Smart Mobs

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Smart Mobs

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Overhauls mob AI with wall-breaching creepers, sniping skeletons, and digging zombies in a highly configurable survival challenge.

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Type
Mod
License
All Rights Reserved
Latest Version
smart-mobs-2.3..0.jar
Authors
CurseForge
Modrinth

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About

Description

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.

 
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

ACROSS THE BOARD

 
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.

/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.

/smartmobs reload Takes effect immediately.
Everything can be turned off individually in the config.

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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~12,000
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