Can a datapack add a completely new mob?
Not a new entity type with its own model. You reskin behaviour by customising an existing mob, which covers most custom-mob designs.
Custom mobs
Vanilla mobs are far more configurable than most players realise. A datapack can equip them, rename them, buff their stats, change what they drop, alter where they spawn, and give them scripted behaviour on a tick loop. ModCrafter turns a one-line description into all of that.
Everything except the model. Health, damage, speed, armor, held items, name tags, particle trails, spawn conditions, and death drops are all reachable from a datapack, applied either at spawn time or on a tick loop that tags each entity once so the pack stays performant.
A common mistake is only affecting newly spawned mobs. ModCrafter's generated packs typically run a tick function that selects untagged entities of the target type, applies the change, and tags them as done — so existing mobs in a loaded world get upgraded too, without reprocessing them every tick.
Custom mobs are the backbone of a harder survival server. Layer several small packs — armored piglins here, faster zombies there — or ask for one pack that rebalances a whole dimension at once.
Paste any of these into the ModCrafter AI datapack generator and download the finished zip.
Not a new entity type with its own model. You reskin behaviour by customising an existing mob, which covers most custom-mob designs.
Yes, when the pack uses a tick function to process existing entities. Ask for that behaviour in your prompt if it matters to you.
Well-written packs tag each entity once so work is not repeated every tick. Very broad selectors on very large worlds can still cost performance.
Unzip nothing — drop the downloaded .zip straight into your world's datapacks folder, then run /reload in game.