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Trigger Mobs

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)

Modrinth equipment mobs technology

Описание

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](https://www.curseforge.com/minecraft/mc-mods/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](https://www.curseforge.com/minecraft/mc-mods/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:** **1.5.5** — Local dev/build picks up **Create:Gunsmithing** jars named **`create-gunsmithing-*.jar`** from `common/libs/` (plus existing **`cgs-*.jar`** patterns). Shipped **`minecraft:is_projectile`** tag extension includes **`ntgl:energy`**. Default **`gradle.properties`** fallbacks align with **NTGL 1.21.1-3.1.3** / **CGS 1.4.5** when jars are omitted. **`neoforge.mods.toml`** still marks **Guard Villagers** and **Create:Gunsmithing** (`cgs`) as **`type = "optional"`**; core deps remain **`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 **TriggerMobs**’ **`MobGunAttackGoal`** + 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)** - **1.5.5** — **`create-gunsmithing-*.jar`** local detection; **`ntgl:energy`** in **`is_projectile`** merge tag; dependency fallback versions refreshed (**NTGL 3.1.3** / **CGS 1.4.5**). - **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](https://github.com/Spock117/TriggerMobs/issues) 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](https://www.curseforge.com/minecraft/mc-mods/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 CGS weapon AI - **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 **1.5.5+** on the **Files** tab; full notes live in the GitHub **README** for the matching tag. --- *Hobby project — [GitHub](https://github.com/Spock117/TriggerMobs). Use and modify under the mod license.*