
Remob
A datapack that completely re-mob every existing mobs, transforming them into something far beyond their original intention to give off a refreshing gameplay.
REMOB(Rework Mobs - Beta V 1.0)
Keep in mind this is a beta version, so bugs and unfinished features are expected. If you found a bug, please tell me through the form.
Also note that if you have any unique ideas or things you want to add to this datapack, feel free to leave it on the feedback form, any new ideas will help with the datapack progression.
This datapack will completely alter your gameplay experience, from subtle changes to massive overhauls! Most mob now has its own weaknesses, and unique resistances to specific attack types, making every encounter more strategic and engaging. Some enemies can’t just be brute-forced, you’ll need to plan your approach carefully to take them down.
Before you dive in, make sure to check some important mob reworks in the wiki!(mobs with bold names) Understanding their abilities is the key to survive these new and improved threats roaming around the world.(Check out the gallery for visualized info)
Wiki for mobs reworks(important)
Changelogs
Alpha V 1.1
Alpha V 1.1
- Added a brand new alpha mob, Orvana the witch, and also considered as a frog rider.
- Rework witches so they are now immune to poison.
- Added allay rework, now they act more as a support, when they got hurt, they stun all hostile mobs nearby.
- Rework frogs, so that they can support the role of prog and hostile frogs.
- Changes the loot of shulker so now they drop shulker shell, also change some bugs before. That's it for the 1.1 changes, note that this is still an alpha version so bugs are expected, and it would really help if you report any bugs immediately.
Alpha V 1.2
Alpha V 1.2
- Added a brand new alpha mob, Baisy the Beehemoth(I should bee adding less puns) and Stug the humongous Slime.
- Added rework to spectral arrow, now they can pierce through entities and be ridirectable like a ghast fireball, though now they deal less damage than regular arrows and break upon landing.
- Rework bats so they are now can steal any items on the ground and ride nearby redirectable projectile.
- Rework cats so now they spawn in different collar colour and they now have chances to be phobia to water, pickles or both.
- Rework turtles and slimes(including magma cubes) so now they can deflect projectiles.
Alpha V 1.3
Alpha V 1.3
- Change piglin brute appearances so that they resemble a brute more, they will have a bone on their head, but this doesn't change anything for the gameplay.
- Added rework for zombies and skeletons variants, to make them differ than their original variant.
- Makes skeleton wield axes rarer, since they can be very deadly.
- Added Warped and Crimson tribe piglin as well as a chief to make the piglins even more differ, also changed the golden piglin into trader since golden piglin doesn't make much sense.
- Make it so zombie(s) can now ride mobs other than chicken, just like in bedrock, but more mobs.
- Fixed some issue with baisy(before the angry bees won't attack you)
- Heavily nerf silverfishes, since the baby can enter the stone and become a bigger silverfish, hence the cycle continues.
- Added new loot from alpha mobs, which is alpha items, items that can be crafted after you defeat an alpha mobs.
Alpha V 1.4
Alpha V 1.4
- Give loot tables to many mobs that previously didn't have loot.
- Reworked many loot tables, also the xp dropped by mobs.
- Make nuclear creeper spawn less frequently.
- Improved phantom, so they work as intended. They no longer spawn from insomnia:)
- Change strider behaviour when it takes damage, as the old one doesn't make sense.
- Added a new mob called the Observer, which spawns alongside illagers and Haunted Armors in the end.
- Gave the wandering trader a chance to wear a unique head item (purely cosmetic).
- Added new particle effects when entities are hurt..
- Added giant zombies that are tankier than regular ones (not actual giants though).
- Reworked enderman in the nether and end dimensions to blind you when hit.
- Heavily reworked endermites into parasites that assist the enderman it is riding.
- Heavily reworked Silverfish now they burrow into stone and respawn later, making slime-like mechanics incompatible.
- Reworked Blazes due to the blazelings being too annoying.
- Piglins and hoglins won't zombified in the night and they won't fight each other again.
- Melee skeletons now detect players only at half their usual range.
- Nerfed the damage dealt by cave spiders, since they poison you now.
- Make Breeze no longer spawn alongside pillagers.
- Make some new advancements for the new and reworked mobs.
- Made several much-needed improvements to visuals and overall polish.
Beta V 1.0
Beta V 1.0
- Remove Alpha Mobs from this datapack as they aren’t fit well into this datapack, they will be moved to another datapack/mods(soon)
- Reworked the ender dragon and wither. You can see the reworks on the boss section.
- Fix many bugs regarding the advancement and loot.
- Fix evoker's rework so it battles with many tricks up his sleeves.
- Fix creaking and warden reworks so when they hit you, many experience orb comes out(basicly they steal some xp)
- Add llamas and camel rework.
- Add new trade to wandering trader's trade pool, they basically can trade loot chests found in structures now.
- Fix and rework zombie villagers so now they naturally gain weakness I when its health is low enough
- Add skeleton variants, the creeper, enderman and piglin but they spawn rarely and won't affect much of your gameplay.
- Add a stronger skeleton, the hunter, symbolized by the bone it has on its mouth, now it can switch between melee and ranged weapons according to its distance from the player.
- Rework shuker so they act more like a lucky block, giving a surprise when defeated.
- Fix chicken's ability so they now correspond to their variants.
- Make a huge rework to breeze, now they can spawn in mountain and frozen biomes, replacing the witch position.
- Add a rework for the copper golem mob, to make it more lively.
- Adds small copper golem which hides in trial chamber chests.
- Nerf creepling's follow range attributes to make it easier to avoid them.
- Make a huge rework to Trial Chamber trial spawners, so they fit the datapack more.
- Rework piglin chiefs(both variants) into fungi-infected piglin based on their location, which acts as a spawner class in the nether.
- Fix a bug where you used to get the effects you should have get when hurt by mobs, even when you're blocking the hit with a shield.
- Give massive buff to shulker, making them invulnerable when hiding and make their loot overall more random. This change is made to give shulker a more end-game vibe.
- Nerf royal piglin absorption health, they were too tanky and overall not-enjoyable to fight.
- Fix armorstand gimmick, so you can change their pose much easier.
- Change pillager leader so their ability matches more like an illusioner.
- Added more plush(10 in total) to make the wandering trader more unique, also 6 of them are plushies with characters from outside the game, sold only in the end dimension.
- Rework the blaze so it feels more like a mid-end game mob.
- Buff the Elder Guardian by giving it a fix 1.5 hearts(3 damage) of follow-up damage, not affected by armor, enchant and potion effects to give it a "mini-boss tier ability"
- Wandering traders can now be located through the locator bar.
- Slightly nerfed the killer rabbit to deal less damage.
- Reworks for new mobs(nautilus, parched and zombie camel)
- Rework for zombies, now if it attacks you without holding any weapon, it bites you which can give you negative effect(s).
- Make three new elite variants for piglin brutes, making them an actual threat.
- Change the evoker's totem ability so it is now a held item instead of an ability.
- Make a huge rework for wither skeletons so now they differ from the rest of the skeletons, also added elite variants, which spawns a soul everytime they attack.
- Also buff zombified piglins, so they are more ‘elite’ than the rest of the zombie crew.
- Make a big change for the observer to give them an actual purpose(observing you a little too much) and also renaming the to be ‘Observer Unit’
- Added leader variants to every zombie which can spawn reinforcement
- GIve witches, illusioner and evoker massive reworks so they are more challenging
- Reworks Slimes and Magma cube so they are challenging and gives a unique fight
