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Trigger Mobs

(also 1.21.1-NeoForge) Makes NTGL [NukaTeam's Gun Lib] guns and Create: Gunsmithing guns usable by mobs and guards/recruits from guard-villagers, and recruits mod if they are holding them (also with spawn logic and loot integrations support)
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triggermobs-forge-1.20.1-1.3.0.jar

File nametriggermobs-forge-1.20.1-1.3.0.jar
Uploader
spock117spock117
Uploaded
Feb 17, 2026
Downloads
27
Size
172.8 KB
Mod Loaders
Forge
File ID
7636826
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:trigger-mobs-1412118:7636826")

Learn more about Curse Maven

What's new

Version 1.3.0

  • Built-in CGS Gun Spawning: Mobs spawn with Create:Gunsmithing weapons on join. Config: cgsSpawningEnabled, weaponChance (0.2), dualWieldChance, mobWeaponOverrides (per-mob weapon pools), maxAttachmentSlots, allowAdvancedWeapons, dropChanceOverride. Works with valid_gun_mobs tag and config overrides. TConstruct-Emergence compatible (skips when TC-E equipped).
  • Guard CGS Spawning: Separate config for guards: guardCgsSpawningEnabled, guardWeaponChance (0.35). Guards can overwrite TConstruct weapons with CGS. When enabled, TriggerMobs removes CGS pools from guard_armor loot table. Default guard weapon pool: flintlock, revolver, shotgun, nailgun, gatling, blazegun, launcher.
  • Guard Accuracy Nerf: New guardAccuracyNerf (default 0.7) for guard villagers. Guards use this instead of aiAccuracyNerf for shooting spread.
  • Accuracy Config: aiAccuracyNerf (1.0 = ±4–8° baseline). Higher = more inaccurate, lower = more accurate.
  • Other AI Config: aiReactionDelayTicks, outOfAmmoFallbackTicks for fallback when ammo runs out.

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