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JFC-BetterMobs

Hello, this AddOns aims to improve already existing Minecraft Vanilla Mobs, whether only visually (Resources), only behaviorally (Behavior), or even both (Resources & Behavior).
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  Before proceeding, some obvious things need to be said, at least to make clear that they’ve already been stated:

 

1 - This AddOns modifies certain Mobs, which may cause incompatibilities with other AddOns or Texture Packs that do the same with the same Mobs adjusted here;
2 - This AddOns includes additional Mobs, but technically, they are variants of existing Mobs;
3 - This AddOns works on the Official 1.21.100 version, but I cannot guarantee it will work on future versions or Betas;
4 - This AddOns contains A LOT of information, please read it, not only for a better experience but also to avoid complaining about something that was already mentioned in this post;
5 - This AddOns features systems and mechanics adapted to certain Game-Rules, such as "pvp" (a.k.a. "Friendly-Fire") and "mobgriefing";
6 - This AddOns is focused on the Vanilla-Style, meaning there are no Realistic Models, HD Textures, or anything like that;
7 - This AddOns includes details inspired by "A Minecraft Movie (2025)". For example, the Piglin-Brute has a Design referencing the character "General Chungus", Creepers can explode when taking Fire Damage (including Flame Arrows), and more;
8 - This AddOns does not change all Mobs, only those I personally considered necessary/interesting to modify, according to my taste. In other words, I avoided relying on Fan-Theories such as "Endermen were once Humans" or "Ghasts are lost Souls". Instead, I treated each Mob, in development terms, simply as creatures;
9 - For Design consistency and a better experience, this AddOns also changes the Textures of some Items and Blocks, and some Items include Attachables (in short: they use 3D Models when held/dress);
10 - The Extension must be used together with the Original, as the Extension only replaces some things in the Original to be able to work in the version that the Extension was made for;

11 - Watch this my YT-Video, it summarizes a lot about this AddOns: https://youtu.be/Irownki2goI?si=iLVQMwL86DC8kx2c
12 - Error-Messages that do not interfere with AddOns:

  - "[Actor][error]-set_property requires appropriate Actor target";

  - "[Actor][error]-'reset_target' requires an appropriate entity target".

 

 

- Mobs with Behavior edited only:

  - Sniffer: Its Loot-Table after sniffing was adjusted. Besides the plants it already finds, more Items were added, including "Beetroot", "Potato", "Carrot", "Coal", "Iron Nugget", "Gold Nugget", "Emerald", "Bone", "Diamond"(Obviously, Ores are the hardest drops to obtain from this Loot-Table, while plants remain the most common ones, as in Vanilla).


- Mobs with Resources adjusted only:

  - Skeletons (Default, Stray, Wither & Bogged):

 

  - Pigs (Default & Piglin-Brute):

 

  NameTags: "Technoblade" (never dies) & "Midas" (JazzGhost).


  - Cows (Default & Mooshroom):

 

  - Endermite & Silverfish:

 

  - Bee:

 

  - Squids (Default & Glow):

 

  - Guardians (Default & Elder):

 

  - Chicken (& Chick):

 

  - Wither (this Design is a mix of Blaze and Wither-Skeleton):

 

  - Experience Orb (now it's 3D):

 

- Mobs with both Resources & Behavior adjusted:

  - Sheep:

 

  This Mob had its AI polished. It now has climate variants (temperate, warm & cold), regenerates HP after eating Blocks naturally, and also regenerates HP over time (as long as it has more than 25% HP or is a Baby).


  - Rabbits (Default & Killer):

 

  These Mobs had their AI polished. They can lose their fear of players when fed at full HP (adults only, babies only via breeding). Breeding becomes available only after socialization, and they regenerate HP over time (as long as they have more than 25% HP or are babies).
  The Killer variant (a.k.a. "Killer-Bunny") appears "naturally" with a 1/100 chance when a rabbit spawns.
  The Killer-Bunny attacks Players, Wild Wolves, and Wild Foxes, has more HP than a regular rabbit, and its Baby version is very small (and somewhat rare), acting as the "Baby-Zombie" counterpart for rabbits.

  The Killer-Bunny is not attacked by other Mobs as long as the Killer loses a lot of HP.


  - Breeze:

 

  This Mob had its AI polished.


  - Blazes (Default & Soul):

 

  These Mobs had their AI polished. They become stronger (a.k.a. "Soul-Fire-Blaze") when either standing above "Soul-Sand" or "Soul Soil", or when inside the Biome called "Soul-Sand-Valley". In this state, they gain a blue outline, blue details, and their projectiles turn blue. Both melee and ranged damage are doubled.
  The Soul variant (a.k.a. "Soul-Blaze") is a Friendly-Blaze. It can only be obtained via crafting. Once crafted, you spawn it as if launching a projectile, and it spawns already tamed by the summoning player. It can fly when angered, attack in both melee and ranged combat, defend its owner, attack whoever its owner attacks, and naturally target monsters.
  The Soul-Blaze becomes Water-Immune when fed a Nether Wart (I like calling this mechanic "NetherWarted", inspired by "A Minecraft Movie (2025)" and its relation to Piglins and Nether Wart). This state lasts 10 minutes, during which it gains a red outline (specifically Nether Wart’s color).
  The Soul-Blaze can be sheared, only by its owner, dropping Blaze Rods. However, its natural regeneration is disabled until the rods grow back (5 minutes). NetherWarted status is also removed upon shearing.
  The Soul-Blaze can generate Fire when fed (at full HP) with a "Stick", "Coals", or "String". However, while in this state, it won’t target enemies for 15–60 seconds, which can be dangerous if you need it for defense.
  The Soul-Blaze regenerates HP over time (as long as it has more than 25% HP and is not sheared).
  If any error occurs, either when using the Soul-Blaze Item or when spawning it via Spawn Egg, you can tame it with "Blaze-Powder", which guarantees 100% success on the first try.


  - Creeper:

 

  This Mob had its AI polished. It can now explode when taking Fire Damage (except the Charged variant, which is Fire-Immune), can explode if hit with a Fire Charge (my personal Mandela-Effect that I decided to canonize), and has a visual indicator when preparing to explode.


  - Spiders (Default & Cave, warning: this Mob looks more arachnophobic now!!!):

 

  These Mobs had their AI polished and now feature climbing animations.
  The Default variant can be distracted when fed with "Spider Eye", "String", "Web", "Raw Chicken", "Raw Rabbit", "Rabbit Foot", or "Chicken Eggs" (all 3 variants (Default, Blue & Brown)).
  The Default variant can also shoot web projectiles, generating webs wherever they land.
  The Default variant hunts "Chicken", "Rabbit", "Cave Spider", & Baby Mobs (except: tamed, renamed, or those with family "monster", "undead", or "spider").
  The Cave variant does not share all these abilities, but still uses Poison as its melee attack.


  - Snow-Golem:

 

  This Mob had its AI polished and now throws Snowballs faster.


  - Copper-Golem:

 

  This Mob had its AI polished. When struck by lightning, its Lightning Rod glows yellow, and it moves faster for 5 minutes (this stacks with the "Speed", making it even faster).
  It also includes adjustments for Betas 1.21.110.25 &+, basically retaining new features it received in those same Betas.


  - Iron-Golem:

 

  This Mob had its AI polished. It can become increasingly enraged the more often it targets enemies, and it can perform an Area Attack for 30 consecutive seconds (essentially spinning its arms 360° rapidly). This Area Attack can be troublesome for Speedrunners who use Block towers to kill Iron-Golems…
  It has 2 variants: the Village-Spawned variant (aged & covered in plants) and the Totem-Spawned variant (new & clean). The Village variant defends Villagers, while the Totem variant does not attack Players.
  When this Mob gains "Speed" it gains a skin of the Mob "Swiftness-Golem" from "A Minecraft Movie (2025)".


  - Ghasts (Default & Happy):


  These Mobs had their AI polished.
  The Default variant now attacks Golems.
  The Default variant has a visual indicator tied to the timing of its Fire-Charge attacks.
  The Happy variant can shoot an Ice-Charge if its Rider feeds it a "Snow-Block". It shows a Texture animation as a timer, giving the Rider time to position before releasing the Ice-Charge.
  The Happy variant includes adjustments for Betas 1.21.110.25 &+ (basically, renamed flying components and a new component defining vertical speed when carrying a Rider).
  The Ghastling (Happy-Ghast Baby) has broader targeting filters. Instead of only following specific Mobs, it can follow Mobs from other AddOns as well. However, priority to follow the Player remains.


  - Fox:

 

  This Mob had its AI polished. It has new variants, including the Warm Fox (a.k.a. "Fennec"), accepts more Food/Items ("Raw Chicken", "Raw Rabbit", "Rabbit Foot", "Chicken Eggs") in addition to berries (Sweet & Glow), and includes adjustments for Betas 1.21.110.25 &+ (in short: a Tag system that accepts all Items/Foods to hold in its mouth. In Official 1.21.100, these Items are pre-defined in the Item's Identifier).
  The Fennec prioritizes Rabbits when attacking but can also hunt fishes (Salmon & Cod) & Chickens.
  NameTags: "Kitsune" & "Bella" (my dog).


  - Enderman (Default & Bud):

 

  This Mob (Enderman) had its AI polished. It can now inflict the "Darkness" if angered by Eye-Contact (inspired by a specific Scene in "A Minecraft Movie (2025)").
  It can become NetherWarted (the only natural way to obtain an Enderbud). It can also be fed Chorus-Fruit, Pumpkin Blocks (Default & Carved), & Melon Block.
  The Bud variant (a.k.a. "Enderbud") is the Friendly-Enderman. It features green details referencing the earliest Enderman Textures. Its teleport only activates when following its Owner or when angered (to prevent random teleportation from making the Owner lose it). To obtain one, you must NetherWart an Enderman and then feed it either Chorus-Fruit, Pumpkin Blocks, or Melon Block. After a few attempts, it transforms into a NetherWarted Enderbud (10 minutes duration).
  The Enderbud regenerates HP over time (as long as it isn’t sheared and either has over 20% HP or is Eternalized, compatible with JFC-Mobs AddOns. In Creative Mode, use a Stick or Totem of Undying).
  The Enderbud can search for Items (if at full HP, calm, and fed with Chorus-Fruit by its Owner). It searches based on the current dimension for 5 minutes, then returns holding Items like a regular Enderman Block-holding animation. Just keep your hand empty or hold a Chorus-Fruit to make it drop the Items found.
  Both Enderman & Enderbud share a second rare variant (1/50 chance outside The-End, and 1/4 chance inside The-End).
  The Enderbud can be sheared to drop Ender Pearls. Depending on the variant, it drops either 1 unit after 2 minutes & 30 seconds or 2 units after 5 minutes.
  NameTags: "BleuJay" & "Slenderman".


  - Creaking (Default & Silent):

 

  This Mob (Creaking) had its AI polished.
  The Creaking’s Design includes a mouth referencing the "Freaking" meme (but without a dangling tongue, instead, with resin inside and without other extras...).
  Both variants gained additional resin details. The body resin references the "Creaking-Heart", while the resin on hands and mouth interior makes them look sticky/organic, like "Venom's Fingers" made of resin. The resin inside the mouth also allows for better head movement.
  The Silent is a Friendly-Creaking. Instead of freezing when looked at, it freezes when exposed to more than 25% brightness (e.g., a "Default-Torch" immobilizes it, but a "Redstone-Torch" doesn’t). However, it ignores light entirely if its Owner is attacked or attacks someone.
  The Silent is another Constructed Entity (has recipe like the Soul-Blaze). However (for the same reasons as the Soul-Blaze), it can also be tamed with Resin, 100% success on the first try.
  Over time, plants grow on the Silent. Without using Shears, they remain as decoration (since its leaves act like hair). Using Shears yields different Loot-Tables depending on growth stage, with the max stage dropping the best Loot ("Resin", "Oak-Sapling", "Oak-Log", "Stick" & "Default-Apple").
  Technically, the Silent’s Owner is its "Creaking-Heart". If the Owner dies, the Silent loses its invulnerability until the Owner respawns (note: if the Owner respawns too quickly, there’s a 5s cooldown before invulnerability returns).
  When immobile, the Silent can be used as decoration, acting like a "Living-Statue". Its Owner (when sneaking) can switch poses ("Default", "Reverent", "Warden-Idle", "Chest-Puffing" & "Scarecrow"). Normally, poses are chosen randomly during immobilization. Poses reset to "Default" if the Silent mobilizes or if its Owner dies.
  The Silent regenerates HP over time (as long as it has an Owner, its Owner is alive, and it has more than 25% HP). Also, when tamed, only its Owner can damage it to death. However, the Silent has a cooldown after taking damage, lasting 1 second before it can be hit again.

 


  Well, I hope you enjoy this AddOns :)

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Dev by: Avatar
JesseFC_20250428 @JesseFC_20250428
All Rights Reserved
09/09/2025
01:25 12/10