mobs-revamped-1.0.0.jar
Curse Maven Snippet
What's new
This is the first version, on this version the mod adds:
Animal behavior and curiosity:
Implements a curiosity system for pigs, allowing them to randomly follow other mobs or the player (with a 1-in-10 chance; this triggers individually within a herd at a rate of 1 in 20, though they do not act if no entities are nearby).
Horses display much less curiosity and, unlike pigs, immediately lose interest if the target leads them away from their group.
Adds a herd formation mechanic with specific maximum sizes: 5 pigs, 10 sheep, 6 horses, and 10 cows. The minimum size for group behavior is 3 entities; if there are fewer or they are widely scattered, they act individually. Animals without a group actively seek to join one to reach the required number. Complete herds stay together unless a member dies, gets lost, or an obstacle blocks their path, at which point they are tagged as solitary entities (this also applies to tamed mobs).
Villager and Golem interactions:
Adds a threat alarm protocol (for events like Pillager raids or large groups of zombies): initially, only a small group (3 to 5 villagers) detects the danger and flees to their homes, while one of them runs to ring the bell to alert the rest of the village.
On Hard difficulty, Iron Golems actively seek to protect villagers or players. If a Golem was created by a player, it prioritizes and protects that player just as it would a villager.
Golems periodically offer flowers to nearby mobs (every 10 to 15 minutes); if no creature is nearby, the animation does not play.
During the day, adult villagers roam the village and explore interiors, gathering at a fixed distance to simulate conversation; If a player or another mob approaches, they interrupt the interaction to look at it.
New feline mechanics:
When diving into the water to hunt fish, cats now hold the fish directly in their mouths, reusing the visual and pickup mechanics seen with foxes and items.
General reactions and tamed animals:
All animals flee from hostile creatures (Pillagers, zombies, skeletons), with the exception of Endermen and spiders during the day. Chickens, cows, and donkeys are the most easily frightened.
Tamed animals (such as horses and donkeys) continuously follow the player; if the path is blocked, they stop and watch the player from as close as possible.
Cats exhibit semi-independent behavior: they follow their owner while the owner is moving, but if the owner stops, the cat wanders the nearby area, lies down, or rests, resuming the follow behavior as soon as the player starts walking again.
On the next updates i'll add more stuff and features, i'll try to keep updated the mod, be patient
This mod has no additional files

