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Enhanced Hordes Tweaks

Addon for Enhanced Hordes with configuration and many new features

File Details

enhanced_hordes_tweaks-1.1.0.jar

  • R
  • Jun 2, 2026
  • 136.53 KB
  • 164
  • 1.20.1
  • Forge

File Name

enhanced_hordes_tweaks-1.1.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:enhanced-hordes-tweaks-1523294:8185579")
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I finally came back to fix this mod lol.

Enhanced Hordes Tweaks v1.1.0:

SO MANY FIXES. đŸ¥€

 

Added:



Protect Tamed Animals config for Universal Hostility, protects tamed animals from being targeted.

Protect Named Entities config for Universal Hostility, protects named entities from being targeted. (Name Tag)

Horde Mentality damage increase per day config: Each in-game day adds flat damage to every horde mob's per-swing block damage.

Horde Mentality damage multiplier per day config: Each in-game day multiplies every horde mob's per-swing block damage.

Maximum horde mentality block damage cap: 100,000,000. (prevent damage from wrapping into negatives.)

Changes:



When horde mobs break containers they will no longer void all the items inside them, they now drop their contents.

Block drops are now suppressed when Block Regeneration is on.

ironGolemRegenPower is now written both directions on level load, this means toggling regen on or off works without having to rejoin the world.

Wandering groups were unable to split. Grouping has been rewritten and is now purely current-proximity.

Universal Hostility is now at priority 4, it was conflicting with player targeting because it was at priority 2, horde mobs will now prefer targeting a nearby player if a passive mob is nearby.

Heightened Sense is now player priority, not nearest of any mob.

A malformed entry now crashes on load instead of reverting the whole list to default.

Fixes:

Day Gate config options are now immune to /time and frozen time.

Follow persistence is now reversible: When horde mobs would follow because of Horde Mentality; they get persistence, if they lose their target, the persistence stays and they never despawn, fixed this.

HordeWanderingHandler.rebuild() builds wandering groups from every horde mob, with no check for whether the mob is currently following. This has been fixed by excluding any mob that's targeting something or has a Determination follow-record from the wander grouping.

max Horde Group was broken. This was fixed by making only the first fragment inherit the groupId, the rest become a new group.

Collective Understanding follow-time limit was broken. This was fixed by propagating the original follower's start tick so the whole pursuit honors the follow-time limit.

Already loaded horde mobs don't get Universal Hostility when it is enabled. Every already-loaded predator never gains the hunt goal. Fixed this.

Collective Understanding had records persist even after the followed player logs off which created dormant awareness about an absent player which made mobs just sit idle with records.

Collective Understanding's scan was a cube instead of a sphere.

During Horde Mentality, protected blocks would flicker and waste damage in a loop.

If staggered regen is enabled from Block Regeneration, it could place a double-block's upper half before its lower half.

Heightened Sense scan did not exclude the observer meaning horde mobs could target itself if added to hostilityTargetMobs.

Horde Sight gave horde mobs permanent saved NBT. 

Horde Sight's Increase Over Time option went past the 256 cap with no limit.

Fire damage resistance would break if Stacking + Multiplying are both off.

Entity Tags list now supports entity tags. "#"

Iron Golem Regen Cooldown Seconds missing handler checks, the handler would still deny beacon/potion Regeneration on a recently-damaged golem if Iron Golem regen was off but a cooldown was set.

Major Performance Fixes:

 

New ConfigCache: This kills per-mob-per-tick allocation in GameRuleHandler, Horde Determination, Horde Sight, etc.

Horde Mentality: Added precomputed mob-position arrays, cached cumulative tier sets, and collision-free crack overlay IDs.

Block Regeneration: Horde positions are now collected once per tick and threaded everywhere. MutableBlockPos snapshot scan and playerBroken is now a bounded LRU instead of nuking all exclusions at 500.

Creeper Wall Explosion: Added cheap wall raytrace before the A* pathfind.

Iron Golem villager-defender AABB centered.

Heightened Sense had a player scan at range 128 which scanned per horde mob, every 20 ticks. This now iterates level.players() instead.

The Universal Hostility scan is now skipped entirely if a player is in range.

Horde Sight still ran isHordeMob check on every mob every 200 ticks even when disabled.