Hunted - Agro animals

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Hunted - Agro animals

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Hunted Hunted turns the wildlife in your Minecraft world against you. Cows, pigs, wolves, birds, fish, and animals added by other mods can automatically detect, pursue, and attack players—without waiting to be hit first.

Mod Loaders
Minecraft

About

Description

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Hunted turns the wildlife in your Minecraft world against you.

Cows, pigs, wolves, birds, fish, and animals added by other mods can automatically detect, pursue, and attack players—without waiting to be hit first.

Hunted is designed for dangerous survival, horror, and big-game hunting modpacks where the wilderness should feel hostile rather than harmless.


Main Features

  • Automatically detects vanilla and modded animals.
  • Makes animals actively hunt nearby players.
  • No commands, items, or activation steps required.
  • In-game configuration screen.
  • Individual Aggressive / Normal controls for every detected animal.
  • Master switch to enable or disable the entire mod.
  • Search bar for large modpacks containing many animal types.
  • Configurable detection range, movement speed, damage, and attack interval.
  • Optional aggressive baby animals.
  • Creative and spectator players are ignored.
  • Datapack tags provide additional compatibility controls.
  • Works in singleplayer and multiplayer.
  • Server-authoritative animal behavior.

Requirements

Hunted v1.2.1 requires:

  • Minecraft Java Edition 1.20.1
  • Minecraft Forge 47.4.10 or newer within the 47.x series
  • Java 17

This version is made for Forge. It is not currently compatible with Fabric, Quilt, or NeoForge.


Installation

Singleplayer

  1. Install Minecraft Forge for Minecraft 1.20.1.
  2. Open your Minecraft installation or modpack folder.
  3. Locate the mods folder.
  4. Place the Hunted JAR inside it:
hunted-1.2.1-forge-1.20.1.jar
  1. Remove older Hunted versions from the folder.
  2. Start Minecraft using the Forge profile.

Do not install multiple Hunted versions simultaneously.

Multiplayer

Install the same Hunted JAR on:

  • The dedicated server
  • Every connecting player’s client

All sides should use the same Minecraft, Forge, and Hunted versions.

The server’s configuration determines actual animal behavior in multiplayer.


How to Use Hunted

Hunted begins working automatically after the game starts. It does not add crafting recipes, weapons, keybinds, or activation commands.

By default:

  • Hunted is enabled.
  • Detected animals are aggressive.
  • Animals detect players within 32 blocks.
  • Animals pursue players using their normal movement system.
  • Each attack deals 4 damage, equivalent to two hearts before armor reduction.
  • Animals can attack once every 20 ticks, or approximately once per second.
  • Baby animals are aggressive.
  • Creative and spectator players are ignored.

Animals do not need to be provoked. If a valid player enters their detection range, they will attempt to pursue and attack that player.


Using the Configuration Screen

From Minecraft’s main menu:

  1. Select Mods.

  2. Find and select Hunted.

  3. Click Config.

  4. Use the search field to find an animal.

  5. Click the button beside that animal to switch between:

    • Aggressive — the animal hunts players.
    • Normal — the animal retains its ordinary behavior.
  6. Click Apply & Done to save your changes.

The bottom-left button controls the entire mod:

Hunted: ON

When switched off, Hunted’s aggression behavior is disabled for every animal. Your individual animal selections remain saved for when the mod is enabled again.

Searching for Animals

The search box accepts either an animal’s displayed name or its entity ID.

Examples:

Cow
Wolf
Grizzly
minecraft:pig
alexsmobs:grizzly_bear

This is especially helpful in modpacks containing hundreds of registered creatures.


Configuration Behavior

Hunted uses three levels of control.

Master Switch

The master switch enables or disables all behavior added by Hunted.

enabled = true

Setting this to false stops Hunted animals from acquiring players as targets.

Default Aggression

This setting determines what happens to automatically detected animals that do not have an individual override.

defaultAggressive = true

When true, detected animals are aggressive unless explicitly marked as normal.

When false, animals remain normal unless explicitly marked as aggressive.

Individual Overrides

Hunted stores explicit choices in two lists:

aggressiveAnimals = []
passiveAnimals = []

An entity in aggressiveAnimals is forced to hunt players.

An entity in passiveAnimals remains normal.

The passive list has priority if an entity somehow appears in both lists.

The configuration screen manages these lists automatically—you normally do not need to edit them manually.


Configuration File

After launching Minecraft once, Hunted creates:

config/hunted-common.toml

The default configuration is approximately:

[animals]
    enabled = true
    defaultAggressive = true
    aggressiveAnimals = []
    passiveAnimals = []
    followRange = 32.0
    movementSpeed = 1.25
    attackDamage = 4.0
    attackInterval = 20
    attackBabies = true

enabled

enabled = true

Controls the entire mod.

  • true: Hunted behavior is enabled.
  • false: Every animal uses its normal behavior.

defaultAggressive

defaultAggressive = true

Controls the default state of detected animals.

  • true: Animals are aggressive unless placed in the passive list.
  • false: Animals are normal unless placed in the aggressive list.

aggressiveAnimals

aggressiveAnimals = [
    "minecraft:cow",
    "minecraft:pig"
]

Forces the listed entity types to hunt players.

This list can also force a modded creature to attack even if its creator registered it under an unusual entity category.

passiveAnimals

passiveAnimals = [
    "minecraft:cat",
    "minecraft:wolf",
    "minecraft:horse"
]

Prevents the listed animals from using Hunted’s aggression behavior.

followRange

followRange = 32.0

Controls how far away an animal can detect a player.

Examples:

followRange = 16.0

Creates relatively short encounters.

followRange = 48.0

Makes animals noticeably more dangerous.

followRange = 96.0

Creates extremely long pursuits and may increase server pathfinding work.

Valid range:

4.0–128.0 blocks

movementSpeed

movementSpeed = 1.25

Controls the pathfinding speed multiplier used while animals pursue players.

Examples:

movementSpeed = 0.8

Produces slower pursuits.

movementSpeed = 1.5

Produces fast, dangerous animals.

movementSpeed = 2.5

Creates highly aggressive chase behavior but may look unnatural for some creatures.

Valid range:

0.1–5.0

Actual movement still depends on the animal’s original movement system and attributes.

attackDamage

attackDamage = 4.0

Controls damage dealt by each successful Hunted attack.

Minecraft players have 20 health points, represented as 10 hearts.

Examples:

2 damage = 1 heart
4 damage = 2 hearts
10 damage = 5 hearts
20 damage = 10 hearts

Armor and other damage-reduction effects may reduce the final amount.

attackInterval

attackInterval = 20

Controls the delay between attacks in ticks.

Minecraft normally runs at 20 ticks per second.

Examples:

10 ticks = 0.5 seconds
20 ticks = 1 second
40 ticks = 2 seconds

Lower values make animals attack more rapidly.

attackBabies

attackBabies = true

Controls whether baby animals hunt players.

  • true: Adults and babies can attack.
  • false: Baby animals remain normal.

Example Configurations

Every Animal Aggressive Except Pets

enabled = true
defaultAggressive = true
aggressiveAnimals = []
passiveAnimals = [
    "minecraft:cat",
    "minecraft:wolf",
    "minecraft:horse",
    "minecraft:donkey",
    "minecraft:mule",
    "minecraft:parrot"
]

Only Selected Animals Aggressive

enabled = true
defaultAggressive = false
aggressiveAnimals = [
    "minecraft:wolf",
    "minecraft:polar_bear",
    "minecraft:goat",
    "minecraft:hoglin"
]
passiveAnimals = []

Hardcore Hunting Experience

enabled = true
defaultAggressive = true
followRange = 48.0
movementSpeed = 1.5
attackDamage = 6.0
attackInterval = 15
attackBabies = true

Easier Survival Experience

enabled = true
defaultAggressive = true
followRange = 16.0
movementSpeed = 0.9
attackDamage = 2.0
attackInterval = 30
attackBabies = false

Modded-Animal Detection

Hunted scans Minecraft’s entity registry after installed mods register their entities.

It automatically recognizes entities placed in these categories:

  • Creature
  • Ambient
  • Axolotl
  • Water creature
  • Water ambient
  • Underground water creature

Most correctly implemented animal mods use one of these categories and work automatically.

A modded animal registered in an unusual category may not appear automatically. It can still be forced into Hunted using its entity ID in aggressiveAnimals or the hunted:aggressive_animals datapack tag.


Datapack Support

Advanced users and modpack developers can control compatibility through entity-type tags.

Force entities to become aggressive:

hunted:aggressive_animals

Force entities to remain normal:

hunted:peaceful_animals

Example:

{
  "replace": false,
  "values": [
    "minecraft:cat",
    "examplemod:special_deer"
  ]
}

Place the file at:

data/hunted/tags/entity_types/peaceful_animals.json

The peaceful tag takes priority over the aggressive tag.


Multiplayer Notes

Hunted’s animal AI runs on the logical server.

In singleplayer, the integrated server and client use the same installation, so the configuration page controls the local world.

On a dedicated server:

  • The server configuration is authoritative.
  • Client-side choices cannot override server behavior.
  • Server administrators should configure the server’s config/hunted-common.toml.
  • Restart the server after changing dedicated-server settings.
  • Clients should still install the same Hunted version for consistent mod loading and access to the configuration interface.

Compatibility Notes

Hunted adds its own high-priority pursuit goal without replacing animal models, textures, sounds, drops, breeding mechanics, or spawn rules.

The animal continues using its original navigation system. Consequently:

  • Land animals use normal ground pathfinding.
  • Aquatic creatures work best when the player is reachable through water.
  • Flying animals depend on their original mod’s navigation implementation.
  • Very large creatures may require extra space to reach the player.
  • Animals may fail to reach players behind fences, walls, elevation changes, or terrain their normal pathfinder cannot cross.
  • Mods that completely replace an entity’s AI every tick may conflict with Hunted.

Frequently Asked Questions

Do animals need to be attacked first?

No. Hunted animals proactively search for nearby players.

Does Hunted change animal spawning?

No. It changes behavior, not spawn rates or spawn conditions.

Does it change animal drops?

No. Loot tables remain unchanged.

Does it affect creative players?

No. Creative and spectator players are ignored.

Can I make pets normal?

Yes. Find cats, wolves, horses, or other pets in the configuration screen and change them to Normal.

Can I make only one animal aggressive?

Yes. Set defaultAggressive to false, then mark only the desired animal as Aggressive.

Why can’t a particular animal reach me?

Hunted uses the animal’s existing navigation. If the original creature cannot navigate the terrain between itself and the player, Hunted does not grant it teleportation or a different movement system.

Do configuration changes affect existing animals?

Normally, detected animal types re-evaluate whether they should hunt players. On dedicated servers, restart after changing the server configuration to guarantee that every loaded entity receives the correct setup.

Does Hunted add guns or hunting equipment?

No. Hunted focuses entirely on animal aggression and survival pressure. Weapons and equipment can be supplied by other mods in your modpack.