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Mob AI Tweaks

Mob AI Tweaks

A mod that reworks mob AIs. Including some bosses.

105.2k
166
Game Mechanics
Mobs
Optimization

Compatibility

Minecraft: Java Edition

1.21.x
1.20.4–1.20.6
1.20.1
1.19.4

Platforms

Fabric
Forge
NeoForge

Supported environments

Client and server

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Links

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Creators

Unknowneth
Unknowneth Member

Details

Licensed MIT
Published 10 months ago
Updated yesterday
DescriptionGalleryChangelogVersions
All versionsMob AI Tweaks 1.8.0 for 1.20.1

Mob AI Tweaks 1.8.0 for 1.20.1

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Changelog

-Skeletons' "Sniper" AI is now automatically disabled if Epic Fight mod is installed.

-Skeletons now properly stop before shooting again if Epic Fight mod is installed.

-Made Pillager and Skeleton melee switching behavior work with Epic Fight.

-Fixed baby zombie ride positions on adult zombies.

-Fixed Ravagers continuing their charge attacks even after hitting their targets.

-Fixed Villagers being able to multi-task.

-Fixed fishing rods not displaying correctly when used by mobs.

-Fixed UsedItem and IsAggressive NBT datas being saved during world exit, causing unintended behaviors when rejoining the world.

-Removed blaze_extra_fireballs_count, replaced with blaze_fireball_count_easy, normal, and hard.

-Fixed iron golems attacking clerics if Guard Villagers is installed.

-Fixed witches attempting to jump if they are not throwing their potions when they have jump boost.

-Fixed a crash that could occur if an illusioner were to attack without a bow.

-Fixed corsairs from Xire87's Mob Variants having no AI whatsoever.

-Fixed MobVariantsCanConvert NBT tag being deleted by this mod if Xire87's Mob Variants is installed.

-Fixed burrowing husks being interrupted by knockback. They are now also immune to knockback when burrowing.

-Fixed the burrowing animation of husks being incorrect.

-Fixed ranged_mobs/override_attack_interval config not working on blazes, zombie fletchers, and zombie pigmen.

-Illusioners can no longer attack if they don't have bows.

-Added Chinese localization, credit to v191949v.

-Added Potions of Blinding to the Illusioner's drops.

-Added a rework to Chicken Jockeys.

-Added a rework to Witches.

-Added a small tweak to Wandering Traders.

-Added a new functionality to Villagers.

-Added a new datapack tag: healable_by_cleric_villager, contains villagers, wandering traders, guard villagers, iron golems, snow golems and undead mobs by default.

-Added a new datapack tag: zombies_illagers_cannot_attack, contains zombie pigmen by default.

-Added Target and PositionTarget to NBT data.

-Reworked how Snow Golems attack.

-Reworked how blindness works on mobs.

-Reworked the Evoker's fireball attack entirely.

-Reworked the way Evokers summon Vexes.

-Reworked and optimized the way Villagers use their special roles.

-Optimized the code used by the new Blaze attack animation.

-Added skeletons_that_use_vanilla_attack_checks. This allows skeletons to use their vanilla ranged-melee switch code as supposed to the optimized re-implementation of this mod. This was added because some skeleton mobs do not call super.initGoals() when overriding initGoals(). Contains corsairs from Xire87's Mob Variants by default.

-Added golems_cannot_target_at_all_cost datapack tag. This prevents iron and snow golems from targeting these sets of mobs due to potential mod conflicts. Contains villagers, guard villagers and both iron and snow golems.

-Added a new error message for /target. It will now say "Mob1 cannot target Mob2 as they are not a valid target for that entity." By default, if an iron or snow golem were to target a mob from golems_cannot_target_at_all_cost, or if any mob were to target a ghast (as they are hard coded in vanilla to never attack ghasts), this error occurs. This error does not happen however if the two mobs are from two different scoreboard teams.

-Sitting mobs now rely vibrations to check if whether or not they should wake up. This change is done for 2 reasons: consistency and performance. This is more consistent now as it (re)uses an already existing vanilla mechanic. It is now also more optimized because the original check for these were originally ran EVERY TICK. This new implementation is only ran when a game event happens (e.g., a player breaking blocks).

-Added husk_burrow_cooldown, which lets you change the cooldown of the husk's burrowing ability. 200 ticks (5 seconds) by default.

-Added husk_burrow_min_distance, which lets you change the minimum distance required for husks to attempt to burrow. Default is 12 blocks. Setting this to 0 allowes the husk to burrow at any distance.

-Added evoker_cast_fireball_count, which lets you change how many fireballs would an evoker spawn before sending them out. Default is 3. Setting this to 0 would cause the evoker to use its old fireball throwing behavior from before v1.8.0 of this mod.

Dependencies

dependency-iconSinytra Connectoroptional

Files

mob-ai-tweaks-1.8.0-1.20.1.jar(519.06 KiB) Primary
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Metadata

Release channel

Release

Version number

1.8.0

Loaders

Fabric ForgeNeoForge

Game versions

1.20.1

Downloads

2955

Publication date

July 15, 2025 at 2:37 PM

Publisher

Unknowneth

Unknowneth

Member

Version ID

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