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Mobs Properties Randomness

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release

6.1.10.0

6.1.10.0
13 сент. 2026 г.463Minecraft: 1.21.1neoforge
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Что нового
# 6.1.10.0 * Added `target` field to properties inside `apply_properties` * Defaults to the event's own `target` if omitted, so existing data packs behave the same. When set, it overrides where that specific property is applied, independently of the event's `target` and of the other properties in the same `apply_properties` list. E.g., a single event with a 50% chance can now apply one property to `"this"` and another to `"other"` at the same time. # 6.1.9.0 * Added `target` field to conditions * Defaults to `"this"`, used in events to decide which entity to check the conditions against. Before, you couldn't check for conditions on `"other"` while applying properties to `"this"`. Now you can. E.g., you can now apply an effect to `"this"` if the attacker (`"other"`) has a certain item. This propagates to inner conditions too, so in `apply_properties`, nested modifiers, etc. you can decide to check conditions against `"this"` or `"other"` # 6.1.8.0 * Added `days_passed` condition # 6.1.7.2 * Fixed `health_left` check in `damaged`/`attack` events being inverted (was triggering outside the specified range instead of inside) * Fixed `flat_health_left` in `damaged`/`attack` events using percentage by default and flat health when enabled, instead of the other way around * Fixed `nbt` property with `boolean` type using a random chance instead of setting a `true`/`false` value * Fixed `potion_effect`'s stackable `amplifier`/`duration` discarding the previously stacked value when a `cap` was set, instead of summing then clamping to the cap # 6.1.7.1 * Fixed weather condition "thunder" not working # 6.1.7.0 * Stack traces are now hidden from errors in logs by default and can be enabled with a config option * Basically an error should show up much cleaner in the log # 6.1.6.1 * Fixed On Hit events not checking for conditions before applying the damage multiplier # 6.1.6.0 * Added `remove_potion_effects` and `remove_attribute_modifiers` properties ## Technical * Properties, Conditions etc are now registry objects, like blocks and items # 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.9.0

6.1.9.0
5 сент. 2026 г.108Minecraft: 1.21.1neoforge
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Что нового
# 6.1.9.0 * Added `target` field to conditions * Defaults to `"this"`, used in events to decide which entity to check the conditions against. Before, you couldn't check for conditions on `"other"` while applying properties to `"this"`. Now you can. E.g., you can now apply an effect to `"this"` if the attacker (`"other"`) has a certain item. This propagates to inner conditions too, so in `apply_properties`, nested modifiers, etc. you can decide to check conditions against `"this"` or `"other"` # 6.1.8.0 * Added `days_passed` condition # 6.1.7.2 * Fixed `health_left` check in `damaged`/`attack` events being inverted (was triggering outside the specified range instead of inside) * Fixed `flat_health_left` in `damaged`/`attack` events using percentage by default and flat health when enabled, instead of the other way around * Fixed `nbt` property with `boolean` type using a random chance instead of setting a `true`/`false` value * Fixed `potion_effect`'s stackable `amplifier`/`duration` discarding the previously stacked value when a `cap` was set, instead of summing then clamping to the cap # 6.1.7.1 * Fixed weather condition "thunder" not working # 6.1.7.0 * Stack traces are now hidden from errors in logs by default and can be enabled with a config option * Basically an error should show up much cleaner in the log # 6.1.6.1 * Fixed On Hit events not checking for conditions before applying the damage multiplier # 6.1.6.0 * Added `remove_potion_effects` and `remove_attribute_modifiers` properties ## Technical * Properties, Conditions etc are now registry objects, like blocks and items # 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.8.0

6.1.8.0
5 сент. 2026 г.23Minecraft: 1.21.1neoforge
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Что нового
# 6.1.8.0 * Added `days_passed` condition # 6.1.7.2 * Fixed `health_left` check in `damaged`/`attack` events being inverted (was triggering outside the specified range instead of inside) * Fixed `flat_health_left` in `damaged`/`attack` events using percentage by default and flat health when enabled, instead of the other way around * Fixed `nbt` property with `boolean` type using a random chance instead of setting a `true`/`false` value * Fixed `potion_effect`'s stackable `amplifier`/`duration` discarding the previously stacked value when a `cap` was set, instead of summing then clamping to the cap # 6.1.7.1 * Fixed weather condition "thunder" not working # 6.1.7.0 * Stack traces are now hidden from errors in logs by default and can be enabled with a config option * Basically an error should show up much cleaner in the log # 6.1.6.1 * Fixed On Hit events not checking for conditions before applying the damage multiplier # 6.1.6.0 * Added `remove_potion_effects` and `remove_attribute_modifiers` properties ## Technical * Properties, Conditions etc are now registry objects, like blocks and items # 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.7.2

6.1.7.2
4 сент. 2026 г.25Minecraft: 1.21.1neoforge
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Что нового
# 6.1.7.2 * Fixed `health_left` check in `damaged`/`attack` events being inverted (was triggering outside the specified range instead of inside) * Fixed `flat_health_left` in `damaged`/`attack` events using percentage by default and flat health when enabled, instead of the other way around * Fixed `nbt` property with `boolean` type using a random chance instead of setting a `true`/`false` value * Fixed `potion_effect`'s stackable `amplifier`/`duration` discarding the previously stacked value when a `cap` was set, instead of summing then clamping to the cap # 6.1.7.1 * Fixed weather condition "thunder" not working # 6.1.7.0 * Stack traces are now hidden from errors in logs by default and can be enabled with a config option * Basically an error should show up much cleaner in the log # 6.1.6.1 * Fixed On Hit events not checking for conditions before applying the damage multiplier # 6.1.6.0 * Added `remove_potion_effects` and `remove_attribute_modifiers` properties ## Technical * Properties, Conditions etc are now registry objects, like blocks and items # 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.7.1

6.1.7.1
23 авг. 2026 г.210Minecraft: 1.21.1neoforge
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Что нового
# 6.1.7.1 * Fixed weather condition "thunder" not working # 6.1.7.0 * Stack traces are now hidden from errors in logs by default and can be enabled with a config option * Basically an error should show up much cleaner in the log # 6.1.6.1 * Fixed On Hit events not checking for conditions before applying the damage multiplier # 6.1.6.0 * Added `remove_potion_effects` and `remove_attribute_modifiers` properties ## Technical * Properties, Conditions etc are now registry objects, like blocks and items # 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.7.0

6.1.7.0
22 авг. 2026 г.28Minecraft: 1.21.1neoforge
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Что нового
# 6.1.7.0 * Stack traces are now hidden from errors in logs by default and can be enabled with a data pack * Basically an error should show up much cleaner in the log # 6.1.6.1 * Fixed On Hit events not checking for conditions before applying the damage multiplier # 6.1.6.0 * Added `remove_potion_effects` and `remove_attribute_modifiers` properties ## Technical * Properties, Conditions etc are now registry objects, like blocks and items # 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.6.1

6.1.6.1
1 авг. 2026 г.155Minecraft: 1.21.1neoforge
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Что нового
# 6.1.6.1 * Fixed On Hit events not checking for conditions before applying the damage multiplier # 6.1.6.0 * Added `remove_potion_effects` and `remove_attribute_modifiers` properties ## Technical * Properties, Conditions etc are now registry objects, like blocks and items # 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.6.0

6.1.6.0
31 июл. 2026 г.55Minecraft: 1.21.1neoforge
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Что нового
# 6.1.6.0 * Added `remove_potion_effects` and `remove_attribute_modifiers` properties ## Technical * Properties, Conditions etc are now registry objects, like blocks and items # 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.5.2

6.1.5.2
31 июл. 2026 г.9Minecraft: 1.21.1neoforge
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Что нового
# 6.1.5.2 ## Technical * Fixed events being posted too early, not working # 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.5.1

6.1.5.1
31 июл. 2026 г.15Minecraft: 1.21.1neoforge
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# 6.1.5.1 ## Technical * Fixed events being posted too early, not working # 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
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6.1.5.0

6.1.5.0
30 июл. 2026 г.25Minecraft: 1.21.1neoforge
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# 6.1.5.0 ## Technical * Changed how Registries work * Now requires an event to register properties, conditions, etc # 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.4.1

6.1.4.1
29 июл. 2026 г.19Minecraft: 1.21.1neoforge
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# 6.1.4.1 * Fixed `play_sound` not working if played from a player # 6.1.4.0 * Added `has_owner` condition # 6.1.3.2 * Updated for latest InsaneLib # 6.1.3.1 * Disabled warning message when reloading by default # 6.1.3.0 * Added message to chat when reloading generates errors or warnings # 6.1.2.0 * Inverted how `priority` on mobs works. # 6.1.1.1 * Fixed biome condition not working # 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied # 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times # 6.0.1.3 * Fixed multiple boss bars flickering # 6.0.1.2-beta * Update to latest InsaneLib # 6.0.1.1-beta * Update to latest InsaneLib # 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` # 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ## Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.3.2

6.1.3.2
18 июл. 2026 г.126Minecraft: 1.21.1neoforge
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## 6.1.3.2 * Updated for latest InsaneLib ## 6.1.3.1 * Disabled warning message when reloading by default ## 6.1.3.0 * Added message to chat when reloading generates errors or warnings ## 6.1.2.0 * Inverted how `priority` on mobs works. ## 6.1.1.1 * Fixed biome condition not working ## 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied ## 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times ## 6.0.1.3 * Fixed multiple boss bars flickering ## 6.0.1.2-beta * Update to latest InsaneLib ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.3.1

6.1.3.1
15 июл. 2026 г.47Minecraft: 1.21.1neoforge
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## 6.1.3.1 * Disabled warning message when reloading by default ## 6.1.3.0 * Added message to chat when reloading generates errors or warnings ## 6.1.2.0 * Inverted how `priority` on mobs works. ## 6.1.1.1 * Fixed biome condition not working ## 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied ## 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times ## 6.0.1.3 * Fixed multiple boss bars flickering ## 6.0.1.2-beta * Update to latest InsaneLib ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.2.0

6.1.2.0
10 июл. 2026 г.41Minecraft: 1.21.1neoforge
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## 6.1.3.0 * Added message to chat when reloading generates errors or warnings ## 6.1.2.0 * Inverted how `priority` on mobs works. ## 6.1.1.1 * Fixed biome condition not working ## 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied ## 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times ## 6.0.1.3 * Fixed multiple boss bars flickering ## 6.0.1.2-beta * Update to latest InsaneLib ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

6.1.2.0

6.1.2.0
10 июл. 2026 г.9Minecraft: 1.21.1neoforge
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## 6.1.2.0 * Inverted how `priority` on mobs works. ## 6.1.1.1 * Fixed biome condition not working ## 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied ## 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/<namespace>/mobs_properties_randomness/presets/mobs/` instead of `data/<namespace>/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times ## 6.0.1.3 * Fixed multiple boss bars flickering ## 6.0.1.2-beta * Update to latest InsaneLib ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
beta

6.1.1.0-beta

6.1.1.0-beta
18 июн. 2026 г.100Minecraft: 1.21.1neoforge
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## 6.1.1.0-beta * Changed some fields for Potion effects * `hide_particles` -> `show_particles`: defaults to true now * Added `show_icon`: defaults to true * Fixed attribute modifiers erroring (failing to spawn the mob) if a modifier with the same id is already applied ## 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/mobs_properties_randomness/presets/mobs/` instead of `data/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` This is a quite easy example, but another real example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times ## 6.0.1.3 * Fixed multiple boss bars flickering ## 6.0.1.2-beta * Update to latest InsaneLib ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
alpha

6.1.0.0-alpha

6.1.0.0-alpha
15 июн. 2026 г.87Minecraft: 1.21.1neoforge
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Что нового
## 6.1.0.0-alpha BREAKING CHANGES Please read carefully * More presets! * PLEASE NOTE that mobs presets now live in `data/mobs_properties_randomness/presets/mobs/` instead of `data/mobs_properties_randomness/presets/`. * This version introduces modifiers, conditions and functions presets. These are used if you have multiple conditions, modifiers and functions that repeat, and instead you can write once and reference. * Example, you want to apply a global difficulty scaling modifier to many attribute values, but this is repetitive ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] }, "operation": "add_multiplied_base" } ] ``` To avoid all this redundancy, you can use a modifier preset. in `data/ns/presets/modifiers/difficulty_scaling.json`. A modifier preset can contain as many modifiers as you want. ```json [ { "modifier": "difficulty", "operation": "multiply", "easy": 0.75, "hard": 1.5 } ] ``` So the properties can become ```json [ { "property": "attribute_modifier", "attribute": "minecraft:generic.max_health", "id": "ns:bonus_health", "amount": { "value": 1, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" }, { "property": "attribute_modifier", "attribute": "minecraft:generic.movement_speed", "id": "ns:movement_speed", "amount": { "value": 0.10, "modifiers": [ { "preset": "ns:difficulty_scaling" } ] }, "operation": "add_multiplied_base" } ] ``` Another example is: [This is something that will heavily benefit from using presets](https://github.com/Insane96/EnhancedAI/blob/febf0ebe3db34dce1a0d1e9892afb6a2bd8243e4/src/main/resources/integrated_packs/mpr_integration/data/enhancedai/mobs_properties_randomness/mobs/overworld_zombies_equipment.json). * Fixed summoning via `/mpr` command applying presets 5 times ## 6.0.1.3 * Fixed multiple boss bars flickering ## 6.0.1.2-beta * Update to latest InsaneLib ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

5.1.7.3

5.1.7.3
25 мая 2026 г.3,5 тыс.Minecraft: 1.20.1forge
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https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

6.0.1.3

6.0.1.3
25 мая 2026 г.206Minecraft: 1.21.1neoforge
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## 6.0.1.3 * Fixed multiple boss bars flickering ## 6.0.1.2-beta * Update to latest InsaneLib ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

5.1.7.2

5.1.7.2
6 мар. 2026 г.15,4 тыс.Minecraft: 1.20.1forge
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https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
beta

6.0.1.2-beta

6.0.1.2-beta
22 февр. 2026 г.340Minecraft: 1.21.1neoforge
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Что нового
## 6.0.1.2-beta * Update to latest InsaneLib ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
beta

6.0.1.1-beta

6.0.1.1-beta
21 февр. 2026 г.27Minecraft: 1.21.1neoforge
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Что нового
# Changelog ## 6.0.1.1-beta * Update to latest InsaneLib ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
beta

6.0.1.0-beta

6.0.1.0-beta
21 февр. 2026 г.18Minecraft: 1.21.1neoforge
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Что нового
# Changelog ## 6.0.1.0-beta * Added `set_component` item function * You can set whatever data component you want on an item. The following example from the example data pack will make the target equip an iron ingot that can be eaten and used as a pickaxe. Numeric values can be replaced with #range object to generate random values. ```json { "property": "equipment", "slot": "offhand", "items": [ { "item": "minecraft:iron_ingot", "functions": [ { "function": "set_component", "components": { "minecraft:food": { "nutrition": {"#range": {"min": 2, "max": 6}}, "saturation": {"#range": 0.5} }, "minecraft:tool": { "rules": [ { "blocks": "#mineable/pickaxe", "speed": 6, "correct_for_drops": true } ] }, "minecraft:max_damage": 453, "minecraft:damage": 0 } }, { "function": "set_drop_chance", "drop_chance": 2 } ] } ] } ``` ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and seems to no longer work?) as scaling is now an attribute) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
alpha

6.0.0.0-alpha

6.0.0.0-alpha
19 февр. 2026 г.27Minecraft: 1.21.1neoforge
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Что нового
# Changelog ## 6.0.0.0-alpha Ported to 1.21.1 Mod support will be added back in the future. Let's see how this goes first. I've also updated the Example Data Pack which was broken in 1.20.1 too. The only difference between 1.20.1 and 1.21.1 are attribute modifier operations. ### Missing * Set (Raw) NBT for items * Scaling (pehkui is no longer needed (and supported)) * Serene Seasons support * Game stages (hasn't updated past 1.20.3)
release

5.1.7.1

5.1.7.1
17 февр. 2026 г.557Minecraft: 1.20.1forge
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https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.7.0

5.1.7.0
17 февр. 2026 г.57Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.6.0

5.1.6.0
17 февр. 2026 г.26Minecraft: 1.20.1forge
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https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.5.0

5.1.5.0
11 янв. 2026 г.969Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.4.3

5.1.4.3
10 янв. 2026 г.88Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.4.0

5.1.4.0
10 янв. 2026 г.26Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.4.0

5.1.4.0
6 янв. 2026 г.107Minecraft: 1.20.1forge
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https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.3.0

5.1.3.0
4 янв. 2026 г.89Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.2.3

5.1.2.3
21 дек. 2025 г.459Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.2.2

5.1.2.2
17 дек. 2025 г.133Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.1.2.1

5.1.2.1
16 дек. 2025 г.46Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
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5.1.2.0

5.1.2.0
14 дек. 2025 г.99Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
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5.1.1.0

5.1.1.0
13 дек. 2025 г.118Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
beta

5.1.0.2-beta

5.1.0.2-beta
5 дек. 2025 г.263Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
beta

5.1.0.1-beta

5.1.0.1-beta
4 дек. 2025 г.110Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
beta

5.1.0.0-beta

5.1.0.0-beta
7 нояб. 2025 г.995Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.24

5.0.24
31 окт. 2025 г.394Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.23

5.0.23
16 окт. 2025 г.358Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.22

5.0.22
1 окт. 2025 г.621Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.2

5.0.2
29 сент. 2025 г.88Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.21

5.0.21
27 сент. 2025 г.117Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.20

5.0.20
25 сент. 2025 г.93Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
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5.0.19

5.0.19
19 сент. 2025 г.164Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.18

5.0.18
19 сент. 2025 г.41Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.17

5.0.17
19 сент. 2025 г.45Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.15

5.0.15
18 сент. 2025 г.59Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
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5.0.15

5.0.15
18 сент. 2025 г.32Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
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5.0.14

5.0.14
15 сент. 2025 г.81Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
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5.0.13

5.0.13
22 авг. 2025 г.1,1 тыс.Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

5.0.12

5.0.12
4 авг. 2025 г.434Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
beta

5.0.11-beta

5.0.11-beta
24 июл. 2025 г.636Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
beta

5.0.10-beta

5.0.10-beta
23 июл. 2025 г.80Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
beta

5.0.9-beta

5.0.9-beta
22 июл. 2025 г.79Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
beta

5.0.8-beta

5.0.8-beta
18 июл. 2025 г.107Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
alpha

5.0.7-alpha

5.0.7-alpha
15 июл. 2025 г.163Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
alpha

5.0.6-alpha

5.0.6-alpha
9 июл. 2025 г.133Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
alpha

5.0.5-alpha

5.0.5-alpha
6 июл. 2025 г.86Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
alpha

5.0.4-alpha

5.0.4-alpha
5 июл. 2025 г.55Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
alpha

5.0.3-alpha

5.0.3-alpha
4 июл. 2025 г.40Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
alpha

5.0.2-alpha

5.0.2-alpha
3 июл. 2025 г.52Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
alpha

5.0.1-alpha

5.0.1-alpha
2 июл. 2025 г.40Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
alpha

5.0.0-alpha

5.0.0-alpha
15 июн. 2025 г.469Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

4.10.16

4.10.16
23 мар. 2025 г.4,3 тыс.Minecraft: 1.20.1forge
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Что нового
https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.1/changelog.md
release

4.10.13

4.10.13
10 дек. 2024 г.2,3 тыс.Minecraft: 1.20.1forge
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Что нового
[https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.x/changelog.md#41013](https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.x/changelog.md#41013)
release

4.10.11

4.10.11
14 сент. 2024 г.2,4 тыс.Minecraft: 1.20.1forge
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Что нового
[https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.x/changelog.md#41011](https://github.com/Insane96/MobsPropertiesRandomness/blob/1.20.x/changelog.md#41011)
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4.0.3

4.0.3
1 окт. 2023 г.8,8 тыс.Minecraft: 1.18.2forge
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4.7.2

4.7.2
1 окт. 2023 г.4,5 тыс.Minecraft: 1.20.1forge
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4.5.3

4.5.3
1 окт. 2023 г.235Minecraft: 1.19.4forge
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4.2.2

4.2.2
1 окт. 2023 г.3,6 тыс.Minecraft: 1.19.2forge
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4.0.2

4.0.2
1 окт. 2023 г.123Minecraft: 1.18.2forge
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