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Allow modpack developers to add targeting/avoiding rules for entity AI.

Description

Introduction

Occasionally, the attack/flee AI behavior of certain mobs may not align with the modpack creator’s intended design, as mod authors cannot take all possible mod combinations into consideration.

For example, modA adds new monsters, while modB adds some NPCs and animals. However, when you put these two mods together into your modpack, monsters from modA show no interest in chasing modB's NPCs and animals……

In case of that, with this mod, Developers can configure the list of mobs that specific entities will attack or flee from via the configuration file (located at config/encounter), and the changes support hot-reloading for seamless adjustments.

Example: The Villager is running away from the Sheep

Configuration File

    {
      "entity_id""example:entity_1",
      "avoid": [
        "example:avoid_1",
        "example:avoid_2"
      ],
      "hostile": [
        "example:hostile_1",
        "example:hostile_2"
      ]
    },
 
Add registry name (minecraft:zombie etc.) to the config file, then /reload or re-open the save to apply the tweaks.

Note

  1. You can include this mod in your modpack.
  2. Passive mobs (e.g., villagers) cannot attack, even if hostile targets are added to their AI.
  3. Slimes cannot deal damage to added hostile targets for unknown reasons.
  4. Hot-reloading might not apply to mobs already spawned in the world. Changes will take effect on newly spawned mobs.
  5. Villager AI is unique: If you revert changes to their flee behavior, a game restart is required to stop them from fleeing previously configured targets.