Mob AI Tweaks

Mob AI Tweaks

Mod

A mod that reworks mob AIs. Including some bosses.

Client and server CursedGame MechanicsMagic MobsOptimization

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-Reworked the way Elder Guardians dash, they now have a short wind up before doing so. This is indicated by them retracting their spikes and wiggling their tails, then dashing. It will also dash downwards and spawn a damaging area of effect cloud if the player is too close to prevent cheap hits.

-Reworked the Elder Guardian's laser attack, it is now a proper laser beam as supposed to a taser. This means that touching the beam will continuously deal damage.

-Reworked sleeping mobs, they can now be woken up by vibrations. Obviously prevented by sneaking.

-Added a rework to Snow Golems.

-Added a setting that prevents golem mobs from targeting each other.

-Added support for Ewewkek's Musket Mod and fixed a conflict where ranged attacking mob's AI breaks when holding any gun added by this mod.

-Added support for Timeless and Classics Zero, allowing ranged mobs to shoot and reload guns! (Although keep in mind, this is a bit of a work in progress!)

-Added support for Jaden's Nether Expansion and fixed a crash relating to it.

-Heavily expanded the config to be better and more customizable. They are now also located in "mob-ai-tweaks" folder as supposed to just the config folder for the sake of cleanliness.

-Fixed various issues pertaining to the Ender Dragon's reworked End Crystal mechanics.

-Fixed various issues relating to hostile mobs sitting.

-Cleaned up some old code.

-And much much more that I prolly forgot to list down!

-Reworked the way Elder Guardians dash, they now have a short wind up before doing so. This is indicated by them retracting their spikes and wiggling their tails, then dashing. It will also dash downwards and spawn a damaging area of effect cloud if the player is too close to prevent cheap hits.

-Reworked the Elder Guardian's laser attack, it is now a proper laser beam as supposed to a taser. This means that touching the beam will continuously deal damage.

-Reworked sleeping mobs, they can now be woken up by vibrations. Obviously prevented by sneaking.

-Added a rework to Snow Golems.

-Added a setting that prevents golem mobs from targeting each other.

-Added support for Ewewkek's Musket Mod and fixed a conflict where ranged attacking mob's AI breaks when holding any gun added by this mod.

-Heavily expanded the config to be better and more customizable. They are now also located in "mob-ai-tweaks" folder as supposed to just the config folder for the sake of cleanliness.

-Fixed various issues pertaining to the Ender Dragon's reworked End Crystal mechanics.

-Fixed various issues relating to hostile mobs sitting.

-Cleaned up some old code.

-And much much more that I prolly forgot to list down!

-Added Blasting Impression and Auto-Loading Holster from the 1.21 version of the mod.

-Fixed Kick Back's inconsistensies.

-Fixed a crash caused by trying to join a server with "enchantments_from_mod" being disabled on client but not server or vice versa.

-Mod is now released.

-Added a spin animation to the Stray's jump attack.

-Added enchantment rewards which are dropped by some mobs, they cannot be obtained anywhere else but said mobs. (can be disabled by setting enchantments_from_mod to false)

-Added a config option to disable skeletons turning into wither skeletons when withering away. (skeletons_can_convert_to_wither)

-Added a config option to disable skeleton strafing speed buff. (skeleton_strafe_speed_buff)

-Removed some unnecessary checks for mob spawning.

-Reworked how drowned with trident works. Like players, they will lose their tridents upon throwing them and need to pick it back up. Additionally, loyalty now works on them.

-Zombie fishermen and Drowned can now use fishing rods to reel their targets toward them.

-Fixed mobs "freezing" when killed quickly while they are sitting.

-Fixed Strays' jump attack being broken in uneven terrain.

-Fixed Allays missing their melee attack animations.

-Fixed Guard Villagers' pathfinding being broken by this mod.

-And various other fixes I forgot to list down.

-Fixed a crash caused by killing a stray as soon as it throws a snowball

-Fixed a bug where allays locking positions being buggy and incorrect

-Allays can now use crossbows

-Phantoms spawned from monster spawners will now always attack the player to not break modded structures

-Phantoms and spiders now have ranged attacks in crazy mobs mode

-Added a rework to the allay, sniffer, and husk.

-Added item blacklist config from 1.21 version of the mod.

-Mobs are now affected by haste and mining fatigue, increasing or decreasing their attack speeds.

-Fixed config failing to regenerate in some oddly specific conditions, they should now regenerate constantly every update.

-Fixed wither skeletons having insanely high attack speed.

-Added a rework to the allay, sniffer, and husk.

-Mobs are now affected by haste and mining fatigue, increasing or decreasing their attack speeds.

-Fixed config failing to regenerate in some oddly specific conditions, they should now regenerate constantly every update.

-Fixed wither skeletons having insanely high attack speed.

-Fixed Creepers not exploding when "creeper_explosion_rework" is disabled

-Fixed major conflict with "Mob Variants" mod

-Added support for Mob Variants mod's Undead Warrior. They now have baby variants too!

-Added boss announcement toggles

-Fixed Creepers not exploding when "creeper_explosion_rework" is disabled

-Fixed major conflict with "Mob Variants" mod

-Added support for Mob Variants mod's Undead Warrior. They now have baby variants too!

-Added an option to disable miniboss healthbars (rn, only the ravager is a miniboss, so it only disables its healthbar, setting is named ravagers_are_minibosses)

-Added an item blacklist for modded bows and crossbows mobs can spawn with (should be named mob-ai-tweaks_item_blacklists.txt, if it didn't generate, you can try making one then add one # then ENTER as the first character to get it to work!)

-Added an option to let undead horses burn during the day. They do not burn if saddled or ridden by a mob.

-Added an option to disable boss summoning and defeat texts.

-Fixed respawned end crystals being unbreakable.

-Fixed wither flying away bug by capping its maximum y velocity.

-Released to modrinth

-released to modrinth


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Licensed MIT
Published 4 months ago
Updated a month ago