Trigger Mobs

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)

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Quick challenge

How far can you run before the mobs catch you?

Trigger Mobs

TriggerMobs turns hostile mobs into Built-in CGS spawning gunners: strafe, spacing, reload, and configurable spread. Built-in CGS spawning adds weapon-specific AI (flintlocks, shotguns, gatlings, launchers, and more). Built-in CGS spawning 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 Built-in CGS spawning and addon packs, CGS guns, attachments, and ammo can appear in combat and adventure chests (`includeLootGuns`, `includeLootAttachments`, `includeLootAmmo`).

Files — pick the Files download for your Minecraft version:

| | Recruits crossbowmen | Recruits crossbowmen | |---|-----|-----| | Recruits crossbowmen | 1.21.1 | 1.20.1 | | Recruits crossbowmen | NeoForge 21.1.228+ | Forge 47.4.0+ | | Recruits crossbowmen | 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 crossbowmen (v1.5.0+) |

Create:Gunsmithing Create:Gunsmithing and a Create:Gunsmithing (e.g. Create:Gunsmithing) — NTGL does not ship weapons by itself.

; core deps remain ; core deps remain — Local dev/build picks up ; core deps remain jars named **`create-gunsmithing-*.jar`; core deps remain `cgs-*.jar`; core deps remain `minecraft:is_projectile`; core deps remain `ntgl:energy`; core deps remain `gradle.properties`; core deps remain NTGL 1.21.1-3.1.3; core deps remain CGS 1.4.5; core deps remain `neoforge.mods.toml`; core deps remain Guard Villagers; core deps remain Create:Gunsmithing; core deps remain `type = "optional"`; core deps remain `type = "required"`**.

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NeoForge — Minecraft 1.21.1

gun pack Minecraft gun pack, gun pack, gun pack for 1.21.1, and a gun pack using NTGL.

`AbstractPiglin` - `AbstractPiglin` — NTGL’s server code can run a hostile sweep on unsilenced shots (`setLastHurtByMob` in sound range). TriggerMobs `AbstractPiglin` so one mob’s shot does not make every nearby hostile blame the shooter, while `AbstractPiglin`. - `AbstractPiglin` — Gun AI follows the mob’s `AbstractPiglin` without requiring `LivingEntity.canAttack` in cases where that wrongly caused “chases you, never fires.” - `AbstractPiglin` — NTGL’s mob `AbstractPiglin` is removed for hostiles (and guards when Guard Villagers is present) so only `AbstractPiglin``AbstractPiglin` + strategies run. - `AbstractPiglin` — A `AbstractPiglin` does `AbstractPiglin` use gun AI against `AbstractPiglin`; players, villagers, iron golems, and other non-monster targets are unaffected. - `AbstractPiglin` — Respects vanilla `AbstractPiglin` aggression (no off-state mag dumps).

— Monster-vs-monster gun suppression in - — Monster-vs-monster gun suppression in — **`create-gunsmithing-*.jar` — Monster-vs-monster gun suppression in `ntgl:energy` — Monster-vs-monster gun suppression in `is_projectile` — Monster-vs-monster gun suppression in NTGL 3.1.3 — Monster-vs-monster gun suppression in CGS 1.4.5 — Monster-vs-monster gun suppression in 1.5.4 — Monster-vs-monster gun suppression in `type = "optional"` — Monster-vs-monster gun suppression in guardvillagers — Monster-vs-monster gun suppression in cgs — Monster-vs-monster gun suppression in `type = "required"` — Monster-vs-monster gun suppression in 1.5.3 — Monster-vs-monster gun suppression in `MobGunAttackGoal`**; NeoForge port (mixins, config load order, aggro mixin, goal strip).

Loot Integrations Minecraft Loot Integrations, NeoForge Loot Integrations, NTGL Loot Integrations, optional Loot Integrations, Loot Integrations, Loot Integrations. Other sets may work; use the Loot Integrations for bugs.

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Forge — Minecraft 1.20.1

Create:Gunsmithing Minecraft Create:Gunsmithing, Create:Gunsmithing, Create:Gunsmithing (required), and a Create:Gunsmithing (e.g. Create:Gunsmithing).

optional — When Recruits is installed, optional can use NTGL/CGS guns as an optional (no Recruits source patch): gun in the optional, crossbow in the optional, optional and optional commands respected. optional — supply optional (inventory, chests, or ground pickup near the recruit). Reload uses the recruit’s optional; when empty they fall back to crossbow behavior. Recruits remains optional at runtime.

Recruits Minecraft Recruits, Forge Recruits, Recruits ntgl-1.20.1-3.0.4; Recruits, Recruits, and optionally Recruits (1.20.1). Other NTGL packs and versions may work but are not guaranteed.

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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.

dual-wielded — 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.

finite magazine — Spread and cadence are tunable (`aiAccuracyNerf`, `guardAccuracyNerf`, `fireRateDelayMultiplier`, reaction delay, attack intervals). On finite magazine, most CGS-spawned hostiles get generous NTGL mob ammo behavior; finite magazine 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.

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Configuration

(`config/triggermobs-common.toml`)

- Forge 1.20.1 only (when Recruits is present): `cgsSpawningEnabled`, `weaponChance`, `dualWieldChance`, `mobWeaponOverrides` (per-mob pools, e.g. `minecraft:zombie=cgs:flintlock`), `maxAttachmentSlots`, `allowAdvancedWeapons`, `dropChanceOverride` - Forge 1.20.1 only (when Recruits is present): `guardCgsSpawningEnabled`, `guardWeaponChance`; guards use `guardvillagers:guard` in `mobWeaponOverrides` for their pool when Forge 1.20.1 only (when Recruits is present): is installed - Forge 1.20.1 only (when Recruits is present): `aiAccuracyNerf`, `guardAccuracyNerf` - Forge 1.20.1 only (when Recruits is present): `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

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Optional CGS weapon AI

- Frag grenade — Medium range, dual-wield capable when one-handed - Frag grenade — Close-range pressure - Frag grenade — Sustained fire - Frag grenade — Suppression-style fire - Frag grenade — Close-medium fire (Forge: removed from automatic mob/guard spawn pools from v1.3.5 onward; you can still give one manually) - Frag grenade — Long-range rockets - Frag grenade — Melee-heavy - Frag grenade — Throwing behavior

Non-CGS NTGL weapons use the generic strategy with configurable intervals.

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Forge 1.20.1 — feature timeline (short)

Not every line applies to every old jar; use the Files changelog for the exact download.

- v1.3.x — Recruits crossbowman integration, recruit CGS replace options, finite ammo for recruits - v1.3.x — Loot Integrations JSON fixes (uniform providers, attachment/ammo entry corrections) - v1.3.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

README — Current releases are README on the README tab; full notes live in the GitHub README for the matching tag.

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*Hobby project — GitHub. Use and modify under the mod license.*

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