NOTICE: Please delete your Vinemaiden config file so it will be regenerated. You won't crash without doing this, but you might not find any Vinemaidens without it.
In other news, the Scarecrow fixes have been delayed, read below for more info
Scarecrow fix has been pushed back to 4.0.0 as I encountered extra issues and am burnt out on patches. In the meantime, it will ONLY hunt monsters now due to issues with it permanently hunting animals sometimes.
Added a rare new variant (not a seperate pred): the Bloodlust Rabbit Wizard, which has a 5% chance to spawn in place of a normal Rabbit Wizard
This new variant always spawns randomely with -280 to -80 attitude, meaning it is hostile to players by default
This variant also gives a new status effect instead of Warded, which is Bloodlust
Bloodlust: 25% increased damage dealt and 20% increased combat damage taken, gain 5% lifesteal (15% for non-players)
The staff of this new variant grants Bloodlust for 16s instead of regen when hitting a tamed ally or golem
Rather than recovering health from damage its bloodlust targets, this new variant has built in 20% lifesteal
This pred shares its config with the normal Rabbit Wizard
Cupid's Arrow: Automatically tames tameable preds to you if they aren't already tamed
Peculiar Mirror: Changes the gender of the pred you use it on if they're gendered
Vibrant Elixir: Cycles the variant of a pred you use it on if they have any
Changed the order that flat damage reduction is applied in custom calculations to be before % decreases or increases are applied
Decreased combat damage reduction per WG stage 15% -> 11.5%
Added a flat combat damage reduction of 1.25 per WG stage
Decreased combat damage reduction while full 22% -> 17%
Added a flat combat damage reduction of 2 while full
Rabbit Wizards now spawn in villages again properly
If you liked the bell spawning mechanic, it is now a config option
Attitude is now global between all players
Rabbit Wizards now spawn with a random starting attitude between -40 and 280
Fixed issues that resulted in Rabbit Wizards only gaining 2 attitude upon killing a monster in their line of sight most of the time
Rabbit Wizards now properly gain 25 attitude per monster kill, reguardless of LoS
Fixed issues that made Vinemaidens unable to spawn on non-grass blocks, preventing mushroom and desert Vinemaidens from spawning in most conditions
Because of how few mobs spawn in Deserts, Vinemaidens will fail to spawn 70% of the time there (trust me, this is needed... though it can be configuired)
Overhauled Vinemaiden spawning, which is now entirely based upon biome tags to spawn
Since I had to use tags, I introduced a few new ones based off of tags that I needed:
forge:is_desert
forge:is_flower_forest
forge:is_meadow
forge:is_mushroom_fields
forge:is_sunflower_plains
forge:is_swamp
Vinemaidens now default to poppy variants when spawned in a biome they don't have set spawns in
Decreased combat damage reduction per Piglin Armor tier 15% -> 12.5%
Added a flat combat damage reduction of 1.65 per Piglin Armor tier
Increased health 50 -> 70
Increased armor points 4 -> 12
The Rabbit Wizard staves now make a sound when firing
Fixed an issue where Skulls couldn't be belched up under any circumstances
Fixed an issue where the Silverfish entry in the Pred Guidebook would never unlock
Fixed an issue where the Piglin Royal couldn't properly check that a Zombie fed to it for its final bartering mission had max WG
Arinnas
2026-01-11 03:03:19 +0000 UTCCat3
2025-10-05 19:13:59 +0000 UTCJanL21
2025-06-23 01:16:54 +0000 UTCPaul bagby
2025-06-22 04:53:07 +0000 UTC