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Trigger Mobs
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(also 1.21.1-NeoForge) Makes NTGL [NukaTeam's Gun Lib] guns and Create: Gunsmithing guns usable by mobs and guards/recruits from guard-villagers, and recruits mod if they are holding them (also with spawn logic and loot integrations support)
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
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Description
TriggerMobs turns hostile mobs into NukaTeamGunLib gunners: strafe, spacing, reload, and configurable spread. Optional Create:Gunsmithing adds weapon-specific AI (flintlocks, shotguns, gatlings, launchers, and more). Optional Guard Villagers lets village guards use the same NTGL/CGS behavior when that mod is installed. Built-in CGS spawning arms mobs and guards on join (pools, dual wield, attachments, drops in config/triggermobs-common.toml). With Loot Integrations and addon packs, CGS guns, attachments, and ammo can appear in combat and adventure chests (includeLootGuns, includeLootAttachments, includeLootAmmo).
Two loaders on this project — pick the Files download for your Minecraft version:
| NeoForge | Forge | |
|---|---|---|
| Minecraft | 1.21.1 | 1.20.1 |
| Loader | NeoForge 21.1.228+ | Forge 47.4.0+ |
| Typical NTGL | e.g. ntgl-1.21.1-3.x | e.g. ntgl-1.20.1-3.0.4 |
| Recruits crossbowmen | Not in the NeoForge jar | Optional with Recruits (v1.5.0+) |
Always required: NukaTeamGunLib and a gun pack (e.g. Create:Gunsmithing) — NTGL does not ship weapons by itself.
Latest NeoForge line: 1.5.4 — neoforge.mods.toml marks Guard Villagers and Create:Gunsmithing (cgs) as type = "optional" so TriggerMobs loads without them; NTGL, NeoForge, and Minecraft stay type = "required".
NeoForge — Minecraft 1.21.1
Requirements: Minecraft 1.21.1, NeoForge 21.1.228+, NTGL for 1.21.1, and a gun pack using NTGL.
Behavior & fixes (NeoForge builds)
- Mob-shot aggro mixin — NTGL’s server code can run a hostile sweep on unsilenced shots (
setLastHurtByMobin sound range). TriggerMobs skips that sweep for non-player shooters so one mob’s shot does not make every nearby hostile blame the shooter, while projectiles still spawn and players can still be shot. - Mob gun targeting — Gun AI follows the mob’s attack target without requiring
LivingEntity.canAttackin cases where that wrongly caused “chases you, never fires.” - Single gun pipeline — NTGL’s mob
GunAttackGoalis removed for hostiles (and guards when Guard Villagers is present) so only TriggerMobs’MobGunAttackGoal+ strategies run. - No monster-on-monster gunfire — A
Monsterdoes not use gun AI against anotherMonster; players, villagers, iron golems, and other non-monster targets are unaffected. - Piglins — Respects vanilla
AbstractPiglinaggression (no off-state mag dumps).
Version notes (NeoForge, short)
- 1.5.4 — Dependency metadata:
type = "optional"for guardvillagers / cgs;type = "required"for core deps (see above). - 1.5.3 — Monster-vs-monster gun suppression in
MobGunAttackGoal; NeoForge port (mixins, config load order, aggro mixin, goal strip).
Tested with (examples): Minecraft 1.21.1, NeoForge 21.1.228+, NTGL 1.21.1-3.x, optional Create:Gunsmithing, Guard Villagers, Loot Integrations. Other sets may work; use the issue tracker for bugs.
Forge — Minecraft 1.20.1
Requirements: Minecraft 1.20.1, Forge 47.4.0+, NukaTeamGunLib (required), and a gun pack (e.g. Create:Gunsmithing).
Optional Recruits (v1.5.0+) — When Recruits is installed, recruits:crossbowman can use NTGL/CGS guns as an addon (no Recruits source patch): gun in the off hand, crossbow in the main hand, ranged and strategic-fire commands respected. There is no infinite ammo — supply CGS/NTGL ammo (inventory, chests, or ground pickup near the recruit). Reload uses the recruit’s inventory; when empty they fall back to crossbow behavior. Recruits remains optional at runtime.
Tested with (examples): Minecraft 1.20.1, Forge 47.4.0 / 47.4.10, NTGL ntgl-1.20.1-3.0.4; Create:Gunsmithing, Guard Villagers, and optionally Recruits (1.20.1). Other NTGL packs and versions may work but are not guaranteed.
Shared features (both versions)
Armed and dangerous — Zombies, pillagers, vindicators, and other hostiles can pick up and use NTGL guns: strafe, keep distance, and pressure you in firefights.
Built-in CGS gun spawning — With Create:Gunsmithing, mobs and guards can spawn already armed; no InControl required for that path.
Loot Integrations chest loot — Inject CGS guns, attachments, and ammo into combat/adventure structure chests (dungeons, outposts, strongholds, bastions, ancient cities, Integrated Villages, Underground Villages, etc.) when Loot Integrations + compatible addons are installed. Toggle with includeLootGuns, includeLootAttachments, includeLootAmmo.
⚠️ Warnings
- Do not leave loaded guns on the ground where mobs can grab them.
- Do not leave grenades on the ground unless you want surprise frags.
Smart item pickup — Mobs favor weapons and tools and drop junk from hands. One-handed NTGL weapons can be dual-wielded when they pick up a second compatible gun.
Balanced combat — Spread and cadence are tunable (aiAccuracyNerf, guardAccuracyNerf, fireRateDelayMultiplier, reaction delay, attack intervals). On Forge 1.20.1, most CGS-spawned hostiles get generous NTGL mob ammo behavior; Recruits crossbowmen are the exception — finite magazine, you must supply ammo.
Works with any NTGL gun pack — Not only Create:Gunsmithing; any pack that registers weapons through NTGL benefits from the generic AI path, with extra strategies when CGS is present.
Configuration (config/triggermobs-common.toml)
- CGS gun spawning:
cgsSpawningEnabled,weaponChance,dualWieldChance,mobWeaponOverrides(per-mob pools, e.g.minecraft:zombie=cgs:flintlock),maxAttachmentSlots,allowAdvancedWeapons,dropChanceOverride - Guard CGS spawning:
guardCgsSpawningEnabled,guardWeaponChance; guards useguardvillagers:guardinmobWeaponOverridesfor their pool when Guard Villagers is installed - Accuracy:
aiAccuracyNerf,guardAccuracyNerf - AI timing:
aiReactionDelayTicks,fireRateDelayMultiplier,outOfAmmoFallbackTicks,baseAttackIntervalTicks,attackIntervalVariance - Forge 1.20.1 only (when Recruits is present):
recruitsTinkersReplaceWithCgs,recruitsTinkersReplaceChance,recruitsCgsSpawnAmmoAmount, etc. — see in-game config comments for your jar version
Optional Create:Gunsmithing weapon AI (when CGS is installed)
- Flintlock & revolver — Medium range, dual-wield capable when one-handed
- Shotgun — Close-range pressure
- Nailgun — Sustained fire
- Gatling — Suppression-style fire
- Blazegun — Close-medium fire (Forge: removed from automatic mob/guard spawn pools from v1.3.5 onward; you can still give one manually)
- Launcher — Long-range rockets
- Pneumatic hammer — Melee-heavy
- Frag grenade — Throwing behavior
Non-CGS NTGL weapons use the generic strategy with configurable intervals.
Forge 1.20.1 — feature timeline (short)
Not every line applies to every old jar; use the Files changelog for the exact download.
- v1.5.x — Recruits crossbowman integration, recruit CGS replace options, finite ammo for recruits
- v1.5.2 — Loot Integrations JSON fixes (uniform providers, attachment/ammo entry corrections)
- v1.4.x — Loot Integrations chest injection; expanded CGS ammo loot (v1.4.1)
- v1.3.x — Built-in CGS spawn & guard overhaul; fire-rate multiplier; TC-E / Tinkers compatibility tweaks; blazegun removed from pools
NeoForge 1.21.1 — Current releases are 1.5.4+ on the Files tab; full notes live in the GitHub README for the matching tag.
Hobby project — GitHub. Use and modify under the mod license.
TriggerMobs turns hostile mobs into NukaTeamGunLib gunners: strafe, spacing, reload, and configurable spread. Optional Create:Gunsmithing adds weapon-specific AI (flintlocks, shotguns, gatlings, launchers, and more). Optional Guard Villagers lets village guards use the same NTGL/CGS behavior when that mod is installed. Built-in CGS spawning arms mobs and guards on join (pools, dual wield, attachments, drops in config/triggermobs-common.toml). With Loot Integrations and addon packs, CGS guns, attachments, and ammo can appear in combat and adventure chests (includeLootGuns, includeLootAttachments, includeLootAmmo).
Two loaders on this project — pick the Files download for your Minecraft version:
| NeoForge | Forge | |
|---|---|---|
| Minecraft | 1.21.1 | 1.20.1 |
| Loader | NeoForge 21.1.228+ | Forge 47.4.0+ |
| Typical NTGL | e.g. ntgl-1.21.1-3.x | e.g. ntgl-1.20.1-3.0.4 |
| Recruits crossbowmen | Not in the NeoForge jar | Optional with Recruits (v1.5.0+) |
Always required: NukaTeamGunLib and a gun pack (e.g. Create:Gunsmithing) — NTGL does not ship weapons by itself.
Latest NeoForge line: 1.5.5 — Local dev/build picks up Create:Gunsmithing jars named create-gunsmithing-*.jar from common/libs/ (plus existing cgs-*.jar patterns). Shipped minecraft:is_projectile tag extension includes ntgl:energy. Default gradle.properties fallbacks align with NTGL 1.21.1-3.1.3 / CGS 1.4.5 when jars are omitted. neoforge.mods.toml still marks Guard Villagers and Create:Gunsmithing (cgs) as type = "optional"; core deps remain type = "required".
NeoForge — Minecraft 1.21.1
Requirements: Minecraft 1.21.1, NeoForge 21.1.228+, NTGL for 1.21.1, and a gun pack using NTGL.
Behavior & fixes (NeoForge builds)
- Mob-shot aggro mixin — NTGL’s server code can run a hostile sweep on unsilenced shots (
setLastHurtByMobin sound range). TriggerMobs skips that sweep for non-player shooters so one mob’s shot does not make every nearby hostile blame the shooter, while projectiles still spawn and players can still be shot. - Mob gun targeting — Gun AI follows the mob’s attack target without requiring
LivingEntity.canAttackin cases where that wrongly caused “chases you, never fires.” - Single gun pipeline — NTGL’s mob
GunAttackGoalis removed for hostiles (and guards when Guard Villagers is present) so only TriggerMobs’MobGunAttackGoal+ strategies run. - No monster-on-monster gunfire — A
Monsterdoes not use gun AI against anotherMonster; players, villagers, iron golems, and other non-monster targets are unaffected. - Piglins — Respects vanilla
AbstractPiglinaggression (no off-state mag dumps).
Version notes (NeoForge, short)
- 1.5.5 —
create-gunsmithing-*.jarlocal detection;ntgl:energyinis_projectilemerge tag; dependency fallback versions refreshed (NTGL 3.1.3 / CGS 1.4.5). - 1.5.4 — Dependency metadata:
type = "optional"for guardvillagers / cgs;type = "required"for core deps (see above). - 1.5.3 — Monster-vs-monster gun suppression in
MobGunAttackGoal; NeoForge port (mixins, config load order, aggro mixin, goal strip).
Tested with (examples): Minecraft 1.21.1, NeoForge 21.1.228+, NTGL 1.21.1-3.x, optional Create:Gunsmithing, Guard Villagers, Loot Integrations. Other sets may work; use the issue tracker for bugs.
Forge — Minecraft 1.20.1
Requirements: Minecraft 1.20.1, Forge 47.4.0+, NukaTeamGunLib (required), and a gun pack (e.g. Create:Gunsmithing).
Optional Recruits (v1.5.0+) — When Recruits is installed, recruits:crossbowman can use NTGL/CGS guns as an addon (no Recruits source patch): gun in the off hand, crossbow in the main hand, ranged and strategic-fire commands respected. There is no infinite ammo — supply CGS/NTGL ammo (inventory, chests, or ground pickup near the recruit). Reload uses the recruit’s inventory; when empty they fall back to crossbow behavior. Recruits remains optional at runtime.
Tested with (examples): Minecraft 1.20.1, Forge 47.4.0 / 47.4.10, NTGL ntgl-1.20.1-3.0.4; Create:Gunsmithing, Guard Villagers, and optionally Recruits (1.20.1). Other NTGL packs and versions may work but are not guaranteed.
Shared features (both versions)
Armed and dangerous — Zombies, pillagers, vindicators, and other hostiles can pick up and use NTGL guns: strafe, keep distance, and pressure you in firefights.
Built-in CGS gun spawning — With Create:Gunsmithing, mobs and guards can spawn already armed; no InControl required for that path.
Loot Integrations chest loot — Inject CGS guns, attachments, and ammo into combat/adventure structure chests (dungeons, outposts, strongholds, bastions, ancient cities, Integrated Villages, Underground Villages, etc.) when Loot Integrations + compatible addons are installed. Toggle with includeLootGuns, includeLootAttachments, includeLootAmmo.
⚠️ Warnings
- Do not leave loaded guns on the ground where mobs can grab them.
- Do not leave grenades on the ground unless you want surprise frags.
Smart item pickup — Mobs favor weapons and tools and drop junk from hands. One-handed NTGL weapons can be dual-wielded when they pick up a second compatible gun.
Balanced combat — Spread and cadence are tunable (aiAccuracyNerf, guardAccuracyNerf, fireRateDelayMultiplier, reaction delay, attack intervals). On Forge 1.20.1, most CGS-spawned hostiles get generous NTGL mob ammo behavior; Recruits crossbowmen are the exception — finite magazine, you must supply ammo.
Works with any NTGL gun pack — Not only Create:Gunsmithing; any pack that registers weapons through NTGL benefits from the generic AI path, with extra strategies when CGS is present.
Configuration
(config/triggermobs-common.toml)
- CGS gun spawning:
cgsSpawningEnabled,weaponChance,dualWieldChance,mobWeaponOverrides(per-mob pools, e.g.minecraft:zombie=cgs:flintlock),maxAttachmentSlots,allowAdvancedWeapons,dropChanceOverride - Guard CGS spawning:
guardCgsSpawningEnabled,guardWeaponChance; guards useguardvillagers:guardinmobWeaponOverridesfor their pool when Guard Villagers is installed - Accuracy:
aiAccuracyNerf,guardAccuracyNerf - AI timing:
aiReactionDelayTicks,fireRateDelayMultiplier,outOfAmmoFallbackTicks,baseAttackIntervalTicks,attackIntervalVariance - Forge 1.20.1 only (when Recruits is present):
recruitsTinkersReplaceWithCgs,recruitsTinkersReplaceChance,recruitsCgsSpawnAmmoAmount, etc. — see in-game config comments for your jar version
Optional CGS weapon AI
- Flintlock & revolver — Medium range, dual-wield capable when one-handed
- Shotgun — Close-range pressure
- Nailgun — Sustained fire
- Gatling — Suppression-style fire
- Blazegun — Close-medium fire (Forge: removed from automatic mob/guard spawn pools from v1.3.5 onward; you can still give one manually)
- Launcher — Long-range rockets
- Pneumatic hammer — Melee-heavy
- Frag grenade — Throwing behavior
Non-CGS NTGL weapons use the generic strategy with configurable intervals.
Forge 1.20.1 — feature timeline (short)
Not every line applies to every old jar; use the Files changelog for the exact download.
- v1.5.x — Recruits crossbowman integration, recruit CGS replace options, finite ammo for recruits
- v1.5.2 — Loot Integrations JSON fixes (uniform providers, attachment/ammo entry corrections)
- v1.4.x — Loot Integrations chest injection; expanded CGS ammo loot (v1.4.1)
- v1.3.x — Built-in CGS spawn & guard overhaul; fire-rate multiplier; TC-E / Tinkers compatibility tweaks; blazegun removed from pools
NeoForge 1.21.1 — Current releases are 1.5.5+ on the Files tab; full notes live in the GitHub README for the matching tag.
Hobby project — GitHub. Use and modify under the mod license.
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