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(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)

Description

TriggerMobs turns hostile mobs into NukaTeamGunLib gunners: strafe, spacing, reload, and configurable spread. Optional Create:Gunsmithing adds weapon-specific AI (flintlocks, shotguns, gatlings, launchers, and more). Optional Guard Villagers lets village guards use the same NTGL/CGS behavior when that mod is installed. Built-in CGS spawning arms mobs and guards on join (pools, dual wield, attachments, drops in config/triggermobs-common.toml). With Loot Integrations and addon packs, CGS guns, attachments, and ammo can appear in combat and adventure chests (includeLootGuns, includeLootAttachments, includeLootAmmo).

Two loaders on this project — pick the Files download for your Minecraft version:

NeoForge Forge
Minecraft 1.21.1 1.20.1
Loader NeoForge 21.1.228+ Forge 47.4.0+
Typical NTGL e.g. ntgl-1.21.1-3.x e.g. ntgl-1.20.1-3.0.4
Recruits crossbowmen Not in the NeoForge jar Optional with Recruits (v1.5.0+)

Always required: NukaTeamGunLib and a gun pack (e.g. Create:Gunsmithing) — NTGL does not ship weapons by itself.

Latest NeoForge line: 1.5.4neoforge.mods.toml marks Guard Villagers and Create:Gunsmithing (cgs) as type = "optional" so TriggerMobs loads without them; NTGL, NeoForge, and Minecraft stay type = "required".


NeoForge — Minecraft 1.21.1

Requirements: Minecraft 1.21.1, NeoForge 21.1.228+, NTGL for 1.21.1, and a gun pack using NTGL.

Behavior & fixes (NeoForge builds)

  • Mob-shot aggro mixin — NTGL’s server code can run a hostile sweep on unsilenced shots (setLastHurtByMob in sound range). TriggerMobs skips that sweep for non-player shooters so one mob’s shot does not make every nearby hostile blame the shooter, while projectiles still spawn and players can still be shot.
  • Mob gun targeting — Gun AI follows the mob’s attack target without requiring LivingEntity.canAttack in cases where that wrongly caused “chases you, never fires.”
  • Single gun pipeline — NTGL’s mob GunAttackGoal is removed for hostiles (and guards when Guard Villagers is present) so only TriggerMobsMobGunAttackGoal + strategies run.
  • No monster-on-monster gunfire — A Monster does not use gun AI against another Monster; players, villagers, iron golems, and other non-monster targets are unaffected.
  • Piglins — Respects vanilla AbstractPiglin aggression (no off-state mag dumps).

Version notes (NeoForge, short)

  • 1.5.4 — Dependency metadata: type = "optional" for guardvillagers / cgs; type = "required" for core deps (see above).
  • 1.5.3 — Monster-vs-monster gun suppression in MobGunAttackGoal; NeoForge port (mixins, config load order, aggro mixin, goal strip).

Tested with (examples): Minecraft 1.21.1, NeoForge 21.1.228+, NTGL 1.21.1-3.x, optional Create:Gunsmithing, Guard Villagers, Loot Integrations. Other sets may work; use the issue tracker for bugs.


Forge — Minecraft 1.20.1

Requirements: Minecraft 1.20.1, Forge 47.4.0+, NukaTeamGunLib (required), and a gun pack (e.g. Create:Gunsmithing).

Optional Recruits (v1.5.0+) — When Recruits is installed, recruits:crossbowman can use NTGL/CGS guns as an addon (no Recruits source patch): gun in the off hand, crossbow in the main hand, ranged and strategic-fire commands respected. There is no infinite ammo — supply CGS/NTGL ammo (inventory, chests, or ground pickup near the recruit). Reload uses the recruit’s inventory; when empty they fall back to crossbow behavior. Recruits remains optional at runtime.

Tested with (examples): Minecraft 1.20.1, Forge 47.4.0 / 47.4.10, NTGL ntgl-1.20.1-3.0.4; Create:Gunsmithing, Guard Villagers, and optionally Recruits (1.20.1). Other NTGL packs and versions may work but are not guaranteed.


Shared features (both versions)

Armed and dangerous — Zombies, pillagers, vindicators, and other hostiles can pick up and use NTGL guns: strafe, keep distance, and pressure you in firefights.

Built-in CGS gun spawning — With Create:Gunsmithing, mobs and guards can spawn already armed; no InControl required for that path.

Loot Integrations chest loot — Inject CGS guns, attachments, and ammo into combat/adventure structure chests (dungeons, outposts, strongholds, bastions, ancient cities, Integrated Villages, Underground Villages, etc.) when Loot Integrations + compatible addons are installed. Toggle with includeLootGuns, includeLootAttachments, includeLootAmmo.

⚠️ Warnings

  • Do not leave loaded guns on the ground where mobs can grab them.
  • Do not leave grenades on the ground unless you want surprise frags.

Smart item pickup — Mobs favor weapons and tools and drop junk from hands. One-handed NTGL weapons can be dual-wielded when they pick up a second compatible gun.

Balanced combat — Spread and cadence are tunable (aiAccuracyNerf, guardAccuracyNerf, fireRateDelayMultiplier, reaction delay, attack intervals). On Forge 1.20.1, most CGS-spawned hostiles get generous NTGL mob ammo behavior; Recruits crossbowmen are the exception — finite magazine, you must supply ammo.

Works with any NTGL gun pack — Not only Create:Gunsmithing; any pack that registers weapons through NTGL benefits from the generic AI path, with extra strategies when CGS is present.


Configuration (config/triggermobs-common.toml)

  • CGS gun spawning: cgsSpawningEnabled, weaponChance, dualWieldChance, mobWeaponOverrides (per-mob pools, e.g. minecraft:zombie=cgs:flintlock), maxAttachmentSlots, allowAdvancedWeapons, dropChanceOverride
  • Guard CGS spawning: guardCgsSpawningEnabled, guardWeaponChance; guards use guardvillagers:guard in mobWeaponOverrides for their pool when Guard Villagers is installed
  • Accuracy: aiAccuracyNerf, guardAccuracyNerf
  • AI timing: aiReactionDelayTicks, fireRateDelayMultiplier, outOfAmmoFallbackTicks, baseAttackIntervalTicks, attackIntervalVariance
  • Forge 1.20.1 only (when Recruits is present): recruitsTinkersReplaceWithCgs, recruitsTinkersReplaceChance, recruitsCgsSpawnAmmoAmount, etc. — see in-game config comments for your jar version

Optional Create:Gunsmithing weapon AI (when CGS is installed)

  • Flintlock & revolver — Medium range, dual-wield capable when one-handed
  • Shotgun — Close-range pressure
  • Nailgun — Sustained fire
  • Gatling — Suppression-style fire
  • Blazegun — Close-medium fire (Forge: removed from automatic mob/guard spawn pools from v1.3.5 onward; you can still give one manually)
  • Launcher — Long-range rockets
  • Pneumatic hammer — Melee-heavy
  • Frag grenade — Throwing behavior

Non-CGS NTGL weapons use the generic strategy with configurable intervals.


Forge 1.20.1 — feature timeline (short)

Not every line applies to every old jar; use the Files changelog for the exact download.

  • v1.5.x — Recruits crossbowman integration, recruit CGS replace options, finite ammo for recruits
  • v1.5.2 — Loot Integrations JSON fixes (uniform providers, attachment/ammo entry corrections)
  • v1.4.x — Loot Integrations chest injection; expanded CGS ammo loot (v1.4.1)
  • v1.3.x — Built-in CGS spawn & guard overhaul; fire-rate multiplier; TC-E / Tinkers compatibility tweaks; blazegun removed from pools

NeoForge 1.21.1 — Current releases are 1.5.4+ on the Files tab; full notes live in the GitHub README for the matching tag.


Hobby project — GitHub. Use and modify under the mod license.