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Documentation Index

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Quark introduces seven new mobs, each with distinct spawning conditions, AI behaviors, drops, and optional taming or interaction mechanics. All mob modules are fully independent and can be toggled without affecting the rest of the mod.
All mob modules can be enabled or disabled individually through the in-game Q menu. Disabling a module prevents new spawns and removes the mob’s egg, but existing entities in loaded chunks remain until they despawn naturally.

Crab

Passive beach creature with natural armor, lightning growth mechanics, and a brewing-compatible shell drop.

Foxhound

Hostile Nether canine, tameable with coal, that speeds up furnaces and sets targets on fire.

Stoneling

Shy underground creature that carries items, flees players, and can be tamed with diamonds or Glow Shroom feedables.

Toretoise

Passive stone tortoise with ore growing on its back, harvestable by pickaxe and renewable by feeding.

Wraith

Hostile Soul Sand Valley undead that borrows animal sounds and slows targets on hit.

Shiba

Tameable mountain dog that fetches arrows, barks at dark spots, and can carry items in its mouth.

The Forgotten

Powerful skeleton variant that spawns underground, wields both a bow and a sword, and fires blinding arrows.

Crab

Behavior: Passive Spawn: Beach biomes (Overworld surface), group size 1–3, weight 5. Requires a block from the quark:crab_spawnable tag below and a raw light level above 8. Can also be caught and transported in a Crab Bucket. Crabs are passive crustaceans with natural armor (3 armor points, 2 toughness, 0.5 knockback resistance) and 20 HP. They come in three colour variants and have a spike on their shell that deals 1 cactus damage to any non-Crab entity that is pushed into them — except those riding the crab.

Special Mechanics

  • Lightning growth: When struck by lightning, a Crab permanently gains max health (+0.5), armor (+0.125), and scale size (+1). Movement speed is slightly reduced. This can repeat up to scale 16. Crabs at scale 2 or above become fire-immune and can be ridden by players.
  • Rave goal: When a Jukebox starts playing within earshot, Crabs dance. Sand block-break particles appear beneath dancing Crabs that are standing on sand.
  • Breeding: Tempted and bred using items in the quark:crab_tempt_items item tag.
  • Bucket: Crabs can be scooped into a Crab Bucket (like axolotls), preserving their variant and spike state.
  • Invulnerability: Immune to cactus, sweet berry bushes, and lightning damage.

Drops & Crafting

  • Crab Leg (raw) — food item (1 nutrition, 0.3 saturation). Cooked Crab Leg provides 8 nutrition, 0.8 saturation.
  • Crab Shell — brewing ingredient for Resilience potions (if brewing is enabled). Resilience grants +0.5 knockback resistance and counts toward A Furious Cocktail and How Did We Get Here?
  • Crab Leg can be sold to Fisherman villagers (journeyman tier, 4 legs per emerald).
Items introduced: crab_leg, cooked_crab_leg, crab_shell, crab_bucket Effect introduced: quark:resilience (Beneficial — Knockback Resistance +0.5)

Foxhound

Behavior: Hostile (untamed) / Tameable companion Spawn: Nether Wastes and Basalt Deltas (weight 30, 1–2 per group); Soul Sand Valley (rare, weight 2, group size 1, cost-sensitive). Requires a block from quark:foxhound_spawnable beneath them. Does not spawn on Peaceful difficulty. Foxhounds are fire-immune, wolf-like creatures native to the Nether. They use Wolf AI and attributes, sharing the same goal structure (sit, follow owner, leap at target, melee attack). Untamed Foxhounds are hostile to players (on non-Peaceful difficulty) and will hunt Sheep and Rabbits. Foxhounds that spawn in the Soul Sand Valley become a blue variant, visually distinct from the standard orange/red appearance.

Taming

Use Coal to tame. Taming has a 5 % success chance per piece of coal and only works if the player is invulnerable (e.g. Creative mode), has Fire Resistance, or if the world is in Peaceful mode (a safety requirement, configurable via tameChance). On successful tame, health increases from 8 to 30 HP. Tamed Foxhounds sit, follow their owner, protect them, and will not be attacked by Iron Golems.

Special Mechanics

  • Furnace acceleration: A tamed Foxhound standing on top of a Furnace, Smoker, or Blast Furnace advances the cooking progress by an extra tick every time the cook timer reaches a multiple of 3. Only the first Foxhound found in the furnace block’s bounding box is counted. Triggers the foxhound_furnace advancement.
  • Fire attack: Melee hits set the target on fire for 5 seconds (skips fire-immune entities and respects shields).
  • Flame particles: Untamed Foxhounds emit flame particles; blue variants emit Soul Fire Flame particles. Resting Foxhounds emit smoke particles.

Drops

Foxhounds have a custom loot table (entities/foxhound).

Stoneling

Behavior: Passive (flees players), tameable Spawn: Underground in the Overworld at or below Y 0, in any biome except those tagged quark:prevents_stoneling_spawns. Spawn weight 80, group size 1. Also spawns in the Glimmering Weald biome. Does not spawn in the Nether, End, or Void dimensions. Stonelings are small, shy stone creatures that wander underground in the dark (they prefer low light levels). They spawn with a random stone variant (Stone, Andesite, Diorite, Granite, Limestone, Calcite, Shale, Jasper, Deepslate, Tuff, or Dripstone) that determines their texture. Each Stoneling carries a random item in its arms (drawn from the misc/stoneling_carry loot table).

Special Mechanics

  • Flee behavior: Untamed Stonelings run from nearby players. If attacked by a player, the Stoneling startles, and nearby Stonelings within 16 blocks that have line of sight also startle, stopping their tempt goals.
  • Invulnerability: Immune to cactus damage and non-piercing projectiles (arrows without pierce enchantment, non-piercing Pickarangs). Does not take fall damage, cannot drown.
  • Glimmering Weald variant: Stonelings that spawn in the Glimmering Weald biome have a 60 % chance (3-in-5) to grow Glow Lichen on their body.

Taming

If tamableStonelings is enabled (default on), approach the Stoneling with a Diamond (or a Glow Shroom feedable item if the Glimmering Weald module is active) in hand. The Stoneling will follow the item. Right-clicking with a tempt item tames it, healing 8 HP and displaying hearts. Tamed Stonelings persist (do not despawn), follow the player, and can be ridden. After taming:
  • Right-click with any stone-type block (while not sneaking) to change the Stoneling’s variant (plays an eat sound and spawns block-break particles) and heal it by 1 HP.
  • Sneak and right-click with an empty hand to swap the item the Stoneling is holding.

Drops

  • The item currently carried in its arms is dropped on death.
  • Diamond Heart (diamond_heart) — an uncommon drop that can be used on stone blocks to summon a player-made Stoneling of the matching variant.
Item introduced: diamond_heart

Toretoise

Behavior: Passive (with an angry AoE attack when provoked) Spawn: Underground in the Overworld at or below Y 0, in any biome except those tagged quark:prevents_toretoise_spawns. Spawn weight 120, group size 2–4. Requires a stone-based block below the spawn point. Does not spawn in the Nether, End, or Void dimensions, or on Peaceful difficulty. Toretoises are large (2×1 block), slow, fire-immune stone tortoises with 60 HP, full knockback resistance, and no jumping. They have one of five ore types growing on their shells, chosen randomly at spawn: Coal, Iron, Redstone, Lapis Lazuli, or Copper.

Harvesting Ores

Strike the Toretoise’s shell with a Pickaxe to mine the ore from its back. The loot is determined by a per-ore loot table and respects Looting/Fortune on the pickaxe. The pickaxe takes 1 point of damage. After mining, the Toretoise’s shell is bare (ore type set to none). Alternatively, a piston pushing a block from the quark:breaks_toretoise_ore tag into the Toretoise will also trigger the harvest.

Feeding & Regrowing

  • Feed with Glow Berries (configurable foods list) to tame the Toretoise; hearts appear and the Toretoise becomes persistent.
  • After a cooldown (default 60 seconds), feeding a tamed Toretoise again has a 1-in-3 chance (configurable regrowChance) of causing the shell to regrow with a new random ore type. Cloud particles and a regrow sound play on success.
  • Toretoises cannot breed (a baby is spawned and immediately removed).

Angry AoE

When a Toretoise is hit by a non-pickaxe source, it enters an angry state for 20 ticks. After the timer expires, it releases a cloud-particle burst and deals damage equal to 4 + difficulty.ordinal() to all non-Toretoise living entities within 3 blocks. On Peaceful, players receive a slight upward knockback instead of damage.

Drops

Ore loot tables: quark:toretoise/coal, quark:toretoise/iron, quark:toretoise/redstone, quark:toretoise/lapis, quark:toretoise/copper.

Wraith

Behavior: Hostile Spawn: Soul Sand Valley (Nether), weight 5, groups of 1–3. Requires a block from quark:wraith_spawnable beneath the spawn point. Standard monster light-level rules apply. Fire immune. Wraiths are ghostly, zombie-derived undead with 20 HP, 35-block follow range, 1 knockback resistance, and no armor. They do not spawn baby variants, carry no equipment, and prefer to walk on soul sand. Constant mycelium and soul particles surround their body.

Sound Identity

Each Wraith randomly adopts a set of ambient, hurt, and death sounds from a configurable list of vanilla mob sounds (default includes sheep, cow, pig, chicken, horse, cat, wolf, villager, polar bear, zombie, skeleton, spider, creeper, enderman, zombified piglin, witch, blaze, llama, Stoneling, and frog). This gives each Wraith a unique “voice.”

Special Mechanics

  • Aggro lock: Wraiths only call setTarget after being hit by a player’s direct attack. Until aggroed, the base zombie targeting logic still runs but target-setting is suppressed.
  • Slow on hit: Each melee hit applies Slowness II for 3 seconds (60 ticks, amplifier 1) to the target.
  • Knockback rebound: After a successful hit, the Wraith launches itself backward and slightly upward (scaled to 0.85 momentum), creating a hit-and-retreat pattern.
  • No fall damage.
  • Fire immune.

Drops & Items

  • Custom loot table (entities/wraith).
  • Killing Wraiths can drop a Soul Bead item.
Soul Bead mechanic: Right-clicking with a Soul Bead searches for the nearest structure tagged quark:soul_bead_target within 100 chunks. If found, a Soul Bead entity is summoned that spirals and drifts toward the structure’s coordinates over time (~5 minutes), acting as a compass-like locator with visual particles and audio cues. Item introduced: soul_bead

Shiba

Behavior: Passive / Tameable Spawn: Mountain biomes (Overworld surface), weight 40, groups of 1–3. Uses standard animal spawn rules. Shibas are mountain dogs that use Wolf base attributes (8 HP untamed, 20 HP tamed, 4 attack damage). They can wear Wolf Armor and have a collar that can be re-dyed with any dye item. Shibas are tameable with Bones (1-in-3 chance per bone).

Special Mechanics

  • Arrow fetching: When the owner has fired arrows nearby (within 2 blocks of the owner’s bounding box) that are eligible for pickup, the Shiba will run to retrieve an arrow and deliver it back to its owner, carrying it visibly in its mouth.
  • Dark spot detection: When the owner holds any item tagged quark:shiba_lights (e.g., a torch), the Shiba scans a 10-block radius for air blocks with a block light level of 0, a solid floor below, and no skylight (configurable). If a dark spot is found, the Shiba walks toward it and barks. When the block is subsequently lit while the owner still holds a light item, the shiba_help advancement fires.
  • Item carrying: A tamed Shiba can hold any item from quark:shiba_holdables. Give the Shiba an item by right-clicking, and retrieve it the same way.
  • Petting: Crouch-right-click with an empty main hand to pet the Shiba, emitting heart particles and a whine sound.
  • Wolf Armor support: Equip and remove Wolf Armor the same way as vanilla wolves. Armor can be repaired with Armadillo Scutes while the Shiba is sitting.

Drops

Shibas have a custom loot table (entities/shiba).

The Forgotten

Behavior: Hostile Spawn: Replaces a configurable percentage (default 5 %) of Skeleton spawns that occur below Y 0 (configurable maxHeightForSpawn). The Forgotten does not spawn from spawners and does not replace spider-jockey skeletons. The Forgotten is an armored skeleton variant with 60 HP, full knockback resistance, and heightened movement speed (0.3). It wears a Forgotten Hat on its head and carries both a Bow (enchanted) and an Iron Sword (enchanted, stored as a sheathed item). If the Color Runes module is active, its weapons have a 50 % chance of receiving a random Rune colour.

Special Mechanics

  • Weapon switching: The Forgotten dynamically switches between its bow and sword. When its current target has no Blindness effect, or the effect has fewer than 20 ticks remaining, it uses the bow. When the target already has Blindness with 20 or more ticks remaining, it switches to melee. Switching swaps the main hand and sheathed items and stops the current running goal.
  • Blinding arrows: All arrows fired by a Forgotten apply Blindness I for 5 seconds (100 ticks, amplifier 0) to the hit entity.
  • White particle aura: Constant white entity-effect particles surround the Forgotten.
  • Cannot pick up items.

Drops

Custom loot table (entities/forgotten). The Forgotten Hat can drop and is wearable as a head-slot armor item with a custom humanoid armor model. Item introduced: forgotten_hat

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