Lead Mobs+
Lead Mobs+ expands Minecraft’s vanilla lead system, allowing players to attach leads to villagers, hostile creatures, aquatic mobs, flying mobs, and compatible creatures added by other mods.
It uses ordinary Minecraft leads, leash rendering, synchronization, and fence knots—no special items or complicated mechanics required.
Features
- Lead most passive, neutral, and hostile mobs
- Support for compatible creatures added by other mods
- Uses the normal vanilla lead item and leash system
- Attach supported mobs to standard fence knots
- Hostile mobs remain fully hostile while leashed
- Flying mobs are held within approximately four blocks above their leash holder
- Aquatic mobs can be led normally while underwater
- Aquatic leads break after the mob is pulled onto land and begins taking out-of-water damage
- Leads break normally when a mob dies
- Slimes and magma cubes do not transfer their leash to smaller mobs after splitting
- Server-authoritative configuration for multiplayer
- Optional Mod Menu configuration screen
Installation Requirements
Lead Mobs+ is required on the server but optional on the client.
Server
The mod must be installed on the server for its gameplay features to work.
Client
Installing the mod on each player’s client is recommended, but not strictly required.
When Lead Mobs+ is installed only on the server:
- Players can still lead all newly supported mobs
- Vanilla leash rendering should display normally
- Leash attachment and movement remain synchronized through Minecraft’s normal networking
- Players will not have access to the Mod Menu configuration screen
A client installation is only needed or recommended for:
- Accessing the Mod Menu configuration interface
- Viewing the server’s synchronized settings in-game
- Editing settings in-game when the player has permission
CurseForge environment classification:
Server-side: Required
Client-side: Optional
Configurable Mobs
Lead Mobs+ provides individual settings for vanilla creatures that normally cannot be led, including villagers and hostile mobs.
Compatible modded mobs can be enabled or disabled through a master configuration option.
Default Exclusions
With the default configuration, the following vanilla mobs cannot be led:
- Shulker
- Enderman
- Ender Dragon
- Wither
- Warden
- Elder Guardian
The mod also prevents leashing:
- Players
- Recognized vanilla or modded bosses
- Entities marked as bosses or permanently excluded through supported tags
- Nonliving entities
- Armor stands
- Boats
- Minecarts
- Projectiles
- Display entities
- Multipart boss parts
Modpack creators can exclude additional entities through these tags:
leash_mobs_plus:never_leashable
leash_mobs_plus:bosses
Hostile Mobs Stay Hostile
Attaching a lead does not tame, calm, or pacify hostile creatures.
Creepers can still explode, skeletons can still shoot, and other enemies retain their normal targeting, attacks, movement, and special abilities. Leashing a hostile mob does not make it safe.
Flying and Aquatic Mobs
Flying mobs can be led but are prevented from remaining more than approximately four blocks above their leash holder.
Aquatic mobs can be led normally in water. When an aquatic mob is dragged several blocks onto land and begins taking out-of-water damage, its leash breaks so it is no longer forcibly pulled farther inland.
Mod Compatibility
Most modded creatures work automatically when they use Minecraft’s standard mob and leash systems.
Recognized modded bosses remain excluded for safety and compatibility. Modpack developers can also use the provided entity tags to prevent specific creatures from being leashed.
Lead Mobs+ is designed to feel like a natural expansion of Minecraft’s vanilla lead mechanic while remaining configurable for singleplayer worlds, multiplayer servers, and modpacks.