Always Hostile Animals

Makes all normally passive or neutral mobs attack the player on sight.

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Always Hostile Animals

Always Hostile Animals

All passive and neutral mobs become instantly hostile! This mod turns cows, pigs, sheep, chickens, horses, goats, llamas, rabbits, parrots and many more (including modded creatures) into aggressive attackers that target players on sight. Perfect for chaos survival challenges, hardcore playthroughs, or servers where nothing is safe anymore.

> ⚠️ Note: Aquatic mobs (fish, turtles, etc.) do not attack yet. This will be added in a future update.

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🧩 Features

* 🔥 Server-ready: Passive and neutral creatures immediately attack players. * 🧠 Server-ready: Attack and target goals are added dynamically without breaking existing mob AI. * 💥 Server-ready: Ensures that every non-monster mob has the `generic.attack_damage` attribute. * 🌐 Server-ready: Works with modded mobs that use proper categories (`CREATURE`, `AMBIENT`, `WATER_*`). * 🧱 Server-ready: Fully functional on dedicated servers.

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❌ Not affected

* Hostile mobs (zombies, skeletons, etc.) — unchanged * `MISC` entities (boats, minecarts, projectiles, items) * Aquatic mobs in v1.0 (support planned)

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⚙️ Compatibility

* Loader: 1.21.1 * Loader: NeoForge (21.1.x) * No known incompatibilities * Works in most modpacks unless another mod fully overrides AI goals

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📦 Installation

1. Install NeoForge 1.21.1

2. Place the JAR into your `mods/` folder

3. Launch the game or server

> For consistent behavior, use a new world, so newly spawned entities get the hostile AI injected correctly.

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📄 Technical Details

* Registers the `generic.attack_damage` attribute for all non-monster mobs using `EntityAttributeModificationEvent` * Adds attack and target goals during `EntityJoinLevelEvent` * Safety checks prevent duplicate goals or crash conditions * A damage fallback ensures that mobs without an attribute still deal correct melee damage

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⚡ Performance

* 100% event-driven (no tick-loop scanning) * Lightweight and safe for large modpacks * No noticeable performance impact

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💬 FAQ

A: Does it work with modded animals? A: Yes — any entity using `CREATURE`, `AMBIENT`, or `WATER_*` categories is supported. (Full aquatic AI coming in a later version.)

A: Do baby animals also attack? A: Yes. A toggle to disable this is planned.

A: Why don’t fish attack yet? A: Aquatic pathfinding behaves differently; this feature is planned for v1.1+.

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🗺️ Roadmap

* later: Aquatic mob attack AI * later: Config options (damage scaling, whitelists/blacklists) * later: Datapack/tag support

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