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Hostile Humans Unified

Adds four ranks of humans, with identity-based relationships, hiring and command systems, equipment management, and combat behaviors for melee, bows, crossbows, and firearms.

Hostile Humans Unified is a derivative of Hostile Humans that incorporates content from Human Gunner and adds new items and gameplay features. It runs as a unified, standalone mod; neither the original Hostile Humans nor Human Gunner JAR is required.

The mod is designed for Minecraft 1.20.1 with Forge. It adds four human ranks: Roamers, Tier I, Tier II, and Tier III. Their base attributes, melee attack cooldowns, equipment loadouts, and ranged accuracy vary by rank. Humans select combat behaviors according to their equipment. Natural spawn chances, rank attributes, and some combat settings can be adjusted in the configuration file.

Human Relations

Wild humans determine their relationship with players according to the identity badge the player carries. There are five badges, from the Basic Identity Badge to the Ultimate Identity Badge, with progressively higher clearance levels. A badge with lower clearance than a human’s rank makes that human hostile toward the player. Matching clearance makes the human neutral, while higher clearance makes the human friendly and protective of its holder. The Ultimate Identity Badge affects humans of every rank.

An identity badge works from any slot in the player’s inventory. With Curios installed, it can also be equipped in the dedicated identity badge accessory slot. Badges affect the relationship between wild humans and players, but do not change an established formal hiring relationship. Without a valid badge, wild humans treat the player as hostile; they also choose hostile creatures as targets on their own.

Hiring and Companion Management

Players can hire humans with contracts matching the target’s rank. Hiring also costs emeralds; the default costs are 8, 24, 72, and 216 emeralds for Roamers, Tier I, Tier II, and Tier III, respectively. Outside Creative Mode, the player must have the required identity clearance. In Creative Mode, the matching contract can be used directly. Each player has a separate hiring limit for each rank. The default limits are 12, 10, 6, and 3, and can be changed in the configuration file.

Once hired, a human becomes that player’s formal companion. Removing the identity badge afterward does not end the hiring relationship or change the companion’s behavior. While the owner is offline, loaded hired humans enter a stationary standby state; they return to their previous state when the owner comes back online. Dismissing a human ends the hiring relationship.

Right-clicking a hired human with an empty hand opens its command panel. Sneak-right-clicking with an empty hand opens its inventory. Movement orders and combat modes are configured separately and do not replace one another.

Movement Orders and Combat Modes

Movement orders include:

  • Follow: Follows the owner and joins combat within the permitted range. If it gets too far away, it attempts to return to the owner.

  • Area Guard: Guards and operates around a designated position. Targets outside the permitted area are not pursued indefinitely; the human returns to the assigned area.

  • Hold Position: Guards its current position. Melee units do not leave to pursue targets, while ranged units can attack from their position. If knocked or displaced, a unit attempts to return to its post.

  • Patrol: Moves around the assigned area. When there is no combat target, it uses its regular walking speed.

Combat modes include:

  • Active Attack: Attacks targets the owner has attacked and independently engages hostile creatures.

  • Passive Protection: Does not join a fight solely because the owner attacked a target. It intervenes if that target attacks the owner, and still defends itself when directly attacked.

  • Fully Neutral: Does not respond to the owner’s attacks or incoming attacks against the owner. It only fights in self-defense.

Combat mode determines which targets a companion may attack, while movement order determines where it operates. By default, hired humans do not damage other players or humans hired by other players. A configuration option can enable this damage. Hostile-beacon reinforcements have a special marker that allows hired humans in Active Attack mode to recognize and attack them regardless of the player’s identity badge.

Equipment, Inventory, and Item Pickup

The hired human inventory screen lets players inspect and manage the companion’s backpack, main hand, offhand, and armor, including inserting, removing, and replacing equipment. Manual firearm input is controlled by the firearm lists in the configuration file. If the base firearm list is empty, hired gunners can use any recognized TaCZ firearm. If it is not empty, they can use firearms on the base list or on the additional list for hired gunners. The additional list does not change the firearms available to wild gunners.

Active item pickup can be enabled or disabled in the command panel. When enabled, humans search for and evaluate nearby items while idle. In water, they only consider items on the surface or in shallow water that they can reach. The pickup behavior filters items and attempts to avoid repeatedly travelling between separate item piles.

Combat and Survival Behavior

Humans can use melee weapons, shields, bows, crossbows, tridents, and firearms, depending on their equipment. Ranged units select engagement distances according to weapon type and try to find a clear line of fire. Archers and crossbow users maintain distance, move laterally, and switch to melee weapons when enemies get too close; when the distance opens again, they switch back to their ranged weapons. Gunners adjust their engagement distance and movement according to firearm category. Firearms use their normal reload process, and idle gunners can refill the magazine of the firearm in their main hand.

Humans remember targets that have attacked them, their owner, or other threats, and adjust their target selection according to distance and threat. They may prioritize nearby threats to reduce the risk of being surrounded. Shield users block and counterattack when appropriate. Humans may also predict some incoming projectiles, such as arrows, and raise their shields with a probability that increases by rank. Ranged accuracy settings can be configured by rank and weapon category.

At low health, humans attempt to retreat from threats and use available food or potions after creating distance. At or below 25% of maximum health, they enter forced-retreat behavior. When a hired human falls below 15% health, its owner receives a warning in chat. After retreating, a companion attempts to return to its owner or assigned post according to its current movement order. Hired humans’ equipment loses durability over time.

Humans actively avoid lava and prioritize escaping if they fall into it. In water, they can swim, pursue targets, and fight, while seeking a reachable shore when idle. Shore-seeking does not unconditionally override combat: ranged units try to find a firing position in the water, and may seek shore if no suitable line of fire is available. Pathfinding favors dry routes where possible, but humans can still enter water to fight or retrieve reachable dropped items. When a creeper is about to explode, humans attempt to move away while preventing the explosion.

Identity Badges, Radio, and Signal Items

Identity badges change the relationship between wild humans and players. Hiring contracts recruit humans of the corresponding rank. The radio displays the number of hired humans in each rank and their limits, and can be used to recall or locate companions.

Reinforcement flares are available for Roamers, Tier I, Tier II, and Tier III. They summon temporary friendly humans of the corresponding rank near the player. The reinforcements disappear when their support duration expires. If the player formally hires one with the matching contract before then, it becomes a permanent companion and remains after the support period ends.

Hostile beacons are also available by rank. They summon hostile humans at a distance and set the player who used the beacon as their primary hostile target. Summoned enemies can switch targets to retaliate against other creatures that attack them; after dealing with other threats, they continue to regard the player as hostile.

Optional Compatibility and Configuration

With TaCZ installed, humans can use compatible firearms. Curios adds a dedicated accessory slot for identity badges. With Spartan Weaponry, Spartan Shields, or Immersive Armors installed, humans can recognize and use compatible weapons, shields, or armor from those mods. These are optional integrations, not required dependencies.

The main configuration file can adjust rank attributes, melee attack cooldowns, ranged spread for different weapons, damage multipliers, natural spawning, combat AI, retreat behavior, hiring limits, damage between hired units, and TaCZ firearm generation and lists. In multiplayer, the server configuration determines the gameplay settings in effect.

The Hostile Humans Unified Team

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