Dababy Mod 2

After nearly three years of intermittent development, Dababy Mod 2 has finally entered open beta testing! This project represents years of work by myself and my friends. Originally conceived as a humorous sequel to Doometry's (Segmoph) Dababy Mod, the mod gradually accumulated content and transformed into something beyond just a joke. Now you can explore the ruins of an ancient Dababy civilization, conquer dungeons, enter the Da-mension, and gather everything that isn't nailed down.
Key Features
Over 20 new creatures with unique behavioral mechanics - from knights who rally to aid wounded allies, to bishops who create chaos with summons from beyond the veil!

28 equipment items of various types: from simple ore-based armor to mobility-enhancing weapons, stylish cosmetics, and protective armor with special properties!

50 collectible Funko Plops! Every creature (and project contributor) has a 1 in 200 chance to drop their own figure, with rarer versions available at a 1 in 2000 drop rate!

A new dimension to explore! With unique structures, biomes, and unusual generation of an alien world!

Various new gameplay mechanics:
-
Creature Summoning: Using the Dababy Summoning Stick, players can summon Dababy spirits to fight alongside them. This system interacts with other items like the Bishop's Hat and Chalk Circle, enabling different summons or granting them bonuses.

-
Dungeons: The main dungeon (and future dungeons) uses its own system for generating rooms, loot, and enemies. To "unlock" the next room, players must find a key to proceed. Sometimes the key is in plain sight, but most often it's held by the toughest enemy in the room! Each room features different chest placements and creature spawns with every generation, thanks to a custom system created specifically for this mod.

- Alchemy: After reaching the top of the Dababy Totem Pole, players gain access to the alchemy table. It accepts three sets of items for creating, transmuting, or duplicating certain Dababy items. Unlike the crafting table, each slot can hold more than one item, with some recipes requiring multiple items in a single slot. You're accompanied and guided through the process by the Dababy Crafty Friend.

In addition to these features, the mod includes 28 achievements, numerous potion effects, and countless small interactions within the modification.
Important Information
The mod is in active development and requires further refinement. The main content is concentrated in the Smothered Forest biome, while the other two biomes currently remain sparse and unpolished. Future updates are planned with detailed internal content development.
Lore
In short: the night after creating Dababy Mod, author Segmoph had an unusual dream. It featured forests with floating islands in the sky, a snowy tundra filled with vibrant plant life, and endless golden fields. But the strangest part - Dababys were everywhere. Not just one, but thousands of different shapes and sizes (they're all cubic, but you get the idea!). When Segmoph started dreaming, the entire Da-mension formed with pre-existing inhabitants, history, and landscapes. When the most powerful Dababy in all the lands realized they would cease to exist when Segmoph woke up, he kidnapped Segmoph into his own dream to ensure he never awoke.
As the player, your goal is to overcome all challenges in the Da-mension and return Segmoph to the real world so he can continue playing Call of the Wild on his Xbox. (In the early stages of the project, Segmoph appears when you reach the end of available content as a completion marker)
Frequently Asked Questions
Are there plans to port to other platforms like Fabric or NeoForge?
Currently: maybe? The current plan involves refining the mod after the initial release to prepare for new content updates. After that, porting to NeoForge will be considered when Forge 1.20.1 falls out of favor. Regarding Fabric, there are currently no plans for migration.
Are there any known compatibility issues?
Only one known issue - OptiFine causes incorrect rendering of certain armor and projectile models. The mod remains functional in this state, but its use is not recommended. There are many other mods that perform the same functions better than OptiFine, so this isn't a major concern.
Are there any known bugs?
The main known issues are related to summoning. Previously, summons could disrupt multiplayer world functionality, but this bug has been fixed. Some risk remains, so periodic world backups are recommended (if you play with mods, you should be doing this anyway). Additionally, simultaneously summoning a Dababy and changing dimensions in the same tick may crash the game, but world files remain undamaged when this occurs.
Why does "Experimental Settings" warning appear when creating a world?
No need to worry. The mod uses world generation through datapacks, and while they function correctly, the game still displays this warning when creating worlds with them. It can be safely ignored.