Deep Mob Evolution
This mod represents the continued development of the Deep Mob Learning rewrite by mustapelto, adding completely new features that would have been impossible to implement as simple modifications to the original version.
Main Changes Compared to Original Deep Mob Learning
The mod offers complete configuration through JSON files for data model types, difficulty levels, trials, and living matter types. You can add new types, modify existing ones, or completely remove unnecessary elements. Textures for additional data models, pristine and living matter can be provided through resource packs or special mods like ResourceLoader. If corresponding texture files are not found, standard fallback options will be used.
Recipes for creating data models and products from living matter are defined in configuration files. Data model levels are also fully customizable - they can be added, removed, and parameter-adjusted.
All machines now support redstone control with four operating modes: always on, on with signal, off with signal, and always off. Input-output side restrictions have been completely removed:
- Simulation Chamber accepts data models and polymer clay from any side, and outputs living and pristine matter to any side
- Loot Fabricator accepts pristine matter from any side and outputs loot items to any side
- An option to revert to original DML behavior is available in settings
The visual appearance of machine blocks changes depending on the current crafting state: idle, running, or error. Several minor quality-of-life improvements and significant performance optimizations have been implemented.
Updating from DeepMobLearning
Since this mod uses the same registration names for items and blocks as the original, in-place updating is possible:
- Always create a world backup before changing mods!
- Add the new mod file and remove the old one
- Run Minecraft once (do not load your world!) to generate new configuration files
- Manually copy all changes from the old config to the new files
- The old configuration file can be deleted as this mod does not use it
- Now you can restart Minecraft and load your world - update complete!
What This Mod Does
This mod offers a server-friendly and peaceful mode-compatible method for obtaining mob loot. Originally inspired by the Soul Shards mod, where you could "collect" mob kills for later use in spawners.
The mod uses Data Models that can be trained by defeating monsters in the real world or virtually in a Simulation Chamber. Simulating a model additionally produces two types of matter:
- Living Matter (related to the dimension where the mob originates), which can be crafted into various loot items
- Pristine Matter (unique to each data model type), which can be placed in a Loot Fabricator to produce chosen loot items. Higher-level models produce more of this matter type
Simulation Chambers and Loot Fabricators require Forge Energy to operate, which is currently not supplied by this mod. Both machines can be fully automated using vanilla methods (hoppers) or methods from other mods, such as thermal ducts from Thermal Expansion or conduits from EnderIO.
To get started, create a Deep Learner and at least one Data Model. Insert the data model into the Deep Learner and go kill mobs of the required type to raise the model level to at least basic tier. Then you can insert it into a Simulation Chamber to start producing matter!
Other Mod Support
Data models and living matter for the following mods are defined in the default configuration:
- Thermal Foundation (one combined data model for thermal elementals: Blizz, Blitz and Basalz)
- Twilight Forest (Twilight Matter; four mob categories: Forest, Swamp, Darkwood and Glacier)
- Tinkers' Construct (Blue Slime)
- Matter Overdrive (Rogue Android)