Infused Mobs
作者:rebot | 分类:模组
Minecraft 版本: 26.2
平台: fabric
标签: adventure game-mechanics mobs
Infused Mobs
Hostile mobs spawn with occult-infused tiers and randomized abilities — fully configurable via JSON.
? Overview
Infused Mobs transforms vanilla hostile mobs into dynamic, unpredictable threats. Instead of every zombie or creeper behaving identically, mobs now spawn with occult tiers that grant them randomized abilities — making every encounter unique and every farm run a gamble.
Abilities are drawn from a unified pool (all trigger types mixed together). A Cinder mob might get a HURT poison ability, a TICK speed buff, or a DEATH explosion — you never know what you'll face.
| Tier | Spawn Chance | Health | XP | Abilities |
|---|---|---|---|---|
| ? Cinder | 40% | 1.5× | 1.5× | 1 (any type) |
| ? Shade | 20% | 2× | 2× | 2 (any type) |
| ? Doom | 10% | 4× | 4× | 3 (any type) |
~30% of hostile mobs remain vanilla — infused mobs are common but effects are weak (configurable).
⚔️ Ability Types
HURT (fire on melee hit or projectile hit, blocked by shields)
| Ability | Effect | Duration |
|---|---|---|
| Bane | Poison I | 3s |
| Chill | Slowness I | 3s |
| Decay | Wither I | 3s |
| Hellfire | Ignite | 5s |
| Siphon | Heal 100% of damage dealt | — |
| Vitriol | 4 durability to all armor | — |
| Hex | Weakness I | 3s |
Shield blocks negate all HURT abilities. Projectiles (arrows, fire charges, etc.) fired by infused mobs also trigger their HURT abilities on hit.
TICK (passive, refreshes every 1s, no particles)
| Ability | Effect | Duration |
|---|---|---|
| Ward | Resistance I | 3s |
| Frenzy | Strength I | 3s |
| Wraith | Speed I | 3s |
| Blight | Regeneration I | 3s |
| Thorns | Reflects 15% melee damage | — |
DEATH (trigger on kill)
| Ability | Effect |
|---|---|
| Rupture | Splits into 2 Cinder-tier copies at 60% health (each gets 1 random ability — any except Rupture itself, preventing recursion) |
| Combust | Area damage + explosion sound at death (configurable power, default 4.0 — TNT = 4.0) |
? Commands
All commands require gamemaster-level permission (level 2 ops).
| Command | Description |
|---|---|
/infusedmobs help |
List all available subcommands |
/infusedmobs nametag [on\|off] |
Toggle tier nametags globally (persisted in config) |
/infusedmobs list |
List all hostile mob types that can be infused |
/infusedmobs summon <tier> [entity] [abilities] |
Spawn an infused mob at crosshair (defaults to zombie). Abilities are optional space-separated IDs (e.g., bane thorns) |
/infusedmobs reload |
Reload config/infusedmobs.json from disk at runtime |
/infusedmobs world add\|remove <world> |
Blacklist/unblacklist a world dimension (disables the mod there) |
/infusedmobs world list |
Show all blacklisted worlds |
/gamerule infusedmobs:enabled |
Enable/disable the mod in the current world (default true) |
? Gamerules
The mod ships one gamerule for per-world control at launch — set it with any gamerule-modifying mod, a datapack, or in-game. It persists in the world save and survives restarts:
| Gamerule | Default | When false |
|---|---|---|
infusedmobs:enabled |
true |
Mod fully disabled in this world — vanilla mobs, no tiers/abilities/nametags, /infusedmobs summon refused |
The gamerule is ANDed with the config settings: the mod is active unless the world is blacklisted or infusedmobs:enabled is false.
/gamerule infusedmobs:enabled false
⚙️ Configuration
File: config/infusedmobs.json (auto-generated on first run)
{
"cinder": {
"spawnChance": 0.4,
"abilityCount": 1,
"healthMultiplier": 1.5,
"xpMultiplier": 1.5
},
"shade": {
"spawnChance": 0.2,
"abilityCount": 2,
"healthMultiplier": 2.0,
"xpMultiplier": 2.0
},
"doom": {
"spawnChance": 0.1,
"abilityCount": 3,
"healthMultiplier": 4.0,
"xpMultiplier": 4.0
},
"showNametags": true,
"hurtEffectDuration": 60,
"hurtEffectAmplifier": 0,
"tickEffectDuration": 60,
"tickEffectAmplifier": 0,
"infernoFireSeconds": 5,
"acidArmorDamage": 4,
"combustExplosionPower": 4.0,
"worldBlacklist": [],
"configVersion": 3
}
Tweakable Settings
| Setting | Description |
|---|---|
showNametags |
Whether tier nametags are shown on infused mobs (toggleable in-game) |
spawnChance |
Probability for this tier (0.0–1.0) |
abilityCount |
How many abilities the tier draws from the unified pool |
healthMultiplier / xpMultiplier |
Stat scaling per tier |
hurtEffectDuration |
HURT effect duration in ticks (20 = 1s) |
hurtEffectAmplifier |
HURT effect amplifier (0 = I, 1 = II, etc.) |
tickEffectDuration |
TICK effect duration in ticks |
tickEffectAmplifier |
TICK effect amplifier |
infernoFireSeconds |
Seconds of fire from Hellfire |
acidArmorDamage |
Durability damage per armor slot from Vitriol |
combustExplosionPower |
Explosion strength (TNT = 4.0) |
worldBlacklist |
Dimension IDs where the mod is disabled (e.g. "minecraft:overworld") — managed in-game via /infusedmobs world add\|remove\|list |
Note: Values are validated on load — e.g.
spawnChanceandabilityCountmust be greater than 0. An invalid config is replaced with defaults (with a warning in the log), so tier edits are preserved across upgrades but not past validation errors.
?️ Compatibility
| Mod Loader | Minecraft | Java | Fabric API |
|---|---|---|---|
| Fabric | 26.2 | 25+ | 0.155.2+ |
- Client-side: Required (for nametags)
- Server-side: Required (all logic runs server-side)
- No custom status effects — uses only vanilla effects
- No world gen / block / item additions — safe to add/remove mid-save
? Installation
- Install Fabric Loader for Minecraft 26.2
- Install Fabric API (required)
- Drop
infusedmobs-2.7.1.jarinto yourmodsfolder - Launch — config generates at
config/infusedmobs.json
? Modpack Authors
- License: All Rights Reserved — modpack inclusion with credit is allowed (see LICENSE)
- Config-driven — no code changes needed for balance tweaks
- Gamerule-driven — the
infusedmobs:enabledgamerule lets pack makers disable the mod per world at launch - No hard dependencies beyond Fabric API
- Tested on: Fabric 0.19.3+, MC 26.2
? Known Issues
- Split copies from Rupture are always Cinder-tier (by design), and never roll Rupture again (recursion guard)
- Nametags use Minecraft color codes (§a, §e, §c, §7) — visible in vanilla
- Old configs (pre-2.5.0) lack the required
abilityCountfield — they are automatically replaced with defaults on load (tier edits from before 2.5.0 are lost)
? Changelog
See CHANGELOG.md for full history.
v2.7.1 Highlights
- Gamerule —
infusedmobs:enableddisables the mod per world (blacklist parity for modpack makers); persists in the world save and combines with the config blacklist - Announcements removed — the first-encounter chat message and its config/gamerule toggles have been removed entirely
- Split copies roll anything except Rupture — a Rupture copy's ability can now be any ability (including Combust); only Rupture itself is excluded (it would split forever)
- Summoned mobs persist —
/infusedmobs summonresults survive chunk reloads and restarts exactly as chosen (no re-roll) - Reload-proof copies — split copies keep their Cinder-tier health across chunk reloads
- Crash-proof saves — corrupted tier data degrades to vanilla instead of failing world load
v2.7.0 Highlights
- World blacklist —
worldBlacklistconfig field disables the mod in specific dimensions; manage at runtime via/infusedmobs world add|remove|list(tab-completes dimension IDs) - Announcement toggle —
showAnnouncementsconfig field +/infusedmobs announce [on|off]hide the first-encounter chat message while abilities still fire - Summon respects blacklist —
/infusedmobs summonrefuses in blacklisted worlds - Config backfill on upgrade — pre-2.7.0 configs upgrade automatically, preserving tier settings
v2.6.0 Highlights
- Command system —
/infusedmobswithhelp,nametag,list,summon, andreloadsubcommands - Summon improvements — crosshair spawn position, entity tab-completions, ability tab-completions, fuzzy-match validation of ability IDs
- Ability IDs aligned to display names —
venom→bane,freeze→chill,inferno→hellfire,acid→vitriol,fortify→ward,fury→frenzy,gust→wraith,bloom→blight - Simplified summon syntax — removed
[pos]argument; always spawns at crosshair; no more command priority conflicts - Nametag toggle —
showNametagsconfig field, toggleable in-game via/infusedmobs nametag - Projectile support — projectiles fired by infused mobs now trigger their HURT abilities
- Config reload —
/infusedmobs reloadre-reads config at runtime - Internal cleanup —
hurt()→hurtServer(), colour mapping consolidated, cached Gson instances, 28 tests
v2.5.0 Highlights
- Unified ability pool — abilities drawn from all trigger types mixed together (Cinder 1, Shade 2, Doom 3)
- Increased spawn rates — Cinder 40%, Shade 20%, Doom 10% (configurable)
- Debuff pass — all effects are level I, 3s duration
- Config validation hardened — old/invalid configs fall back to defaults
- Internal cleanup — dead code removed, tests expanded to 26
v2.4.0 Highlights
- Tier persistence — mobs keep their tier across world reloads
- Despawn cleanup — tier tracking cleaned up when mobs despawn
- No particle clutter — TICK effects no longer show particles on mobs
- Combust sound — explosion sound instead of silent damage
- Fixed duplicated nametags and announcement names
? Links
- Source: github.com/hunter1712/infusedmobs
- Issues: github.com/hunter1712/infusedmobs/issues
- Fabric API: modrinth.com/mod/fabric-api
? License
All Rights Reserved — see LICENSE for full terms.
Modpack inclusion with credit is permitted; redistribution and derivatives require permission.
Made with ☕ for Fabric 26.2
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