Mob Conversion - Autonomous Mob conversion/spawn
No reviews yet
Automatic Mob Conversion! Mobs autonomously become/spawn mobs when threats appear. Fully configurable mod ( works with modded mobs).
Does not follow a specific thematic focus apart from vanilla Minecraft.
Focuses on strategic base fortification and defense against PvE threats. Usually includes traps, turrets, enhanced enemy AI, and automation.
Features machines that process raw materials or automation processes.
Contains enhancements to village mechanics, expanding on existing features or adding entirely new ones.
Adds or enhances hostile creatures and enemies.
Adds or improves non-hostile and neutral creatures.
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
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
( THIS IS A IMPROVED VERSION OF GUARD VILLAGER CONVERSION MOD BUT YOU HAVE TO CONFIGURE IT INSIDE THE GAME MENU )
This mod gives mobs a conversion/spawn behavior it was mainly made for villagers to make them less dependent on player when it's about surviving on their own but can be used with any mob
When threatened, mobs will automatically convert/spawn into any mobs
this mod was made to let you configure mobs to be converted into or spawned with conditions and alot of values
firts there are conversion priority ( for villagers )
Conversion priority:
Nitwits
Unemployed villagers
Villagers with professions that have not been traded with
each conversion/spawn priority can be turned true or false
there are some types of village scopes where conversion/spawn can happen
NATURAL - only natural structure villages that can be located using /locate structure
ARTIFICIAL - artifcial villages made by the player or anything capable of placing blocks
to make a artificial village there need to have at least one of each POI ( point of interest ) :
any job-site ( for example a smithing table )
any vanilla bed <- ( need to have a villager claimed to it )
and a vanilla bell
BOTH - both is both natural and artificial villages
ANYWHERE makes conversion/spawn happens anywhere
alot more of things in the mod are configurable like
require bell in natural village ( so if you destroy the bell they will stop converting ).
radius of detection of village.
radius of detection of mobs.
village with profession can be converted. <- ( not traded )
nitwit can be converted .
unemployed can be converted.
what type of villages can the conversion occur be it NATURAL, ARTIFICIAL or BOTH villages, also NONE that make conversion occus anywhere .
spawn mobs instead of converting.
interval in ticks for checkings.
max mobs per area.
CONVERSION/SPAWN chance. <- follow this format1.0 is 100%, 0.2 is 20%, 0.15% is 15%
cooldown. <- 20 ticks = 1 second
dropLoot false/true. <- only affects spawned/converted mobs by the villagers
exempt from attack-triggered conversion if in the same village <- mobs that attack villagers that will not trigger mob conversion/spawn. As default iron golem , villagers and guard villagers are already configured.
there are some values you can also configure :
maxEntitiesPerArea = 2 <- if the number exceed the configured no more villagers will spawn/convert
Search radius to count existing entities. <- for check if the number of converted/spawned entities exceed.
Distance in blocks for detecting hostile monsters.
Distance in blocks to detect artificial villages via POIs.
and more
WARNING : this is the same mod as
1. irons-spell-villagers-priest-defensive-autonomy and villager-guard-autonomy but this version is more optimazed and have more features
these two mods mentioned are just configured for people who are lazy to configure it, using both mods may cause conflicts if you want both priest and guard conversion configure this mod yourself to add the entities you want in the entities list.
Screenshots
Gallery
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