
RealHostilesAI
Realistic hostile mob behavior for Minecraft: natural reactions, no unfair attacks, and no mob swarming.
Список изменений
RealHostilesAI 1.1.1 — Behavior polish & bugfix update
This release fixes several annoying issues introduced in 1.1.0 while keeping all the new AI features (creeper logic, territorial pillagers, rare events).
Fixed issues from 1.1.0
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Forgiven creepers were still exploding
In 1.1.0, creepers could still explode even after being “forgiven” by the karma/sneak system. This felt unfair and broke the idea of a cowardly but logical creeper.
→ In 1.1.1, creepers that are forgiven are fully calmed: they drop gunpowder, play a death-like sound and are removed. A calmed creeper will no longer explode. -
Hostile mobs could crowd the player and push them around
Some mobs kept targeting peaceful players for too long, staying too close and constantly pushing them without dealing damage.
→ The anti-crowding logic has been improved so that only a limited number of mobs can intimidate a player at once, and trusted mobs will now back off smoothly after a short period of peaceful contact. -
Too much ambient noise from hostile mobs
In 1.1.0, ambient “taunt” sounds could feel spammy, especially when several mobs were nearby.
→ In 1.1.1 only the small group of mobs that are actively intimidating a player will occasionally play taunt sounds, and each mob has an internal cooldown so sounds are not repeated too often.
Behavior tweaks
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Trust and intimidation are now clearly separated
- Mobs that see a peaceful player will first observe and intimidate for a short time (a few can make noise, not the whole horde).
- After enough peaceful time, those same mobs “trust” that specific player, stop following and gently move away.
- This trust is per player, so a different player who behaves aggressively will still be treated as dangerous.
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Individual mob memory is preserved
- Karma is still tracked per player, and reactions are decided per mob.
- A hostile mob that was directly attacked is less likely to “forgive” than a mob that only came as backup.
- Some mobs may try to flee instead of fighting, keeping the rare and unpredictable reactions that make the plugin feel alive.
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Creeper behavior is now fully aligned with the concept
Creepers remain cowardly and tense, using the correct primed sound when they decide to attack, but will never explode after a successful forgiveness interaction.
Technical notes
- Added an internal creeper-calming flag so forgiven creepers can no longer trigger explosions.
- Improved taunt handling with per-mob cooldowns and limited intimidator counts per player.
- No config breaking changes: existing configs from 1.1.0 work out of the box. The new behavior uses the same options introduced in 1.1.0.
