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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-1.20.1-1.5.1.jar

File nametriggermobs-forge-1.20.1-1.5.1.jar
Uploader
spock117spock117
Uploaded
Mar 20, 2026
Downloads
72
Size
207.9 KB
Mod Loaders
Forge
File ID
7783627
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:trigger-mobs-1412118:7783627")

Learn more about Curse Maven

What's new

V1.5.1 Villager Recruit CGS spawn (for summon testing)

  • Recruits CGS vs guards: recruitsTinkersReplaceWithCgs and recruitsTinkersReplaceChance control recruit main-hand vanilla/Tinkers→CGS replacement independently of guard CGS spawn settings.
  • Main-hand replace scope: Applies to vanilla swords, axes, bows, crossbows, and tridents (plus Tinkers’ Construct and Tinkers Things tools), not only Tinkers-branded items.
  • Spawn flow: A failed recruit replace roll no longer skips the normal CGS path—weaponChance, valid_gun_mobs, and mobWeaponOverrides still apply where configured.
  • Ammo on assign: recruitsCgsSpawnAmmoAmount (default 64) adds matching CGS ammo to recruit inventory when TriggerMobs assigns a CGS gun (e.g. crossbowman offhand and recruit main-hand paths).

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