Predations
🟡 Updated this year⚠️ Install Order · 2 steps
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🖼️ Gallery (11 images)
🔍 Analysis
- 🏆 #92 of 876 fabric mods in this game by downloads
📋 About This Mod
# **This mod was created to make certain parts of the game to be harder or ridiculously difficult to play, it was never mean to be fun or enjoyable.** # Almost everything is configurable. - _I'm mentally insane for making this mod_ --------- # predations.json section: 1/ 👟 Flee From Players: - By default chicken, horse, pig, sheep, trader llama run away from player. - Detail for configuration: + **"enabled"**: on-off switch for every feature except "allowLure", "allowLure" is affected by another entry but you can just turn it off or on anyway. + **"runSpeed"**: self-explainatory. + **"runNearPlayerBlock"**: block distance that will make mobs run away faster when near, related to "nearPlayerSpeedMultiplier". + **"requireLineOfSightToRun"**: by default, they'll runaway from you without seeing you can turn this on at the cost of worse performance. + **"shiftingReduceDetectRangeByPercent"**: detection range is lowered when approach them while shifting. + **"SafeDistance"**: distance for mobs to be considered safe, affect continueToRunOutsideOfSafeDistanceInTicks". + **"nearPlayerSpeedMultiplier"**: explained in "runNearPlayerBlock". "continueToRunOutsideOfSafeDistanceInTicks": self-explainatory, explained in "SafeDistance". + **"allowLure"**: default is true, disable mobs from getting lured by food + **"leashingStopTheRunning"**: leashing mobs using a lead will prevent them from running when seeing player, useful if you have a farm to prevent lag. # **NOTE: WHEN TAMING HORSE PLEASE LEAD THEM OR ELSE THEY'LL JUST RUN AND NEVER GET TAMED.** - Relating to allowLure, in "forAllowLuresinEntities" entry you can add custom item to prevent mobs from getting lured (not sure for modded mobs but worked for vanilla: - 💡 Example: + "chicken": 3/ 👟 Runaway From Entities: - Make certain mobs run away from configured mobs (your choice or by default in the config): - 💡Example for sheep running from mobs in the list: + "sheep": , 4/ 🍔 Mobs get buffed when eating: - Certain mobs in the config will gain a buff when eating meats (can add custom food, maybe even any item) - Mobs doesn't follow food if it's in their way they'll eat - By default, regeneration 1 (not appliable to undead), strength 1 and speed 1 are given. !(https://cdn.modrinth.com/data/cached_images/eb21f3ba0c9c17533d8d9c28f4b80fa8ddca6f8f.png) ------------------------- # predations-extra.json section: 1/ 👞 Step-Up (skip 1 block jump): - By default horse can skip 1 block jump when not riding on player - You can add mobs that skip up to whatever number, but chance of crashing is very high and not my fault lmao. 2/ 🐮 Angry Cow: - When cow is taking damage (any sources, and also milking them), it'll begin to kick nearby entities one by one in a configurable tick time. - Health is buffed to 9 hearts by defaullt (can change in the config) - There's also a rare variant of cow you can toggle on, it'll attack everything that's not cow. 3/ 🥛 Milk Overhaul: - Milk no longer remove all effect - Milking cow has a cooldown of 5 minutes - Milk now restore 2.5 hunger and 2 saturation with Absorption 2 4/ 🦑 Predatory Squid: - 🧠 Attack Initiation Logic 1. Close-Range Latch : simple entity check within the small latchRangeBlocks (3.0) radius almost every tick, squid will get stuck on target head and begin to damage them. 2. Psychic Grab (Low Frequency): long-range check use a large radius (psychicGrabRange 12.5), cooldown 10s. Long-range targeting has a psychicGrabChance (0.5) success rate. Claim System: Only once per target, no multiple squid can latch into one target Squid limited by lowLightLevel (7) and requires line-of-sight if blockedBySolids is true. - ⚓ Latch and Damage Mechanics Once latched: If the target is in a boat or minecart and breakBoats/breakMinecarts is enabled, the vehicle is instantly destroyed. Physics Drag: In water, downforceDrag (0.5) forcing everything downward. Damage Ticker: controlled by tickInterval (40 ticks/2 seconds), applying status effects: Vanilla Squid: Blindness, Slowness and Hunger. Glow Squid: Applies Weakness and Mining Fatigue, with a Strength buff for itself while attacking. Escape Check: If the target's velocity exceeds the lineBreakSpeed (1.6) for 20 consecutive ticks, the latch automatically breaks. ⚠️ Stranded Mob: If the squid is on land and not latched: Nudging: Every nudgingInterval (35 ticks), the squid searches for water within nudgingRange (3.0) blocks. Vector Application: The squid applies dir
# This mod was created to make certain parts of the game to be harder or ridiculously difficult to play, it was never mean to be fun or enjoyable. # Almost everything is configurable.
- _I'm mentally insane for making this mod_
- --------
- # predations.json section:
- 1/ 👟 Flee From Players:
- By default chicken, horse, pig, sheep, trader llama run away from player.
- Detail for configuration:
- + "enabled": on-off switch for every feature except "allowLure", "allowLure" is affected by another entry but you can just turn it off or on anyway.
- + "runSpeed": self-explainatory.
- + "runNearPlayerBlock": block distance that will make mobs run away faster when near, related to "nearPlayerSpeedMultiplier".
- + "requireLineOfSightToRun": by default, they'll runaway from you without seeing you can turn this on at the cost of worse performance.
- + "shiftingReduceDetectRangeByPercent": detection range is lowered when approach them while shifting.
- + "SafeDistance": distance for mobs to be considered safe, affect continueToRunOutsideOfSafeDistanceInTicks".
- + "nearPlayerSpeedMultiplier": explained in "runNearPlayerBlock".
- "continueToRunOutsideOfSafeDistanceInTicks": self-explainatory, explained in "SafeDistance".
- + "allowLure": default is true, disable mobs from getting lured by food
- + "leashingStopTheRunning": leashing mobs using a lead will prevent them from running when seeing player, useful if you have a farm to prevent lag.
- # NOTE: WHEN TAMING HORSE PLEASE LEAD THEM OR ELSE THEY'LL JUST RUN AND NEVER GET TAMED.
- Relating to allowLure, in "forAllowLuresinEntities" entry you can add custom item to prevent mobs from getting lured (not sure for modded mobs but worked for vanilla:
- 💡 Example:
- + "chicken": [
- "minecraft:wheat_seeds",
- "minecraft:melon_seeds",
- "minecraft:pumpkin_seeds",
- "minecraft:beetroot_seeds",
- "minecraft:torchflower_seeds",
- "minecraft:pitcher_pod"
2/ 💢 Aggression Targets:
- Make certain mobs attack configured mobs (your choice or by default in the config):
- 💡Example for wolf targetting in the list:
- + "wolf": [
- "sheep",
- "rabbit"
- ]
3/ 👟 Runaway From Entities: - Make certain mobs run away from configured mobs (your choice or by default in the config): - 💡Example for sheep running from mobs in the list: + "sheep": [ "zombie", "spider", "wolf" ], 4/ 🍔 Mobs get buffed when eating: - Certain mobs in the config will gain a buff when eating meats (can add custom food, maybe even any item) - Mobs doesn't follow food if it's in their way they'll eat - By default, regeneration 1 (not appliable to undead), strength 1 and speed 1 are given. !(https://cdn.modrinth.com/data/cached_images/eb21f3ba0c9c17533d8d9c28f4b80fa8ddca6f8f.png) ------------------------- # predations-extra.json section: 1/ 👞 Step-Up (skip 1 block jump): - By default horse can skip 1 block jump when not riding on player - You can add mobs that skip up to whatever number, but chance of crashing is very high and not my fault lmao.
2/ 🐮 Angry Cow: - When cow is taking damage (any sources, and also milking them), it'll begin to kick nearby entities one by one in a configurable tick time. - Health is buffed to 9 hearts by defaullt (can change in the config) - There's also a rare variant of cow you can toggle on, it'll attack everything that's not cow.
3/ 🥛 Milk Overhaul: - Milk no longer remove all effect - Milking cow has a cooldown of 5 minutes - Milk now restore 2. 5 hunger and 2 saturation with Absorption 2
4/ 🦑 Predatory Squid:
- 🧠 Attack Initiation Logic
1. Close-Range Latch : simple entity check within the small latchRangeBlocks (3. 0) radius almost every tick, squid will get stuck on target head and begin to damage them.
2. Psychic Grab (Low Frequency): long-range check use a large radius (psychicGrabRange 12. 5), cooldown 10s. Long-range targeting has a psychicGrabChance (0. 5) success rate.
Claim System: Only once per target, no multiple squid can latch into one target
Squid limited by lowLightLevel (7) and requires line-of-sight if blockedBySolids is true.
- ⚓ Latch and Damage Mechanics
Once latched:
If the target is in a boat or minecart and breakBoats/breakMinecarts is enabled, the vehicle is instantly destroyed.
Physics Drag: In water, downforceDrag (0. 5) forcing everything downward.
Damage Ticker: controlled by tickInterval (40 ticks/2 seconds), applying status effects:
Vanilla Squid: Blindness, Slowness and Hunger.
Glow Squid: Applies Weakness and Mining Fatigue, with a Strength buff for itself while attacking.
Escape Check: If the target's velocity exceeds the lineBreakSpeed (1. 6) for 20 consecutive ticks, the latch automatically breaks.
If the squid is on land and not latched:
Nudging: Every nudgingInterval (35 ticks), the squid searches for water within nudgingRange (3. 0) blocks.
Vector Application: The squid applies dir
📊 Mod Details
- Game
- Minecraft Mods
- Author
- NotEvenBelow
- Version
- 0.0.6-BETA-swimfix
- Downloads
- 366
- Endorsements
- 8
- Category
- fabric
- Created
- 11/5/2025
- Updated
- 12/24/2025
- Game Versions
- 1.20.1
- Tags
- game-mechanics, mobs
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❓ Frequently Asked Questions
Which Minecraft Mods versions does Predations support?
The author lists 1.20.1. Other versions may work but are untested by the author.
What is the latest version of Predations?
Version 0.0.6-BETA-swimfix, published 2025-12-24 with 366 downloads recorded at the source.
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