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Hostile Humans

Adds Hostile Humans with structures into your world
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Description

(Make sure to check out my other mods & Addons! All high quality!)
About:

This mod adds intelligent and hostile Humans with structures into your world. With structures mostly consisting of different homes with the Human(s) inside but there is also a faction of Humans with their own structures under a sword banner, meant to be the Human version of pillagers. 

Images of all the structures in the mod can be found in the image tab, other images are below as well.

Discord: https://discord.gg/fHWabgrbKc


Donate
 n0W oR eLsE: Paypal Donations or Patreon.com/PurpleKelix


 About Humans:

Human Tier 1
Usually found in houses that randomly generate, a Tier 1 Human spawns with basic armor and weapons such as iron or worse.

(C) Tier 1 Human

Human Tier 2
Usually found in structures under the sword banner or homes with good loot, Tier 2 Humans spawn with strong armor and weapons such as iron or better, sometimes enchanted.

(C) Tier 2 Humans

Roamer

The Roamer has a rare chance to spawn during the day. They are hostile to all mobs, even other humans.

You may find a Roamer killing animals for food or appearing to head somewhere like an actual player. Their armor and weapons are completely random.

(C) Roamer

Battle event
There is a rare chance a battle will spawn nearby where a group of Humans will be fighting a group of pillagers or another group of Humans! (The size of the battles are random)

This event can be manually spawned with this command: "/summon hostile_humans:human_group"

(A) Hoomans Vs Pillagers

Advanced Ai:
The Humans are very intelligent and can do almost anything a player can, like run and jump, do melee crits, use/throw potions, use Totems of Undying or Tridents, climb ladders, open iron doors and fence gates, heal themselves, return to their own home after a certain distance and alot more! 

They also have realistic awareness. Unless already spotted by someone, Humans are only able to spot the player by looking directly at them and wont randomly detect the player from behind like a zombie.

 

1.20.1+ Only

The list of features go on! 

Humans can swim in water, they can hear sounds & investigate, they can switch between targets mid fight, they can use beds to sleep, humans can properly fight spam swinging or waiting to jump crit, if they have it they can use potions to stay underwater better or potion upon seeing the player.

 Compatibility: 

Simply install these mods and they will work with Hostile Humans! 

CERBON's Better Totem Of Undying


Dungeon Mobs (Only partially, Redstone Golems have a chance to appear alongside pillagers in the Battle Events)

Farmers Delight

Fresh Moves
(Resouce pack)

Immersive Armors 

More Crafting Tables For Forge & Quark
(Only when both these mods are installed, structures will load with Quark Bookshelves and More Crafting Tables For Forge Crafting Tables)

Physics Mod


Traveler's Backpack (On 1.20.1+ requires Baubles mod)

Waystone

Villager Names 

(G) Compatibility with Travelers Backpack



Computability with Immersive Armors & Villager Names

Want a POWERFUL & AFFORDABLE server host?

Get 25% with my code "lowspot" on your first server purchase here: Lagless.gg 

Then you will be able to run even the heaviest of mods/addons smoothly, here is proof below because words are just words, but here is proof:

 

 Updates Planned:

I can't code so I pay a coder, donate to me here: Paypal Donations or Patreon.com/PurpleKelix

Add 9 more structures and fix known issues Done

Add Travelers Backpack compatibility Done

Add more skins + add structures to biomes that barely have any (No more structure additions after this) Done

Waystone mod and Farmers delight mod compatibility for structures Done

Complex AI update + Config (Alot of issues will be fixed in this update + quality-of-life additions to polish the Humans) Done

Compatibility with "More Crafting Tables for Forge" and "Quark" + bug fixes Done

More things the Human Ai can do + improvements Done

Source Code is now public Done



Compatibility with "Epic Fight", "Corpse" mod & other backpack mods

Two new fort structures

Two Human Bosses with their own LARGE Fort

Having Hooman sometimes having their own tamed wolf

Patrol of Humans just like illagers, representing the Night Sword Faction with the Sword Banner

Burning villages that you could come across and save humans/villagers from, which are attacked by humans or illagers

Humans you can come across in the water using boats

 

Friendly human as its own mod
---------------------------------------------------------------------------------------------------

Want your update idea added or things like below to be added? Donate! (Or you can just Donate just to help?)
Examples:
-Raid system similar to pillager raids for villages
-Extremely rare robbery event where they try to rob ur home

-[Insert suggested feature here]

Donate and ask for a feature! 


 FAQ:

-The mod coder takes commissions:

Stereowalker | Profile | Fiverr 

(If no page for Minecraft mods is available, it means the coder already has too many orders and has temporarily disabled the page to prevent further orders)

 

-Add any armor/weapon to Humans

Do this by making a datapack, follow these easy steps:

1. Turn the mod jar file to a zip folder

2. Extract the zip so you can open it

3. Follow this folder path

data\hostile_humans\human_loadouts

4. Pick which type of human you want to edit, you will see stuff inside like:

mainhand": [

    { "item": "minecraft:iron_sword", "weight": 2 },

    { "item": "minecraft:stone_sword", "weight": 2 }

]

If you want to add stuff just follow the format, for example I will now add a diamond sword.

mainhand": [

    { "item": "minecraft:iron_sword", "weight": 2 },

    { "item": "minecraft:stone_sword", "weight": 2 },

 { "item": "minecraft:diamond_sword", "weight": 3 }

]

Make sure you use the id of the item your adding, ingame you can do F3 + H to activate tooltips to see the id of an item when hovering over it.

5. Once done adding your edits, go back to data\hostile_humans, copy the hostile_humans folder

6. Make sure you have a place to put your datapacks in your files, such as a data or datapack. For example the mod Kubejs will generate its own data folder you to use

7. Paste the hostile_humans folder in your datapack folder. Your files should now look the same, like

datapack\hostile_humans\human_loadouts

Now when the mod loads, it will instead load your file path instead of the original.

-Is there a locate command?
"/locate hostile_humans:" to find the structures.

-Is there a config?
Yes! Please suggest ideas for config options if you feel like something crucial is missing.

-Will you do higher then 1.18.2?
I will port to 1.20.1 soon and continue from there. No other versions planned.

-Will you Port to Fabric?
Highly unlikely unless someone wants to pay for it. So much work on forge alone.


-Better Combat Compatibility?
It is not possible because the animations in the Better Combat mod were made using Player animator, meaning these animations cant be attached to a mob. I would have to completely remake the animations to fake the compatibility. At that point I might as well just make my own animations that would fit my Humans better as they are a mob, not a player.

(Donate me money to help make this happen, my current budget cannot fit this idea without me removing something else really big planned or doing animations a few years later when everything else is done)


- Why did I and all mobs go invisible? 
When using the Toro Health Indictator mod, for some reason everything goes invisible when spawning a Battle Event with a command. If this has happened and that mod is not installed, please report it.

The Hostile Humans Team

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