Great video! Direct and straight to the point. If you would like to play Fabric mods on Forge, you can use the Sinytra connector mod. Keep up the great work!
You should’ve put blue skies for forge 1.20.1 It’s very well made and 4 bosses, summoner, alchemist, starlit crusher, and Arachnarch and the bosses are hard and unique
My friend is making a mod that turns Minecraft into a story RPG game, he hasn't published anything in TH-cam yet, but i as a wisdom, can assume the mod is TITANICALLY HUGE.
13:45 Hm... Better combat again... Would I be able to interest you in trying a different mod? In this case, Project War Dance. It's a combat mod that although it lacks the all so fancy animations it adds a wealth of other mechanics such to the default combat system: - Posture meters, with parrying and varying levels of staggering. Comparable to something like sekiro. Parried are automatic unless you switch to the timed mode if you're a try hard. It basically gives you options to defend from attacks by blocking with your weapon and taking posture damage instead of only being able to tank stuff an needing to kit enemies excessively. - Skills with various mechanics casted using two new resources. A "Spirit" (mana) bar that recharges relatively quickly and a "Might" (Rage) bar that charges from attacking in combat. This includes active skills and passive bonuses which can be switched around as you play. - Highly configurable options for most if not all mechanics via configs and datapackable compatibility for modded gear. - Custom sweeping attacks system which change the attack area depending on how you're moving (such as sneaking, falling, sprinting, riding or just standing). - Bonus attributes that make up an attempt to differentiate armor with new stats so going straight for the usual "best" isn't as cut and dry. Like skill effectiveness points, or spirit/might benefits different rates of posture restoration or evasion (an effect that periodically blocks some attacks avoiding damage). It's also got cross compat with apotheosis for affixes and gems. Optionally it works with cloak and dagger from the same author to provide a fairly indepth stealth system allowing you to get sneak attacks on mobs with configurable amounts of bonus damage. Armors would then also get stealth values, making heavier armor less stealthy so mobs see you more, so you can choose to have lighter armor and be rewarded with mobs being unable to see you as immediately. With War Dance I often like to combine it with mods like Wall jump, Parcool and Elenai dodge _(cause you can dodge in the air optionally and get damage resistance and it provides even more additional reasons to pick different armor due to it's own armor weight system that changes how much dodge energy you have.)_ While better combat isn't strictly incompatible it does have some design collisions that make it an awkward fit. Such as better combat forcing twohandedness in some weapon cases while war dance allows you to dualwield stuff mostly freely through it;'s own twohanding system. Better combat also has it's own reach attribute that it makes everyone have to design around rather than using the forge attack reach attribute, which breaks a few skills and opportunities to do with gaining attack reach in war dance and other mods to allow you to attack from even further away. I'm also rather unsure whether or not the sweep attacks in war dance would double dip with the swinging animation based attacks and styles that BC uses. I didn't get that far in before I felt rigid and sad when using BC. Anyways... Uh... Can you check them out?
I know this wasn't adressed to me, but let me have my 2 cents here for a sec. I tried to look into War Dance, but at the time of me looking which was....half a year to a year ago I think?...w/o some deep dive there wasn't any good readily available material except some old...unimpressive...videos. So if going from your words, the main difference I see it in skill floor and skill ceiling. It gives more opportunities, but player has to execute them well. Better combat is much more vanilla-like in its design and fairly flexible (you can override presets and construct your own via datapack/kubeJS, so weapon two-handness is not a problem). Also fancy animations in my opinion are just as important. For PvP at the very least if not for the sake of being great addition. It does hovewer have the problem with reach attribute as you mentioned as well as its dev being an adept of "rush to new MC versions, flip a bir to all the others" phylosophy which I so despise in recent modding scene. ...still better than epic fight which is not suited for first person at all, which locks you into animations and which makes you deal less damage not in combaat mode. Those were dealbreakers for me. I'm interested to look again at WD tho. Where do you recommend me looking? YT vids? Wikis? Discord?
@@V972 ouch, that hurts. Those trailers and videos were likely mine, I'm like the only one trying to show the mod off, unless you saw the very brief cover that is still sitting around in old mod compilation videos where its shown for all of like a minute... War dance is getting on in recent times with the addition of variable sweeping attacks that let you sweep enemies in areas like the animated mods. Its most effective played with improved mobility from mods like elenai dodge, wall jump and parcool as opposed to the limited to no mobility of epic fight's dark souls or better combat with vanilla and MC dungeons style. Better combat when taken out of the box as is is likely the one that will feel more intuitive and also more visually appealing, yes. Cause like bethesda games, "it just works" and people latch on to simplicity and looks. :v I'm likely biased at this point cause of being one of the people helping to test features and design skills and push certain changes since War Dance first came out, and even before when it was taoism. But if you want to learn War dance I'd say join the discord and ask questions while experimenting. We're going through an "accessibility" refresh lately which should help people be less confused as heck when it comes to the skills and mechanics. Better explained and annotated skill descriptions, patchouli guidebook and some progression based mechanics to help ease people in. Also probably due a mod description touch up too once its all made and tested. I have videos on my channel but they're getting on in times as they're missing the new dynamic sweeping movesets that have been implemented and I've been holding off on posting new showcase stuff until this accessibility pass is done so it can be shown off too. But I still poke around and try to get people atleast a tiny bit curious. So... seems to be working? I'll be on the discord and you can ping me if you want to ask questions and get some clarity to give it a proper go.
@@DarkmegaGaming I see. I can't recall if those were your videos or not, sorry. Not the best choice of words on my part tho, I meant that what was shown in videos about the mod itself wasn't very impressive. Particularly, I could hardly tell what was happening as player was a wooden as in vanilla :/ I do remember your vid about mobility mods you mentioned as I've been using them for some time, found you in comment section on CF. I asked about a place to watch/read because: 1) I wanted a better combat mod for a long time and after being disappointed in EF, BC had all I needed - mobility in combat, hitboxes depending on weapon type, flexibility to declare my own and yes, fancy animation. But I try to be open to new opportunites. And more importantly 2) I'm making a modpack so before I just drop it in I want to learn about it as much as possible. And like I said, yes, fancy animations shouldn't be neglected IMO. It's one of the reasons I chose BC, for it's animations are even in first person -- something I searched for a long time to the point of conciderting writing/commissioning a mod myself. Another discord server then huh. Maybe a bit later after those accessibility changes are in place. Meanwhile I think I'll subscribe not to miss them ;)
@@V972 if someone wants to help us make animations for every permutation of 50ish weapon sweep types, not including the active skills and pay for the mental health hit of chief having to implement them all within his already busy life, they're welcome, but we're mostly game mechanics people, rather than animators... I struggled a lot just making the sweep effect particle textures... Better combat would suffice if it didn't kill attributed reach, lock dualwield combinations and demand others to remove everything that doesn't mesh with its own systems. But I don't know what else to really say without sounding a bit ass-ish. Cause I find the repetitive combo strings kinda meh when I tried to use better combat. Also lack of crit on demand. And I've grown up a bit jaded and suspicious about animation adding mods visually breaking each other in weird ways since the original " smart moving" mc beta years of writing bug reports to modders to add support for it. X_x.
@@DarkmegaGaming Like I said, it looks to me like a differnce in skill floor and ceiling that's in the core vision of both of them. Which is not a bad thing, but different niches. In my opnion at least. Except the reach thing, yeah. Haven't had any issues w/ it myself so far, but I definitely heard about them. The reason he did this is presumably since this mod started on fabric and the dev doesn't really like Forge and only did the port to shut up those who asked and does everything Forge-related w/ a 10-ft pole. Which would also explain his "only new versions are supported" bs. It's mainly a fabric/quilt thing. I wish I was an animator, I'd maybe tried adding some. I noticed that I like refining things and constructing out of parts. Tho if I was I'd probably started my mod after all. As for support, BC has been surprisingly compatible so far. I had and have a few player model altering mods and 99% of their interactions worked. Where it mattered for sure. And even making a custom preset for a modded weapon was little to no hassle. I get the skepticism. It's not the 1.2.5 era anymore, luckily, and especially post-1.16 modding scene aims to be even more compatible. But I do get the skepticism.
The neither: Wither The end: the ender dragon Underground: warden Woodland mansion: evokers The bosses I wish for in Minecraft: Raids: The redstone golem jungle: the jungle abomination (it would be a neutral type boss if you attack it it's boss bar appears and stars to attack) The mountain: the tempest golem (same function as the jungle abomination) Mooshrom island: the mooshrom monstrosity (a redstone monstrosity infected by mushrooms)
quick question the platinum boss in aether is supposed to be the last boss from all aether bosses ? btw bosses of mass destruction now have a forge port too
Other mods that add at least one boss are: The HeadHunter The hardest boss mod, it has a plethora of attacks, a second phase and can kill you easily if unprepared and 4 levels of difficulty. Botania i've, personaly NEVER seeing anyone using this, but it adds just a "little" bit of magic-tecnological content and a boss, The Gaia Guardian, a boss only summoned with a special structure that you can look for on a book that it adds and can be found or crafted. Stellality Overhauls the ENTIRE end dimension with new uh, everything and the Empress of Light from Terraria. Incendium Upgrades the nether with new structures, biomes, and a boss summoned with commands or in a structure in the nether. Also a secret advancement comes with it :> Ultris:Boss Expansion A total of 8 fun bosses for you to explore and defeat, and with a command you can enable Ultra mode which makes all of the bosses more challeging and of course FUN. These 3 mods are also datapacks btw. Iron's Spells and Spellbooks Adds around 80 unique spells to play with, some are totally balanced some are very useful and others are the same but of different element. The boss that adds is the Dead King using a staff to cast a variety of spells and is found in a dungeon within the mod. Alex's Caves the latest update has a lava dinosaur that i forgot the name because, well, good luck pronouncing that. The Conjurer A structure, and a boss, the fight is truly a challenge and a magic show
Hi! I have a question. I was playing on the prominence 2 modpack and all the bosses have like 3 times the normal health. For example, the nether gauntlet has 750 hp instead of the normal 250. I also am on an aternos server and I wanted to ask you how can I change this and why it's happening
I know that there is a pretty cool Minecraft mod that adds in some Terraria bosses like the Eye of Cthulhu and King Slime while also adding a lot of features from Terraria
The enhanced combat mod seems really good! But I was wondering if you’d tried out epic fight also? It has a similar concept, but comes with a TON of unique weapon types that have custom animations and styles of fighting, including my favourite; just being able to punch the hell out of your enemy
@@V972 as a person who used both, and prefered better combat over epic fights, I can tell you that epic fights is way better, Better Combat doesn't change much, just the animations. Epic fight actually makes the fighting feel better.
I think both BetterCombat and EpicFight are actually very good, where BetterCombat improves the classic minecraft combat system and epic fight changes it entirely. They are perfect in their own way.
There is also technically a boss, and there is this one mod that makes it drop valuable items. Also, the Twilight Forest still doesn't have a proper final boss...
Him: there are only two bosses! Mojang: there’ three, actually (Mojang themselves consider the Elder Guardian to be a boss) No hate, obviously, a lot of people don’t agree on this, I just speak to educate those who may not know.
Modded bosses are really cool except people usually have other mods that end ups making it unbalanced
alot of weapon and armor mods arent very fair sadly
Yea when I fight modded boss while other mods are installed I usually kill em using the intended means
THEN I do some modded tomfoolery
0:54 "on top of the powerful bosses the bosses are powerful"
9:45 Ars Nouveau does add one boss, the Wilden chief, and its pretty strong
@Xatrix yeah it’s been around for a while too, Pretty interesting boss fight.
It's called Wilden Chimera, but it is cool. Has good loot required to upgrade your spellbook. It has 3 phases and only summoned with a ritual.
xatrix would you ever consider making a modded lets play? i think it would be quite entertaining.
I have! Not sure which mod's I'd use yet, but it's definitely something I want to do!
Great video! Direct and straight to the point. If you would like to play Fabric mods on Forge, you can use the Sinytra connector mod. Keep up the great work!
cylestisynth is an amazing combat mod with better combat compatibility
Ye
cool video!
btw, Aquamirae is on forge too and Ars Nouveau does have a boss called the Wilden Chimera
I believe Aqua Mirae is in the "both" category
I played Aquamirae. I loved the lost ship horns. It felt really eerie and creepy.
2:41 totally joyful paintings!!!
You should’ve put blue skies for forge 1.20.1
It’s very well made and 4 bosses, summoner, alchemist, starlit crusher, and Arachnarch and the bosses are hard and unique
why did you not includ deeper and darker???
I had a lot of these mods already, but this showed me even more mods with which to improve my experience. Thanks.
Bosses of Mass Destruction is available for both Forge and Fabric.
Meanwhile Mojang: we want our millions of players to choose between 3 small mobs who barely effects the game
My friend is making a mod that turns Minecraft into a story RPG game, he hasn't published anything in TH-cam yet, but i as a wisdom, can assume the mod is TITANICALLY HUGE.
Thank you for making this helped a lot with figuring out mods for me and my friends
13:58 What's the name of the mod that adds that double sword?
one of the most high quality videos ive seen in mc community your unlucky algo isnt with you but video was amazing
13:45 Hm... Better combat again... Would I be able to interest you in trying a different mod?
In this case, Project War Dance. It's a combat mod that although it lacks the all so fancy animations it adds a wealth of other mechanics such to the default combat system:
- Posture meters, with parrying and varying levels of staggering. Comparable to something like sekiro. Parried are automatic unless you switch to the timed mode if you're a try hard. It basically gives you options to defend from attacks by blocking with your weapon and taking posture damage instead of only being able to tank stuff an needing to kit enemies excessively.
- Skills with various mechanics casted using two new resources. A "Spirit" (mana) bar that recharges relatively quickly and a "Might" (Rage) bar that charges from attacking in combat. This includes active skills and passive bonuses which can be switched around as you play.
- Highly configurable options for most if not all mechanics via configs and datapackable compatibility for modded gear.
- Custom sweeping attacks system which change the attack area depending on how you're moving (such as sneaking, falling, sprinting, riding or just standing).
- Bonus attributes that make up an attempt to differentiate armor with new stats so going straight for the usual "best" isn't as cut and dry. Like skill effectiveness points, or spirit/might benefits different rates of posture restoration or evasion (an effect that periodically blocks some attacks avoiding damage).
It's also got cross compat with apotheosis for affixes and gems.
Optionally it works with cloak and dagger from the same author to provide a fairly indepth stealth system allowing you to get sneak attacks on mobs with configurable amounts of bonus damage.
Armors would then also get stealth values, making heavier armor less stealthy so mobs see you more, so you can choose to have lighter armor and be rewarded with mobs being unable to see you as immediately.
With War Dance I often like to combine it with mods like Wall jump, Parcool and Elenai dodge _(cause you can dodge in the air optionally and get damage resistance and it provides even more additional reasons to pick different armor due to it's own armor weight system that changes how much dodge energy you have.)_
While better combat isn't strictly incompatible it does have some design collisions that make it an awkward fit. Such as better combat forcing twohandedness in some weapon cases while war dance allows you to dualwield stuff mostly freely through it;'s own twohanding system. Better combat also has it's own reach attribute that it makes everyone have to design around rather than using the forge attack reach attribute, which breaks a few skills and opportunities to do with gaining attack reach in war dance and other mods to allow you to attack from even further away.
I'm also rather unsure whether or not the sweep attacks in war dance would double dip with the swinging animation based attacks and styles that BC uses. I didn't get that far in before I felt rigid and sad when using BC.
Anyways... Uh... Can you check them out?
I know this wasn't adressed to me, but let me have my 2 cents here for a sec.
I tried to look into War Dance, but at the time of me looking which was....half a year to a year ago I think?...w/o some deep dive there wasn't any good readily available material except some old...unimpressive...videos.
So if going from your words, the main difference I see it in skill floor and skill ceiling. It gives more opportunities, but player has to execute them well.
Better combat is much more vanilla-like in its design and fairly flexible (you can override presets and construct your own via datapack/kubeJS, so weapon two-handness is not a problem). Also fancy animations in my opinion are just as important. For PvP at the very least if not for the sake of being great addition.
It does hovewer have the problem with reach attribute as you mentioned as well as its dev being an adept of "rush to new MC versions, flip a bir to all the others" phylosophy which I so despise in recent modding scene.
...still better than epic fight which is not suited for first person at all, which locks you into animations and which makes you deal less damage not in combaat mode. Those were dealbreakers for me.
I'm interested to look again at WD tho. Where do you recommend me looking? YT vids? Wikis? Discord?
@@V972 ouch, that hurts. Those trailers and videos were likely mine, I'm like the only one trying to show the mod off, unless you saw the very brief cover that is still sitting around in old mod compilation videos where its shown for all of like a minute...
War dance is getting on in recent times with the addition of variable sweeping attacks that let you sweep enemies in areas like the animated mods.
Its most effective played with improved mobility from mods like elenai dodge, wall jump and parcool as opposed to the limited to no mobility of epic fight's dark souls or better combat with vanilla and MC dungeons style.
Better combat when taken out of the box as is is likely the one that will feel more intuitive and also more visually appealing, yes. Cause like bethesda games, "it just works" and people latch on to simplicity and looks. :v
I'm likely biased at this point cause of being one of the people helping to test features and design skills and push certain changes since War Dance first came out, and even before when it was taoism.
But if you want to learn War dance I'd say join the discord and ask questions while experimenting. We're going through an "accessibility" refresh lately which should help people be less confused as heck when it comes to the skills and mechanics.
Better explained and annotated skill descriptions, patchouli guidebook and some progression based mechanics to help ease people in. Also probably due a mod description touch up too once its all made and tested.
I have videos on my channel but they're getting on in times as they're missing the new dynamic sweeping movesets that have been implemented and I've been holding off on posting new showcase stuff until this accessibility pass is done so it can be shown off too.
But I still poke around and try to get people atleast a tiny bit curious. So... seems to be working? I'll be on the discord and you can ping me if you want to ask questions and get some clarity to give it a proper go.
@@DarkmegaGaming I see. I can't recall if those were your videos or not, sorry. Not the best choice of words on my part tho, I meant that what was shown in videos about the mod itself wasn't very impressive.
Particularly, I could hardly tell what was happening as player was a wooden as in vanilla :/
I do remember your vid about mobility mods you mentioned as I've been using them for some time, found you in comment section on CF.
I asked about a place to watch/read because:
1) I wanted a better combat mod for a long time and after being disappointed in EF, BC had all I needed - mobility in combat, hitboxes depending on weapon type, flexibility to declare my own and yes, fancy animation. But I try to be open to new opportunites.
And more importantly 2) I'm making a modpack so before I just drop it in I want to learn about it as much as possible.
And like I said, yes, fancy animations shouldn't be neglected IMO. It's one of the reasons I chose BC, for it's animations are even in first person -- something I searched for a long time to the point of conciderting writing/commissioning a mod myself.
Another discord server then huh. Maybe a bit later after those accessibility changes are in place. Meanwhile I think I'll subscribe not to miss them ;)
@@V972 if someone wants to help us make animations for every permutation of 50ish weapon sweep types, not including the active skills and pay for the mental health hit of chief having to implement them all within his already busy life, they're welcome, but we're mostly game mechanics people, rather than animators... I struggled a lot just making the sweep effect particle textures...
Better combat would suffice if it didn't kill attributed reach, lock dualwield combinations and demand others to remove everything that doesn't mesh with its own systems.
But I don't know what else to really say without sounding a bit ass-ish. Cause I find the repetitive combo strings kinda meh when I tried to use better combat. Also lack of crit on demand. And I've grown up a bit jaded and suspicious about animation adding mods visually breaking each other in weird ways since the original " smart moving" mc beta years of writing bug reports to modders to add support for it. X_x.
@@DarkmegaGaming Like I said, it looks to me like a differnce in skill floor and ceiling that's in the core vision of both of them.
Which is not a bad thing, but different niches. In my opnion at least.
Except the reach thing, yeah. Haven't had any issues w/ it myself so far, but I definitely heard about them.
The reason he did this is presumably since this mod started on fabric and the dev doesn't really like Forge and only did the port to shut up those who asked and does everything Forge-related w/ a 10-ft pole.
Which would also explain his "only new versions are supported" bs. It's mainly a fabric/quilt thing.
I wish I was an animator, I'd maybe tried adding some. I noticed that I like refining things and constructing out of parts. Tho if I was I'd probably started my mod after all.
As for support, BC has been surprisingly compatible so far. I had and have a few player model altering mods and 99% of their interactions worked. Where it mattered for sure. And even making a custom preset for a modded weapon was little to no hassle.
I get the skepticism. It's not the 1.2.5 era anymore, luckily, and especially post-1.16 modding scene aims to be even more compatible. But I do get the skepticism.
The neither: Wither
The end: the ender dragon
Underground: warden
Woodland mansion: evokers
The bosses I wish for in Minecraft:
Raids: The redstone golem
jungle: the jungle abomination (it would be a neutral type boss if you attack it it's boss bar appears and stars to attack)
The mountain: the tempest golem
(same function as the jungle abomination)
Mooshrom island: the mooshrom monstrosity
(a redstone monstrosity infected by mushrooms)
quick question the platinum boss in aether is supposed to be the last boss from all aether bosses ?
btw bosses of mass destruction now have a forge port too
Legends Piglins adds the portal Guard.
Ya but the mods not out yet
Awesome videoo :D What mods were run with these though! at 3:37 I noticed knightmetal tools and a super cool-looking grappling hook!??
Other mods that add at least one boss are:
The HeadHunter
The hardest boss mod, it has a plethora of attacks, a second phase and can kill you easily if unprepared and 4 levels of difficulty.
Botania
i've, personaly NEVER seeing anyone using this, but it adds just a "little" bit of magic-tecnological content and a boss, The Gaia Guardian, a boss only summoned with a special structure
that you can look for on a book that it adds and can be found or crafted.
Stellality
Overhauls the ENTIRE end dimension with new uh, everything and the Empress of Light from Terraria.
Incendium
Upgrades the nether with new structures, biomes, and a boss summoned with commands or in a structure in the nether. Also a secret advancement comes with it :>
Ultris:Boss Expansion
A total of 8 fun bosses for you to explore and defeat, and with a command you can enable Ultra mode which makes all of the bosses more challeging and of course FUN.
These 3 mods are also datapacks btw.
Iron's Spells and Spellbooks
Adds around 80 unique spells to play with, some are totally balanced some are very useful and others are the same but of different element.
The boss that adds is the Dead King using a staff to cast a variety of spells and is found in a dungeon within the mod.
Alex's Caves
the latest update has a lava dinosaur that i forgot the name because, well, good luck pronouncing that.
The Conjurer
A structure, and a boss, the fight is truly a challenge and a magic show
lender cataclysm bosses are more difficult in skill,
I know all the mods that you named except botania and stellarity
the bossominium mod is a good mod imo, it's fully based on bosses
I'm surprised you didn't touch on Iron's Spells and Spellbooks.
ars does add a boss called the wilden chimera
Bosses of Mass Destruction is now for Forge too!
Doesn’t the Aether mod also have a Sky Whale boss?
I'm pretty sure the sky whale is a normal mob
I think that was aether 2
Hi! I have a question. I was playing on the prominence 2 modpack and all the bosses have like 3 times the normal health. For example, the nether gauntlet has 750 hp instead of the normal 250. I also am on an aternos server and I wanted to ask you how can I change this and why it's happening
I know that there is a pretty cool Minecraft mod that adds in some Terraria bosses like the Eye of Cthulhu and King Slime while also adding a lot of features from Terraria
Ars Nouveau does add a boss actually.
Ars nouveau does add bosses ! 2 of 'em that are required for the mod's progression
The enhanced combat mod seems really good! But I was wondering if you’d tried out epic fight also? It has a similar concept, but comes with a TON of unique weapon types that have custom animations and styles of fighting, including my favourite; just being able to punch the hell out of your enemy
IMO Better Combat is better for several resons
@@V972 as a person who used both, and prefered better combat over epic fights, I can tell you that epic fights is way better, Better Combat doesn't change much, just the animations. Epic fight actually makes the fighting feel better.
@@Exieled better combat changes hit collisions as well, not just animations. You can even see collision boxes in f3.
I think both BetterCombat and EpicFight are actually very good, where BetterCombat improves the classic minecraft combat system and epic fight changes it entirely. They are perfect in their own way.
@@V972 still better combat is way clunkier. have you tried fighting another player? you cant make a hit on each other
ars noveau has a boss called the wilden chimera
There is also technically a boss, and there is this one mod that makes it drop valuable items.
Also, the Twilight Forest still doesn't have a proper final boss...
Nothing comes as close as the good ol' wither storm
The void worm reminds me of DOG from calamity mod in terraria
Oh yes. I myself play DoG's theme when fighting the bugger.
@@LordSiravantoh damn
@@LordSiravant cool
fun fact i wouldnt have watched this or about 5 other youtube videos if the mcha wither dude from cataclysm was in 1.16.5
Theres a new boss on ender cataclysm
Ancient remnant
I don't like how fabric has less boss mods
Great mods
Aether renamed hammer of notch to kingbodogz lol 💀💀
ROCK AND STONE
sound fun
Him: there are only two bosses!
Mojang: there’ three, actually
(Mojang themselves consider the Elder Guardian to be a boss)
No hate, obviously, a lot of people don’t agree on this, I just speak to educate those who may not know.
Just saw the part where you mention the Elder Guardians… oops
no between lands ):
As a person who plays modded minecraft i know all of these mods nothing new
No need to explain the wither storm
Among us
5th comment
technically 5th.
2nd comment
cumment*
first cumment
🤨
🤨🤨📸📸📸📸📸
Ars nouvaeu does add a boss