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CurseForge · Minecraft mod

Gottsch's Monster Manual

A base-class library of mob classes, AI goals, models, and textures for any mod to build on. GMM adds no content on its own — Dungeon Denizens v2+ is one example running on top of it.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Gottsch's Monster Manual release should I use?

Updated 11 days ago
Latest stable file monster-manual-1.20.1-1.1.0.jar
Game version 1.20.1
Loader Forge

Gottsch's Monster Manual monster-manual-1.20.1-1.1.0.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.

Where it goes

Is Gottsch's Monster Manual required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Gottsch's Monster Manual monster-manual-1.20.1-1.1.0.jar need?

monster-manual-1.20.1-1.1.0.jar. Change the file and its required mods may change too.

All 1 required mods have matching files

Install GottschCore first. We found matching files for this game-version and loader setup.

GottschCore Needed by Gottsch's Monster Manual monster-manual-1.20.1-1.1.0.jar
required
Matching file found Matched file: gottschcore-1.20.1-2.10.0.jar

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Gottsch's Monster Manual without breaking your instance.

Built for Gottsch's Monster Manual monster-manual-1.20.1-1.1.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use monster-manual-1.20.1-1.1.0.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install GottschCore first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside monster-manual-1.20.1-1.1.0.jar. It opens that exact file at the source.

About this project

What does Gottsch's Monster Manual add?

gottsch's Monster Manual (GMM)

The shared monster library behind gottsch's dungeon mods.

GMM doesn't add anything to your world by itself. It's a base-class library — a shared collection of mob classes, AI goals, models, renderers, and textures that other mods build their monsters on top of. If you have a mod like Dungeon Denizens v2+ installed, GMM is the engine running underneath it.


How it works

Vanilla monster code isn't built to be shared across mods. Every mod usually reinvents its own flying AI, its own spell-casting goals, its own summon logic — even when the mobs behave almost identically. GMM fixes that by pulling the reusable parts out into one place.

GMM registers zero entities, items, or blocks of its own. It only supplies:

  • Base mob classes (GMMMonster, GMMFlyingMonster, WingedHumanoid, and family-specific bases like BowSkeleton and Beholderkin)
  • Reusable AI goals (ranged/thrown-projectile attacks, spell casting, mob summoning, ally alerts, volant flight & landing, shield blocking, thrall/ownership orders)
  • Shared models, renderers, and textures
  • A datapack-driven config system for tuning spawn gating and mob behavior without touching code

Consuming mods (Dungeon Denizens, and future gottsch dungeon mods) register their own EntityTypes that point at GMM's classes, and reuse GMM's assets. When two mods need the same monster behavior, they share one implementation instead of maintaining two.


What's inside

GMM currently provides base classes and assets for a growing roster of D&D-flavored monsters — oozes, zombies, undead, beholder-kin, orcs, constructs, and more.

📖 Full mob roster, lore, and screenshots: see the GitHub Wiki for a per-mob breakdown of every family GMM ships.

Every family shares its behavior through the same base classes, so a bug fix or improvement in GMM benefits every mod built on it at once.


For modpack makers

Mob spawn gating and many behavior values (timings, probabilities, despawn rules, etc.) are data-driven, not hardcoded. Consuming mods ship JSON under data/<namespace>/gmm/mob_config/<name>.json, and you can override any of it with your own datapack:

{
  "spawn": { "enabled": true, "minHeight": 0, "maxHeight": 255 },
  "properties": { "rangedProbability": 0.5 },
  "flags": { "someToggle": true }
}

Edit the JSON and run /reload — changes apply the next time a mob spawns. No recompiling, no mixins. See the Mob Config Reference for every key each mob reads, its default, and what it controls.

You can also customize what GMM's monsters wield, eat, and respond to through its tag system — see the Tags Reference for the full list (weapon/armor pools, ghoul food, ally alerts) and copy-paste datapack examples.


For developers

GMM exists so mods don't have to duplicate AI and rendering code. If you're building a mod that wants gottsch-style monsters:

  • Depend on GMM and register your own EntityTypes pointing at its base classes
  • Contribute equipment, allies, and summon targets through GMM's tag system (gmm:-namespaced entity-type and item tags) instead of hardcoding cross-mod references — see the Tags Reference
  • Reuse GMM's models/renderers/textures, or extend its base classes for your own variants

GMM never references a consumer mod's classes — all cross-mod coupling flows through tags, datapack config, or a small set of static hook points that consumers wire up (e.g. a mob's projectile launcher or ambient sound).


Compatibility

  • ✅ Adds no new content by itself — installing GMM alone changes nothing in your world
  • ✅ Required by any mod that depends on it (check that mod's page for the specific dependency)
  • ✅ Behavior/spawn tuning is datapack-driven, so modpacks can retune monsters without a code change

Companion mods

GMM is required by:

  • Dungeon Denizens — the full roster of dungeon monsters, spawning in your world

License

Licensed under the GNU Lesser General Public License (LGPL). Source available on GitHub.

Project description from CurseForge.

Pick your setup

Gottsch's Monster Manual by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

1 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Gottsch's Monster Manual versions and loaders

3 of 3 releases match

Looking for an older file? The official CurseForge project page is in Resources.