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Smart Mobs
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Makes mobs tougher: zombies dig and build, skeletons lead their shots, and creepers blast through obstacles. Each feature can be toggled in the config.
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Must be installed on both the client and the server.
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Description
Smart Mobs makes familiar mobs harder to deal with. Zombies can dig through your walls, skeletons aim ahead of you, and creepers can blast their way through obstacles. If you've got used to vanilla combat, you'll need to rethink a few habits.
Mob changes
- Creepers blow through obstacles when they can't reach you and leave napalm fire after exploding. They also have a 10% chance to spawn charged.
- Skeletons lead their shots and fire twice as fast as they do in vanilla.
- Endermen teleport you to a random nearby spot rather than chasing you. They can do this to villagers too.
- Zombies dig through blocks and build cobblestone pillars to reach you. When one kills a player, there's a 50% chance it creates a zombie with that player's name.
- Spiders shoot cobwebs at your feet from up to 8 blocks away, giving other mobs time to catch up.
Hostile mobs can dodge arrows and melee attacks, track targets through walls, and swim after you. Groups spread out between nearby targets rather than all chasing one player. They'll attack villagers too.
Chaos mode
Chaos mode makes every mob attack whatever is closest, including other mobs and animals. You need to unlock it in the config first, then an operator can run:
/smartmobs chaos enable
Configuration
Every feature has its own toggle. After editing the config, run /smartmobs reload to apply your changes immediately without restarting the world.
Smart Mobs
Vanilla mobs are basically solved puzzles. You learn the pattern once and they stop being a threat. This mod throws those patterns out and replaces them with behavior that actually keeps you on your toes.
Per-Mob Changes
Creeper
- Can't path to you? It'll just blow a hole through whatever's in the way
- Leaves napalm fire all over the ground after it goes off
- Spawns pre-charged 10% of the time with no warning
Skeleton
- Leads its shots — it's aiming where you're going to be, not where you are now
- Fires at double vanilla speed, so strafing matters a lot less than it used to
Enderman
- Doesn't chase you. Just teleports you to a random spot nearby and lets you deal with it
- Does the same thing to villagers, which tends to go badly for them
Zombie
- Digs through blocks if you're on the other side
- Pillars up with cobblestone to reach higher ground
- Kills a player? Coin flip chance they come back as a zombie wearing their own name
Spider
- Shoots cobwebs at your feet from 8 blocks out to pin you down
- Mostly useful because it gives every other mob time to catch up to you
Every Hostile Mob
They dodge. Arrows, sword swings — they track incoming and step out of the way. You have to commit to your attacks and actually think about timing.
Line of sight is gone. Ducking behind a wall buys you time to run, not time to hide. They know where you are regardless.
They swim after you. Water used to be a reliable escape. It isn't anymore — they'll follow you in and keep up.
They split between targets. Instead of every mob in the area piling onto one person, they spread out and go after whoever's closest to each of them.
Villagers aren't safe either. Mobs will go after them the same way they come after you. Don't assume your village is fine just because you're not in it.
New in This Version
Chaos Mode
Every mob attacks whatever's nearest to it. Other mobs, players, animals — nobody is on anyone's side. It needs to be unlocked in the config before you can turn it on, which is intentional. It's genuinely chaotic.
Command: /smartmobs chaos enable
Config unlock required. OP only.
Config Reload
Every feature has its own toggle. Change whatever you want and apply it without touching the world — no restart needed, which saves a lot of time when you're testing things.
Command: /smartmobs reload
Takes effect immediately.
Everything can be turned off individually in the config.
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