks, BlockStates, Enchantments, Entities, Items, Potions, PotionTypes, and some Vanilla structure names (again for the spawn system you can add creatures to vanilla structures such as mineshafts and woodland mansions, so it mostly serves that purpose).

Issues ? they are mostly tied to multimob :
it seems the very last version of multimob causes problems in some modpacks for some reason (which is why I purposely use an outdated version of said mod);
I would also recommend switching the mob creature types from the new ones made-up by multimob (MULTIMOBPASSIVE,MULTIMOBMONSTER) to the vanilla ones (CREATURE,MONSTER), especially if you want them to spawn alongside zombies and skeletons at weight : 100 (if not they might override the vanilla spawns, you've been warned).

Issues with primitive mobs ? mostly balance :
The mobs are all cool and interesting, but as mentioned before many give away items that can ruin the game's progression if you do not tamper with the mobs's loot tables (using loottabletweaker or other outside mods).

In conclusion

I really like this mod, and since most issues are tied to its library (which again, using the 1.0.4 version seems to solve everything for some reason), I would consider this mod to be quite good at what it does : adding new vanilla + mobs in your world .

This mod is also now present in at least 1.20.1 as it has been forked by tatoling under the name PrimitiveMobsRevival ; though I don't know how complete the mod is right now.
I also have to add that this mod is also currently being maintained and bugfixed in 1.12 under a fork called Primitive Mobs Wondersapped by Jasmine_Mogadam.

If you are looking for more 1.12 mods adding useful entities such as these I recommend Fish's Undead Rising , Beast Slayer and Eerie entities , though more might be out there.

If you are looking for other Multimob equivalents there is a craftweaker addon known as Spawntabletweaker which is quite simple to use but doesn't allow for much complexity, and there also is InControl! (which I don't know much about but it seems to be quite good at what it does as I've mostly heard good things about it).

  • Screenshot 1: Vanilla + Mobs with extremely configurable spawn rules
1
0
4.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: January 18, 2026 at 7:11:55 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
4.0

What is it ?

This is a mod which adds a new peaceful and hostiles creatures/animals, which fit in most vanilla + settings and bring interesting mechanics, gimmicks and items to play around with.

What does it offer ?

A couple of new monsters and passive mobs some of both can be tamed, since there is not too many let me give more details down here (spoilers for all the mobs added) :

Chameleon :
An ambient mob meant for forest and jungly biomes; Their drops can be used to make some camo-leather armor

Treasure Slime :
A rare slime which appears in any biome at night, they will contain goods which can be acquired by killing them until they become small; there is a variant of this mob which doesn't contain anything, and which can be sort-of tamed. Using an external loot-tweaking mod, it is possible to configure the slime treasures

Haunted Tool :
Basically a possessed item, having its stats depend on the item's durability and damage output. Using an external loot-tweaking mod, it is possible to change the type of tools they appear as

Grove Sprite :
A nature spirit that will plant trees corresponding to its forest; their sap can be useful to turn logs of one wood into another

Bewitched Tome :
An hostile cave tome which is a nice way to get enchanted books. They spawn more often in strongholds

Filch Lizard :
A desert thief lizard which will take a look in your inventory and act on their impulses; their preferences can be easily tweaked using an external loottable tweaking mod (such as loottweaker)

Brain Slime :
A beach slime that will grow larger the longer it attacks you, which it does by staying in top of your head and eat you

Rocket Creeper :
A goofy creeper which jumps in the air, exploding instantly after hitting a block or you. They can rarely drop a mysterious egg

Festive Creeper :
They won't explode, but will throw tnt dynamite-style; they are immune to explosions and fire damage. They can rarely drop a mysterious egg

Support Creeper :
Exactly what it sounds like, a creeper that will resort to its deadly explosive force only when there isn't any mob left to defend. They can rarely drop a mysterious egg

Skeleton Warrior :
Basically a stronger and smarter skeleton, always spawning with more hp, a leather cap, a bow with weakness arrows as well as carrying an iron sword on its back to use if the player gets too close. Their drops aren't as interesting though but they are a nice challenge to have, could work well in arenas or smth

Blazing Juggernaut :
An "everywhere blaze", spawning outside of nether fortresses, but different; It has similar loot but attacks in melee by having a weird zigzag dodging pattern making it quite hard to hit and a challenging foe

Lily Lurker :
Disguised as a lilypad, it is actually an hostile swamp fish. There isn't anything else to add though

Mother Spider :
Marqued as "spider family" on multimob, they will appear with their children an attack you all at once. their drop can be exploited to trap and get a spider of your own, which you can ride and customize its eye color

Trollager :
A tough mob appearing in caves, they can see you through walls an will break them down in an attempt to reach you; they also have the ability to throw blocks to attack you from a distance, and will turn to stone if exposed to sunlight
Note that they require quite of bit of space to spawn in caves, meaning that quark's speleothems can often make them an even rarer occurence

Lost Miner :
A villager which spawns in caves, fleeing from mobs and following players to the surface. When rescued they give them a bunch of emeralds and turn into a trader out of three types, selling you ores, rocks or gems

Traveling Merchant :
A wandering trader selling a bunch of really rare items (which I often deem too rare to use them in most packs). Use the Trader backport mod if you want regular wandering traders which are more configurable

Dodo :
A unique extinct mob which can only be found in the most peaceful biome that is the mushroom island; their meat restaures a lot of hunger points, though it is compensated by their rarity and how picky they tend to be when it comes to the food needed for their reproduction

Sheepman :
Nether-NPCS which deal in gold and are scared of zombie pigmens; The alchemist sells potions made from nether materials, the scavenger sells stuff you can simply find by exploring the nether and fortresses and the thief sells mob drops (some of them being a bit to overpowered for my taste)
Note that in older versions of the mod, a special sheepman with an anvil on its back existed, which could repair your items

Goblin :
A mineshaft dweller before the rascal's mob vote even occured; they are fast and use a special mace which doesn't deal much damage but is quite deadly to your armor, meaning they can be threatening in longer fights alongside other foes

Harpy :
A mob which spawns in high terrain in extreme hills, it doesn't attack, it instead attempts to kill you using fall damage. Good concept, quite like 1.18+ vanilla goats

Flame Spewer :
A more interesting lavamonster, behaving in a similar way to The legend of zelda's octorocks, spewing fireballs like a turret from the safety of its lava lake

Void Eye :
A dangerous and sometimes quite annoying creature (I really recommend disabling its overworld spawn its a nightmare), as it can fire a blinding laser through walls. It also drops ender eyes sometimes, which can break the intended dimensional progression of the game

Summoner :
Only present in older versions of Primitive mobs, this mob directly inspired by pokemon and similar games summons creatures using some sort of capturing ball; they can then be used by the player to capture their own mobs. This mobs has its own separate mod in 1.12 called "TheSummoner", and is now an illager instead of having his previous witch look

This mod depends on a library called Multimob : it basically manages the spawning system of these mobs; That said, it is also possible and even quite easy to add your own mobs in the extra entries to the spawning system, meaning one can add mobs (note that after a certain amount of new mobs added the mod will crash , so take that into account and avoid to completely rely on this mod for your modpack's mobspawning)

Multimob also gives away plenty of informations for modpack-makers by creating txt files listing : Biomes, BiomeTypes, Blocks, BlockStates, Enchantments, Entities, Items, Potions, PotionTypes, and some Vanilla structure names (again for the spawn system you can add creatures to vanilla structures such as mineshafts and woodland mansions, so it mostly serves that purpose).

Issues ? they are mostly tied to multimob :
it seems the very last version of multimob causes problems in some modpacks for some reason (which is why I purposely use an outdated version of said mod);
I would also recommend switching the mob creature types from the new ones made-up by multimob (MULTIMOBPASSIVE,MULTIMOBMONSTER) to the vanilla ones (CREATURE,MONSTER), especially if you want them to spawn alongside zombies and skeletons at weight : 100 (if not they might override the vanilla spawns, you've been warned).

Issues with primitive mobs ? mostly balance :
The mobs are all cool and interesting, but as mentioned before many give away items that can ruin the game's progression if you do not tamper with the mobs's loot tables (using loottabletweaker or other outside mods).

In conclusion

I really like this mod, and since most issues are tied to its library (which again, using the 1.0.4 version seems to solve everything for some reason), I would consider this mod to be quite good at what it does : adding new vanilla + mobs in your world .

This mod is also now present in at least 1.20.1 as it has been forked by tatoling under the name PrimitiveMobsRevival ; though I don't know how complete the mod is right now.
I also have to add that this mod is also currently being maintained and bugfixed in 1.12 under a fork called Primitive Mobs Wondersapped by Jasmine_Mogadam.

If you are looking for more 1.12 mods adding useful entities such as these I recommend Fish's Undead Rising , Beast Slayer and Eerie entities , though more might be out there.

If you are looking for other Multimob equivalents there is a craftweaker addon known as Spawntabletweaker which is quite simple to use but doesn't allow for much complexity, and there also is InControl! (which I don't know much about but it seems to be quite good at what it does as I've mostly heard good things about it).

  • Screenshot 1: Vanilla + Mobs with extremely configurable spawn rules
1
0
4.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: January 18, 2026 at 7:11:55 PM UTC
MC 1.12
The version(s) the reviewer played
1
0

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primitivemobs-1.2.3a.jar
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Description

COllection.png

PrimitiveMobs.png

Primitive Mobs currently adds 25 "Minecrafty" mobs both hostile and docile to liven up your

world. 

-----------------------------------modrequirement.png------------------------------------
1mill.png

1 Million downloads! Woohoo! Thank you all for the support! (Since then we have quite surpassed that; thanks everyone!)

version12.png

The Beta for v1.2.3 is here, with new mobs! However it will require a dependency to work; MultiMob; get it here. Please, reset any config related to primitive mobs or multimob before upgrading! (v1.2.3 REQUIRES v.1.0.4 of MultiMob to work)

By popular request; I have uploaded the 1.7.10 release and 1.10 alpha here; please be aware that those do not contain a lot of the features described here! Instead look here (for 1.7) or here (for 1.10). Thanks!

Mobinfo.png

Here follows the info on all current mobs added by this mod.

Alternatively to the info below; check out this cool showcase video made by textConjure (has convenient Youtube segments as well)

chameleonbanner.png

Drops: Camouflage Dye (used to craft Camouflage Armor by combining it with Leather Armor)

Spawns: Daylight, Forests and Jungles (Overworld)

Hostility: Docile

Special Info: Can be tamed with Melons and bred with Fermented Spider Eyes. Tamed Chameleons follow you around. Right-click with empty hand to make them sit still. The color changing effect supports modded blocks and resource packs. 

treasurebanner.png

Drops: The loot they contain

Spawns: Nighttime, everywhere (Overworld)

Hostility: Hostile

Special Info: Rare items, like Diamonds, are obviously very rare. The loot they spawn with can be changed through loot tables (see section below). Modded items are supported.

Sometimes one can spawn without an item inside. Right-clicking it with a Slimeball will "tame" it. Follows you around when tamed. Right-click with empty hand to make them sit still. You can also put any item inside of the tamed slime and see their colors change!

tomebanner1.png

Drops: Book or A random enchanted book (higher levels are rarer)

Spawns: Deep underground (Overworld)

Hostility: Docile until provoked

Special Info: Modded enchantments are supported.

hauntedbanner.png

Drops: The tool they haunted with reduced durability

Spawns: Nighttime, everywhere (Overworld)

Hostility: Docile until provoked

Special Info: Higher tier tools, like Diamond, are obviously very rare. The tools they spawn as can be changed through loot tables (see section below). Modded tools are supported. Use a Looting sword to kill them for tools with better durability!

minerbanner.png

Drops: Nothing

Spawns: Underground (Overworld)

Hostility: Docile

Special Info: Follows you around. When led to the surface (above y=50 and when he can see the sky) OR when near a village, you can right-click him for 2-4 emeralds as reward! They will then change into a normal villager with the unique Miner Profession.

In the config settings, you can enable the Miner Profession to spawn in villages as well. Their villager noises can also be disabled.

travelbanner.png

Drops: Nothing

Spawns: Everywhere on well-lit natural blocks (Overworld)

Hostility: Docile

Special Info: Offers some unique trades which are balanced around vanilla trades; most of their stock cannot be found in villages. New trades unlock like with normal villagers. Follows you around when you show emeralds. He does despawn like other mobs, therefore the name; however you can make them settle by bribing them with an emerald block (they won't despawn then). This can be disabled in the config.

rocketbanner.png

Drops: Gunpowder, Firework Star (Rare), Mystery Egg (very Rare)

Spawns: Nighttime, everywhere (Overworld)

Hostility: Hostile

Special Info: Look at that smug! Once close, they wait a bit before they launch themselves upwards and come down to the ground to explode in your face! Explode like normal when they do not have enough space to jump.

festivebanner.png

Drops: Gunpowder, TNT (Rare), Mystery Egg (very Rare)

Spawns: Nighttime, everywhere (Overworld)

Hostility: Hostile

Special Info: They throw small blocks of TNT at you, but run away when you get too close. Their explosion terrain damage can be disabled in the config settings.

supportbanner.png

Drops: Gunpowder, Cookie (Rare), Mystery Egg (very Rare)

Spawns: Nighttime, everywhere (Overworld)

Hostility: Docile until provoked

Special Info: They buff a mob near them with Potion effects (Fire Resistance, Strength and Speed) and follow it around. They also charge Creepers if they choose to buff one. Explodes and becomes aggressive like normal when below half health.

filchbanner.png

Drops: The item they have stolen

Spawns: Deserts (Overworld)

Hostility: Docile until provoked

Special Info: They will sneak up to players who have ingots or gems in their inventory, and steal one when close. They drop their stolen item when hit once and run away. Sometimes they spawn with an item already, allowing you to steal from them instead. The items they like can be changed through loot tables (see section below). The chance they spawn with an item can be changed in the config settings.

lilybanner.png

Drops: Slimeball, Lily Pad

Spawns: Swamps (Overworld)

Hostility: Docile until provoked

Special Info: They wait for unsuspecting animals or players to come by, to surprise attack them! They particularly hunt Squids. Suffocates on land.

grovebanner.png

GroveBig.png

Drops: The sapling they hold

Spawns: Forests (Overworld)

Hostility: Docile

Special Info: They associate with a specific tree. Modded trees are supported. Grove Sprites will plant the saplings they hold overtime (does not happen too often). They will also help saplings of their own type grow! Give a Grove Sprite a sapling of their own type and they will no longer despawn. Giving a sapling increases their sapling inventory; which also increases overtime. Their inventory decreases by planting sapling or by right-clicking them with bonemeal, which yields Wonder Sap! Wonder Sap can be put in a crafting table together with any type of log to convert it to the Grove Sprite type log! 

dodobanner.png

Drops: Raw Dodo, Feathers

Spawns: Near Mycelium (Overworld)

Hostility: Docile

Special Info: They act like chickens, but have some additional benefits. Their meat is very nutricious and probably the best food compared to vanilla Minecraft (when cooked). They change Grass blocks into Mycelium every once in a while (can be disabled in the config). They also, very infrequently, lay Dodo Eggs. However there is a catch to all this; their breeding item changes everytime and you only know through trail and error. They choose between: all seeds (including cocoa beans), all crops, all fruits and all mushrooms (vanilla items). They spawn everywhere near Mycelium, also outside of Mushroom Islands. 

spiderbanner1.png

SpiderBig1.png

Drops: String, Spider Eye (Rare), Spider Egg (very Rare)

Spawns: Nighttime, everywhere (Overworld)

Hostility: Mother: Hostile, Baby: Docile until provoked or Mother provoked

Special Info: Mother Spiders become enraged and stronger when you attack her babies! Sometimes a Mother Spider will drop a Spider Egg, which can be used to summon a Baby Spider that will fight for you. Use the Spider Shell to retrieve the baby. The maximum amount of babies the mother spawns with can be changed in the config settings.

Baby Spider raising: Once you release a baby spider from an egg it is "tamed" and will follow you around and attack for you. They can be set to "sit" by sneaking and right-clicking. They can be fed Fermented Spider eyes to have them grow one stage; doing so will NO LONGER allow you to retrieve the spider in an egg. Use 5 Fermented eyes to have it grow up into a full spider. Their eye color is random but can be changed by right-clicking them with dyes! Right-click a fully grown spider to ride it!

brainbanner.png

Drops: Slimeballs

Spawns: Beach (Overworld)

Hostility: Hostile

Special Info: They will jump on player heads and start damaging them. Multiple Brain Slimes can stack up, causing more damage. Hit them, to cause them to fall off. You can also wear a helmet to prevent damage; however the helmet will take damage instead. Smaller Brain Slimes will grow after "sucking" brain 10 times; making them stronger.

mimicbanner.png

Drops: Chest, Mimic Orb (Rare)

Spawns:  Chests generate underground which have a chance to be a Mimic (Overworld)

Hostility: Hostile

Special Info: Chests now generate in your caves (generation rate can be changed in the spawnrate config). When encountering such a chest and trying to open it there is a 1/3 chance of it being a Mimic, a 1/3 chance of it being a mob trap with mob drops in the chest and a 1/3 chance of it being regular loot which varies in value (balanced around vanilla). Sometimes it contains a Mimic Orb (see item section). The mimic loot uses loot tables, so they can be adjusted like normal.

warriorbanner.png

Drops: Bones, Arrows, Their weapon/helmet (Rare)

Spawns: Nighttime, everywhere (Overworld)

Hostility: Hostile

Special Info: Their arrows apply weakness, so watch out!

blazebanner.png

Drops: Blaze Powder, Blaze Rod (Rare)

Spawns: Everywhere (Nether)

Hostility: Hostile

Special Info: Attacks in a zig-zag pattern, making bows hard to use against him.

trolbanner.png

Drops: Obsidian, Emerald, Golden Apple (Rare), 32 x Stone (when Stone)

Spawns: Nighttime, everywhere but more commonly underground (Overworld)

Hostility: Hostile

Special Info: Has three attacks: Throw block, smash ground and just a regular melee attack. He is not very smart, but can do serious damage when he hits you. He senses players from far away so if you hear explosions while spelunking, be careful. Turns to stone when exposed to daylight. When stone, only pickaxes hurt him. 

His smash attack can be disabled in the config settings.

spewbanner.png

spewerBig.png

Drops: Gunpowder, Diamond (rare) (dropped items launch to a safe surface if possible)

Spawns: Deep underground in lava pools, the Nether

Hostility: Hostile

Special Info: A FlameSpewer will try to get in range of their target player. They then inhale lava; shown by their lava coat. During that animation they cannot be harmed. When ready, they shoot a barrage of flames at their target!  They suffocate on land and will try to move to nearby lava pools slowly. They receive large amounts of damage when exposed to water.

goblinbanner.png

goblinbig.png

Drops: Iron ingot, Emerald (rare), Goblin Mace (rare)

Spawns: Underground, More common in mineshafts

Hostility: Hostile

Special Info: They look like your basic melee enemy; however their maces damage 10% of the durability of one of their target's armor pieces! Make sure to keep your distance. They also attack villagers, simply because they don't like the look of em.

 harpybanner.png

HarpyBig.png

Drops: Feathers, Gold Ingot (uncommon)

Spawns: High Mountains (Extreme Hills)

Hostility: Hostile

Special Info: They approach slowly in the air and then SWOOP up their target, grabbing them by the head. Then they quickly rise and rise up in to the air! They will drop their victim once they reach a certain height or when they are damaged. So quickly punch them when you get grabbed!

 sheepmanbanner.png

SHeepmanBig.png

Drops: Nothing

Spawns: Nether

Hostility: Docile

Special Info: They are back in black... and red and orange! 3 new professions for these Nether sheep villagers; the Scavenger, the Thief and the Alchemist! They use gold ingots instead of emeralds for trade. Bribe them using a golden block to prevent them from despawning. They can also be sheared like normal sheep :P

 voidbanner.png

Voideyebig.png

Drops: Coal, Eye of Ender (rare)

Spawns: Deep underground, the End

Hostility: Hostile

Special Info: These creeps can be found near the void layer. They gaze at their target THROUGH WALLS! However their harmful gaze is weakened while piercing walls; causing it to only inflict blindness and hunger upon their target. But when fully exposed, they can deal some serious armor-piercing damage. Once you see their eyes in the darkness, make your way to them by mining and deal with them swiftly before they can harm you. They can also teleport on hit; making them even trickier. Good luck!

ItemInfo.png

Camouflage Dye: Dropped by Chameleon and used in crafting Camouflage Armor

Camouflage Armor: Crafted using Camouflage Dye and Leather Armor. It's color will change just like a chameleon when worn! A full set will allow the player to sneak past mobs as it significantly reduces their detection range towards the player.

Camouflage Armor Recipe:

armorcraft.png

Spider Egg and Spider Egg Shell: Spider Egg is dropped by Mother Spiders. Can be thrown to get a tamed Baby Spider and a Spider Egg Shell. The shell can be used to retrieve the Baby Spider (right-click them).

Raw and Cooked Dodo: Dropped by Dodos. Cooked Dodo has very high saturation and hunger values.

Dodo Egg: Dodos lay these. Small chance to spawn a baby Dodo when thrown.

Wonder Sap: Dropped by Grove Sprites. Also can be gained by giving them Bonemeal. Wonder sap can be used to convert one type of logs into another.

Wonder Sap Recipe:

Craftingsap.png

Mystery Eggs: Rare drop by Primitive Mobs Creepers. I wonder what they do?

Goblin Mace: Rare drop by Goblins. This mace reduces the durability of one of the opponent's armor pieces by 10% each hit!

Mimic Orb: Joke item dropped by Mimics. Can be used to convert a normal chest into a Mimic chest!

ConfigInfo.png

To change the SPAWN SETTINGS of mobs; please do so in the MultiMob config!

The config can be accessed from the menu in-game. 

Currently it contains the following options:

- Enable/Disable each mob (requires restart)

- Specialized settings for specific mobs:

-- Enable/Disable the Miner Profession in villages

-- Enable/Disable Lost Miner villager sounds

-- Enable/Disable Festive Creeper terrain destruction

-- Enable/Disable Trollager terrain destruction

-- Enable/Disable if a Traveling Merchant can settle by bribing

-- Enable/Disable if Mimics should generate as chests

-- Enable/Disable if a Traveling Merchant can open doors

-- Enable/Disable Dodo grass to mycelium conversion

-- Enable/Disable if Rocket Creepers should jump even if they don't have room to do so

-- Enable/Disable if Haunted tools should drop tools with full durability

-- Enable/Disable the addition of increased vanilla mob spawns

-- Adjust the maximum amount of Baby Spiders the Mother Spider can spawn with

-- Adjust the chance a tameable Treasure Slime can spawn

-- Adjust the chance a Filch Lizard can spawn with loot

-- Adjust Mimic generation rate

-- Adjust the amount of emeralds a Lost Miner will give as reward

Loot Tables Info:

A variety of mobs feature loot tables for drops or special features (like the items the Treasure Slime spawns with). See here for reference: Github link

In 1.13 you will be able to change these through data packs, but for now you will need to put your custom loot tables in your_world/data/loot_tables. See here for more details on how to do this.

Mod Integration:

- Villager trades, Mimic loot and mob loot are shown through Just Enough Resources' menus.

- Icons for the mobs appear on the JourneyMap minimap (except for FilchLizard, LilyLurker and GroveSprite as those are considered "creatures" which JourneyMap does not show)

- SinaMegapolis made support for the camouflage dye for their More Dyeable Armor mod!

Disclaimers:

- Not all features from the old versions are in this version. 

- Always back up your save when updating to a new version of this mod, especially in the beta state. There is always a chance it causes issues.

ModPack Usage:

You are allowed to use this in a modpack as long as credit and a link to this page is provided.

Changelogs:

https://minecraft.curseforge.com/projects/primitive-mobs/pages/project-info/changelogs

Credit:

- KodaichiZero for making the original KodasCreepers, Spider Family, Brain Slime and Grove Sprite

- Glow for the BlazingJuggernaut model

- Gibea for the Traveling Merchant model

- Choonster and diesieben07 for 1.12 source code reference

- Vazkii for helping with the transition to 1.12 and fixing issues

- SparcDoctor for ideas and support

- Lykrast for setting up the ftb wiki pages

- And me, Daveyx0, for the design and implementation of the features :P

Some other cool mods:

- Check out the amazing vanilla-enhancing mod Quark by Vazkii

- I recommend using Cave Generator by pperson and then using large caves as that creates a great and scary underground!

Comments:

Please do NOT report bugs in the comments sections; report them by clicking Issues in the menu bar above. Also, stay civilised. Thanks for all the support!

Screenshots

Gallery

  • Trollager Screen
    Trollager Screen
  • Blazing Juggernaut Screen
    Blazing Juggernaut Screen
  • Treasure Slime Screen
    Treasure Slime Screen
  • Grove Sprite Screen
    Grove Sprite Screen
  • Spider Family Screen
    Spider Family Screen
  • Filch Lizard Screen
    Filch Lizard Screen
  • Skeleton Warrior Screen
    Skeleton Warrior Screen
  • Creepers Screen
    Creepers Screen
  • Chameleon Screen
    Chameleon Screen
  • Screenshot 1: Vanilla + Mobs with extremely configurable spawn rules
    Screenshot 1: Vanilla + Mobs with extremely configurable spawn rules

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