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Friends and Foes Mod (1.20.4) - Lost and forgotten mobs
About This Mod
Friends and Foes Mod (1.20.4) adds passive and hostile mobs to Minecraft. In particular, Glare, Illusioner, Iceologer, Copper Golem, Moobloom, and Beekeeper have been added. Several buildings were also added. One of the main goals is to further develop the original concept and add new vanilla features associated with all mobs.
The glowing squid looks cool, but it doesn't bring anything new to the game. Therefore, the main task of this fashion is to add features relevant to all mobs and expand the world and mechanics of Minecraft in the vanilla key.
Features.
Friends.
Copper golem.
A copper golem is a small neutral mob that behaves in a funny way. It has no specific purpose other than accidentally pressing a copper button.
Creating a Copper Golem is created by placing a block of waxed or unwaxed copper as the bottom block, installing a pumpkin or a lantern sculpture as the middle block, and placing a lightning rod on top of the pumpkin block.
Copper golem drops 1-3 copper bars at death.
Copper golems roam the world. They turn their heads for nothing.
If the copper golem is near one or more copper buttons, it will randomly pick one of them, move to it, and attempt to press it.
Oxidation:
Unwaxed copper golems have four stages of oxidation (including the initial state without exposure). Lightning and axes can remove oxidation from copper golems.
As the golem begins to oxidize, it becomes slower and slower. In the final stage (in the oxidized state), the golem turns into a statue.
Waxing: A honey item can be used on a copper golem to turn it into an appropriate copper golem covered in wax.
Scaling: When using an ax on a wax-covered copper golem, it turns into an appropriate unaffected copper golem. Also, using an ax on a naked, weathered, or oxidized copper golem will bring it back one level and turn it into an unaffected, naked, or weathered copper golem respectively.
Healing: Using a copper bar on a copper golem restores 5♥ of the golem's health.
Glare.
Glare is a small neutral mob that lives in a lush cave biome.
Generation: Glare can only be generated in certain blocks below ground in the Lush Cave biome when the light level is above 1. In other biomes, they do not appear naturally.
When you win over a glare, you get 0-2 glowing berries. The maximum amount is increased by 1 per looting level, and the maximum amount is 0-5 per looting level III.
Glars fly like bees and flee nearby monsters. Restless glars also try to avoid dark places whenever possible.
If there is a cave vine with glowing berries within 12 blocks of the glare, it will fly up to the bush, shake it, and then try to eat.
The tame flare will occasionally fly into a dark place within 8 blocks and grumble, letting the owner know that a monster may appear.
The glare can be tamed to give them a 1/3 chance to get a glowing berry.
Like tame wolves and cats, tame glare follows the player if they are unfenced and can teleport if there is enough distance between them and the player. As with other domesticated animals, the owner is given a death report upon their death.
Moo-brum.
Moo-brum is a type of cow covered with lutes, living exclusively in the biome of the flower forest and meadow.
Moo-brum may appear in herds of 2-4 individuals in the Floral Forest biome if the light level is above 9 and they are in grasslands. In other biomes, they do not spawn naturally.
Mu-broom pairs can reproduce if fed wheat. Moo-brum cannot mate with cattle unless the moo-brum is harvested.
The mu-broom cubs do not have back hatches. The hatchways appear after the babies grow into adult cows.
They can be milked with buckets.
Flowers can be found on the ground while walking. The probability that the planted flower will become a lutik is 40% that it will become a dandelion, and 20% that it will become a sunflower. Otherwise, the mouflomes behaved much like the mouflomes and cows. They walked aimlessly, mooing and grunting constantly, avoiding lava and rocks high enough to cause damage when they fell.
When bees find themselves near the mouflom, they try to pollinate the flowers on its back.
Enemies.
Mowler (The Great Hunger):
The Mowler is a small, neutral mob that inhabits the biomes of Savannah, the Wasteland and the Desert.
Mowlers naturally sleep on grass blocks and soil in savannas, on rough soil and red sand in wastelands and on sand in deserts.
Upon defeat, the Mowlers shed all accumulated experience in the form of orbs of experience.
Induced Mowlers have an appearance that matches the biome in which they are generated; Mowlers vary in size and become larger the more experience points gained in a Mowler.
Mowlers hunt chickens, rabbits, frogs, zombie pups, and small slugs.
Sometimes they hide in the ground and wait for their prey.
Illusionist.
Illusionists are illusionist spellcasters armed with a bow. Illusionists can only be found in illusionist huts and raids.
Individual illusionists appear during the construction of the illusionist's cabin. After the first spawn they are not reborn.
Illusionists born in the cabin of an illusionist do not spontaneously debauch (unless the world is in peace).
Illusionists can sleep alone or on a rawager during a raid. Illusionists cannot appear in raids on easy difficulty. This is due to the fact that in such raids only three waves, and illusionists appear after the fifth wave.
Illusionists attack players, villagers, iron golems, and stray merchants within 16 blocks of the raid when it occurs. He attacks with spells and a bow, releasing an arrow every second.
Illusionists move quickly and always try to keep a constant distance from the player, backing down if the player gets too close, and stepping up if the player backs down.
Any illusionist can join a patrol if he is close enough to the patrol commander.
The illusionists have two spells: one that blinds opponents, and the other that causes illusions that briefly render the illusionist invisible.
An illusionist casts a blinding spell only if the regional complexity is 2 or higher.
When the illusionist first plays a new opponent, he activates the blindness effect, which lasts for 20 seconds. He signals this by raising his hand, making a quiet sound and creating a black fog.
An illusionist never casts this spell more than once on the same enemy. However, this does not work if the illusionist first turns his attention to another opponent, and then returns to the original.
If the illusionist takes damage, he teleports away, becomes invisible for 3 seconds, and creates eight illusions in a circle around his original position.
The illusions perform the same actions as the illusionist, and attack with bows the same targets as the illusionist. The illusions fade with the first blow.
If a true illusionist is killed, the illusion disappears immediately.
Blocks/Items
Lutic.
Luticas are little yellow flowers.
This has not yet been implemented. In the future, ducks may appear in the flower forest and meadow biome.
Mowing moo-brum will result in five hatches that will become regular cows.
You can decorate them with cushions, make yellow dyes, or plant them in grass blocks, soil, or rough earth. Chandeliers can also be planted in flower pots and used to make questionable stew.
Copper buttons.
Copper buttons are hard blocks that can give temporary energy to a red stone for a certain tick of red stone, depending on the level of oxidation.
Beekeepers:
Beekeepers and new village buildings are now fully functional in the game.












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