
RealHostilesAI
Realistic hostile mob behavior for Minecraft: natural reactions, no unfair attacks, and no mob swarming.
RealHostilesAI 2.0.1 — Karma & Balance Tuning
Список изменений
RealHostilesAI 2.0.1 — Karma & Balance Tuning
This update builds directly on the 2.0.0 “Living Vanilla Hostiles” release and focuses on balance, fairness and making the AI feel even more organic without losing the danger.
Behavior & balance
Fairer karma for defensive players Karma now reacts more to who starts the fight. If a hostile mob attacks first and the player only defends themselves, the world doesn’t instantly treat that player as a reckless killer. Hardcore griefers still get punished over time, but normal survival players can defend themselves without turning the whole ecosystem against them.
Clearer “good behavior” recognition Staying close to hostile mobs without attacking them, moving calmly instead of rushing and not farming them non-stop now has more weight. Peaceful contact reduces karma and helps mobs slowly see that specific player as “less dangerous”.
More visible personality variety The personality system has been tuned so it’s easier to notice differences:
Some mobs still rush the player like classic vanilla.
Others hesitate or just stalk from a distance.
A few prefer to back off or flee instead of fighting.
Rarely, a hostile mob may pick a fight with another mob instead of the player.
Organic intimidation instead of constant aggression Hostiles no longer feel like a single-minded blob that always sprints towards you. Small groups may roar, scream or posture without committing to a full attack, especially if the player is not running around like a maniac.
Trust, forgiveness and rare friendship
Hidden forgiveness kept, but better tuned The sneak-to-forgive mechanic and karma system stay fully hidden from the UI, but their impact is more consistent. Small improvements make it less frustrating and more logical: a badly wounded player is less likely to be forgiven than a healthy one standing calmly nearby.
Long-term trust still per player and per mob Each mob keeps its own memory of each player. One zombie may end up trusting you while still hating your friend who killed half the horde earlier.
“Hostile friend” easter egg slightly more reachable The extremely rare case where a hostile mob practically becomes your friend still exists and stays secret, but the conditions are a bit more reasonable: spending real time close to the same mob, behaving peacefully and surviving together matters more than raw luck.
World feeling & immersion
Sunrise survival stays Zombies, skeletons and other burning mobs still try to run for shade when dawn approaches instead of waiting passively to burn.
Horde control refined The limit of how many mobs can chase the player at once has been adjusted so swarms feel threatening but don’t turn into an unplayable wall of bodies pushing you around.
Noise-based reactions adjusted Sprinting and jumping near hostiles is still dangerous, but not every mob reacts the same way. Some are spooked and flee, some look at you and ignore you, others take your noise as a challenge and come for you.
