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Mob Variants
Tazer edited this page Mar 11, 2025
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26 revisions
Mob variants are quite self-explanatory. They're new data-driven variants for mobs that spawn in certain biomes and change the texture location of the entity affected.
- Bee
- Billhook Bass
- Camel
- Chicken
- Cod
- Cow
- Deer
- Antlers
- Base
- Pattern
- Dolphin
- Drowned
- Fox
- Glow Squid
- Goat
- Husk
- LLama
- Mooshroom
- Pig
- Base
- Overlay
- Rabbit
- Salmon
- Sheep
- Squid
- Turtle
- Zombie
If you'd like to add new mob variants, you can add them through a datapack under data/yourmodid/nomansland/mob_variants/variant_type/variant.json
variant_type being one of the above. Currently, you cannot add new variant types.
Most variant json files are structured like this:
{
// The mob's new texture, multiple textures are needed for some mobs
"texture": "yourmodid:entity/mob_variants/variant",
// The weighted value of the mob variant if in a matching biome
"weight": 1,
// An optional holder set of biomes.
"biomes": "#yourmodid:entity/biome_tag"
}However, this varies from type to type according to what textures are needed, refer to the source code for examples. Also note that the mob variant will be weighted everywhere if biomes is not present.
- Food
- Equipment
- Functional Blocks
- [Decorative Plants]
- [Deer]
- [Goose]
- [Moose]
- [Tortoise]
- [Billhook Bass]
None yet...