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Mob AI Tweaks

Mob AI Tweaks

A mod that reworks mob AIs. Including some bosses.

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173
Game Mechanics
Mobs
Optimization
AboutGalleryChangelogVersions

Mob AI Tweaks 1.8.3 for 1.20.1

by Unknowneth on Aug 18, 2025
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Mob AI Tweaks 1.8.6 for 1.21

by Unknowneth on Aug 18, 2025
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-Fixed Evokers gaining invincibility frames when using their fireball attacks. This made them annoying to fight in some occasions.

-Fixed Long Potions of Blinding not being brewable. You can now brew them like normal by adding redstone dust to a normal potion of blinding.

-Potions of Blinding can now be brewed into potions of invisibility by adding a fermented spider eye.

Mob AI Tweaks 1.8.3 for 1.21.5

by Unknowneth on Aug 18, 2025
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-Fixed Evokers gaining invincibility frames when using their fireball attacks. This made them annoying to fight in some occasions.

-Fixed Long Potions of Blinding not being brewable. You can now brew them like normal by adding redstone dust to a normal potion of blinding.

-Fixed Breeze wind charges being desynced in crazy mobs mode.

-Potions of Blinding can now be brewed into potions of invisibility by adding a fermented spider eye.

-Fixed attack animations of the Wither and Snow Golems being slightly incorrect.

Mob AI Tweaks 1.8.1 for 1.21.8

by Unknowneth on Aug 18, 2025
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-Fixed Evokers gaining invincibility frames when using their fireball attacks. This made them annoying to fight in some occasions.

-Fixed Long Potions of Blinding not being brewable. You can now brew them like normal by adding redstone dust to a normal potion of blinding.

-Fixed Breeze wind charges being desynced in crazy mobs mode.

-Potions of Blinding can now be brewed into potions of invisibility by adding a fermented spider eye.

Mob AI Tweaks 1.8.0 for 1.21.8

by Unknowneth on Aug 10, 2025
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-Ported to 1.21.8

-Contains all the features from 1.8.2 for 1.21.5.

Mob AI Tweaks 1.8.2 for 1.20.1

by Unknowneth on Aug 10, 2025
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-Added a "illagers_and_zombies_prioritize_player" toggle. Disabling this setting makes it so that zombies and illagers would rather prioritize their first targets when fighting as supposed to immediately going after the player. By default, this is true as it is the intended behavior.

-Updated zh_cn translation. (thanks, v191949v)

-Drowned trident attack rework is now automatically disabled when Fintastic is installed (note, the latest version of Fintastic does not work with this mod. Furthermore, this issue is on Fintastic's side, which I already reported to the devs of it so that they can hopefully fix it.)

Mob AI Tweaks 1.8.5 for 1.21

by Unknowneth on Aug 10, 2025
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Mob AI Tweaks 1.8.2 for 1.21.5

by Unknowneth on Aug 10, 2025
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-Added a "illagers_and_zombies_prioritize_player" toggle. Disabling this setting makes it so that zombies and illagers would rather prioritize their first targets when fighting as supposed to immediately going after the player. By default, this is true as it is the intended behavior.

-Updated zh_cn translation. (thanks, v191949v)

-Fixed Blasting Impression working on melee attacks.

Mob AI Tweaks 1.8.1 for 1.21.5

by Unknowneth on Aug 5, 2025
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-Fixed a crash caused by reworked zombie leaders spawning with invalid data.

-Fixed snow golems not having their throw animations.

-Fixed witches having dislocated noses when holding any potion.

-Fixed hostile mobs attempting to sit down even when taking fire damage.

Mob AI Tweaks 1.8.0 for 1.21.5

by Unknowneth on Aug 2, 2025
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-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.

-Added Chinese localization, credit to v191949v.

-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.

-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.

-Fixed the Wither withering all over the place when spawned on ice or when it acquires a far away target upon being spawned.

-Fixed baby zombie ride positions on adult zombies.

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

-Fixed a crash relating to skeletons switching weapons in certain conditions.

-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.

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

-Removed an unused datapack tag.

-Cleaned up a bit of the config code.

Mob AI Tweaks 1.8.4 for 1.21

by Unknowneth on Jul 23, 2025
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Mob AI Tweaks 1.8.1 for 1.20.1

by Unknowneth on Jul 23, 2025
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-Fixed the Wither withering all over the place when spawned on ice or when it acquires a far away target upon being spawned.

Mob AI Tweaks 1.8.0 for 1.20.1

by Unknowneth on Jul 15, 2025
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-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.

Mob AI Tweaks 1.8.3 for 1.21

by Unknowneth on Jul 15, 2025
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-Removed an unused datapack tag.

-Cleaned up a bit of the config code.

Mob AI Tweaks 1.8.2 for 1.21

by Unknowneth on Jul 12, 2025
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-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).

-Nerfed Full-Auto Retrofit, there is now a noticable 2 tick interval when used.

-Fixed Full-Auto Retrofit not working on Neo/Forge.

-Fixed evokers instantly despawning if they die while having any fireballs surrounding them.

-Fixed evoker fireballs not despawning when they die.

-Fixed a crash caused by upgrading the mod config from 1.7.7 to 1.8.1.

-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.

-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.

Mob AI Tweaks 1.8.1 for 1.21

by Unknowneth on Jul 11, 2025
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-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.

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

-Added Chinese localization, credit to v191949v.

-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.

Mob AI Tweaks 1.8.0 for 1.21

by Unknowneth on Jul 8, 2025
Download

-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.

-Fixed baby zombie ride positions on adult zombies.

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

-Fixed a crash relating to skeletons switching weapons in certain conditions.

-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.

Mob AI Tweaks 1.7.6 for 1.20.1

by Unknowneth on Jul 1, 2025
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-Fixed a stack overflow error caused by creating a new world for the first time.

-Fixed a crazy mode related crash involving skeleton's melee weapon switch behavior.

-Added an option to make zombies and illagers fight naturally.

Mob AI Tweaks 1.7.7 for 1.21

by Unknowneth on Jun 29, 2025
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-Fixed Ravagers dropping twice the amount of loot on certain occasions.

-Fixed Elder Guardians dropping nothing at all.

-Added an option to make Zombies and Illagers attack each other naturally.

Mob AI Tweaks 1.7.2 for 1.21.5

by Unknowneth on Jun 28, 2025
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-Fixed a crash that could occur if the player was killed during the middle of an Iron Golem or Ravager's special attack.

-Fixed a crash that could occur if an Illusioner loses its target while reshuffling clones.

-Fixed Illusioner clone's arrows having different inaccuracy deviation, they now all share the same uncertainty.

-Fixed a crash that could occur if a Skeleton while skeleton_switch_to_melee_range setting is set to 5 or higher, attempts to switch to a melee weapon.

-Fixed this mod's enchantments being able to spawn in modded structures.

-Optimized the code used for the Elder Guardian's reworked beam attack.

-This mod now patches GoalSelector's tick() function and puts it inside a try-catch statement. In simpler words, mob behaviors can no longer crash the game and only leave an error message in the server log.

-Added particle effects to indicate if a Ravager is about to and is performing its special attack.

-Added Tide armor trims to the Elder Guardian's drops.

-Added a config option to change the shooting speed of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/override_attack_intervals.txt)

-Added a config option to change the melee attacking movement speed of pillagers. (pillager_melee_mode_speed_boost, 0 by default, which means no movement speed boost)

-Added a config option to change the melee attacking movement speed of skeletons. (skeleton_melee_mode_speed_boost, 10 by default, which means 10% faster, overriding vanilla's 25%)

-Added a config option to change the secondary melee weapon of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/mob_secondary_weapons.txt, pillagers have stone axes by default)

-Added a config option to change the wait time needed for pillagers to switch to an axe and try to break a blocking target's shield. (pillager_shield_break_cooldown, 60 by default, making the pillager wait 60 ticks (3 seconds) before attempting to break a shield), 0 means immediate)

-Added a config option to change the distance needed for pillagers to switch to a melee weapon when their targets are up-close. (pillager_switch_to_melee_range, 3 by default, 0 means its disabled)

-Added a config option to allow skeletons to switch to a melee weapon when their targets are up-close. (skeleton_switch_to_melee_range, 0 by default, which means its disabled)

-Nerfed the melee attacking movement speed multiplier for skeletons to compensate for the fact that all melee attacking mobs do not "pause" when pathfinding anymore. (from vanilla's 25% to 10%)

-Nerfed the shooting speed of wither skeletons when using a bow, they now take 1 second longer. This means they fire 0.5 seconds faster than a bogged, which is roughly 1 arrow every 3 seconds on hard difficulty.

-Nerfed pillager's shield breaking behavior, they now wait for 3 seconds before attempting it and now occasionally pauses trying to close the gap to make them look like they're "playing it safe".

-Nerfed crossbow using mobs, they now shoot slower on easy difficulty.

-Removed "pillagers_use_melee_attack" config option, it is now replaced by "pillager_switch_to_melee_range".

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