Wild Behavior 1.2
Curse Maven Snippet
What's new
** Wild Behavior 1.2 **
- Fixed Herds falling off cliffs and getting stuck.
- Added Compatibility with Alex's Mobs (Fabric)
- Added Mod Menu and Config .json file.
- Added new settings "FightBackHelp" - "waterAggression" - "aggressiveKillTimer"
FightBackHelp - The number of entities of same species that will join a defensive fight
waterAggression - Animal is only aggressive when target is in Water (They will chase you out) (Good for crocs)
aggressiveKillTimer - Number of seconds before an aggressive mobs decides to persue another target after killing
- Trader llamas and village livestock no longer flee from players; still flee Aggressive threats
- Settings can be accessed with Mod Menu (Im keeping my principle of, make it as configureable as possible. theres a LOT in there)
- Added new Death message; "was torn apart by a pack of wolves"
- More Lag-Optimized rendering settings
- Added Special Settings, and One setting allowing for one-shot arrow kills for fleeing mobs.
- Implemented more realistic player recognition, and Memory for mobs (Memory = seconds after loosing line of sight they continue searching for target)
- Fixed Flee-distance not working for players on fearful mobs.
- Fixed Skeleton Aggression
- Babies No longer attack you.
- Added Fleeing bird/bat/bee mechanic
- Custom Mob AI now Ignores Creative players :)
- Mobs now resort to vanilla behavior when unprompted by Wild Behavior (and modded mobs do the same for theirs) This fixes mobs doing nothing.
(Bug) - Herding is broken for large entities like Elephants and Bison in Alex's mobs. They are disabled for now, but just be aware of it.
This mod has no additional files

