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)

File Details

triggermobs-forge-1.20.1-1.3.2.jar

  • R
  • Feb 21, 2026
  • 175.84 KB
  • 27
  • 1.20.1
  • Forge

File Name

triggermobs-forge-1.20.1-1.3.2.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:trigger-mobs-1412118:7656838")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

- **TC-E bow-mob split:** When **`vanillaWeaponsRemoved`** is true and TConstruct-Emergence + Create:Gunsmithing are loaded, skeleton/stray/wither_skeleton always get a weapon: `weaponChance` (e.g. 0.2) get CGS, the rest get TC-E longbow. Use when a mod or datapack removes vanilla bows so bow mobs stay armed without raising TC-E’s global weaponChance.
- **TConstruct-Emergence / Tinkers compatibility:** Smart item pickup now treats only TConstruct **tools/weapons** as weapons (via `tconstruct:modifiable` tag), not all TConstruct items (materials, casts, etc.). Fixes mobs (e.g. skeletons) spawning without weapons when TConstruct-Emergence had equipped them—TriggerMobs no longer strips those items. Addon weapons from **Tinkers-Rapier** and **TinkersKatanas** are also recognized (tag or namespaces `tinker_rapier`, `tinkerskatanas`).