Fake Player

Adds fake player entities with auto-updating skins and item functionality.
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Fake Players 2.2.0 (1.21.11 NeoForge)

File nameplayers-forge-1.21.11-2.2.0.jar
Uploader
duzo_duzo_
Uploaded
Sep 10, 2026
Downloads
7
Size
353.3 KB
Mod Loaders
NeoForge
File ID
8852572
Type
R
Release
Supported game versions
  • 1.21.11

Curse Maven Snippet

NeoForge

implementation "curse.maven:fake-player-845992:8852572"

Learn more about Curse Maven

What's new

v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

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