
RealHostilesAI
Realistic hostile mob behavior for Minecraft: natural reactions, no unfair attacks, and no mob swarming.
RealHostilesAI 2.0.2 — Advanced Hostile Interaction Update
release6 декабря 2025 г.This update builds on 2.0.1 and pushes the AI further toward a more believable, organic hostile-mob ecosystem. The goal of 2.0.2 is simple: make every hostile encounter feel alive, reactive, fair, but never predictable.
⭐ Behavior & Balance Improvements • Smarter karma system
Karma now reacts mainly to who starts the fight. If a mob attacks first and the player defends themselves, karma is reduced instead of increased. Dying resets all accumulated karma, so unfair punishments no longer “stack forever”.
Good behavior is more noticeable: walking calmly, not rushing mobs, and staying near them without attacking slowly reduces karma and makes mobs treat the player as “less dangerous”.
⭐ More visible personality differences
Hostiles now show much clearer individuality:
Some still behave like classic vanilla and rush the player immediately.
Others hesitate, stalk from a distance, or circle around before deciding.
A few may flee or back off instead of fighting.
Rarely, a mob may start fighting another mob instead of the player.
Small groups can roar or posture to intimidate without committing to a full attack.
No two encounters play out the same.
⭐ Trust, forgiveness & rare friendship
The hidden forgiveness mechanic has been tuned: Forgiveness is still secret, but more consistent and logical. Injured players are less likely to be forgiven, while calm players have a better chance.
Long-term personal trust returns: each mob remembers each player individually.
A zombie may trust one player who spent time near them peacefully… while still hating another player who killed half the horde earlier.
The rare “friendly hostile” easter-egg still exists, but now requires time, calm behavior, and survival — not pure luck.
⭐ Improved noise-based reactions
Running, jumping, and fast movement attract attention. Walking slowly allows players to get closer without instantly triggering aggression.
Not every mob reacts the same way:
Some chase the noise immediately.
Some get scared and run away.
Others ignore it unless the player gets too close.
⭐ World immersion updates
Hostile mobs still attempt to escape sunrise and avoid burning.
Horde control refined again: mobs don’t stack excessively, but groups still feel threatening.
More organic ambient behavior while stalking or intimidating.
🟩 Technical Changes
Adjusted personality weighting to increase variety.
Better per-mob memory handling for trust, contact, and hostility.
Rewritten defensive-karma rules for consistency.
Cleaner AI state transitions for stalking → intimidation → attack → retreat.
Increased event frequency slightly so special reactions appear naturally without feeling forced.
🟩 Overall goal of 2.0.2
Make RealHostilesAI feel:
More alive
More fair
More unpredictable
More immersive
More true to Minecraft’s world
…without ever removing the danger that makes hostile mobs exciting.
RealHostilesAI 2.0.1 — Karma & Balance Tuning
release6 декабря 2025 г.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.
RealHostilesAI 2.0.0 — Living Vanilla Hostiles Update
release6 декабря 2025 г.This update pushes the plugin toward a more “alive” vanilla experience, where hostile mobs keep their original behavior but gain personality, memory, and small unpredictable reactions that make the world feel more natural.
What’s new
• Individual personalities Each mob now reacts differently: some attack right away, some hesitate, some only approach if they hear you running, and a few might ignore you completely. Every mob makes its own decision for each player.
• Noise-based detection Running, jumping, or moving fast attracts attention. Walking slowly lets you get closer without immediately triggering aggression.
• Trust and long-term memory If you stay close to a mob without fighting, it slowly learns that you aren’t a threat. When enough peaceful time passes, that mob stops trying to attack you. This trust is per-player, so a mob may trust you but still attack another player who behaved aggressively earlier.
• Rare “friendship” easter egg If you spend a long time near the same mob without fighting it, there’s a very small chance it becomes permanently peaceful toward you. This is never announced — it just happens naturally and should feel like something you discovered on your own.
• Survival instinct at sunrise Zombies, skeletons, and any mob that burns in daylight will try to move toward shade when dawn approaches, instead of standing still waiting to burn.
• Improved creeper logic Forgiven creepers can no longer explode under any circumstances. They use the correct priming sound only when they actually decide to attack, and calmed creepers drop gunpowder with a “death-like” sound instead of detonating.
• Horde control Only a limited number of mobs are allowed to chase a player at the same time. The rest may watch, intimidate, or wander around to avoid unfair stacking or being pushed endlessly.
• Rare dynamic events still exist Very rarely, a mob may unexpectedly attack a peaceful player. In even rarer moments, a mob may defend you by attacking another hostile mob. These small surprises stay to keep the world interesting.
RealHostilesAI 1.1.1
release5 декабря 2025 г.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
-
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
-
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.
-
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.
-
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.
RealHostilesAI 1.1.0 – Creeper & Territorial AI update
release5 декабря 2025 г.RealHostilesAI 1.1.0 — Creeper logic & territorial AI update
New features
- Creepers are now cowardly but logical: when a player is forgiven by the karma system, nearby creepers will no longer explode uselessly. Instead, they get scared, drop a bit of gunpowder and disappear.
- Hostile mobs now taunt players more clearly by playing ambient sounds while harassing them, without forcing combat.
- Added a small chance for hostile mobs to flee combat instead of attacking, making hordes feel less robotic.
- Pillagers now behave as territorial guards: they only attack players that enter their territory radius, instead of attacking everyone on sight.
AI and balance tweaks
- Improved anti-crowding logic so only a limited number of mobs can follow the same player and they don’t stack on top of you.
- Peaceful players become “trusted” after a few seconds of non-aggressive contact, making mobs back off instead of sticking permanently.
- Extremely rare “special events” are preserved:
- A hostile mob might very rarely attack a peaceful player.
- An even rarer case: another hostile mob may defend the player and attack the aggressor.
Config additions
- New config options:
aggro.flee_chancemovement.taunt_sound_chancemovement.peace_secondspillager.territory_radiuscreeper.calm_radius,creeper.gunpowder_min,creeper.gunpowder_max
- All defaults are conservative and backwards-compatible with 1.0. If you drop the new jar on an existing server, it will generate the new config fields automatically.
This version keeps RealHostilesAI lightweight and server-safe while making hostile mobs feel even more alive and believable for survival, roleplay, and peaceful-hardcore servers.
