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Minecraft: Java Edition
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After almost 3 years of on and off da-velopment, Dababy Mod 2 is finally here in open beta!
Dababy Mod 2 has been a project that mainly myself and some friends have been working on for the past few years. Originally pitched as a joke mod to be a sequel to Doometry's (Segmoph) Dababy Mod, after slowly adding more and more content, it quickly stopped being a joke. Explore ruins of Dababy civilization, conquer dungeons, enter Da-mension, and grab everything that isn't nailed down.
Features:
- Over 20 new mobs to encounter with unique mechanics; from knights springing into action when an ally is hurt, to bishops causing chaos with their summons from beyond the veil!

- 28 new pieces of equipment; ranging from simple ore based gear, mobility increasing weapons, stylish vanity, and offensive armor!

- 50 collectable Funko Plops! Each mob (and contributor) has a 1 in 200 chance to drop a Funko Plop of themselves, with a rarer alternative dropping 1 in 2000 kills!

- A new dimension to explore! With new structures, biomes, and alien world generation!

- A variety of new mechanics! Here are a preview of some:
- Summoning: Using the Dababy Summoning Stick allows the player to conjure Dababy Souls to fight along side them. This system interacts with other items such as the Bishop's Hat and the Chalk Circle to allow for different summons to be conjured or to give bonuses to them. 
- Dungeons: The main dungeon (and future dungeons) use their own system for generating rooms, loot, and mobs. To "unlock" the next room the player most find a key to continue moving forward. Sometimes the key is in plain sight, but most of the time the biggest and baddest enemy in the room is holding it! Each room has a different layout of chest locations and mob spawning every time its generated using a system created in house for this mod.

- Alchemy: After climbing to the top of the Dababy Totem Pole the player will be rewarded with the alchemy table. It accepts 3 sets of items to craft, transmute, or duplicate certain Dababy items. Differing from the crafting table, each slot can hold more than 1 of an item with some recipes requiring multiple of an item in a slot. You are accompanied and guided through the process by Dababy Crafty Friend. 
With all of this and more, including 28 achievements, loads of potion effects, and countless small interactions within the mod, I hope you understand the joke of this mod is that it isn't one.
Disclaimer:
The mod is far from complete and rough around the edges, the main content is all within the Smothered Forest biome with the other two biomes being somewhat empty and unrefined. More updates are planned with a full internal road map layed out.
Lore:
The long a short, the night after Segmoph created Dababy Mod he had the strangest dream. There were forests with floating islands filling the sky, a snowy tundra filled with vibrant plant life, and endless golden fields. But, strangest of all, there was Dababy. Not just one but thousands of all shapes and sizes (they are all cubic but you get the point!). When Segmoph started dreaming the entire Da-mension was formed with pre-existing people, history, and landscapes. When the most powerful Dababy in all the land realized that when Segmoph wakes up they will all cease to exist, be abducted Segmoph into his own dream as to never wake up.
As the player it is your goal to best all the challenges in Da-mension and return Segmoph back into the real world so he can go back to playing Call of the Wild on his Xbox. (Due to the early stage of the project, Segmoph will appear whenever you reach the end of the given builds content as a sign of completion)
FAQ:
Are there plans to port this to other launchers such as Fabric or NeoForge?
As of right now: maybe? The current plan is that after the initial release, I will do my best to clean up the mod to prepare for new content updates. After that I will consider porting it over to NeoForge once 1.20.1 forge is out of fashion. As for fabric, there are no current plans to move it over there.
Are there any notable incompatibilities?
So far the only known one is that OptiFine causes certain armor and projectile models to render incorrectly. The mod is still functional in this state but it is deeply unrecommended. There are plenty of other mods that do the same functions better than OptiFine so this isn't a huge concern for me.
Are there any known issues?
Well... the only known issues have to do with summons. Previously summons had a chance to break multiplayer worlds but this has been patched out. There is still some risk so I'd recommend backing up your worlds every now and then (if your playing modded you should be doing that anyways). Other than that, sometimes summoning a Dababy and changing dimensions on the same tick will crash your game, but there is no harm done to the world file when this happens.
Why does it say there are "Experimental Settings" enabled when I make a world?
This is nothing to fear. The world generation the mod uses is driven by data packs, and despite them being functional the game still gives this warning whenever generating a world using them. It is safe to ignore.
We also have an official discord server for the mod and for any other projects I get up to It's a little messy but I'm sure it'll be fine. This is where I post live patch notes for the mod as I work on it, give teasers for new content, and send out updates involving the project (and ping @everyone hehehe).



