Friendly Mob Modjam

Explore the top submissions from the August 2025 Friendly Mob Modjam.

First Place Winner
wonder154

Eryon Evolution

The Eryon is a tamable flying pet that evolves through ten upgrade stages by feeding it Intergalactic Candy, unlocking unique abilities and forms. Each path changes its powers and appearance, ensuring every Eryon becomes a one-of-a-kind companion.

View Mod
Eryon Evolution

Want to join the next ModJam?

Join our Discord community to stay in the loop

Join Discord
Wither Wolf - media 1
Wither Wolf - media 2
v3
MC Java 1.21.5

Wither Wolf

H
mymes1

wolf that looks like: wither wolf and acts like: has wither cross wolf abilitys and new ones Edit v2: make it tameable Edit v3: fix the abilitys, movement, tame methods and the tame abilitys eg players hits sheeps wither wolf shoots wither skull at sheep can have other abilitys

3

Skeleton Miner - media 1
Skeleton Miner - media 2
v7
MC Java 1.21.5

Skeleton Miner

H
zachrl

skeleton that looks like: This mob should look like a metallic skeleton with an iron pickaxe. It should also look fairly robotic, with glowing yellow eyes and machine related pieces. and acts like: This mob is called the Skeleton Miner, and it is part of a new mod pack called Automatia. This skeleton will walk forward until it hits blocks. If the blocks are some sort of stone or another pickaxe-breakable block, the skeleton will Mine them. It can not mine blocks that aren’t pickaxe related. After mining blocks, it will collect them into its inventory. Once its inventory fills up, it will walk back to where it was placed and drop all of the blocks in its inventory. A player can right click on the miner to access its inventory and remove blocks. It does not pick any items up except what it mines. This skeleton is made to be used for automated mining. Edit v2: The skeleton miner should be automatically centered on the block when it is placed, and it should only want linearly forward. It should carry a pickaxe and not a bow. It should only mine the blocks directly in front of it, and not those under or around it. Also change the texture to look more Minecrafty and industrial. Edit v3: Change the skeleton to a zombie, but keep the exact texture, as it should still visually look like a skeleton. Give the skeleton an iron pickaxe. The skeleton should no longer glow. Add a new block called the Miner Skeleton Depot. This is crafted out of a skeleton skull in the middle, iron picks to the left and right, redstone blocks on the top and bottom, and iron blocks in the corners. When the depot is placed, it will spawn a miner skeleton on top. The depot should have an arrow on top, which should face away from the player who placed it. The miner skeleton will spawn facing the direction of the arrow. The skeleton will walk in that direction until it hits a block. It should follow the same mining behaviour as before. Once its inventory fills, it will turn around and walk back to the depot. It will deposit any blocks it picked up into the depot. Once it finishes depositing, it will turn back in the direction the depot is pointing and return to mining. The depot will function as a chest, but it will have a custom texture that looks mechanical like the skeleton, with mechanical pieces that could perform imaginary functions like providing a home base for the skeleton and allowing it to charge. The depot has an inventory that can be accessed, and it is compatible with hoppers. Edit v4: Please fix the texture, because it moved when the mob switched to a zombie. Also, make the skeleton continue to make skeleton noises, even as a zombie. The skeleton should not have any pathfinding outside of the directions. It should just go forward until it hits blocks and breaks them, and when every slot in its inventory has blocks in them, it should turn around and walk back to the depot. When it is over the depot, it should transfer blocks directly from its inventory into the depot. When the skeleton dies it should respawn on the depot. It should also die when the depot is broken. The skeleton is intertwined to the depot. Edit v5: If the skeleton despawns for any reason, he should respawn at the depot. Also, the skeletons are spawning in the wrong direction when the depot is first placed, but they spawn correctly when they die. Finally, if the depot is powered it should recall skeletons and they shouldnt be able to leave it when its powered. Its basically so that the machine can be disabled when its not needed. Edit v6: The miners are still facing and moving in the opposite direction from the arrow. Also, recalling them with redstone should make the robots walk back, just like how they do when their inventories are full. The robots should also be able to jump up one block when returning or being recalled. Finally, try to prevent them from despawning randomely. Edit v7: The skeletons now face the correct direction, but they are still moving backward. Please fix the movement directions to keep the same core functionality but move in the same direction as the depot arrow. You should also add a new block called the tree planter. It has the inventory size of a dispenser, and it can only accept saplings. When it does not detect a sapling or a block in front of it, it will plant a random sapling from its inventory. It can only plant on blocks that saplings are planted on. You should also add a block called a tree harvester. When it detects a log in front of it, it will slowly mine the log. Once it is done, it will destroy the log and any connecting logs of the same type. This is used to mine trees. It will collect all the logs in its inventory. It should have the inventory of a chest. Like the depot, both of these blocks should be fully interactable with hoppers.

3

Eryon Evolution - media 1
Eryon Evolution - media 2
Eryon Evolution - media 3
Eryon Evolution - media 4
Eryon Evolution - media 5
Eryon Evolution - media 6
Eryon Evolution - media 7
Eryon Evolution - media 8
Eryon Evolution - media 9
Eryon Evolution - media 10
Eryon Evolution - media 11
Eryon Evolution - media 12
Eryon Evolution - media 13
Eryon Evolution - media 14
Eryon Evolution - media 15
Eryon Evolution - media 16
Eryon Evolution - media 17
Eryon Evolution - media 18
Eryon Evolution - media 19
Eryon Evolution - media 20
Eryon Evolution - media 21
Eryon Evolution - media 22
Eryon Evolution - media 23
Eryon Evolution - media 24
Eryon Evolution - media 25
Eryon Evolution - media 26
Eryon Evolution - media 27
Eryon Evolution - media 28
Eryon Evolution - media 29
Eryon Evolution - media 30
Eryon Evolution - media 31
Eryon Evolution - media 32
Eryon Evolution - media 33
Eryon Evolution - media 34
Eryon Evolution - media 35
Eryon Evolution - media 36
Eryon Evolution - media 37
Eryon Evolution - media 38
Eryon Evolution - media 39
Eryon Evolution - media 40
Eryon Evolution - media 41
Eryon Evolution - media 42
Eryon Evolution - media 43
Eryon Evolution - media 44
Eryon Evolution - media 45
Eryon Evolution - media 46
Eryon Evolution - media 47
Eryon Evolution - media 48
Eryon Evolution - media 49
Eryon Evolution - media 50
Eryon Evolution - media 51
Eryon Evolution - media 52
Eryon Evolution - media 53
Eryon Evolution - media 54
Eryon Evolution - media 55
Eryon Evolution - media 56
Eryon Evolution - media 57
Eryon Evolution - media 58
Eryon Evolution - media 59
Eryon Evolution - media 60
Eryon Evolution - media 61
Eryon Evolution - media 62
Eryon Evolution - media 63
Eryon Evolution - media 64
Eryon Evolution - media 65
Eryon Evolution - media 66
Eryon Evolution - media 67
Eryon Evolution - media 68
Eryon Evolution - media 69
Eryon Evolution - media 70
Eryon Evolution - media 71
Eryon Evolution - media 72
Eryon Evolution - media 73
Eryon Evolution - media 74
Eryon Evolution - media 75
Eryon Evolution - media 76
Eryon Evolution - media 77
Eryon Evolution - media 78
Eryon Evolution - media 79
Eryon Evolution - media 80
Eryon Evolution - media 81
Eryon Evolution - media 82
Eryon Evolution - media 83
Eryon Evolution - media 84
Eryon Evolution - media 85
Eryon Evolution - media 86
Eryon Evolution - media 87
Eryon Evolution - media 88
Eryon Evolution - media 89
Eryon Evolution - media 90
Eryon Evolution - media 91
Eryon Evolution - media 92
Eryon Evolution - media 93
Eryon Evolution - media 94
Eryon Evolution - media 95
Eryon Evolution - media 96
Eryon Evolution - media 97
Eryon Evolution - media 98
Eryon Evolution - media 99
Eryon Evolution - media 100
Eryon Evolution - media 101
Eryon Evolution - media 102
Eryon Evolution - media 103
Eryon Evolution - media 104
Eryon Evolution - media 105
Eryon Evolution - media 106
Eryon Evolution - media 107
Eryon Evolution - media 108
Eryon Evolution - media 109
Eryon Evolution - media 110
Eryon Evolution - media 111
Eryon Evolution - media 112
Eryon Evolution - media 113
Eryon Evolution - media 114
Eryon Evolution - media 115
Eryon Evolution - media 116
Eryon Evolution - media 117
Eryon Evolution - media 118
Eryon Evolution - media 119
Eryon Evolution - media 120
Eryon Evolution - media 121
Eryon Evolution - media 122
Eryon Evolution - media 123
Eryon Evolution - media 124
Eryon Evolution - media 125
Eryon Evolution - media 126
Eryon Evolution - media 127
Eryon Evolution - media 128
Eryon Evolution - media 129
Eryon Evolution - media 130
Eryon Evolution - media 131
Eryon Evolution - media 132
Eryon Evolution - media 133
Eryon Evolution - media 134
Eryon Evolution - media 135
Eryon Evolution - media 136
Eryon Evolution - media 137
Eryon Evolution - media 138
Eryon Evolution - media 139
Eryon Evolution - media 140
Eryon Evolution - media 141
Eryon Evolution - media 142
Eryon Evolution - media 143
Eryon Evolution - media 144
Eryon Evolution - media 145
Eryon Evolution - media 146
Eryon Evolution - media 147
Eryon Evolution - media 148
Eryon Evolution - media 149
Eryon Evolution - media 150
Eryon Evolution - media 151
Eryon Evolution - media 152
Eryon Evolution - media 153
Eryon Evolution - media 154
Eryon Evolution - media 155
Eryon Evolution - media 156
Eryon Evolution - media 157
Eryon Evolution - media 158
Eryon Evolution - media 159
Eryon Evolution - media 160
Eryon Evolution - media 161
Eryon Evolution - media 162
Eryon Evolution - media 163
Eryon Evolution - media 164
Eryon Evolution - media 165
Eryon Evolution - media 166
Eryon Evolution - media 167
Eryon Evolution - media 168
Eryon Evolution - media 169
Eryon Evolution - media 170
Eryon Evolution - media 171
Eryon Evolution - media 172
Eryon Evolution - media 173
Eryon Evolution - media 174
Eryon Evolution - media 175
Eryon Evolution - media 176
Eryon Evolution - media 177
Eryon Evolution - media 178
Eryon Evolution - media 179
Eryon Evolution - media 180
Eryon Evolution - media 181
Eryon Evolution - media 182
Eryon Evolution - media 183
Eryon Evolution - media 184
Eryon Evolution - media 185
Eryon Evolution - media 186
Eryon Evolution - media 187
Eryon Evolution - media 188
Eryon Evolution - media 189
Eryon Evolution - media 190
Eryon Evolution - media 191
Eryon Evolution - media 192
Eryon Evolution - media 193
Eryon Evolution - media 194
Eryon Evolution - media 195
Eryon Evolution - media 196
Eryon Evolution - media 197
Eryon Evolution - media 198
Eryon Evolution - media 199
Eryon Evolution - media 200
Eryon Evolution - media 201
Eryon Evolution - media 202
Eryon Evolution - media 203
Eryon Evolution - media 204
Eryon Evolution - media 205
Eryon Evolution - media 206
Eryon Evolution - media 207
Eryon Evolution - media 208
Eryon Evolution - media 209
Eryon Evolution - media 210
Eryon Evolution - media 211
Eryon Evolution - media 212
Eryon Evolution - media 213
Eryon Evolution - media 214
Eryon Evolution - media 215
Eryon Evolution - media 216
v30
MC Java 1.21.5

Eryon Evolution

H
wonder154

allay that looks like: Start with a small, cute creature that looks different from an allay thats called a "Eryon" (random color, cute face). Each time it upgrades, slightly change its model and texture (for example: grow larger, gain small horns, wings, or armor plating depending on chosen upgrades). and acts like: this mob can be tamed (like a cat or wol) Always follows its owner (like a tamed wolf or tamed cat). Cannot attack at first. The player can feed it regular food to slowly increase its growth progress." The player can also feed it special items called Upgraders (growth potion, super food, etc.) to speed up progress. When the pet reaches a growth milestone, a GUI menu should open where the player can choose between 3 upgrade paths (example: more health, faster speed, or gaining an ability like a small ranged attack). Each upgrade changes its appearance to reflect the path chosen. The upgrade process repeats until the pet has gone through 10 total upgrades, each with a new appearance and ability/stat boost.' Edit v2: i want the mob to have variation, i want it to be a random color like a cat or tropical fish. make it so its variations are all the colors in the rainbow + black + white + pink Edit v3: make the mob be tamable using a new item called intergalactic candy, which looks like space candy. then make it so after taming the mob you can use more of the intergalactic candy to feed it eventually making it grow/evolve and when you do a gui will pop up letting you pick and upgrade for the mob Edit v5: "Make my custom flying pet (the allay variant) behave exactly like a wolf when tamed: It should follow its owner, teleport to the owner when far away, and defend the owner if attacked. Feeding it Intergalactic Candy should tame it if not already tamed. Edit v6: The pet is tamed with Intergalactic Candy. Feeding more candy opens an evolution upgrade system. There are 10 upgrade stages total. Each stage shows a GUI with 3 random choices. Each choice comes from a large ability pool (see below), sorted by rarity. Abilities stack, and the pet’s appearance changes each time to reflect its path (colors, wings, glow, particle effects, model changes). The pet must retain its abilities and form between play sessions. Upgrade Stages & Ability Chances Base (Upgrades 1–3) Mostly Basic abilities Small chance of Rare Mediocre (Upgrades 4–7) Mix of Rare and Legendary abilities Still possible to roll Basic, but less common Advanced (Upgrades 8–9) Only Rare, Legendary, and Overpowered abilities Legendary has the highest chance Final (Upgrade 10) Only Overpowered abilities Final form must look dramatically different from the starting pet Ability Pools Basic Abilities (starter tier) Speed Boost (slight movement increase) Extra Health (+10 hearts) Light Aura (glows and lights surroundings) Item Magnet (pulls items in a small radius) Minor Combat Aid (weak melee attack on enemies) Small Regen Aura (heals nearby allies slowly) Double Jump (pet boosts player when sneaking + jumping) Rare Abilities Fireball Attack (shoots small fireballs) Ice Shards (ranged freezing attack, slows enemies) Speed Burst (temporary fast sprinting boost for pet + player) Strong Regen Aura (heals allies more effectively) Shield Bubble (temporary shield for player every 60s) Lightning Strike (summons a weak lightning bolt on hit) Resource Finder (glows when ores are nearby underground) Legendary Abilities Healing Beam (directs a heal beam at player or ally) Clone Illusions (creates decoy copies during combat) Gravity Well (pulls mobs in a radius toward one point) Flame Nova (AOE fire explosion every 30s) Storm Aura (constant lightning sparks + chance to shock attackers) Blink Dash (short teleport toward enemies) XP Collector (automatically gathers XP orbs for player) Overpowered Abilities (final tier only) Meteor Rain (summons a shower of meteors on command) Resurrection (revives player on death once per in-game day) Time Stop (briefly freezes mobs around the pet) Black Hole (summons a void that sucks in mobs and items) Divine Shield (grants 15s invulnerability to player, cooldown 2 mins) Elemental Mastery (fire + lightning + ice attacks simultaneously) Reality Warp (teleports player + pet to safe location if health is critical) Implementation Notes for AI GUI text should update each stage with new ability choices, not always “health, speed, combat.” Each upgrade should visually evolve the pet to match the rarity of chosen abilities (e.g., rare = glowing wings, legendary = aura/particle effects, overpowered = massive form change, dark flames, radiant glow, etc). Final form (after upgrade 10) must look completely different, like a “true evolved” companion. Ensure abilities stack properly and work in-game (e.g., combat AI, buffs, aura effects). Edit v7: When upgrading: The GUI shows 3 random ability buttons (pulled from the rarity table based on upgrade stage). Each button is color-coded by rarity: Gray = Basic Blue = Rare Gold/Yellow = Legendary Red = Overpowered When hovering over a button, show a tooltip with a short description of the ability (example: “Increases flight speed by 20%”). Edit v8: Right-click (tamed pet) → opens Ability Menu GUI: Shows all abilities the pet currently has (with rarity colors). Shows current upgrade stage (1–10). Shows progress bar or counter of candy fed vs. required for the next upgrade. Shift + Right-click = toggle Sit/Unsit (like a tamed parrot). Edit v9: Basic (Gray) Speed Boost → wings flap faster + wing edges sharpen slightly. Health Boost → body slightly bulkier, chest glows faint green. Attack Boost → hands look sharper/claw-like, maybe faint red tint. Defense Boost → small plated patches of stone-like texture on arms/shoulders. Rare (Blue) Healing Aura → chest/core turns blue, faint glowing lines run across body. Mini Shield → small floating shield ornament attached to one arm (like a holographic shield). Block Breaking → hands look like pickaxes/claws, with chipped stone textures. Utility Buffs → small satchel strapped across its side (to show item-carrying upgrades). Legendary (Gold/Yellow) Flight Speed Boost → wings enlarge and gain golden streaks through them. Damage Reflection → shiny armor plating appears on shoulders/arms (gold accents). Mob Summoning → a glowing crest/halo-like ring floats above its head. Special Combat Buffs → eyes glow bright yellow, hands gain golden claws. Overpowered (Red) AoE Explosion Ability → body gets jagged cracks glowing red, like molten veins. Teleport Mastery → wings look shadowy + torn at the edges, faint shimmer effect when flapping. Lava/Fire Immunity → back of wings + arms sprout fiery molten patterns. Final Stage → complete form change: Larger wings with red-gold highlights Full-body armor trim glowing faint red Eyes burning with dual red/yellow glow Body slightly taller/broader 🖌️ Design Notes Stacking visuals → Each ability adds a physical detail (satchel, claws, glowing veins, armor). By late-game, the pet looks completely evolved. Particles are only accents (e.g., faint shimmer, molten crack glow) — not the main transformation. Textures/models drive most changes → sharper claws, bulkier body, glowing lines, added ornaments. Edit v10: Set the pet’s base movement speed attribute to match the vanilla Allay. Use 0.35D for Attributes.GENERIC_MOVEMENT_SPEED. Make sure it moves smoothly and uses normal Allay-like pathfinding, not too fast like a hostile mob. Edit v12: Give the custom Allay pet a SitGoal like tamed wolves and parrots use. Shift + Right Click should toggle isSitting state. When sitting, cancel pathfinding and freeze in place (like wolves do). When not sitting, resume following the owner Edit v13: Make the custom Allay pet use a TemptGoal. If !isTamed(), it will follow any player holding Intergalactic Candy. If isTamed(), it will only follow its getOwner() if that player is holding Intergalactic Candy. After taming, ignore all other players holding candy. Speed for following should be around 1.25D, like sheep following wheat.” Edit v14: Lower the pet’s base movement speed so it moves like a walking player. Set Attributes.GENERIC_MOVEMENT_SPEED to around 0.12D when idle/following normally. Keep the follow speed in the TemptGoal or FollowOwnerGoal at 1.0D (not higher). Prevent Allay’s default zoomy flying behavior — make its pathfinding use ground-like pacing so it looks calm, not hyper.” Edit v15: Make the pet keep using the FlyingPathNavigation like the Allay normally does, but clamp its speed so it moves closer to a player’s walking pace. In its attributes, set Attributes.GENERIC_FLYING_SPEED to around 0.1D–0.12D (this is the correct flying attribute, not the walking one). Keep Attributes.GENERIC_MOVEMENT_SPEED at a small value like 0.05D, but don’t disable navigation. In FollowOwnerGoal or TemptGoal, use a speed modifier of about 1.0D instead of higher values. Make sure it still ticks its navigation each tick (this.getNavigation().tick()) so it doesn’t freeze. Edit v16: Fix each ability so it actually works: Blink Dash: When dash ends, deal damage/knockback to entities nearby. Resource Finder: Apply glowing effect to pet when within 5 blocks of ores/resources. Healing Beam: Shoot a visible green/white beam to owner that heals HP every tick. Clone Illusions: On combat trigger, spawn temporary illusion entities with same texture, lasting 5s. Flame Nova: On combat trigger, create a fire particle ring that damages hostile mobs only, not owner. Resurrection: When owner dies, revive them at 10 HP, consume cooldown, and play particle effect. Storm Aura: Periodically strike lightning on hostile mobs in radius, not random global lightning. Black Hole: Spawn a vortex entity that pulls in mobs and damages them at the center. Elemental Mastery: Lightning only when ability is cast, with cooldown, not constant. Ice Shards: Pet should shoot projectile shards (like snowballs) that deal damage + slow. Level 10 Textures: Add a different texture for every combination of abilities. Use ability state to dynamically pick a ResourceLocation for the correct texture.” Make sure each ability uses actual combat logic (hurt, heal, setDeltaMovement, etc.) and only triggers on combat or activation, not passively unless intended. Edit v17: Fix the Black Hole ability so it no longer crashes: - Ensure the Black Hole uses a registered entity or area effect cloud with a guaranteed particle type (e.g., PORTAL or DRAGON_BREATH). - Always null-check entities before applying motion vectors. - Do not call rendering methods directly; instead use world.addParticle with a valid ParticleType. - If using a custom entity, register both server and client renderers properly with EntityRendererRegistry. Edit v18: Fix the Healing Beam so it is balanced: - Heal only once every 20 ticks (1 second). - Maximum heal per use = 5 hearts. - Duration of beam = 3 seconds. - Add a 15 second cooldown before it can be cast again. Edit v19: 1. Ice Shards: - Stop throwing snowballs when the target is dead or null. - Cancel the attack immediately if target is not alive. 2. Blink Dash: - Apply dash damage directly to entities collided with during the dash. - Remove or limit the AoE sonic blast so it does not repeat endlessly. - Add a cooldown so it cannot chain infinitely on slimes splitting. - Ability should end properly after one dash. 3. Resource Finder: - Instead of glowing, spawn an arrow indicator above the mob’s head when within 5 blocks of any ore in the #minecraft:ores tag. - Only show one arrow at a time, and remove it if no ores are nearby. 4. Ability Textures: - Every ability combination should have its own unique texture (e.g., mob_fire_blackhole.png, mob_ice_blink.png). - Renderer must choose the correct texture based on which abilities the mob currently has. - Ensure multiple-ability combinations get a unique texture, not the default. Make these fixes without breaking the existing features. Edit v20: okay so the textures stil arent right, i need every combination of abilties to have a different texture, so each pet is always unique in abilties and look Edit v21: no i need a different texture for every combination of abilities, there should be roughly 311,040 different textures for each combination of abilities. Edit v22: Track how many upgrades belong to each ability category. At level 10, assign the pet’s final texture theme based on these rules: Dominant Category Rule: If one category has the most upgrades, use that category’s texture theme (e.g., 5 fire vs 3 lightning → fire theme). Hybrid Rule: If two or more categories are tied, blend their themes into a hybrid texture (e.g., 4 lightning + 4 ice = stormfrost look). Balanced Rule: If the upgrades are evenly spread (no dominant category), use a “balanced ascended” texture—bright, multi-element, showing fragments of all ability motifs. 2. Texture Theme Ideas by Ability Type: Lightning / Storm: Electric arcs, glowing runes, storm clouds swirling, glowing yellow-blue veins. Fire / Inferno: Cracks with molten glow, ember sparks, fiery aura, charred dark armor edges. Ice / Frost: Crystalized shards, frosty mist, glowing icy runes, light-blue cracks. Healing / Support: Radiant gold and green glow, angelic aura, runes pulsing softly, faint wing-like light. Shield / Defense: Metallic plating, glowing shield symbols, reinforced armor look, faint barrier outline. Combat / Utility (Mobility): Sleek lines, glowing muscle/energy veins, agile battle-ready stance, maybe glowing claw/weapon imprints. Dark / Shadow (if abilities exist): Dark smoky aura, glowing purple eyes, shadows swirling around the model. Nature / Growth: Mossy/leafy glowing vines, earthy cracks, bioluminescent green veins. Arcane / Magic: Floating glyphs, glowing purple-blue aura, runes hovering around the pet’s body. Balanced Ascension: A radiant, almost “final form” look—multi-colored prismatic glow, fragments of every element infused. 3. Hybrid Texture Examples: Fire + Lightning = Stormfire: Fiery cracks with electric sparks inside. Ice + Healing = Radiant Frost: Shimmering icy body with golden glow. Combat + Fire = Infernal Warrior: Blazing aura with glowing blade lines. Lightning + Arcane = Voidstorm: Dark-purple storm clouds with blue lightning cracks. Shield + Nature = Living Fortress: Bark-like armored skin glowing with protective runes. Edit v24: Create ability categories where each category contains: Abilities (gameplay effects) Matching Skins/Textures (visual look at level 10) Example Categories ⚡ Thunder (Lightning) Abilities: Shock Strike (melee attack that stuns briefly) Chain Lightning (hits multiple enemies) Static Speed (move faster while charged) Skins: Glowing electric veins Arcs of lightning flowing across body Storm cloud aura around pet 🔥 Fire (Inferno) Abilities: Flame Burst (area damage attack) Burning Aura (damages enemies close by) Fire Dash (short flame-trail dash) Skins: Lava cracks glowing red/orange Charred black armor edges Ember sparks floating around body ❄️ Frost (Ice) Abilities: Frostbite (slows enemy movement/attack) Ice Shard (ranged attack) Frozen Armor (temporary damage reduction) Skins: Crystalized shards on body Blue-white glowing cracks Frost mist effect around pet 🌿 Well-Being / Healing Abilities: Rejuvenate (gradual HP regen) Purity Shield (small barrier for short time) Aura of Life (heals nearby allies slightly) Skins: Golden-green radiant glow Soft angelic aura / faint wings Glowing runes pulsing gently 🛡️ Defense / Shielding Abilities: Iron Hide (temporary armor boost) Barrier Pulse (knocks back enemies slightly) Guard Stance (reduces incoming damage briefly) Skins: Metallic armor plating overlay Shield runes etched in glowing lines Aura outline of a glowing shield ⚔️ Combat / Utility Abilities: Swift Strike (extra melee hit) Combat Roll (quick evade) Blood Rush (temporary attack boost) Skins: Sleek glowing battle lines Crimson glow pulsing at joints Sharp glowing claw/weapon accents 🌑 Shadow / Dark (optional) Abilities: Shadow Step (teleport short distance) Dark Drain (life steal on hit) Void Shroud (brief invisibility) Skins: Shadowy aura Glowing purple eyes Wisps of darkness swirling around pet Logic System Each ability belongs to exactly one category. Each skin belongs to exactly one category. At level 10: Check which category has the most chosen abilities. Apply that category’s final skin. If tied → apply a hybrid skin combining both. If evenly spread → apply Balanced Ascended Skin (multi-element prismatic look). Edit v25: make a couple new potions🧪 Growth Potions Potion of Growth (3) → Increases level by 3. Triggers the level-up menu 3 times in a row (as if leveling normally). Potion of Growth (5) → Increases level by 5. Runs the level-up menu 5 times in sequence. Potion of Growth (10) → Increases level by 10. Runs the menu 10 times. ⚙️ Implementation logic: When the potion is consumed: Increase pet’s level counter by the potion’s value. Open the level-up menu once per new level, not skipping ability choices. Example: If pet is level 2 and uses a Growth (3), it becomes level 5 and the player chooses level 3, level 4, and level 5 abilities one after another. 🌌 Super Evolution Potion Unlocks Omega Abilities (only available after level 10, or however you define “max level”). On use: Instead of the normal menu, open a special evolution menu with 3 Omega abilities to choose from. Once chosen, the pet permanently gains that Omega form + an exclusive Omega-themed texture/skin. ⚡ Examples of Omega Abilities (You can expand this list, but here are starter ideas for categories you already have.) Omega Stormlord (Thunder) Calls down chain lightning every few seconds that arcs between enemies. Texture: glowing runes + electric aura. Omega Phoenix (Fire) Pet revives itself (once per Minecraft day) with full health + flame nova. Texture: wings of fire + glowing embers. Omega Guardian (Well-being/Healing) Creates a permanent healing aura around the player + shield buff. Texture: radiant gold + holy symbols. Omega Shadowblade (Combat/Utility) Permanent speed + strength boost for owner. Pet attacks with shadow clones that deal real damage. Texture: dark purple/black, glowing eyes. Edit v27: The Omega Potion should check if pet already has an omega ability, and if so, block usage. When used, it opens a special Omega Ability selection menu (like normal leveling, but with only 3 choices). The chosen ability replaces any existing ultimate abilities and becomes permanent. Each omega ability should also come with a unique evolution texture/skin that makes the pet look ridiculously powerful (ex: glowing aura, wings, spikes, halo, shadow flames, etc. depending on ability category). also heres more omega abilities: 🔥 Fire-Based Omega Inferno – Your pet erupts in a giant flame storm (30-block radius) when entering combat, igniting all enemies with fire that ignores fire resistance. Enemies take burning damage over time and nearby projectiles are burned away. ⚡ Lightning-Based Omega Tempest – Pet passively summons continuous lightning strikes around it during combat (like a thunderstorm following it). Strikes hit random enemies in a 15-block radius every 2 seconds, with knockback + armor piercing damage. ❄️ Ice-Based Omega Frostbite – Pet unleashes a blizzard aura around it. Enemies in a 20-block radius are slowed to a crawl, weakened, and take frostbite damage that stacks the longer they stay in the aura. Ice spikes also randomly shoot out from the ground. 🌑 Shadow/Assassin-Based Omega Voidstep – Pet can blink dash infinitely fast, chaining between enemies automatically like a reaper. Each dash deals critical damage and leaves behind a shadow clone that distracts enemies for a few seconds. 🌿 Well-being/Healing-Based Omega Divine Guardian – Pet projects a permanent healing field around you (like a beacon aura). All allies in the aura gain regeneration, resistance, and absorption. If you would die, the pet instantly resurrects you once per in-game day. 🛡 Combat/Gameplay Buff-Based Omega Titanform – Pet transforms into a giant armored titan (10x bigger). It becomes a tank: massively boosted HP, auto-taunts enemies, smashes the ground for AoE knockback, and blocks projectiles with a shield wall aura. 🌌 Space/Gravity-Based (New Category) Omega Singularity – Pet creates a mini black hole that sucks in enemies within 20 blocks, crushing them with massive true damage over time. Surviving enemies are thrown outward violently at the end of the collapse. Edit v28: “When the Omega Titan ability activates, make sure the Titan does not attack the player or the player’s allies. The Titan should inherit the pet’s owner UUID and always treat that UUID as friendly. Add targeting filters so it only attacks hostile mobs, never the owner or their team. Also make sure any area-of-effect damage the Titan does ignores the owner and the owner’s allies. The Titan should behave as a loyal summoned ally, not as a hostile mob. Edit v29: Make sure the Titan keeps all the same behavior as a tamed pet: it should follow its owner, protect its owner, and use its abilities against enemies. The only change is that it should never target or damage its owner or allies. Keep the pet AI tasks (follow, wander, defend, etc.) active. Do not replace its AI with a stationary idle state. The Titan should act like a super-powered loyal pet, not a passive statue. Edit v30: now make crafting recipes (brewed in a brewing stand) for all the potions, for the +3 grwoth potion make it so when you brew a potion of regen and an intergalactic candy you get it. then for a +5 you do the +3 with a block of intergalactic candy (new item crafted by 9 inter galactic candy in a crafting table) then a +10 growth potion with the +5s and then a nether star, and then for the super evolition potion its a +10 with dragons breath (all the potions are brewed with a brewing stand)

13

Angel Allay - media 1
Angel Allay - media 2
Angel Allay - media 3
v1
MC Java 1.21.5

Angel Allay

H
dreadimatum

allay that looks like: Looks like a angel with golden eyes and white glow for skin. and acts like: It can be tamed with a diamond and if you give it an pickaxe it will start mining ores and give the ores to you after it gets 64 of it, if you give it an axe it will start mining wood and give the wood logs to you after it gets 64 of it and if a mob comes near the angel allay the mob will immidiatly die. the angel ally will spawn in villages

3

Inferius - media 1
Inferius - media 2
Inferius - media 3
v1
MC Java 1.21.5
OP

Inferius

H
dreadimatum

skeleton that looks like: It looks like a Inferi from Hogwarts Legacy and has possesing white,cloudy eyes, icy cold skin. and acts like: They are mindless puppets of the player, It can slash player s enemy's and can dash towards the enemy. They are spawned by right-clicking on soul soil with a totem of undying'

3

Frost Mark Goat - media 1
Frost Mark Goat - media 2
Frost Mark Goat - media 3
v1
MC Java 1.21.5

Frost Mark Goat

H
gwidoniusz99

goat that looks like: White with blue, icy horns and softly glowing eyes and acts like: She doesn t jump off cliffs like a regular goat. Pay her for frost marks (a specific effect). A player who pets her (empty-handed rule) has a delayed fire protection effect (symbolically: cold against chronic fire). She can be tamed with a carrot on a stick – then she'll follow you around like a wolf.'

1

Muddy Swine - media 1
Muddy Swine - media 2
Muddy Swine - media 3
v2
MC Java 1.21.5

Muddy Swine

H
gwidoniusz99

pig that looks like: Covered in mud, greenish-brown, with a leaf on its head and acts like: It likes to enter puddles and mud – when it enters water, it loses its muddy" texture and briefly becomes shiny (clean). The player can collect a "Mud Lump" from it once per day – used for crafting mud bricks or as fertilizer. It can be attracted with a bucket of mud.' Edit v2: Make this pig look more like an ordinary pig

1

Disco Feather Hen - media 1
Disco Feather Hen - media 2
Disco Feather Hen - media 3
v2
MC Java 1.21.5

Disco Feather Hen

H
gwidoniusz99

chicken that looks like: Colorful feathers (pastel colors), glowing wireless headphones and acts like: Instead of eggs, she lays a Sparkling Feather" every 10 minutes – used to craft a slow-fall potion. When music plays near her (e.g., a record), she begins to dance and sparkle (with a particle effect). Friendly to all mobs – other passive mobs gather around her.' Edit v2: Make these textures more pixelated, Minecraft-like

1

Mystic Ability Wolf - media 1
v19
MC Java 1.21.5

Mystic Ability Wolf

H
alastor

wolf that looks like: make a random colour wolf and acts like: when this is spawned it can be tamed with bones and when its tamed it will get 1 of 10 ability s the first abilty is super speed which makes the wolf 2 times faster and gives the wolf 2 times damaged the second abilty is called explode when it hits a mob the wolf will explode and die the third abilty is called freeze all water in a 10x10 area turns into ice and all hostile mobs get 50% slower the fourth abilty is called clone when it hits a mob it will make another wolf to attack the enemy and when the mob dies all the cloned wolf dies the fifth abilty is called mining wolf instead of attacking mobs when shift right click on the wolf with a diamond it will take the user to the closest diamond the 6th abilty is called ride thew wolf grow 2 times bigger and when a player shift right clicks they can ride the wolf wherever they want the 7th abilty is called arrow instead of it being a melee wolf it turns into a range wolf shooting arrows ever second the 8 abilty is called strong the wolf does 3 times damage and the last abilty is called buff when near the owner gives them streanth 2 speed 2 and fire resistance Edit v2: change the ridable ability turn into the wither ability when it attacks a mob it withers them and change the arrow ability to the the one punch wolf the one punch wolf has 3 hp but it kills anything instantly Edit v4: make it so its version 5 but also version 6 Edit v8: add new abilities the first one is called lava walk turns all lava within a 10 block range magma block the second ability is called clean when right clicked with dirt it will change to coal bone or a random log if they right click with sand they can get anything from a chest in dessert temples or if they right click with gravel they can get any ore the third ability is called scream when it hits a mob the mob gets pushed 5 blocks away the fifth ability is called doom shoots out a sonic boom at what ever its attacking has a 4 second cooldown before it does the attack again the seventh ability is called fire sets what ever its attacking on fire also you can see what power the wolf by looking at the wolf and has a 10% chance for the name to not be white but yellow lastly the wolf will can spawn natural in forests taiga or flower forest Edit v9: its not adding any of the new abilities I have added to it Edit v10: make it so if its purple it will have 2 ability's instead of 1 and make it so the explosion on the black wolf does 0 damage to itself Edit v13: there not glowing there colours and change the wolf spawn egg in crafting to a egg Edit v14: make it so if the name is yellow the mob glows yellow make it so with a 10% chance it will gain 2 abilities and the name and the mob will glow purple make it so with a 5% chance it will go glow red and will have 3 powers and finally with a 0.5% chance it will go black and get all the powers and it will not take any damage to explosions Edit v15: add 4 new abilities the first one is called blink every 4 seconds the it will teleport behind what ever its attacking the second new ability is called enchant every minute what ever the player is holding will get a random enchantment the third ability is called drop between 1 minus and 20 mins it will drop a random item the last ability is called damage area it will hurt do 1 heart of damage every 2 seconds and doesn't hurt owner Edit v16: ok add 1 more ability called tank the mob gets 5 times health and when the wolf has a yellow name it should also say gold if the mob has a purple name it should say epic if the mob has a red name it should say crimson if the mob has a black name it should say void Edit v17: ok change the yellow percentage to a 20% spawn chance change the purple one to percentage to a 5% spawn chance change the red percentage to a 2 % spawn chance change the black percentage to a 0.23% spawn chance also make some new abilities such as the lightning ability every attack spawns lightning also it doesnt take damage to lightning the next ability is called arrow shoot every time the mob takes damage it will shoot arrows in a 360 around it also these arrows to do hurt wolfs and the owner of the wolfs Edit v18: make so all mobs go for this mob over the player Edit v19: CHANGE THE METHER STAR TO A ENDER PEARL

0

Glowing Blue Wolf - media 1
Glowing Blue Wolf - media 2
Glowing Blue Wolf - media 3
v1
MC Java 1.21.5

Glowing Blue Wolf

H
sjpminecraft

wolf that looks like: Glowing Wolf Blue has Effect of magical Blue wolf and acts like: Normal Wolf, but it can do more damage is faster but not too much faster and be Tamed with Blue Dye and can Level Up and Display Level and XP of the mob above it or right click. When it Levels Up then can apply a attribute point on Right Click open a GUI and apply the point into damage, defense, health, Lighting at Enemies Chance, Detect Ore Chance if around Player then higher Chance if that Ore is Blue like Lapis Lazuli and Diamonds and can Store Items in GUI 3 at Start but can Expand Up to 30 with Level and Attribute Points starting Level 0

2

Redstone Warhorse - media 1
Redstone Warhorse - media 2
Redstone Warhorse - media 3
v1
MC Java 1.21.5

Redstone Warhorse

H
dreadimatum

horse that looks like: It looks like a robot horse and has boosters on the side and a machine gun on the both sides and acts like: I can be tamed by giving it iron ingots and redstone it is powered by redstone and you can be ridden by 2 player. It allows the horse to fly and the horse can shoot arrows out of the miniguns on its sides. To shoot using the minigun the player has to left click on their mouse.

1