Hostile Harmony
No reviews yet
This mod makes hostile mobs actually hostile to each other. Illagers vs the undead. Piglins vs witches. The chaos Minecraft should've had from the start.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Centers on surviving in harsh conditions, managing resources, and fending off PvE threats.
Adds or enhances hostile creatures and enemies.
Adds or improves non-hostile and neutral creatures.
Enhances or adds content related to Illagers, such as new types and behaviors.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
Community voices
Reviews
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
Compatibility
Supported Environments
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
Hostile Harmony
Ever noticed how pillagers and zombies just… ignore each other? Or how a skeleton will walk right past a vindicator like they're old friends? Yeah, that's always bugged me too. This mod makes hostile mobs actually hostile to each other. Illagers vs the undead. Piglins vs witches. The chaos Minecraft should've had from the start.
What This Mod Does
Illagers now fight other monsters. Pillagers, vindicators, evokers, witches, ravagers, vexes, and illusioners will all target zombies, skeletons, slimes, piglins, blazes, ghasts, and pretty much every other hostile mob. And those mobs fight back. No more friendly fire between illagers. Pillagers constantly shooting each other during raids was ridiculous. Now their crossbow bolts don't damage their allies. Mobs actually fear the Warden. Instead of mindlessly wandering towards their death, living mobs will flee when they spot a Warden. Undead don't care though - they're too braindead to have survival instincts. Villagers run from Endermen. Makes sense, right? Those things are terrifying. Illagers and Endermen ignore each other. Call it a truce, call it mutual respect, call it whatever. They just don't bother with each other. Skeletons are squishier. Regular skeletons and strays have 3 hearts instead of 10. Wither skeletons have 4. They're ranged mobs, they shouldn't be tanks.
The Spider Update (v1.0.1)
Spiders are now proper predators. Spiders and cave spiders hunt small animals - rabbits, chickens, foxes, cats, sheep, pigs, frogs, and armadillos. If it's small and doesn't fly, it's on the menu.
Venomous bites. Spider attacks now poison their prey. Those fangs aren't just for show anymore.
Prey animals flee from spiders. Rabbits are the most paranoid (14 blocks), foxes are alert (12 blocks), and the rest notice at about 10 blocks. Except wolves - those idiots will stand and fight.
Villagers fear spiders. They'll run when they spot one nearby. Smart.
Pillagers attack spiders. Because of course they do. They attack everything now.
The Raid Update (v1.0.2)
Creeping up on more. Creepers now target villagers as well as players Iron golems can now target creepers to defend villagers
Bewitched. Witches now act as healers for illager raiding parties. Witches throw Instant Health II splash potions in an 8 block support range at injured allies (below 60% health) and affects Pillagers, Vindicators, Evokers, Illusioners, Ravagers, and Vexes
The Slime Update (v1.0.3)
- Slimes attack anything and have no preservation instinct
- Slimes can now consume dropped meat items
- Optional slime growth mechanic when consuming items
- QoL Changes & Bug Fixes:
- Added extensive configuration support for mob AI and gameplay changes
- Most AI changes can now be individually enabled or disabled
- Added whitelist/blacklist support for mob targeting behaviors
- Added support for configuring modded entities as hostile, friendly, or prey
- Added datapack-friendly entity relationship configuration system
- Illager hostility towards hostile mobs is now configurable
- Skeleton stat changes can now be disabled
- Improved support for addon mods and datapack extensions
The Final Update (v1.0.4)
- Ya'll came, we listened - removed Slime Caves!
- Added in Mooshroom behaviour mechanics (configurable)
- Shearing mooshrooms no longer converts them to cows
- Mooshrooms eat mycelium to regrow mushrooms, or a 2 min timer (config setting)
- Mooshrooms drop mushrooms on death
- Brown and red mooshrooms maintain their variant when sheared
- Red mooshrooms now become aggressive when attacked
- They chase and attack the player who hurt them
- Attacks inflict poison and nausea effects
- Aggression lasts 10 seconds (configurable)
Requires
- Minecraft 1.21.1
- One of: Forge 52.0.28+, NeoForge 21.1.80+, or Fabric Loader 0.16.9+ (Fabric also requires Fabric API)
- Java 21
Known Interactions
Raids get a lot more interesting when a zombie horde shows up. Just saying.
Creating Addons
Hostile Harmony's mob relationships (who's an illager, who hunts who, who's afraid of what, etc.) are driven by a datapack-friendly registry, so you can extend or trim them without a datapack of your own becoming required. All you need to do is just drop a JSON file in, no coding needed. This works great for adding modded animals/mobs to the system, or tweaking the defaults for your pack.
How it works
Place a JSON file anywhere under:
data/<your_namespace>/mob_relationships/<name>.json
Any number of files, from any datapack or mod, are merged together on top of Hostile Harmony's built-in defaults. They're reprocessed every time datapacks reload (world join, /reload), so changes take effect without restarting. However, mobs that already exist in the world keep whatever AI goals they were given when they spawned; a /reload only affects new spawns from then on.
File format
{
"entries": [
{
"group": "spider_prey",
"action": "add",
"entities": [
"dragns_livestock:angus_cow",
"dragns_livestock:merino_sheep"
]
}
]
}
group- which relationship list to modify (see table below). Case-insensitive.action-"add"or"remove".entities- an array of entity type IDs (<namespace>:<path>), e.g."minecraft:wolf"or"mymod:beast".
You can include as many entries as you like in one file, mixing groups and actions freely.
Available groups
| Group | Effect |
|---|---|
illager_types |
Treated as an illager and is immune to illager friendly fire, hunted by hostile mobs, healed by witches |
hostile_to_illagers |
Actively targets and attacks illager-type entities |
undead_types |
Undead mobs and ignores the Warden-avoidance flee goal |
spider_prey |
Actively hunted by spiders and cave spiders |
flee_from_spiders |
Flees when a spider gets close (usually a subset of spider_prey) |
spider_poisonable |
Receives Poison I when hit by a regular spider |
slime_friends |
Slimes and magma cubes will not target these |
witch_heal_targets |
Witches will throw healing potions at these when they're low on health |
Example
{
"entries": [
{
"group": "spider_prey",
"action": "add",
"entities": ["dragns_livestock:angus_cow", "dragns_livestock:merino_sheep"]
},
{
"group": "flee_from_spiders",
"action": "add",
"entities": ["dragns_livestock:angus_cow", "dragns_livestock:merino_sheep"]
},
{
"group": "illager_types",
"action": "add",
"entities": ["mymod:custom_illager"]
},
{
"group": "spider_prey",
"action": "remove",
"entities": ["minecraft:wolf"]
}
]
}
This adds two modded animals as spider prey that also flee from spiders, adds a custom illager to the illager faction, and removes wolves from the default spider prey list.
Notes
- Unknown entity IDs (e.g. from a mod that isn't installed) are skipped with a warning in the log, and it is safe to ship an addon that references optional mods.
- Files are processed alphabetically, so if two files touch the same group, the later one wins for anything they both mention.
- Need to add prey entries without shipping a datapack at all? The
spider_extra_preyconfig option accepts a plain list of entity IDs directly in the config file. This is handy for quick single-player tweaks. - A worked example is bundled with the mod at
data/hostileharmony/mob_relationships/example_addon.jsonif you want a template to start from.
Questions, bugs, suggestions? Drop them in the comments.
Hostile Harmony
Ever noticed how pillagers and zombies just... ignore each other? Or how a skeleton will walk right past a vindicator like they're old friends? Yeah, that's always bugged me too. This mod makes hostile mobs actually hostile to each other. Illagers vs the undead. Piglins vs witches. The chaos Minecraft should've had from the start.
What This Mod Does
Illagers now fight other monsters. Pillagers, vindicators, evokers, witches, ravagers, vexes, and illusioners will all target zombies, skeletons, slimes, piglins, blazes, ghasts, and pretty much every other hostile mob. And those mobs fight back. No more friendly fire between illagers. Pillagers constantly shooting each other during raids was ridiculous. Now their crossbow bolts don't damage their allies. Mobs actually fear the Warden. Instead of mindlessly wandering towards their death, living mobs will flee when they spot a Warden. Undead don't care though - they're too braindead to have survival instincts. Villagers run from Endermen. Makes sense, right? Those things are terrifying. Illagers and Endermen ignore each other. Call it a truce, call it mutual respect, call it whatever. They just don't bother with each other. Skeletons are squishier. Regular skeletons and strays have 3 hearts instead of 10. Wither skeletons have 4. They're ranged mobs, they shouldn't be tanks.
The Spider Update (v1.0.1)
Spiders are now proper predators. Spiders and cave spiders hunt small animals - rabbits, chickens, foxes, cats, sheep, pigs, frogs, and armadillos. If it's small and doesn't fly, it's on the menu. Venomous bites. Spider attacks now poison their prey. Those fangs aren't just for show anymore. Prey animals flee from spiders. Rabbits are the most paranoid (14 blocks), foxes are alert (12 blocks), and the rest notice at about 10 blocks. Except wolves - those idiots will stand and fight. Villagers fear spiders. They'll run when they spot one nearby. Smart. Pillagers attack spiders. Because of course they do. They attack everything now.
Requires
- Minecraft 1.20.1
- Forge 47.x+
Known Interactions
Raids get a lot more interesting when a zombie horde shows up. Just saying.
Spider spawns near a village at night? Watch the chaos unfold as villagers scatter and pillagers try to shoot everything that moves.
Questions, bugs, suggestions? Drop them in the comments.
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources