COWMODSКаталог модов
Trigger Mobs

ВЕРСИИ (4)

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Trigger Mobs 1.20.1-1.5.3

1.20.1-1.5.3
19 июл. 2026 г.535Minecraft: 1.20.1forge
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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.
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Trigger Mobs 1.5.6

1.5.6
19 июл. 2026 г.948Minecraft: 1.21.1neoforge
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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).
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Trigger Mobs 1.20.1-1.5.2

1.20.1-1.5.2
8 мая 2026 г.274Minecraft: 1.20.1forge
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# 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.
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Trigger Mobs 1.5.5

1.5.5
8 мая 2026 г.691Minecraft: 1.21.1neoforge
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# 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**.