Description
True Neutral Mobs makes every hostile mob in the game leave the player alone completely — no scanning, no chasing, no unprovoked attacks — right up until you actually hit it. The moment you do, it fights back exactly like vanilla: same damage, same attack patterns, same AI, no nerfs. Leave a zombie alone and it just stands there forever; punch it once and it comes for you like normal.
What it does:
- Removes every "spot the player and attack on sight" behavior from hostile and neutral mobs, while keeping full retaliation intact once provoked.
- Enderman still aggros from eye contact — staring at one is treated as provocation, not just physical attacks.
- Tamed wolves still defend their owner if the owner is attacked.
- Guardian and Elder Guardian, which don't have any retaliation mechanic in vanilla at all (they're always-aggressive by design), had one added so they can still fight back once hit instead of going completely inert.
- Villager and Wandering Trader trades never lock out or need restocking.
What it deliberately does NOT touch — bosses:
- The Wither, Ender Dragon, Warden, and Creaking are all left at full, untouched vanilla behavior. These are encounters you have to actively seek out (build the ritual, enter the End, descend into the Ancient City, find a Creaking Heart), so the reasoning here is that choosing to go there IS the provocation — full difficulty is intentional, not an oversight.
What it removes that you might not expect — mob-vs-mob combat, entirely:
- This is a "nothing initiates violence against anything" pack, not just a player-safety pack. That means zombies will no longer attack or infect villagers, iron golems will no longer autonomously defend villages from raids, wolves won't hunt rabbits/sheep/skeletons/foxes, cats won't hunt rabbits, and foxes lost their hunting behavior entirely. If you want zombie-villager infection or golem village defense working, this pack isn't built for that — it was a deliberate design choice to apply "provoked-only" evenly rather than carve out exceptions for some victims and not others.
- Curing an already-zombified villager (weakness potion + golden apple) still works fine — that's a separate item-based mechanic untouched by any of this.
Known technical limitation:
- The Wither's one-time spawn explosion (from the summoning ritual) is hardcoded to the moment of construction and can't be prevented through any behavior pack — irrelevant here anyway since the Wither is left at full vanilla, but worth knowing if you ever compare notes with the Passive Mobs pack.


