COWMODSКаталог модов

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)

Автор: spock1172,4 тыс.5обновлён 19 июл. 2026 г.
СнаряжениеМобыТехнологии

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 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:

NeoForgeForge
Minecraft1.21.11.20.1
LoaderNeoForge 21.1.228+Forge 47.4.0+
Typical NTGLe.g. ntgl-1.21.1-3.xe.g. ntgl-1.20.1-3.0.4
Recruits crossbowmenNot in the NeoForge jarOptional 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: 1.5.5 — 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 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 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. Use and modify under the mod license.

Последние версии

Все версии →
release

Trigger Mobs 1.20.1-1.5.3

1.20.1-1.5.3
19 июл. 2026 г.535Minecraft: 1.20.1forge
Скачать
Что нового
V1.5.3 Fix crash with NTGL 3.1.2 ammo checks and shoot message API Use WeaponData for hasAmmo and the message.weapon C2SMessageShoot package so mobs with CGS guns no longer NoSuchMethodError on tick.
release

Trigger Mobs 1.5.6

1.5.6
19 июл. 2026 г.948Minecraft: 1.21.1neoforge
Скачать
Что нового
Version 1.5.6 (NeoForge / Minecraft 1.21.1) - **CGS spawn:** Set NTGL IGNORE_AMMO, fill magazine, and seed fuel on assign (including already-held CGS guns). - **Loot:** Drop nailgun/blazegun from automatic gun/guard loot pools; overrides still seed fuel. - **Debug:** Add debugGunAi / debugGunSpawn config switches ([TM-ai] / [TM-spawn] logging).
release

Trigger Mobs 1.20.1-1.5.2

1.20.1-1.5.2
8 мая 2026 г.274Minecraft: 1.20.1forge
Скачать
Что нового
# Trigger Mobs — Forge 1.20.1 changelog (v1.5.2 → v1.1.x) Releases for **Minecraft 1.20.1 / Forge**. Newest first. ## v1.5.2 - **Loot Integrations:** Loot table JSON fixes for Forge — explicit `minecraft:uniform` number providers where required; CGS attachment and ammo entry corrections so tables parse and roll correctly. ## v1.5.1 - **Recruits:** Config to replace recruit main-hand vanilla / Tinkers weapons with CGS (`recruitsTinkersReplaceWithCgs`, `recruitsTinkersReplaceChance`); on CGS assign, optional inventory ammo via `recruitsCgsSpawnAmmoAmount`; recruit / villager CGS spawn edge cases (e.g. summon testing). ## v1.5.0 - **Recruits (optional):** Crossbowmen can use NTGL / Create: Gunsmithing guns (off-hand gun, main-hand crossbow), strategic / ranged commands, **finite ammo**, inventory-based reload, fallback to vanilla crossbow when empty. ## v1.4.1 - **Loot:** Expanded / updated CGS ammo entries in Loot Integrations–related loot. ## v1.4.0 - **Loot Integrations:** Optional injection of CGS guns, attachments, and ammo into combat / adventure structure chests (config: `includeLootGuns`, `includeLootAttachments`, `includeLootAmmo`). - **Loot tables:** CGS-focused loot tables added for integration with Loot Integrations and addons. ## v1.3.5 - **Spawning / datapacks:** Blazegun removed from automatic mob and guard CGS spawn pools and related datapack entries. ## v1.3.4 - **Compatibility:** TCMobArmor and **Tinkers Things** integration for bow-type mobs (spawn / weapon handling aligned with those mods). ## v1.3.3 - **Config:** `fireRateDelayMultiplier` — scales delay between shots for all gun-using mobs (default 4.0, minimum 1.0). ## v1.3.2 - **TConstruct-Emergence:** When `vanillaWeaponsRemoved` is enabled, skeleton-class mobs split between CGS guns and TC-E longbow (etc.) so they stay armed predictably. - **Tinkers:** Mobs keep `tconstruct:modifiable` and common addon weapons (e.g. Tinkers Rapier / Katanas) instead of being stripped. ## v1.3.1 - **NTGL:** Cooldown handling aligned with NTGL to reduce erroneous “tried to fire before cooldown finished” server warnings. ## v1.3.0 - **CGS spawning:** Built-in Create: Gunsmithing arm-on-spawn for hostiles and (with Guard Villagers) guards — pools, dual wield, attachments, overrides (`triggermobs-common.toml`). - **Config overhaul:** Spawning, accuracy (`aiAccuracyNerf`, `guardAccuracyNerf`), and related tuning consolidated in common config. ## v1.2.0 - **Guard Villagers (optional):** Guards get gun AI, CGS-related pickup / spawning hooks, and integration with existing mob gun behavior. - **Polish:** Mod icon; changelog; guard weapon pickup behavior. ## v1.1.0 - **Create: Gunsmithing (optional):** Per-weapon-type mob AI when CGS is installed (flintlock, shotgun, gatling, etc.). - **Smart item pickup:** Mobs favor weapons/tools; junk dropped from hands — implemented with **Forge events** instead of mixins for pickup (`TriggerMobsEvents`). - **Dual wielding:** One-handed NTGL weapons when both hands hold compatible guns.
release

Trigger Mobs 1.5.5

1.5.5
8 мая 2026 г.691Minecraft: 1.21.1neoforge
Скачать
Что нового
# Version 1.5.5 (NeoForge / Minecraft 1.21.1) - **Build:** NeoForge Gradle picks up local Create:Gunsmithing jars named **`create-gunsmithing-*.jar`** as well as **`cgs-*.jar`** / **`cgs*.jar`** from `common/libs/` (artifact rename no longer skips the local jar). - **Compatibility:** Shipped **`minecraft:is_projectile`** datapack extension adds **`ntgl:energy`** alongside **`ntgl:bullet`**, **`ntgl:fire`**, and **`ntgl:explosive`** (matches NTGL damage types). - **Dependencies:** Default Maven fallback versions in **`gradle.properties`** updated to **NTGL 1.21.1-3.1.3** and **CGS 1.4.5** when no matching jars are present in `common/libs/`. ### Version 1.5.4 (NeoForge / Minecraft 1.21.1) - **1.5.4:** `neoforge.mods.toml` — optional integrations (**guardvillagers**, **cgs**) use NeoForge **`type = "optional"`**; **neoforge**, **minecraft**, and **ntgl** use **`type = "required"`**. ### Version 1.5.3 (NeoForge / Minecraft 1.21.1) - **1.5.3:** Monsters never use gun AI against another monster (`MobGunAttackGoal`). - Port to **NeoForge** with **`neoforge.mods.toml`** and **`[[mixins]]`** config. - **`NtglServerPlayHandlerAggroMixin`** — Skip NTGL’s hostile sound-radius aggro sweep for **non-player** shooters. - **`MobGunAttackGoal`** — Target validity (no monster-vs-monster shooting); piglin aggression guard; NTGL **`GunAttackGoal`** stripped for monsters/guards holding NTGL weapons. - Config bootstrap no longer reads Forge config getters before the common spec loads (avoids spurious “config not loaded” errors). ### Version 1.5.2 (Forge 1.20.1 — Loot Integrations) - Loot JSON: explicit **`minecraft:uniform`** where required; attachment / ammo entry fixes for CGS + Forge parser expectations. ### Version 1.5.1 — 1.5.0 (Forge 1.20.1 — Recruits) - Optional Recruits crossbowman gun AI, finite ammo, recruit CGS replace options — **Forge 1.20.1 builds only**.