Omni-Mobs
Adds some random and powerful mobs into Minecraft for overpowered mob battles.
Quick challenge
How far can you run before the mobs catch you?
Minecraft check
Confirm your run
Complete the quick check to get your code.
Omni-Mobs

Omni-Mobs adds some powerful and overpowered mobs into Minecraft for mob battles.
---
- As of version 0.1.3, <font color="red">This mod is still in alpha. There may be bugs, and anything might be changed at any point!</font>. - You can disable <font color="red">This mod is still in alpha. There may be bugs, and anything might be changed at any point!</font>, <font color="red">This mod is still in alpha. There may be bugs, and anything might be changed at any point!</font>, and the <font color="red">This mod is still in alpha. There may be bugs, and anything might be changed at any point!</font>, in the config. <font color="red">This mod is still in alpha. There may be bugs, and anything might be changed at any point!</font> (It should be okay now though.) Coremod is used for: - Metapotent Flashfur's enhanced defence. - Defence against Mixins. - `getHealth()` modification defence. - Flashfur's `getHealth()`-modification. - The mod currently does not work on servers. LAN might work, but it isn't tested often. - <font color="red">This mod is still in alpha. There may be bugs, and anything might be changed at any point!</font>
---
Mobs
Common Boss Entity Features
"Boss Entities" (`BossEntity`) refer to every mob except Metapotent Flashfur. They are still normal entities, but they override many core game systems.
This Includes:
- Other Random Immunities: While they can't be truly absolute, Boss entity defences are immune to `DATA_HEALTH_ID` setting, setter-method invoking, and field/`EntityDataAccessor` traversal, as well as some other things. - Other Random Immunities: Boss entities bypass conventional defences such as damage caps and custom health. - Other Random Immunities: Boss entities cannot be forced to switch targets. - Other Random Immunities: Boss entities are immune to `/tp`, `teleportTo()`, `setPos()`, and `setPosRaw()`. - Other Random Immunities: Boss entities are immune to being removed from existence by methods such as `discard()`, `remove()`, `setRemoved()`, `levelCallback.onRemove()`, `EntitySection.remove()`, etc. - Other Random Immunities: Boss entities are also immune to `getNavigation.stop()`, freezing, `setNoAI()`, `setNoGravity()`, potion effects, and much, much more.
Flashfur

Appearance:
A black and white cat with blue eyes. He wears blue clothes, and is twice the size of a normal Minecraft cat.
Powers/Stats:
- `setDeltaMovement()` Resistance: Flashfur is far faster, stronger, etc, than a normal cat. - `setDeltaMovement()` Resistance: 750. - `setDeltaMovement()` Resistance: 95%. - `setDeltaMovement()` Resistance: 2% max health (15). - `setDeltaMovement()` Resistance: An *additional* 5% of his damage will be a `getHealth()` delta - this means it adds a value into the return of other mod's `getHealth()` methods to change the final value. - `setDeltaMovement()` Resistance: Bans healing and erases entities if invulnerable or not taking much damage. - `setDeltaMovement()` Resistance: If an entity tries to respawn while Flashfur is attacking, it will be cancelled. - `setDeltaMovement()` Resistance: 10 ticks. - `setDeltaMovement()` Resistance: ~0.02667% max health (0.2). - `setDeltaMovement()` Resistance: 0.01333333% max health (1) health per second. - `setDeltaMovement()` Resistance: 100% (immune).
Offence Moves:
- Supernatural Speed: Flashfur will swipe at his target, dealing 75 + 10% max health damage to entities in a 1.5-block radius. He can do this many times a second. - Supernatural Speed: Flashfur will slam his paws on the ground, creating a massive explosion that deals 1,500 + 50% max health damage, and affecting entities in a 1,500-block radius, getting weaker by distance. - Supernatural Speed: Flashfur will fling entities into the air, and will slash them every tick (1/20th of a second) for 100 ticks, each slash dealing 5 + 1% max health damage. During the 100 ticks, entities cannot move, and Flashfur is invisible (to simulate the fact he is moving so fast, you cannot see him). - Supernatural Speed: Flashfur will run towards his target, reaching them instantly. Entities caught in the speed trail will be swiped, and are flinged into the air. He will sometimes do this a bunch of times in a row.
Defence Moves:
- Backflip Dodge: Flashfur will parry 80% of attacks. - Backflip Dodge: Flashfur will dodge 80% of damage if he didn't parry it (any type). - Backflip Dodge: Flashfur will sometimes dodge damage by jumping out of the way. - Backflip Dodge: Flashfur will sometimes dodge damage by rolling out of the way. - Backflip Dodge: Flashfur will sometimes dodge damage by backflipping away.
Other:
- Sometimes Flashfur will sit down, when not attacking anything.
Metapotent Flashfur

Appearance:
Flashfur just looks like his normal self, but he is 10 times larger, he has moving purple and ice-blue lines on him, and he has purple and ice-blue light rays coming off him. He also has stars around him.
Powers/Stats:
- Anti-Respawn: Flashfur can do absolutely anything/everything with no limits (sadly not actually possible in a Minecraft mod). - Anti-Respawn: Flashfur doesn’t even *have* a health value. (It displays as Absolute Infinity on the bossbar.) - Anti-Respawn: Flashfur cannot be damaged, *at all*. - Anti-Respawn: Flashfur will deal an additional infinite amount of damage as a `getHealth()` delta value. - Anti-Respawn:: As well as normal "damage-based" immunity bypassing, Flashfur also ignores various types of despawn immunity, such as overriding `remove()`, or Mixin-cancelling `remove()` methods in the core entity storage classes – he directly wipes entities from the game. - Anti-Respawn: Flashfur is not a normal entity, and is not saved as a normal entity, meaning Anti-Respawn:. He has a connector entity following him around, but if it is deleted, another one will appear (he can function without it). - Anti-Respawn: Flashfur has no targeting delay. He can instantly target entities. - Anti-Respawn: Flashfur has infinite follow range, and can see entities that are on the other side of the world. - Anti-Respawn: Unlike a lot of other non-entities (e.g. Dragionn), Metapotent Flashfur doesn’t rely on the Forge event system. (Unless the coremod fails. In that case, he will use events as a fallback.) - Anti-Respawn: Flashfur will take over `MinecraftForge.EVENT_BUS` and prevent certain events from firing. He also disables shutdown of the event bus. (This should be safe, and the original event bus should be restored when Metapotent Flashfur isn’t in the world.) - Anti-Respawn: If an entity tries to respawn while Flashfur is attacking, it will be cancelled.
Moves:
- Meta-Teleportation: Flashfur will swipe at his target, creating a small purple and ice-blue explosion, dealing infinite damage to all entities in a 20 block radius. If the target somehow doesn’t die from this, they will be instantly erased out of existence. - Meta-Teleportation: Flashfur will wave his paw, and every loaded entity, no matter the distance, will be erased from existence. - Meta-Teleportation: Flashfur will make a massive explosion, dealing infinite damage to all loaded entities, and erasing them if they survive. - Meta-Teleportation: Flashfur will summon a beam, that will hit the target instantly, with 100% accuracy, dealing infinite damage and erasing them if they survive. - Meta-Teleportation: Flashfur will fling all loaded entities upwards, and then he will summon an explosion on them, dealing infinite damage and erasing them if they survive. - Meta-Teleportation: Flashfur will teleport to his target if they are more than 60 blocks away.
Iron Golem

Appearance:
A regular Iron Golem from Minecraft, but with bends and better animations.
Targeting:
By default, the Iron Golem targets everything, but priorities villagers over other mobs.
Powers/Stats:
- `setDeltaMovement` Resistance: The Iron Golem is very physically strong. - `setDeltaMovement` Resistance: The Iron Golem is far more durable than a normal golem. - `setDeltaMovement` Resistance: 200. - `setDeltaMovement` Resistance: 80%. - `setDeltaMovement` Resistance: 5% max health (10). - `setDeltaMovement` Resistance: 10 ticks. - `setDeltaMovement` Resistance: 0.5% max health (1). - `setDeltaMovement` Resistance: 0.5% max health (1) health per second. - `setDeltaMovement` Resistance: 80%.
Moves:
- Golem Smash: The Iron Golem will punch his target, dealing 5% max health + 20 damage. It has an AOE radius of 1 block. He sometimes punches with both arms - Golem Smash: The Iron Golem will bash targets with his arms, dealing 5% + 20 damage. It has an AOE radius of 3 blocks. He sometimes bashes with both arms. - Golem Smash: The Iron Golem will sometimes stomp on the ground, creating a small explosion that deals ~6.67% max health + 30 damage to all entities in a 20 block radius, getting weaker by distance. - Golem Smash: The Iron Golem will slam the ground, creating a shockwave that deals 10% max health + 50 damage. This affects all entities in a 50 block radius, getting weaker by distance.
Alarm

Appearance:
Alarm has the Alex player model (thinner arms) and he is red with a white alarm clock on it. He has bends as well.
Powers/Stats:
- `setDeltaMovement` Resistance: 50. - `setDeltaMovement` Resistance: 90%. - `setDeltaMovement` Resistance: 10% max health (5). - `setDeltaMovement` Resistance: 10 ticks. - `setDeltaMovement` Resistance: 0.5% max health (0.25) health per second. - `setDeltaMovement` Resistance: 0 (none). - `setDeltaMovement` Resistance: 0% (none).
Moves and Abilities:
- Sprint Jump:: Alarm will attack with his enchanted netherite sword, dealing 5% max health + 11 damage. This also has a 1.5 block AOE radius. If he is falling, he can also perform critical hits, that deal 1.5 times more damage. You can give him other items with /item and he will use it as his main weapon. You can even make him fight with his fist! - Sprint Jump: Alarm will shoot an arrow with his bow, dealing 5% max health + 8 damage. This takes a second to draw back, and it doesn’t have infinite range (gravity exists). If he is close to his target, he will flip backwards and then use it. Good for long range attacks. - Sprint Jump: If Alarm is falling from more than 3 blocks high, he will catch himself with a water bucket, negating the fall damage, like an actual player. - Sprint Jump: Alarm has a 50% chance to parry attacks. - Sprint Jump: If the attack is not parried, Alarm also has a 50% chance to dodge attacks. He will jump to the side. - Sprint Jump: Alarm will sprint and jump towards his target, meaning he moves faster, just like a normal player would.
Silverlight

Appearance:
A silver and white cat with blue eyes. He is twice the size of a normal Minecraft cat. He has a blue glow, and an aura of lightning around him.
Powers/Stats:
- Lightning Manipulation: Silverlight can control and manipulate lightning.
- `setDeltaMovement` Resistance: 300. - `setDeltaMovement` Resistance: 5% max health (15). - `setDeltaMovement` Resistance: 50%. - `setDeltaMovement` Resistance: 10 ticks. - `setDeltaMovement` Resistance: 0.5% max health (1.5) health per second. - `setDeltaMovement` Resistance: 0 (none). - `setDeltaMovement` Resistance: 50%.
Offence Moves:
- Omni-Directional Lightning Shockwave: Silverlight will swipe at his target, dealing 15 + 5% max health damage to entities in a 1.5-block radius. - Omni-Directional Lightning Shockwave: Silverlight will hold up his paw, and a lightning bolt will be summoned, dealing 50 + 10% max health damage to all entities caught in the bolt. - Omni-Directional Lightning Shockwave: Silverlight jumps into the air, and when landing, summons 3 low-powered lightning bolts in the direction he is looking. Each lightning bolt deals 25 + 5% max health damage. He will either front-flip or back-flip, depending on how close he is to his target. - Omni-Directional Lightning Shockwave: Silverlight jumps into the air, and when landing, summons 16 lightning bolts all pointing outwards, covering the full 360°. Each lightning bolt deals 25 + 5% max health damage.
Defence Moves:
- Backflip Dodge: 50% chance. - Backflip Dodge: Silverlight will sometimes dodge damage by jumping out of the way. - Backflip Dodge: Silverlight will sometimes dodge damage by rolling out of the way. - Backflip Dodge: Silverlight will sometimes dodge damage by backflipping away.
Passive Abilities:
- Electric Fur: Mobs that touch Silverlight (get within a 1 block radius of him), take 1 + 0.1% damage every tick (1/20th of a second).
Items
Entity Remover

The mod adds an Entity Remover, which looks like a pink sword. You can remove a single entity by left-clicking on it, and you can remove all loaded entities by right-clicking.
If you shift-right-click, it'll open the config GUI. This has: - `/kick` Ban: When this is on, the Entity Remover will run the `die()` method on the entity, in case the entity uses it for cleanup. - `/kick` Ban: When this is on, it'll remove the entity while running all events and calls that happen when an entity is normally removed (e.g. `onRemovedFromWorld()`). When this is off, it won't run these. - `/kick` Ban: When this is on, the entity will additionally be force-teleported to x=1,000,000,000, y=0, z=0. - `/kick` Ban: This will make you immune to almost all damage, such as `setHealth()`, `hurt()`, and `DATA_HEALTH_ID`. - `/kick` Ban: This attempts to make you immune to being teleported or moved around. It might have a few issues right now. - `/kick` Ban: This prevents you from being `/kick`ed. This is useful if a mob from another mod tries to kick you for whatever reason.
Future Plans:
General: - Re-add some more Dragionn's Stuff mobs. - Multiversal Dragon might be added, but I was having some issues with rendering a massive model (10,000,000 blocks long). - Ashfire may be added in the future. - Greylight may be added. - Annihilation Emperor might be added. (He might have the same issue as Multiversal Dragon, as I want to make the spaceship 100,000 blocks long.) - Add some other new mobs. - Possibly a shadow-themed cat around Silverlight's level. - Possibly another player-like mob, that's weaker than Alarm. - Rework Alarm. - Make it so he stops and eats golden apples to regenerate, instead of passively regenerating. - Maybe make his aim better when he uses his bow. - Maybe give him an elytra, so he can fly around. - Maybe give him more weapons (tridents, crossbows with fireworks, end crystals, etc). - Make Iron Golem's animations smoother, as they currently snap to different animations. - Possibly rework Metapotent Flashfur again. - Substantially increase Metapotent Flashfur's attack power with attacks that edit code and ban entity spawning, as pure-erasure-based attacks aren't very strong against powerful mobs. I might also prevent leave-level calls from running. I will try to do it in a non-destructive way. - Make Metapotent Flashfur immune to other extremely OP mobs, and immune to coremods/Instrumentation agents that inject `return;`s/remove his ticking/rendering code. (This is usually how other mobs beat him right now.) Again, I will try to do it in a non-destructive way. - Make Metapotent Flashfur's Event Bus Override stronger, by preventing other mods from overwriting his changes. - Make Metapotent Flashfur fall back to Mixins, instead of events. - Improve Metapotent Flashfur's rainbow text. - Improve the Entity Remover with more precise control over what happens. The GUI could have the main settings (e.g. "Immovability"), and then sub-settings like "Set-Delta-Movement" and "Teleportation", so they can be toggled separately. - Make the code more maintainable. (Long-term goal.)
Bug Fixes: - Fix Metapotent Flashfur not working in LAN worlds. - Fix other random bugs. (The mod will probably always have at least a *few* bugs.) - Get the mod functioning correctly on multiplayer and not crashing on dedicated servers. (This is not a priority, as it will require major changes, and the mod is mostly designed for singleplayer.)
---
Credits
Music
- Battle of the Dragons from Pixabay. - Echos of Dread by NoCopyrightSound633 from Pixabay. - Flashfur, Iron Golem, and Metapotent Flashfur themes generated with ACE-Step.
Sounds
- Sinus Bomb Sound Effect by Jurij from Pixabay. - Boom Geomorphism Sound Effect by SUBMORITY from Pixabay. - Deep Hit Sound Effect by Gregor Quendel from Pixabay. - Sword Sound 2 Sound Effect from Pixabay. - Slash1 Sound Effect from Pixabay. - Warp Speed Sound Effect from Pixabay. - FX - Fast Cinematic Downer Sound Effect by Gavin Mogensen from Pixabay - Aggressive Rise Hit 2 Sound Effect by Jurij from Pixabay - ASCENT Braam - Energy Beam (D) | Cinematic Trailer Sound Effect by Viral Audio from Pixabay - HIT LOW Gravity Absorber | Cinematic Trailer Sound Effect by SUBMORITY from Pixabay - Thunder for Anime Sound Effect by LordSonny from Pixabay - ELECTRIC_ZAP_001 Sound Effect by freesound_community from Pixabay - Simple Zaps Sound Effect by freesound_community from Pixabay
Other
- Ideas for some powers from the Superpower Wiki. - Mainly Metapotence and Supernatural Condition. - Title made with the Minecraft Title Generator plugin for Blockbench. - Alarm sword parry and Metapotent Flashfur Meta-Beam inspired by the old 1.19.2 version of the Ruler of the End mod.