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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-1.1.11

File namebetter_mob_combat_reimagined-1.1.11.jar
Uploader
Bandit_BytesBandit_Bytes
Uploaded
Sep 4, 2026
Downloads
15
Size
165.4 KB
Mod Loaders
NeoForge
File ID
8808238
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:better-mob-combat-reimagined-1606434:8808238"

Learn more about Curse Maven

What's new

Better Mob Combat: Reimagined 1.1.11 - Compatibility Pass

  • Fixed custom weapon upswing timing for mobs so Better Combat's global upswing multiplier is respected instead of forcing mob damage to the raw weapon JSON upswing value.
  • Fixed generic/custom humanoid renderers choosing the wrong arm for off-hand attacks.
  • Added a last resort melee damage animation bridge for NPC/citizen mods that bypass vanilla MeleeAttackGoal, Mob#doHurtTarget, or normal swing hooks.
  • Improved custom melee override detection by walking modded entity class hierarchies.
  • Broadened fallback animation handling for custom melee implementations.
  • Added entity-blacklist namespace wildcards such as minecolonies:* for excluding an entire mod's entities.
  • Kept exact entity IDs and entity tags supported in entityBlacklist.
  • Included the supplied PR's thread-safety cleanup for attack diagnostics and pending fallback attack tracking. Thank you Colin V.
  • Bumped project version to 1.1.11.

Compatibility worked with:

  • Minecraft Comes Alive / Townstead villagers
  • MineColonies citizens
  • Millenaire villagers
  • CustomNPCs Unofficial
  • Modern Companions
  • Caverns & Chasms Mime
  • Kingdom / custom villager retaliation AI

please use Github or discord to report further issues or compats that are not quite perfect yet- this will be phase one of fixing compatibilities'.

This mod has no additional files