- 1.17.1 port of Kobolds 1.6.3
!!!!WARNING!!!! THIS WILL BE THE LAST UPDATE FOR 1.17.1!!!!
- Added "Shiraz" Community Kobold
- Added "Fetz" Community Kobold
- Added "Koans" Community Kobold Enchanter
!!!!WARNING!!!! THIS WILL BE THE LAST UPDATE FOR 1.16.5!!!!
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Fixed sound issue related to petting.
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Removed Artifact Enchantment.
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Kobold Desert Tombs now have Prospector Kobold Axes.
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Removed RNG enchanted equipment from Kobold Enchanter's trade list (He still sells Prospector Kobold Axes, Prospector Books, and Mending Books).
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Buffed mining speed for all Kobold tools from 4 to 5 (Normal Iron is at 6 for reference). Buffed Kobold Axe speed from 1 to 5 as well.
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Added "Lorian Ross - Kobblestone" Music disc. Obtainable from normal kobold trading.
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Kobolds can now enjoy music from a jukebox.
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Kobolds can now have hats (base on their texture).
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Changed "James Bond" to just "James" nametag texture.
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Added more nametag textures.
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-Note: As a thank you for the community, I am willing to take anyone's nametag kobold texture to add to the mod if they want their own kobold in this mod. Just come to my discord and let me know.
- Updated all Kobold Client side stuff
- -This should hopefully fix a lot of issues where other mods would force this mod's client stuff to load on a server, crashing it.
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Added a new config which allows you to change the breed item for kobolds to DIAMOND or APPLE.
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Fixed an issue where Kobold Warriors would do 1 damage despite having an axe.
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Decrease Villager speed when avoiding a Kobold.
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NOTE: REGENERATE YOUR CONFIGS-
- Kobold Dens now spawn base on biome tags, thus they can now spawn in modded biomes instead of vanilla-only.
- Fixed Localization Errors.
- Fixed Skelebold Loot Table.
~Added Config File:
- Three Configs are available:
- Zombies Attack Kobolds (False by Default)
- Illagers Attack Kobolds (False by Default)
- Villagers Avoids Kobolds (True by Default)
~Added Prospector Enchantment:
- Sold by Kobold Enchanters
- Applicable only to Axes and cannot be combined with Efficiency or Looting.
- Gives a small chance for any slain MONSTER entity to drop Emeralds.
~Added Artifact Enchantment:
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Obtainable in Kobold Tombs in the Desert
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If on a Crossbow, can be used for fishing.
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If on a Kobold Sword, will apply a cobweb-like effect.
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If on a Kobold Axe, will apply a fire effect on ANIMALS.
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If on a Kobold Pickaxe, will instantly kill Silverfishes.
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Added Kobold Infinity Potion of Healing
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Updated Kobold Dungeon Desert Structure
~Changes:
- Kobolds will no longer drink a potion if their off-hand is busy.
- Kobolds breeds with Diamonds now (it makes sense and was voted on).
- ANY Kobold can be used for breeding as long as a Warrior is nearby.
- Named Kobold Children will no longer age.
- Kobold Warriors will now prefer Axe items over Sword items.
- Kobold Engineers will now pick-up items but will only trade crossbows for better crossbows.
- Fixed Lang File
- Fixed Kobold Desert Dungeon
~The entire mod was remade from scratch for 1.17.1, and thus I did the same thing for 1.16.5 to keep 1.16.5 more in line with what 1.17.1 will be like when released~
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Cleaned out a lot of old code.
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Removed unnecessary advancements.
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Removed Wither Skelebold.
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Removed Fallen Sword.
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Removed Ocean Dungeons.
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-Note: Didn't felt right to have a Drowned spawner essentially.
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Remade all procedures and custom code.
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Kobolds can now pick-up items.
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Kobolds will no longer despawn in Peaceful mode.
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Kobolds will no longer trigger "can't sleep when monsters are nearby".
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Bread will now just heal kobolds when given to them (this will become amethyst in 1.17.1).
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Cookies can be used to speed up a Kobold Child's growth (this will become amethyst in 1.17.1).
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Apples is now used to breed kobolds again but they won't do the thing in front of the player anymore.
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The Captain's acceptable items has been updated.
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The Captain's trade system is now way better.
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The Captain now uses item tags to determined what items can be sold to him.
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-Note: This means you can now use a datapack to change his list of desired items.
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ALL kobolds now have the required animations and AI to use tridents (off-hand only), shields, and crossbows.
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Kobolds are now immune to all Kobold-Damage.
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IDs for items and blocks has changed, so old worlds will see removal of those. Kept the IDs for the kobolds but a few of them will change in the 1.17.1 port.
- Kobolds can now pick up items.
- Kobolds will no longer despawn in Peaceful Mode.
- Kobolds will no longer count as monsters when attempting to sleep in a bed.
Note: This update wasn't originally planned as I am working on the 1.17.1 but due to how big these three small changes are, I wanted to do a final update for 1.16.5 to get these in. Please be warned though that giving non-warrior kobolds a shield can have unexpected results as I didn't went through fully and redo all of the model/animation code when giving them the ability to pick up items.
~Updated Pirate Den Structure:
- Remade the Ship area entirely.
- Moved/Added some loot chests around.
~Improved trades for Kobolds and Kobold Engineers:
- The trades from kobolds has been mostly lackluster, so I improved them all overall.
~Removed scripts that added new goals to vanilla entities:
- There was an extremely rare server crash related to these goals & monsters would prioritize the kobolds over the player due to these goals.
- This means villagers will not run away from kobolds and some monsters, like zombies, will not attack kobolds first.
- Note: Iron Golems will still attack kobolds.
~Changed target goals for kobolds:
- Most kobolds will no longer target certain entities and now only target villagers, zombies, and silverfish (as that makes sense due to their lore).
- Kobold Warriors will still target most entities though as it is their duty but they will not target silverfish.
- Note: Kobolds will still defend their own if they are hit.
- Updated ALL kobold dens to be more like stone-blobs to help increase quality of world generation (no more floating cobblestone pieces in larger caves).
- Removed a random block in the Desert Dungeon
- Removed a random block in the Pirate Den
- Removed an Illager loot table chest in the Mountain Den
- Removed a set of golden armor in the Mountain Den
- Increased chunk requirement for Mountain Dens & Desert Dungeons to make them less common.
- Skelebolds now have basic spawn requirements.
- -Note: Skelebolds and Zombolds can still spawn in light for some odd reason so am looking into that.
- Updated model code a tiny bit in hopes to fix some mod conflict issues.
- Fixed an issue where curing zombolds still consumes golden apples in Creative mode.
- Updated the code for curing zombolds to now have a 10% chance of the zombold becoming an Enchanter, Engineer, or Pirate Captain base on biome.
- Cured Zombolds will also become normal Pirate Kobolds instead of normal Kobolds in Jungle biomes.
- Fixed an issue with Kobold Warriors from structures can still spawn with crossbows.
- Updated all spawn related code to greatly improve spawn chances for weapon variety. Note: Old spawn code was ignoring structure related kobolds whom had a crossbow or trident already. Now, no matter what the original structure variation had, they will always spawn with a random new weapon.
- Combined Campfire and Large dens into one, using a mixture of biomes that both originally used.
- Added a 5th Large Den variation.
- Updated Kobold Swamp Dungeons a tiny bit.
- Removed abandoned variation from the small den pool. Note: It was awful and I want to do better abandoned dens in the future for Halloween.
- Updated Spanish, French, and German localization.
~Mountain & Pirate dens got updated a little bit:
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Kobold Enchanters will no longer spawn in Mountain & Pirate dens.
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Normal Kobolds will no longer spawn in Pirate Dens
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Fixed an issue where a few kobolds would always spawn in stone and die due to suffocation in Pirate Dens.
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Mountain & Pirate Dens have new banners and actual proper loot table chests.
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Kobold Warriors will now always spawn with an axe and shield.
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Kobold Warriors will now use their shield against the player if aggro on the player.
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Kobold Warriors will now use their shield properly against all Living Entities instead of being limited to Monster Entities and IRangeAttack entities.
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Added two new variations of Kobold Campfire Dens.
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Updated Advancements.
- Adjusted the Y-offsets for the Mountain and Small dens to improve world generation.
- Added a Kobold Ocean Dungeon that is found in the depths of deep oceans rarely.
- Added Kobold Swamp Dungeons that are found underground in swamps (three variations).
- -Each Variation comes with dungeon loot, their own unique banner design, and a zombold spawner.
- Added support for Bedspreads.
Note: In the foreseeable future, I will no longer add new structures to this mod. Instead, I will add variations to already existing structures.
- Kobold Small Dens are now proper structures (this fixes a potential bug where my mod would cause structures from other mods to spawn in unwanted areas, like The End).
- Fixed an eye level issue with Kobold Children (they will no longer "look down" at others while others will "look up" at them).
- Added four more variations of Kobold Small Dens (five in total now).
- Kobold Small Dens spawn much closer to the surface than other dens.
- You will no longer consume items when trading with Kobolds while in Creative Mode.
Well, this was a quick update for a small feature...
- Added Advancements (but didn't update localization files yet for other languages).
- Campfire Dens are no longer in Mountains related biomes but can be found in Tall Taiga and Tall Trees related biomes.
- Large Dens can now also be found below Savannahs and Tall Birch related biomes.
- Kobold Pirate Captain has improved trade system and can now accept a few new items. He no longer will accept Golden Nuggets for a 1% chance of an emerald.
- The Kobold Iron Sword now has an attack speed of 1.8 instead of 2.1.
- Kobolds are now immune to Campfire damage (to keep them from being suicidal on their own campfires).
- Creative Mode menu has been re-organized and more spawn eggs are now available finally.
- If a Kobold is detected to have no weapons at all, they will be given a crossbow (this excludes Enchanters and Children).
- If a Kobold Warrior is detected to have a Kobold Iron Axe with no shield, they will be given a shield.
- Zombie Kobolds are now called Zombolds.
- Drowned Kobolds are now called Drowned Zombolds.
- Kobold Breeding now requires Bread instead of Apple. (Makes more sense).
~New Items:
- Kobold Skull (dropped by Skelebold): If a kobold skull is laying on the ground in the desert with line of sight to the sky at night... It can be broken by lightning, spawning a Skelebold at it's location (normal or hard difficulty only). This can be done directly by the player with similar requirements by applying a redstone signal to the skull.
- Banner Pattern (Kobold): A new banner pattern with inspiration from Ice & Fire specifically made for the Kobolds.
- Fallen Sword: A new end-game sword weapon that is dropped by a Fallen Hero, and is always enchanted with Smite V.
~New Mobs:
- Skelebold: A Skeleton Kobold which always spawns with crossbows, with a 50% chance of their crossbow being enchanted randomly. They can be brought back to life from their skull or spawned from a spawner block in a Kobold Tomb.
- Fallen Hero: A Wither variation of the Skeleton Kobold which wields a Fallen Sword. They have a 1/2,500 chance to replace a skeleton in the Soul Sand Valley. (Kobold Lore?)...
- Kobold Engineer: A new friendly kobold type found in the Mountain Den. Wields a crossbow to defend themselves and emeralds can be given to them for redstone related items.
~New Structures:
- Mountain Den: A MASSIVE den found below any mountain related biome. Home to the Kobold Engineer and have many secrets for loot.
- Kobold Tomb: A small tomb-like structure found in the desert where kobolds takes the honored dead to bury. Has loot similar to the Desert Temples, Kobold Skulls, and a Skelebold monster spawner block.
Note: Originally, more structures were planned but I really wanted to release this update a bit early. So expect 1.4.1 version of the mod with a few more structures in the future.


