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Better Mob Combat - Reimagined

An add-on mod to Better Combat that allows it to work with (humanoid) mobs.
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better_mob_combat_reimagined-1.0.29

File namebetter_mob_combat_reimagined-1.0.29.jar
Uploader
Bandit_BytesBandit_Bytes
Uploaded
Jul 12, 2026
Downloads
168
Size
119.3 KB
Mod Loaders
NeoForge
File ID
8420353
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:better-mob-combat-reimagined-1606434:8420353"

Learn more about Curse Maven

What's new

1.0.29

Attention: config location has moved

Combat settings are now a server config and live in config/better_mob_combat_reimagined-server.toml. Cosmetic settings are now a client config in config/better_mob_combat_reimagined-client.toml.

The old config/better_mob_combat_reimagined-common.toml is no longer read. Your settings will reset to defaults — copy your values over to the new files. The old file can be deleted.

This was necessary to fix the blacklist: NeoForge syncs server configs to connected clients, but common configs are never synced — each side silently read its own local copy, so a server's settings could never reach the client-side animation code.

Fixed

  • Entity blacklist entries without a namespace were silently ignored. "warden" was accepted by the config validator but never matched anything, because it was compared as a raw string against the canonical minecraft:warden. Bare ids are now normalized and work as expected.
  • The entity blacklist did nothing to animations. Idle weapon poses, bow/crossbow/spear animations, and the projectile release animation never checked the blacklist at all. For any mob that doesn't hold a Better Combat melee weapon, those were the only visible effects of this mod — so blacklisting such a mob appeared to do nothing whatsoever. All animation paths now honour the blacklist.
  • The blacklist could not work in multiplayer. See the config migration above.
  • Piglins, piglin brutes, and hoglins ignored every attack-timing option. These mobs are brain-driven and never touch MeleeAttackGoal, so attackStartDelayTicks, additionalAttackCooldownTicks, and minimumAttackIntervalTicks were silently inert for them. They are now paced correctly.
  • Disabling the mod or blacklisting a type mid-game no longer lets a mob that is already mid-windup land its attack.
  • Fixed a potential crash when a mob's entity type is not present in the registry.

Added

  • The entity blacklist now accepts entity type tags, prefixed with #. Example: entityBlacklist = ["minecraft:warden", "#minecraft:raiders"]
  • New debugLogging option (default false) for the weapon pose and attack animation diagnostics.

Changed

  • Diagnostic logging is now off by default. Previously it always logged to INFO on first sight of each weapon and animation combination.
  • The blacklist is parsed once on config load instead of being re-scanned on every eligibility check, which previously allocated a string and did a linear list scan once per tracked mob per tick.

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