enemy-replace

Replace vanilla Minecraft mobs with weighted custom enemies via SpawnTable JSON.

Updated Feb 15, 2026
One-click install
npx skills add https://github.com/para7/magic_and_frontier --skill enemy-replace
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: enemy-replace
Source: https://github.com/para7/magic_and_frontier/tree/main/.claude/skills/enemy-replace
Command: npx skills add https://github.com/para7/magic_and_frontier --skill enemy-replace

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

SpawnTable-driven system that replaces vanilla Minecraft mobs with weighted custom enemies within defined spatial boundaries, enabling predictable encounters and reducing reliance on vanilla spawn logic. It covers the SpawnTable data model, dimension/distance/coordinate-based branching, baseMob attribute overrides, and the runtime flow using maf_vh_checked tags and maf_vh_rand scoring.

Core Features & Use Cases

  • Weighted spawn replacements: define a master spawn table with a replacement list and a baseMob.
  • Attribute overrides: optionally override HP, Attack, Defense, and MoveSpeed via BaseMobAttributes, applied after replacement decisions.
  • Spatial scoping: apply changes within specified dimension, distance, and axis-aligned bounding box ranges; supports per-table zoning and overlap validation.
  • Export pipeline: generate per-table function files and dispatchers to plug into the datapack's generated/enemy/replace path.

Quick Start

Create or modify savedata/spawn_table entries and run the export pipeline to generate datapack artifacts.

Frequently Asked Questions about enemy-replace

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I replace vanilla Minecraft mobs with weighted custom enemies in a datapack?

To replace vanilla Minecraft mobs with weighted custom enemies, you define a master spawn table with a replacement list and baseMob, then run an export pipeline to generate datapack function dispatchers and savedata/spawn_table JSON files.

What is a SpawnTable-driven system for Minecraft mob replacements?

A SpawnTable-driven system for Minecraft mob replacements is a data model that uses maf_vh_checked tags and maf_vh_rand scoring to apply weighted custom enemy spawns, overriding vanilla spawn logic within specific spatial boundaries.

Can I override baseMob attributes like HP and MoveSpeed after replacing a vanilla mob?

Yes, you can override baseMob attributes like HP, Attack, Defense, and MoveSpeed after replacing a vanilla mob by defining BaseMobAttributes, which the system applies after the weighted replacement decisions are finalized.

How do I scope custom enemy spawns to specific dimensions and coordinate bounds?

You scope custom enemy spawns to specific dimensions and coordinate bounds by applying per-table zoning rules within the SpawnTable, defining exact distance ranges and axis-aligned bounding boxes for spatial validation.

What are the limitations of using a SpawnTable for Minecraft mob replacements?

Limitations of using a SpawnTable for Minecraft mob replacements include potential overlap validation conflicts between spatial zones and reliance on runtime flow via maf_vh_checked and maf_vh_rand tags rather than direct vanilla spawn logic adjustments.