The tragedy of the mobs(Ttotm)

The tragedy of the mobs(Ttotm)

By Hydra Team Published 22 Jun 2025 · Updated 9 Apr 2026
15.3k
4.1

Select version for changelog:

Changelog

-I change the Instant health & damage effects to heal the entities, to cure them using scripts, to avoid unexpected deaths from mobs of other addons
-The crowned special mobs has been arrived
-The artemisa skeletons has been arrived
-I fix some scripts bugs

Downloads

  • The TragedyV1.3(AddOn).mcaddon (222.63 KB)
  • Bonus- ArchaismHardModeV1.3.3(AddOn).mcaddon (1.97 MB)

Show all downloads (5 older files)

Supported Minecraft versions

Installation Guides

1
Hello, i just found an issue, when you use this addon with other addons who "apparently" add undead creatures, (skeletons, zombies, drowned), they die on spawn, i think your addon is using instant health or something but the monsters from other addons could not be properly tagged as undead so they actually receive damage instead lol
1
This comment has been removed
1
in order to make it work, (im sorry i modified your code i promise i wont be sharing or giving it another use but personal)

i had to do this in up.js

entity.addEffect('speed', 100, { amplifier: 0, showParticles: false });

instead of

entity.addEffect('instant_damage', 10, { amplifier: 2, showParticles: false });

so there is no insta mob deaths, not fancy but its a solution as im not very skilled lol
1
nevermind, they keep dying
1
I had the same problem; you still need to add healing because the mobs with masks stay at 20 HP even though they have a higher limit. I'm currently working on it; I don't remember exactly how I did it, but you need to create a function that heals all the mobs instantly and stop using instant damage or instant heal.
1
Yeah, so much work, seems like the addon is designed to work as a standalone, we had to remove it from our server.

It was killing almost every mob from cataclysmical, over mob addon and others.

It's not recommended for players who want to play with more addons that add undead mobs.
1
I work on a path, its fixed!
Now uses scripts component to heal the mob, instead of the effect
1
I have the impression that the zombies have a texture bug or there are too many invisible zombies.
1
HMMM?, u dowload the correct pack?
the addon dont modify entity textures, it's a full scripts, the rp is only for custom 3d items
1
I tested it during the day in creative mode, and half of the zombies are invisible, but it works at night.
1
can you remove soulhand ability it sometime kill me with just one hit and skip the totem
1
Not necessary, i just nerf the ability ucz it overkill the player
multiplier x1.25 -> 0.25 of the player life
1
sería genial que los mobs invisibles tuvieran un aura o algo que permita saber al menos por dónde estan ya que combinar esto con otros addons es complicado porque pueden incluso aparecer jefes con ese encantamiento de invisibilidad
1
No lo considere tanto como me gustaria, osea el punto de q un mob sea invisible, y no me lo vas a creer, es que:
No lo veas
Si no, no le pondria invisibilidad,
Pero si le baje la prob para q no moleste tanto
1
No me sale el behavior pack solo el resource
1
the monster won't deSpawn it make the world laggie
1
Old version problem, fixed (only the special mobs wont despawn
1
sparkle_Patricio_sparkle July 15, 2024 at 6:28 am
Do i need to toggle holiday features? Cuz i want to overlap this one with the other mods but they they only support beta APIs, is it necessary to toggle holiday features to be able to use this mod?
1
Nope, not in fact, it's made to be compatible with other mods
1
sparkle_Patricio_sparkle July 18, 2024 at 7:10 am
i'll try it rn, Thank youuuu
1
finaly works for 1.20.0 tysm
1
chim khổng lồ July 12, 2024 at 10:49 pm
tuyệt, nó dúp bản modpack của tôi trở nên khó hơn
1
nó hoạt động như nào thế bro
1
Sorry, use experimental options to work
1
Yep that was the original idea, that it is compatible with other difficulty mods
1
It doesnt work?
1
Very cool!!!!!!!
1
Absolute VANGER! Keep it up my friend!
1
Do I have to turn on some experimental settings, or the difficulty increases over time?
Everything imported correctly but when I started to play nothing really changed, enemies could only remove blocks like water, webs, gravel etc, but aside from that all the enemies where the same, I created a world to spawn a lot of them and the best I saw was a zombie with a full set gold armor, I didnt saw any enemy with abilities, I tested for around 2 hours spawning and then changing to survival to fight mobs in different bioms, caves, dimensions, and nothing changed, full diamont set, no enchants, diamond sword and 64 golden apples and I survived with no problem spawning ordes of like 40mobs of diffetent types. Am I doing something wrong?
1
The mod uses experimental options, still uses functions