⚠️ Developer Disclaimer (Please Read!)
This mod forcefully pushes the aging vanilla Minecraft 1.12.2 pathfinding engine to its absolute limits. Because I are overriding core hardcoded mechanics, this is not a flawlessly polished product. You will occasionally see mobs stuttering, getting confused in tight corners, rapidly twitching their heads, or experiencing "AI hiccups" when multiple pathfinding tasks conflict. Think of this as an experimental, highly aggressive AI overhaul rather than a perfect vanilla-like mechanic.
SERVER-SIDE ONLY COMPATIBLE! This mod modifies AI logic exclusively on the server. You can install it on your multiplayer server, and your players will NOT need to download or install this mod on their clients to join! It works perfectly with vanilla clients.
🧠 Complete AI Overhaul Features
🛡️ Combat & Tactics
Active Shield Blocking: Mobs have a configurable chance to spawn with shields. They will actively raise their shields to block your melee attacks and projectile weapons. Modded Firearm Support: The shield AI is programmed to recognize and block bullets/projectiles from popular mods like Techguns, HBM's Nuclear Tech, Immersive Intelligence, and more.(Demonstrated in Demo 1)
Enderman Backstabs: Endermen will tactically teleport directly behind you during combat to strike your blind spot, especially if they hit your shield.
Evoker Escapes: Evokers will teleport away from melee danger and summon Vindicator bodyguards to protect themselves.
Spider Web Trappers:Spiders will weave temporary cobwebs directly on the player's position during melee combat to lock you in place. These webs dissolve automatically after a set time. Spiders will also actively hunt Villagers in the dark.
Dynamic Gear Looting: Mobs scan their surroundings and automatically equip dropped weapons or armor if the stats are better than their current gear.
Siege & Demolition
Base Breachers: Mobs can actively destroy wooden walls, fences, doors, and trapdoors. You can add custom blocks to the demolition list via the config.
Pickaxe Zombies: Zombies have a chance to spawn holding pickaxes, which grants them the ability to mine through iron doors and iron defenses.
Tactical Sabotage (Lights & Redstone): Monsters will actively seek out and destroy light sources to plunge your base into darkness (configurable minimum light level). They will also rip out redstone wires, repeaters, and redstone torches. Dangerous blocks like fire and lava are ignored.
Creeper Wall Breaching: Creepers will deliberately explode against walls if they sense you nearby but cannot find a clear path, creating a breach for the horde.
Ghast Glass-Breakers: Ghasts can now see players through glass domes using a custom raytracer and will actively shoot fireballs to shatter your safe rooms.
🏃 Navigation & Movement
Anti-Pitfall Leaping: Mobs will no longer blindly walk into trenches; they will take a running leap across 1-2 block wide gaps and lava moats to reach you.
Smart Glass Detours: When mobs get stuck staring at you through glass, they will strategically slide along the wall to find an open entrance or an angle to attack.
Glass Vision: All hostile mobs can now visually detect you through glass, stained glass, and glass panes.
Anti-Towering: If you try to cheese melee mobs by towering up on a dirt pillar, they will refuse to stand at the bottom. Instead, they will retreat, seek cover, and wait for you to come down.
🌍Survival & Environment
Smart Sun Protection: Burning Zombies and Skeletons will stop chasing you and actively seek shade or jump into the water during the day to avoid burning to death. Once in the water, they are immune to sun damage while swimming.
Global Aggro (Hivemind): Hitting one mob will cause it to call all other surrounding monster types for help, just its own species.
No Friendly Fire: To make the horde more dangerous, friendly fire between monsters is disabled by default. Skeletons will no longer start wars with zombies!
⚙️ Highly ConfigurableAlmost every single mechanic mentioned above can be tweaked, tuned, or completely disabled in the smartevilmobs.cfg file to fit your modpack's balance.
(I'll add videos demonstrating the mechanics later; I'm releasing this.Apologies for the article's formatting; for some reason, many of the colors I use for dividers are disappearing, even though everything looks fine on the editing pages mod in a rush as it is.)

