Indirect Aggro

Quick rating

Community listing page, reviews here may not be monitored by the author.

Indirect Aggro

No reviews yet

Mobs blame you for the lava, fire, cactus and falls you caused.

Mod Loaders
Minecraft
26.3 26.2

About

Description

JOIN_OUR_DISCORD

Trigger golems to attack me

Mobs blame you for damage you caused but did not deal. Pour lava on a pillager, light a fire under a zombie, plant a cactus in a farm, or mine the block under a creeper — in vanilla none of that is your fault. Indirect Aggro closes that gap, and only when a specific player can actually be named.

Install on the server (and in singleplayer). Clients do not need it; a client-only install is harmless but does nothing.

Dependencies: Fabric & NeoForge require Architectury API. Forge requires no additional dependencies.

Free to use in any modpack — public or private, no permission needed.

What it does

  • Four causes, each with its own switch — lava you poured (including flow connected to it), fire you lit with flint and steel or a fire charge, cactus you placed (including blocks it grew afterwards), and fall damage after you broke the block the mob was standing on.
  • Same reaction as a hit — the mob targets you, you are recorded as its last attacker (so piglins, bees, and wolves bring friends), and mobs with persistent anger stay angry after losing sight of you.
  • Only when that damage actually lands — a zombified piglin answers for cactus or a fall, never for fire or lava it cannot take.
  • No aggro without attribution — natural lava lakes, lightning fires, and ravine falls blame nobody. The mod never picks the nearest player.

Configuration

config/indirectaggro.json, written on first launch with a comment above every key. Edit and save — the mod reloads within about five seconds. No restart and no command. Datapack tag changes still need /reload.

Defaults that matter most:

  • enabled true / debugLogging false — master switch; debug prints one line per indirect hit (cause, player, verdict), including every reason a mob was left alone
  • causes.lava / fire / cactus / fallAfterBlockRemoved — all true; turn any off independently
  • attribution.claimLifetimeTicks 24000 — how long a hazard stays yours (one Minecraft day); claims are memory-only and vanish on restart
  • attribution.maxTrackedBlocksPerLevel 4096 — per-dimension claim cap (oldest dropped first)
  • attribution.lavaFlowSearchRadius 8 / fireSpreadSearchRadius 2 / cactusGrowthSearchRadius 3 — how far connected lava / fire / cactus is walked back to your claim (0 = exact block only)
  • attribution.maxBlocksVisitedPerSearch 512 — hard ceiling on that walk
  • attribution.fallBlameWindowTicks 100 — how long after you break a block a fall still counts as yours
  • attribution.blameWhileStillBurning true + stillBurningBlameWindowTicks 200 — keep blaming after the mob leaves your fire/lava while still on fire
  • attribution.extraFireStarterItems — extra item ids for modded lighters (flint and steel / fire charges always count)
  • targets#indirectaggro:blamed / #indirectaggro:never_blamed (deny always wins), onlyBlameTaggedMobs, and toggles for hostile / neutral / passive / owned pets (blameOwnedPets defaults false)
  • aggro.retargetCooldownTicks 40 / persistentAngerDurationTicks 600 / setLastHurtByPlayer true / maxPlayerDistance 64.0 (0 = no distance limit)

Out-of-range numbers are clamped; a broken file is logged and replaced with defaults.

Details

  • Fire-immune mobs never react to lava or fire — no damage tick means nothing to attribute. Cactus and falls still work on them.
  • Claims do not survive a restart. Scooping lava with a bucket clears the claim with it.
  • Fire that spread on its own is followed only within fireSpreadSearchRadius (default 2). Diagonal fire jumps are not followed.
  • Falls: the mob must have been standing on the block you broke; a fall that ends above that block is not yours. Pistons, scaffolding two blocks away, and water removals are out of scope.
  • Only vanilla lava, fire, soul_fire, and cactus are recognized as hazard blocks. The mod never changes how much damage anything deals — it only sets a target.
  • Tag folder name: entity_types on 1.19.2 / 1.20.1; entity_type on 1.21+.

Feedback

Please report any bugs, errors, or feature suggestions on Discord: https://discord.gg/HTkn94BXmA

More mods by Nikrecs: Swing Through Grass · DeathCompass

My other mods that I recommend.