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Devourer of Gods

This mod brings Devourer of Gods from Terraria Calamity to Minecraft!

Автор: yuruni92,7 тыс.22обновлён 20 сент. 2026 г.
ПриключенияМобы

Описание

Devourer of Gods (in Minecraft)


This mod brings the popular boss "Devourer of Gods" into Minecraft. A real fight, made with 3D in mind, reinmagined in Minecraft.

It has all the features DoG has from Calamity (except drops as of right now). Expect a HARD fight (and an exciting one!).

DoG is made to be as friendly to modpack makers/datapackers as possible and to its users. All drops are configurable (via other mods like crafttweaker or datapacks), all behavior variables are configurable, feel free to mess with them and tune them however you like!

The default config is adapted for vanilla end-game gear.

Cutscene

An intrusive addition added by DoG is the Dragon Devour cutscene, although it is refined to be as compatible as possible. When then dragon get's "devourered", the dragon entity is technically still present, just not visible to all players. Server-side, it's still there, which allows for normal dragon drops to still happen (like the dragon egg), wether it's modded or not.

The cutscene is tested with True Ending end dragon overhaul, and is guarenteed to work with it. For other dragon overhaul mods, there is a possibility that the cutscene do not fire, although there is extra configs that may allow it. If any dragon overhaul mod is confirmed NOT working, please report it in my discord, I will make it compatible.

Shader Compatability

Shader compatability is GUARENTEED, all shaders should be compatable with DoG, as it uses no GLSL-based visual elements.

Common FAQ

Q1: "Boss is too easy!"

A1: There's a lot of things you can do to make him harder! Go tune the configs however you like!

Q2: "Ender dragon cutscene didn't fire!"

A2: If you're using an ender dragon rework mod, try adding the ender dragon to extraDragonEntityTypes in the configs. If that still doesn't work, go ahead and ping me in bug reports.

Known incompatabilities & issues

Entity Culling

DoG's entities would visually disappear because of Entity Culling. Please go to Entity Culling's configs (in-game or the config file) and exclude DoG's entities from being culled! (There's also a section where it doesn't tick entities if they're not in range, please exclude DoG's entities from that too!)

Beta builds!

Beta builds are released privately in my discord server! Feel free to join

Modifying drops & stuff (datapacks)

Loot and the summon recipe (Cosmic Worm) are all data driven, meaning you can change it with datapacks! (I didn't include this in the config cuz I thought this would be a bit unessesary)

As of currently, DoG drops nothing (will be changed). You can add whatever you want by overriding dog:entities/devourer_head in a datapack, at data/dog/loot_tables/entities/devourer_head.json.

Regarding the Ender Dragon's drop, if you don't want it to drop Cosmic Larva, you can override dog:gameplay/dragon_devour, at data/dog/loot_tables/gameplay/dragon_devour.json. You can turn off Ender Dragon drops in the config.

The Cosmic Worm recipe is located at data/dog/recipes/cosmic_worm.json, override it if you want to change it / integrate it with some other mod. This could also be done with some other mods like crafttweaker (mentioned above)

This is an example to let DoG drop maw of infinity (doesn't exist yet lol)

{
  "type": "minecraft:entity",
  "pools": [
    {
      "rolls": 1,
      "entries": [
        { "type": "minecraft:item", "name": "dog:maw_of_infinity"}
      ]
    }
  ]
}

Located in data/dog/loot_tables/entities/devourer_head.json

The devourer segments do not drop loot, they don't run the regular death function.

As of v1.1.0, taunt lines are now data-driven aswell. Located data/dog/dog_taunts/. There is tier1.json, tier2.json, tier3.json, and death.json. Entries can be trnslation key or raw line. The format matches tags:

{
  "replace": false,
  "values": [
    "dog.taunt.t1.worm", //Translation key, need .lang
    "Nice armour. It'll look better in pieces." //Raw line
  ]
}

"replace" replaces all taunts with your custom ones. If no taunts are present, DoG uses the default ones.

Technical Info

This mod is built against GeckoLib 4.8.3+ and Forge 47+. If it crashes with some GeckoLib error, trying switching it to 4.8.3.

Bug Reporting & Info

Please head to the Discord Server to report any bugs/discuss the mod and such!

Support Me!

If you would like to support my efforts (which will motivate me to do more work :D but not guarenteed ofc), you are welcome to tip a buck or two in my ko-fi! https://ko-fi.com/yuruni

Credits & Legal

DoG is permitted for use in modpacks, UNMODIFIED AND NOT TAMPERED, ORIGINAL STATE.

Original design goes to the Calamity Mod Team.

All music goes to DM DOKURO, the ORIGINAL COMPOSER of the tracks used in this Minecraft modification.

The Devourer of Gods head, segments, and tail model, and the Cosmic Worm texture, goes to Scourge Nerds, licensed under CC BY 4.0, unmodified.

Галерея

DoG menancingly staring at the player

Последние версии

Все версии →
release

Devourer of Gods Neoforge 1.2.0 hotfix 1

1.2.0-hotfix1
20 сент. 2026 г.2,3 тыс.Minecraft: 1.21.1neoforge
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# Devourer of Gods 1.2.0 Neoforge Hotfix 1 - Fixed broken recipe for cosmic worm
release

Devourer of Gods 1.2.0

1.2.0
20 сент. 2026 г.4,8 тыс.Minecraft: 1.20.1forge
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# Devourer of Gods V1.2.0 (Actual release) This is actually not generated with artificial intelligence :D Mostly some misc bugfixes. Also added cool visualizer when you play DoG disc. ## Bug-Fixes Fixed when summoning him in a new world incorrectly locks the time to day instead of night (silly me) Lasers/Fireballs now render even if at extremely low render distance (forced) Fixed incompatability with certain mods that mixins the natural regeneration method (like thirst) (BTW this is fixed on 1.21.1 too I forgot to mention) ## Misc - Cool visualizer when you play "Scourage of the Universe - Euology for the Ego"
alpha

Devourer of Gods 1.2.0

1.2.0
20 сент. 2026 г.52Minecraft: 1.21.1neoforge
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# DOG IS NOW ON NEOFORGE!!!!!!!!!!! Yes now u can slay his ass with a mace This version's comsic worm recipe is broken lol
beta

Devourer of Gods 1.2.0-beta.3

1.2.0-beta.3
5 сент. 2026 г.24,8 тыс.Minecraft: 1.20.1forge
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# Devourer of Gods 1.2.0 *this changelog is made with the help of Generative Artifical Intelligence (I am lazy)* Everything since 1.1.0, betas 1 through 3 together. Minecraft 1.20.1, Forge. --- ## Breaking changes Read this bit before updating. - **`cosmicFlameBlocksHealing` removed.** Cosmic Flame is fire again. Use `regenHaltLevel = 5` for the old behaviour. - **`dragonDropsCosmicLarva` renamed to `dragonDropsReward`.** Re-set it if you had it off. - **`headGlow` renamed to `bodyGlow`.** Re-set it if you had it off, or you get the outline back. - **Cosmic Larva renamed to Draconic Soul Fragment.** Old items convert automatically on world load, but **datapacks using `dog:cosmic_larva` must switch to `dog:draconic_soul_fragment`**. --- ## Crashes, issues, and compatibility - **Fixed a crash reading the mod's own config**. Reported with **Mowzie's Mobs** installed and not without it. - **Fixed DoG never targeting anyone with Valkyrien Skies installed**, on foot or standing on a ship. - **Create** tested alongside VS against this build. - **Fixed duplicated devourers**, which happens because of the new intro... Ooposie :D. - **Entity activation range mods:** the body no longer freezes when segments fall outside the range. - **Mods that alter mob targeting:** if he stands there ignoring you, the log now says whether he found nobody or was refused the target. Send the whole `latest.log`. - **`knockbackResistance` is set to 1**, so mods that read the attribute see the right answer instead of thinking he can be shoved. - **Singleplayer is no longer told off about its view distance on startup.** The warning ran before the game had applied your settings, so it complained about numbers you were not using, including "simulation-distance is 0". Dedicated servers only now; singleplayer still gets the in-chat one on join. --- ## For packs where gear outscaled him Damage multipliers can't fix percentage reduction. Armor and Protection are capped at 80%, so doubling his damage doubles the fifth that survives and leaves the rest alone. Pierce removes the reduction instead. ``` armorPierce = 0.0 # armor points ignored armorToughnessPierce = -1.0 # -1 tracks half of armorPierce enchantmentPierce = 0.0 # Protection levels ignored ``` Also `armor`, `armorToughness`, `attackDamageMultiplier` and `playerDamageMultiplier`. Note `armor` caps at 30 and `armorToughness` at 20. Those are Minecraft's ceilings, and armor is weak against big hits by design. For a boss that survives endgame gear, `playerDamageMultiplier` is the setting that scales. --- ## Regeneration and healing denial ``` regenAmount = 0.0 # 0 is off regenIntervalTicks = 20 regenChance = 1.0 ``` **New effect: Devoured Vitality**, applied by his attacks. ``` regenHaltSeconds = 0 # 0 is off regenHaltLevel = 1 # 1 to 5 regenHaltCooldownSeconds = 30 ``` Level 1 seals natural regeneration only, so potions and golden apples still work. Levels 2 to 5 cut every other source a quarter at a time, the way Resistance cuts damage, until 5 stops healing entirely. --- ## Enchantment Devouring ``` enchantDevourEnabled = false enchantDevourCooldownSeconds, enchantDevourCount enchantDevourHealMinPercent, enchantDevourHealMaxPercent enchantDevourPermanent = false ``` Takes a level at a time off something you are wearing or holding and heals himself for it, scaled by rarity. Curses are left alone. What he takes comes back once he is dead or gone. The debt is stored on the item, not in a list keyed to you, so it survives being dropped, traded, stashed or carried through a death. Restoring is passive: any player in a dimension he is not in gets swept, so gear in a backpack or on somebody who was offline recovers on its own. `enchantDevourPermanent` keeps what he ate forever. **Not recommended**. --- ## Datapackable laser patterns Volley layouts live in `data/<namespace>/dog_laser_patterns/`. The four shipped ones (`dog:fan`, `dog:grid`, `dog:cage`, `dog:chaos`) are plain files, so overriding one is writing a file at the same path, and adding one works the same way. A pattern lists **emitters**, not beams: | emitter | what it makes | |---|---| | `dog:ring` | beams evenly around a circle | | `dog:cone` | a pitch × yaw grid of directions from one point | | `dog:lattice` | two crossing sets of parallel beams in a layer | | `dog:shell` | beams from a sphere's surface through random nearby points | | `dog:converge` | beams from a sphere's surface all through one point | | `dog:custom` | beams written one at a time | | `dog:repeat` | stamps any of the above out with a rotation and offset | **Scheduling lives in the same file:** `weight` for how often, `phases` for which half of the fight, `min_health` / `max_health` for a stretch of his health bar. `weight: 0` keeps a pattern loadable and out of the fight, which is what you want while building one. `/dog volley <id>` fires one where you stand. Edit, `/reload`, fire, look. `maxBeamsPerVolley` caps what a pattern may spend. Every beam is sent to every nearby client, so it is bandwidth as much as work. There is an **example datapack** with four commented patterns and a reference for every emitter and field in my discord server (wiki soon). --- ## The entrance - Modified entrance visual. - DoG now appear relative to the position of the sky crack. --- ## The radar An indicator of where he is, still fairly simple at this stage. - The body draws as a **connected line in body order**. It was scattered dots, because the segment index was never sent to the client. - **Charge telegraph:** shows the wind-up, then stamps the charge path into the world where he committed and fades it. Once committed his heading is frozen, so that line is not a guess. - `bossRadarEnabled`, `bossRadarSize`, `bossRadarRange`, `bossRadarOpacity`, `bossRadarDeadZone` (0 runs the trace through the crosshair). --- ## Glowing - New glow that highlights the whole DoG. - **`bodyGlowColor`** (client) sets the colour as RRGGBB hex. Vanilla outlines are white, which is the brightest thing on screen over a fight that is otherwise violet and cyan, so the default is a deep violet. - Turn it off with `bodyGlow` if the fight is heavy. The outline draws every body part a second time. --- ## Body shape ``` segmentCount = 102 segmentSpacing = 3.28125 ``` For anyone remodelling him. Both apply to a **newly summoned** boss only; one already in the world keeps the body it was built with. --- ## Weather and command hooks ``` setWeatherOnSummon = false summonWeather = THUNDER # CLEAR / RAIN / THUNDER freezeWeather = true summonCommands = [] departureCommands = [] ``` Weather is restored when he dies or leaves. The command hooks run at permission 4 from his own command source, so `@s` is him and `~ ~ ~` is where he is, the escape hatch for anything this mod does not integrate with directly. Also `shiftTimeOnSummon`, `summonTimeOfDay`, `freezeDaylightCycle` for the clock. --- ## Taunts ``` trigger = ON_BITE # ON_BITE / ANY_DAMAGE / INTERVAL intervalSeconds = 45 ``` `ANY_DAMAGE` counts body contact, lasers and fireball impacts, though not the flame ticking afterwards. `INTERVAL` puts him on a timer and counts each line as an escalation, so the tiers still carry him from smug to furious. --- ## Visual fixes Fixed line renderers not smoothly connecting when two lines are connected to each other on an angle (still experimental this stage). --- ## Performance - Contact damage now runs once for the whole DoG instead of individual segments. Tick rate should be improved. - Fireball cap is now a thing --- ## Other fixes - Fixed him **stopping ticking entirely on low simulation distance** and freezing until a player flew close. - Fixed him **getting stuck in the void**. Led somewhere he should not be and then abandoned, he steered nothing at all, and he has no gravity to fall out either. - Fixed the **laser coil dragging players off the ground**. Containment was a sphere around a centre well above you, so standing still read as escaping. - Fixed the **custom bossbar disappearing** if he was renamed by a resource pack, or you played in another language. - Fixed a **long body outrunning its own chunk loading**, which would have stopped the tail ticking at high `segmentCount`. - **Summoning now works in the End, the Nether**, and custom dimensions without sky (`requireOpenSky`). - **Segments no longer vanish at low view distance** (`extendBossTrackingRange`). - He **no longer sits inside the floor** during the laser phase (`groundAvoidance`, `groundClearance`). - **Player summons** (wolves, golems, minions) now throttle properly and give their owner threat and loot credit. - The **summon quote is translatable** instead of hardcoded English. - `bossHitCooldownTicks = 0` was never quite "no i-frames": `mergeMeleeSegmentHits` is separate and still merges a swing. Set both. The config says so now. --- ## Textures Shoutout **GameOfLife!** - Music Disc (Eulogy for the Ego) - Cosmic Flame effect - Draconic Soul Fragment (new, animated) --- ## Notes - If he ever just stands there ignoring you, send the whole `latest.log`. There is a `[DoG-target]` warning that names whether he found nobody or was refused the target, and the mod list at the top identifies the culprit.
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Devourer of Gods 1.1.0

1.1.0
31 июл. 2026 г.60,7 тыс.Minecraft: 1.20.1forge
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# V1.1.0 (Performance patch & Misc features) ## Performance - Model LOD - Segments that's past a configurable distance will now draw less cubes. - Buried-segment culling - Segments that's burried in the ground and not visible to any player will now be not rendered - Removed an unessesary animation controller that ran every tick - Removed entity shadows on DoG - Optimized Boss Bar draw calls - The music analyzer was lagging quite a bit in phase two, now simular ones are batched together. Little impact on visuals - Chunk tickets - No longer force loads chunks in a 3x3 radius when dashing (causes severe lag on specific modpacks), instead now only ticking around head, and load-only for the rest of the body. - Effect lifetimes moved to client tick (more reliable) - Removed redundent per-frame entity scan (that existed for some reason, I'm kinda stupid) Mod now runs fine on an i7-2600 👍️ ## Drops & Loot - New music disc (Sprite by bobasuar!) - Scourage of the Universe (Eulogy for the Ego) by DM DOKURO. Guarenteed drop upon first kill, 10% after (First kill is a loot condition `dog:first_kill`) - Drops now glow and never despawn - `/dog disc reset` rearms the firstkill, ops only ## Moddability - Taunts are now datapack-driven - check mod description - Added `#forge:bosses` tag to DoG head - Server config (common) now syncs to client upon join & edit ## Fixes - DoG going invisible while alive & attacking - Departure cinematic not showing for players who died and respawned - Canon lines being interrupted by taunts ## Changes - Default config updated. If you have old configs, run `/dog config defaults` - Summon item no longer gets consumed by default ## Notifiers - Warning when view & simulation distance below 12 (common cause for segments dissapearing & going invisible) - Warning when default config is now outdated
release

Devourer of Gods 1.0.0

1.0.0
29 июл. 2026 г.83Minecraft: 1.20.1forge
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Initial Release. Tested on singleplayer & smallscale multiplayer servers. If any bug comes up, please head to the discord server and post a bug report!