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-1.20.1-1.5.0.jar

  • R
  • Mar 19, 2026
  • 205.58 KB
  • 29
  • 1.20.1
  • Forge

File Name

triggermobs-forge-1.20.1-1.5.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:trigger-mobs-1412118:7781730")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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V1.5.0

  • Optional Recruits integration: When the Recruits mod is loaded, recruits:crossbowman gets a TriggerMobs gun goal (NTGL/CGS) that respects Recruits ranged and strategic-fire commands. CGS gun is equipped in the off hand so the vanilla crossbow stays in the main hand for Recruits’ own AI. valid_gun_mobs includes recruits:crossbowman for CGS spawn assignment.
  • Finite ammo for crossbowmen: IgnoreAmmo is not applied to their spawned CGS weapons; shots consume magazine ammo per NTGL—players must supply ammo (no infinite ammo). Reload pulls from the recruit’s inventory (not NTGL’s mob free-reload paths). CGS ammo on the ground near crossbowmen can be moved into inventory; other mobs no longer delete loose CGS ammo items when cleaning drops.