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House rules: Mobs

Where ExfilCraft works differently from vanilla Minecraft with mobs.

Numbers are the defaults. A server can change them.

  • Vanilla's natural monster spawning is off in raids; the mod keeps its own managed population instead.

    Raid
  • In raids illagers fight zombies, skeletons, witches and other monsters on sight; endermen and zombified piglins stay out of it, and Nether-raid pillagers wear gold so piglins leave them be.

    Raid
  • Zombified piglins attack players on sight in the Overworld and Phoenix raids.

    Raid (Overworld, Phoenix)
  • Raid mobs spawn wearing armour and weapons from the mod's gear ranks instead of vanilla's random gear, and what you see them wearing usually drops when you kill them.

    Raid, Hostile homes
  • Skeletons never drop arrows, and no mob in a raid drops arrows or bolts, so ammunition comes from chests.

    Everywhere for skeletons, raid for all
  • A raid mob's own weapon (a skeleton's bow, a drowned's trident) drops a little more often than in vanilla.

    Raid
  • In the Phoenix raid undead do not burn in daylight, some creepers spawn charged, and archers fire Reinforced Arrows and Bolts.

    Raid (Phoenix)
  • Hitting a raid monster from beyond its sight range still makes it come after you.

    Raid
  • Raid pillagers walk slower than vanilla, some carry a sword, axe or bow instead of a crossbow, and some wear iron armour.

    Raid
  • Illagers open ordinary doors in raids (vanilla only lets them during a village raid); locked bunker doors still stop them.

    Raid
  • Village iron golems never appear in raids, and outpost cages hold no allays.

    Raid
  • Phantoms dive at players in small random waves at night in the Overworld raid, more often at someone riding a happy ghast.

    Raid (Overworld)
  • A bunker's guards and boss spawn once per window and never come back, and a boss will not chase you far from its room.

    Raid
  • Cave spiders the Mother spawns and undead the Bonecaller raises drop nothing and give no experience.

    Raid
  • The wither cannot be summoned; finishing the pattern does nothing and you keep your skulls.

    Everywhere
  • No mob drops a Totem of Undying, evokers included.

    Everywhere
  • Vanilla's rare leader zombies have glowing red eyes, are more likely to wear armour and carry better weapons than ordinary zombies, and drop their loot twice.

    Everywhere
  • Illagers often drop flint, and pillagers sometimes drop iron nuggets and string.

    Everywhere
  • Mobs swing a slow weapon only as fast as it allows, cannot attack while their shield is up, aim crossbows correctly at small targets, and hit harder with upgraded arrows.

    Everywhere
  • A mob's shield wears out as it blocks.

    Everywhere
  • A burning zombie or skeleton always sets you on fire when it hits you in melee.

    Everywhere
  • A charging ravager smashes through fences, gates and walls (mobGriefing still turns this off).

    Everywhere
  • Endermen in raids never attack endermites.

    Raid
  • When you die, every neutral mob angry at you forgives you, however far away it is.

    Everywhere
  • Wither skulls can be hit back, and a deflected one can hurt the wither that fired it.

    Everywhere
  • A Warden only drops a Warden Heart in the Deep Dark raid.

    Raid (Deep Dark)