Scavenger Mobs
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Scavenger Mobs makes hostile mobs smarter by having them seek out, compare, and equip nearby gear - zombies grab swords and armor, skeletons upgrade their bows, illagers snatch shields, and piglins become temporarily friendly when they find gold equipment.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
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Scavenger Mobs
Ever noticed how zombies can pick up items but rarely do anything useful with them? Scavenger Mobs fixes that by giving hostile mobs the intelligence to actively seek out and equip better gear.
When you drop a diamond sword near a zombie, it won't just ignore it - the zombie will walk over, compare it against whatever rusty iron sword it's currently holding, and make the upgrade. The same goes for armor, and the comparison isn't just surface level. Mobs evaluate enchantments, durability, and material tier before deciding whether an item is worth picking up. That Sharpness V netherite sword you accidentally dropped? Yeah, the zombie wants it, and it knows exactly why.
Different mobs have different priorities. Skeletons obsess over bows, heavily weighing enchantments like Power and Flame when deciding whether to swap. Wither skeletons prefer melee weapons instead. Pillagers and vindicators will grab shields and crossbows to bolster their raids, while evokers just want something to hide behind. Drowned seek out tridents alongside the usual zombie fare.
Piglins get special treatment. When a piglin picks up any piece of gold equipment, it becomes temporarily friendly - not because you're wearing gold, but because you've essentially bribed it with a shiny new toy. This pacification lasts 30 seconds by default, giving you a window to pass through or set up a more permanent arrangement.
When a mob equips something new, it drops whatever it was previously holding. This creates interesting battlefield dynamics where gear changes hands multiple times during a fight, and you might find a zombie wearing your fallen friend's entire loadout.
Configuration
All settings are found in scavengermobs-common.toml:
[General Settings]
# Range in blocks that mobs search for items (1.0 to 32.0)
scavengeRange = 8.0
# Ticks between scavenge attempts, 20 ticks = 1 second (10 to 200)
scavengeCooldown = 40
# Chance per cooldown to attempt scavenging (0.0 to 1.0)
scavengeChance = 0.5
[Mob Toggles]
zombiesScavenge = true
skeletonsScavenge = true
illagersScavenge = true
piglinsScavenge = true
witherSkeletonsScavenge = true
drownedScavenge = true
husksScavenge = true
straysScavenge = true
[Piglin Settings]
# Piglins become friendly when picking up gold gear
piglinsPacifyGold = true
# Duration of friendliness in ticks (100 to 6000)
piglinPacifyDuration = 600
Scavenger Mobs
Ever noticed how zombies can pick up items but rarely do anything useful with them? Scavenger Mobs fixes that by giving hostile mobs the intelligence to actively seek out and equip better gear.
When you drop a diamond sword near a zombie, it won't just ignore it — the zombie will walk over, compare it against whatever rusty iron sword it's currently holding, and make the upgrade. The same goes for armor, and the comparison isn't just surface level. Mobs evaluate enchantments, durability, and material tier before deciding whether an item is worth picking up. That Sharpness V netherite sword you accidentally dropped? Yeah, the zombie wants it, and it knows exactly why.
Different mobs have different priorities. Skeletons obsess over bows, heavily weighing enchantments like Power and Flame when deciding whether to swap. Wither skeletons prefer melee weapons instead. Pillagers and vindicators will grab shields and crossbows to bolster their raids, while evokers just want something to hide behind. Drowned seek out tridents alongside the usual zombie fare.
Piglins get special treatment. When a piglin picks up any piece of gold equipment, it becomes temporarily friendly — not because you're wearing gold, but because you've essentially bribed it with a shiny new toy. This pacification lasts 30 seconds by default, giving you a window to pass through or set up a more permanent arrangement.
When a mob equips something new, it drops whatever it was previously holding. This creates interesting battlefield dynamics where gear changes hands multiple times during a fight, and you might find a zombie wearing your fallen friend's entire loadout.
Configuration
All settings are found in scavengermobs-common.toml:
[General Settings]
# Range in blocks that mobs search for items (1.0 to 32.0)
scavengeRange = 8.0
# Ticks between scavenge attempts, 20 ticks = 1 second (10 to 200)
scavengeCooldown = 40
# Chance per cooldown to attempt scavenging (0.0 to 1.0)
scavengeChance = 0.5
[Mob Toggles]
zombiesScavenge = true
skeletonsScavenge = true
illagersScavenge = true
piglinsScavenge = true
witherSkeletonsScavenge = true
drownedScavenge = true
husksScavenge = true
straysScavenge = true
[Piglin Settings]
# Piglins become friendly when picking up gold gear
piglinsPacifyGold = true
# Duration of friendliness in ticks (100 to 6000)
piglinPacifyDuration = 600
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