Trigger Mobs
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 0.3% endorsement rate
- 🏆 #83 of 269 equipment mods in this game by downloads
📋 About This Mod
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 **(https://www.curseforge.com/minecraft/mc-mods/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 (https://www.curseforge.com/minecraft/mc-mods/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 (`setLastHurtByMob` in 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.canAttack` in cases where that wrongly caused “chases you, never fires.” - **Single gun pipeline** — NTGL’s mob **`GunAttackGoal`** is removed for hostiles (and guards when Guard Villagers is present) so only **TriggerMobs**’ **`MobGunAttackGoal`** + strategies run. - **No monster-on-monster gunfire** — A **`Monster`** does **not** use gun AI against **another `Monster`**; players, villagers, iron golems, and other non-monster targets are unaffected. - **Piglins** — Respects vanilla **`AbstractPiglin`** aggression (no off-state mag dumps). **Version notes (NeoForge, short)** - **1.5.5** — **`create-gunsmithing-*.jar`** local detection; **`ntgl:energy`** in **`is_projectile`** merge 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 (https://github.com/Spock117/TriggerMobs/issues) 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 (https://www.curseforge.com/minecraft/mc-mods/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.
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 (https://www.curseforge.com/minecraft/mc-mods/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 (https://www.curseforge.com/minecraft/mc-mods/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 (`setLastHurtByMob` in 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.canAttack` in cases where that wrongly caused “chases you, never fires.” - Single gun pipeline — NTGL’s mob `GunAttackGoal` is removed for hostiles (and guards when Guard Villagers is present) so only TriggerMobs’ `MobGunAttackGoal` + strategies run. - No monster-on-monster gunfire — A `Monster` does not use gun AI against another `Monster`; players, villagers, iron golems, and other non-monster targets are unaffected. - Piglins — Respects vanilla `AbstractPiglin` aggression (no off-state mag dumps).
Version notes (NeoForge, short) - 1. 5. 5 — `create-gunsmithing-.jar` local detection; `ntgl:energy` in `is_projectile` merge 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 (https://github.com/Spock117/TriggerMobs/issues) 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 (https://www.curseforge.com/minecraft/mc-mods/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.
📊 Mod Details
- Game
- Minecraft Mods
- Author
- spock117
- Version
- 1.20.1-1.5.3
- Downloads
- 1,465
- Endorsements
- 4
- Category
- equipment
- Created
- 5/11/2026
- Updated
- 7/19/2026
- Game Versions
- 1.20.1
- Tags
- equipment, mobs, technology
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❓ Frequently Asked Questions
Which Minecraft Mods versions does Trigger Mobs support?
The author lists 1.20.1. Other versions may work but are untested by the author.
What is the latest version of Trigger Mobs?
Version 1.20.1-1.5.3, published 2026-07-19 with 1,465 downloads recorded at the source.
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