{"id":159857,"date":"2026-06-09T17:36:25","date_gmt":"2026-06-09T14:36:25","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/trigger-mobs\/"},"modified":"2026-06-09T17:36:25","modified_gmt":"2026-06-09T14:36:25","slug":"trigger-mobs","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/trigger-mobs\/","title":{"rendered":"Trigger Mobs"},"content":{"rendered":"<p>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`).<\/p>\n<p>**Two loaders on this project** \u2014 pick the **Files** download for your Minecraft version:<\/p>\n<p>| | **NeoForge** | **Forge** |<br \/>\n|&#8212;|&#8212;&#8211;|&#8212;&#8211;|<br \/>\n| **Minecraft** | 1.21.1 | 1.20.1 |<br \/>\n| **Loader** | NeoForge 21.1.228+ | Forge 47.4.0+ |<br \/>\n| **Typical NTGL** | e.g. ntgl-1.21.1-3.x | e.g. ntgl-1.20.1-3.0.4 |<br \/>\n| **Recruits crossbowmen** | *Not in the NeoForge jar* | *Optional* with Recruits (v1.5.0+) |<\/p>\n<p>**Always required:** **NukaTeamGunLib** and a **gun pack** (e.g. **Create:Gunsmithing**) \u2014 NTGL does not ship weapons by itself.<\/p>\n<p>**Latest NeoForge line:** **1.5.5** \u2014 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 = &#8220;optional&#8221;`**; core deps remain **`type = &#8220;required&#8221;`**.<\/p>\n<p>&#8212;<\/p>\n<p>## NeoForge \u2014 Minecraft 1.21.1<\/p>\n<p>**Requirements:** Minecraft **1.21.1**, **NeoForge 21.1.228+**, **NTGL** for 1.21.1, and a **gun pack** using NTGL.<\/p>\n<p>**Behavior &#038; fixes (NeoForge builds)**<br \/>\n&#8211; **Mob-shot aggro mixin** \u2014 NTGL\u2019s server code can run a hostile sweep on unsilenced shots (`setLastHurtByMob` in sound range). TriggerMobs **skips that sweep for non-player shooters** so one mob\u2019s shot does not make every nearby hostile blame the shooter, while **projectiles still spawn and players can still be shot**.<br \/>\n&#8211; **Mob gun targeting** \u2014 Gun AI follows the mob\u2019s **attack target** without requiring `LivingEntity.canAttack` in cases where that wrongly caused \u201cchases you, never fires.\u201d<br \/>\n&#8211; **Single gun pipeline** \u2014 NTGL\u2019s mob **`GunAttackGoal`** is removed for hostiles (and guards when Guard Villagers is present) so only **TriggerMobs**\u2019 **`MobGunAttackGoal`** + strategies run.<br \/>\n&#8211; **No monster-on-monster gunfire** \u2014 A **`Monster`** does **not** use gun AI against **another `Monster`**; players, villagers, iron golems, and other non-monster targets are unaffected.<br \/>\n&#8211; **Piglins** \u2014 Respects vanilla **`AbstractPiglin`** aggression (no off-state mag dumps).<\/p>\n<p>**Version notes (NeoForge, short)**<br \/>\n&#8211; **1.5.5** \u2014 **`create-gunsmithing-*.jar`** local detection; **`ntgl:energy`** in **`is_projectile`** merge tag; dependency fallback versions refreshed (**NTGL 3.1.3** \/ **CGS 1.4.5**).<br \/>\n&#8211; **1.5.4** \u2014 Dependency metadata: **`type = &#8220;optional&#8221;`** for **guardvillagers** \/ **cgs**; **`type = &#8220;required&#8221;`** for core deps (see above).<br \/>\n&#8211; **1.5.3** \u2014 Monster-vs-monster gun suppression in **`MobGunAttackGoal`**; NeoForge port (mixins, config load order, aggro mixin, goal strip).<\/p>\n<p>**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.<\/p>\n<p>&#8212;<\/p>\n<p>## Forge \u2014 Minecraft 1.20.1<\/p>\n<p>**Requirements:** Minecraft **1.20.1**, **Forge 47.4.0+**, **NukaTeamGunLib** (required), and a **gun pack** (e.g. **Create:Gunsmithing**).<\/p>\n<p>**Optional Recruits (v1.5.0+)** \u2014 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** \u2014 supply **CGS\/NTGL ammo** (inventory, chests, or ground pickup near the recruit). Reload uses the recruit\u2019s **inventory**; when empty they fall back to crossbow behavior. Recruits remains **optional** at runtime.<\/p>\n<p>**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.<\/p>\n<p>&#8212;<\/p>\n<p>## Shared features (both versions)<\/p>\n<p>**Armed and dangerous** \u2014 Zombies, pillagers, vindicators, and other hostiles can pick up and use NTGL guns: strafe, keep distance, and pressure you in firefights.<\/p>\n<p>**Built-in CGS gun spawning** \u2014 With Create:Gunsmithing, mobs and guards can spawn already armed; no InControl required for that path.<\/p>\n<p>**Loot Integrations chest loot** \u2014 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`.<\/p>\n<p>**\u26a0\ufe0f Warnings**<br \/>\n&#8211; Do not leave loaded guns on the ground where mobs can grab them.<br \/>\n&#8211; Do not leave grenades on the ground unless you want surprise frags.<\/p>\n<p>**Smart item pickup** \u2014 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.<\/p>\n<p>**Balanced combat** \u2014 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 \u2014 **finite magazine**, you must supply ammo.<\/p>\n<p>**Works with any NTGL gun pack** \u2014 Not only Create:Gunsmithing; any pack that registers weapons through NTGL benefits from the generic AI path, with extra strategies when CGS is present.<\/p>\n<p>&#8212;<\/p>\n<p>## Configuration <\/p>\n<p>(`config\/triggermobs-common.toml`)<\/p>\n<p>&#8211; **CGS gun spawning:** `cgsSpawningEnabled`, `weaponChance`, `dualWieldChance`, `mobWeaponOverrides` (per-mob pools, e.g. `minecraft:zombie=cgs:flintlock`), `maxAttachmentSlots`, `allowAdvancedWeapons`, `dropChanceOverride`<br \/>\n&#8211; **Guard CGS spawning:** `guardCgsSpawningEnabled`, `guardWeaponChance`; guards use `guardvillagers:guard` in `mobWeaponOverrides` for their pool when **Guard Villagers** is installed<br \/>\n&#8211; **Accuracy:** `aiAccuracyNerf`, `guardAccuracyNerf`<br \/>\n&#8211; **AI timing:** `aiReactionDelayTicks`, `fireRateDelayMultiplier`, `outOfAmmoFallbackTicks`, `baseAttackIntervalTicks`, `attackIntervalVariance`<br \/>\n&#8211; **Forge 1.20.1 only (when Recruits is present):** `recruitsTinkersReplaceWithCgs`, `recruitsTinkersReplaceChance`, `recruitsCgsSpawnAmmoAmount`, etc. \u2014 see in-game config comments for your jar version<\/p>\n<p>&#8212;<\/p>\n<p>## Optional CGS weapon AI<\/p>\n<p>&#8211; **Flintlock &#038; revolver** \u2014 Medium range, dual-wield capable when one-handed<br \/>\n&#8211; **Shotgun** \u2014 Close-range pressure<br \/>\n&#8211; **Nailgun** \u2014 Sustained fire<br \/>\n&#8211; **Gatling** \u2014 Suppression-style fire<br \/>\n&#8211; **Blazegun** \u2014 Close-medium fire (Forge: removed from automatic mob\/guard spawn pools from v1.3.5 onward; you can still give one manually)<br \/>\n&#8211; **Launcher** \u2014 Long-range rockets<br \/>\n&#8211; **Pneumatic hammer** \u2014 Melee-heavy<br \/>\n&#8211; **Frag grenade** \u2014 Throwing behavior  <\/p>\n<p>Non-CGS NTGL weapons use the generic strategy with configurable intervals.<\/p>\n<p>&#8212;<\/p>\n<p>## Forge 1.20.1 \u2014 feature timeline (short)<\/p>\n<p>Not every line applies to every old jar; use the **Files** changelog for the exact download.<\/p>\n<p>&#8211; **v1.5.x** \u2014 Recruits crossbowman integration, recruit CGS replace options, finite ammo for recruits<br \/>\n&#8211; **v1.5.2** \u2014 Loot Integrations JSON fixes (uniform providers, attachment\/ammo entry corrections)<br \/>\n&#8211; **v1.4.x** \u2014 Loot Integrations chest injection; expanded CGS ammo loot (v1.4.1)<br \/>\n&#8211; **v1.3.x** \u2014 Built-in CGS spawn &#038; guard overhaul; fire-rate multiplier; TC-E \/ Tinkers compatibility tweaks; blazegun removed from pools  <\/p>\n<p>**NeoForge 1.21.1** \u2014 Current releases are **1.5.5+** on the **Files** tab; full notes live in the GitHub **README** for the matching tag.<\/p>\n<p>&#8212;<\/p>\n<p>*Hobby project \u2014 GitHub. Use and modify under the mod license.*<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Makes NTGL [NukaTeam&#8217;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)<\/p>\n","protected":false},"featured_media":159858,"template":"","meta":{"_minecraft_slug":"trigger-mobs","_minecraft_project_id":"zTVBLVOy","_minecraft_author":"spock117","_minecraft_license":"GPL-3.0-only","_minecraft_downloads":29,"_minecraft_follows":0,"_minecraft_client_side":"required","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"trigger-mobs.zip","_minecraft_size_bytes":399279,"_minecraft_version_count":2,"_minecraft_updated_at":"2026-05-16T12:37:08.975467Z","_minecraft_date_created":"2026-05-11T21:45:15.783949Z","_minecraft_date_modified":"2026-05-08T22:35:15.047639Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/trigger-mobs","_minecraft_icon_attachment_id":159858,"_minecraft_imported_at":"2026-06-09T14:36:26+00:00","_minecraft_import_hash":"f1af23990f0346c0b36656cca392e530","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[88,104,137,158,123],"mod_loader":[106,160],"minecraft_version":[36,37],"class_list":["post-159857","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-equipment","mod_category-forge","mod_category-mobs","mod_category-neoforge","mod_category-technology","mod_loader-forge","mod_loader-neoforge","minecraft_version-1-20-1","minecraft_version-1-21-1"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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