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Hostile Humans

Adds Hostile Humans with structures into your world

File Details

hostile_humans Big brain patch

  • R
  • Aug 30, 2023
  • 1.66 MB
  • 267
  • 1.18.2
  • Forge

File Name

hostile_humans_1.18.2-1.4.6.jar

Supported Versions

  • 1.18.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:hostile-humans-845401:4729421")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Changelog:

-Added clarification on some options in the config

-Trident humans now melee with the Trident and not only throw it (Some Humans will now decide to use a sword between throws instead of only use the Trident)

-Immersive Armor compat: Made Immersive Armor more common among vanilla armor (Accidentally made it too much vanilla armor last update)

-Made all homes more common, accidentally made them too rare. Not sure if they are still too rare atm, need to actually play on a world to find out at this point.

-Fixed all Humans attacking creepers instead of only some

PREVIOUS CHANGELOG:

Changelog:

--Fixes-- 

-Increased rarity of all structures

-Fixed both Fort structures having the old banner

-Adjusted the Oak Fort towers slightly

-Reduced loot in Warehouse structure

-Oak Fortress and Cottage have void blocks around them now so they generate better

-Fixed Human pathing

-Fixed Roamer killing everything in sight (They will now only kill animals for food sometimes)

-Made Roamer slightly rarer

 

-Fixed Tier 2 humans spawning with Chain Armor

-Made Divine Armor rarer (Immersive armor)

-Removed Tier 1 from being able to spawn with heavy armor, Tier 2 now only spawns with heavy armor (Immersive Armor mod)

 

-Made backpack variants slightly rarer (Travelers Backpack mod)

-Humans now have a chance to drop Farmers Delight food upon death when the mod is installed (Farmers Delight mod)

 

--New Features--

 

-Added config with various options

 

-Added 11 more skins (Bringing the total to 31 skins!)

-Items now get sucked up into the inventory like a actual player instead of disappearing

 

-Humans will now return to their structure after a certain distance

 

-Humans now run & jump like a player (Can be disabled in config)

 

-Humans now jump and swing sometimes similar to a player doing crit attacks (Can be disabled in config)

 

-Changed Humans run speed to match a players run speed

 

-Made Humans sometimes run away to eat/heal when low health. (Rare chance for a tier 2 to drink regen potion)

 

-Made bow/crossbow Humans switch to melee if the player is too close (Also if low health, a chance to go full melee instead of staying with the bow/crossbow)

 

-if Human is on fire & near water, they run to water

 

-Tier 2 Humans rarely will now have a Totem Of Undying

 

-Tier 2 Humans have a rare chance to spawn with a Trident enchanted with Loyalty

 

-If 3 Humans are already on player, other Humans wont join the fight to prevent crowding. (Can be tweaked via config)

 

-Humans wont automatically attack the player unless the player is in view or already spotted by another Human (As they arent supposed to be zombies that can spot you from behind from blocks away)

 

-Add a rare chance for a Human to say something in chat when spotting the player (Chance can be tweaked via config)

 

-Zombies, Creepers, Skeletons and all Pillager types will naturally attack Humans now.

 

-Made humans scared of creepers & TNT about to explode (20% chance they attack creepers)

 

-Made Human inventory alot smaller to prevent overdrop from picking up things

 

-Made Human swing rate slightly random

 

-Humans can now climb ladders

 

-Chance for Human armor to break while fighting (with sound effect)

 

-Humans can now open wooden doors. fence gates & iron doors

 

-Tier 1 Humans now have a rare chance to spawn with a shield

 

--Content--

 

-Very rare chance to come across two groups of Humans fighting

(Command to spawn event: "/summon hostile_humans:human_group")

 

-Very rare chance to come across Pillagers and Humans fighting

(Command to spawn event: "/summon hostile_humans:human_group")

 

--Compatability--

 

-Partial compatability with Dungeon Mobs

Redstone Golems now have a chance to spawn in the event alongside Pillagers

 

-Failed to do compatibility with Better Combat Mod. It is not possible due to the animations being made in "Player animator" mod, meaning they cant be attached to a mob. I would have to completely remake the animations to do compatibility which I can do if someone donated me 150$ to pay a animator I know.