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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-1.1.12

File namebetter_mob_combat_reimagined-1.1.12.jar
Uploader
Bandit_BytesBandit_Bytes
Uploaded
Sep 4, 2026
Downloads
123
Size
170.0 KB
Mod Loaders
NeoForge
File ID
8809905
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:better-mob-combat-reimagined-1606434:8809905"

Learn more about Curse Maven

What's new

Better Mob Combat Reimagined 1.1.12 - Villager / Custom Model Animation Fix

Main fix

  • Fixed Villager Retaliation / Kingdom villagers animating their body while the visible weapon arms stayed frozen.
  • Villager Retaliation uses a separate held-item combat model with independent RightArm / LeftArm parts and a separate crossed-arms branch. BMC now handles that model layout directly instead of assuming the normal villager arm tree.

EMF / Fresh Animations

  • Fixed the whole-model EMF reapply path using the animator's raw authored arm set after BMC had already calculated a broader owned weapon-arm set.
  • BMC now reapplies the synchronized logical weapon arm even when Player Animator introspection does not report that arm as authored.
  • One-handed EMF attacks now respect the synchronized offhand flag and the mob's left-handed state.
  • Two-handed attacks continue to own both arms.
  • When a custom EMF model exposes a separate crossed-arms branch, BMC hides that branch only for the attack render and forces the actual weapon arms visible.

Non-EMF custom models

  • Added temporary visibility ownership for generic humanoid/custom villager models.
  • During a BMC attack, a separate arms / crossed_arms branch is hidden while the real leftArm / rightArm weapon branches are made visible.
  • Parent arm containers are detected and are not hidden accidentally.
  • All temporary visibility changes are restored at the end of the entity render.

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