1.1.0
Compatibility
Required content
Changes
Enhanced Mobs+ v1.1
A major AI and balancing update focused on making Zombies and Skeletons more dangerous, tactical, and configurable without turning them into unfair mobs.
ðĶī Skeleton Overhaul
Tactical AI
- Added long-range player detection.
- Skeletons can detect players from significantly farther away.
- Added tactical long-range bow combat.
- Added configurable attack range and attack interval.
- Added tactical retreat behavior when players get too close.
- Skeletons retreat away from their target and resume attacking once they reach a safer distance.
Special Arrows
- Added special arrow types:
- â ïļ Poison
- ð§ Slowness
- âïļ Weakness
- ð Instant Damage
- ðĨ Fire
- Added configurable special-arrow spawn chance.
- Added weighted special-arrow selection.
- Special-arrow effects are now blocked when the arrow is successfully blocked by a shield.
Regeneration
- Added skeleton regeneration after taking damage.
- Regeneration only begins after the skeleton has avoided taking damage for the configured delay.
- Regeneration amount and delay are configurable.
- Added visual regeneration particles.
- Taking damage during regeneration resets the regeneration timer.
Skeleton Equipment
- Added/configured armor tier weighting.
- Added configurable armor spawn chance.
- Added configurable armor enchantment chance.
- Added configurable enchantment power range.
- Added configurable bow enchantment chance.
- Added configurable bow enchantment power range.
Balance Changes
Skeletons have been moderately rebalanced to prevent them from becoming excessively powerful.
- Reduced armor frequency.
- Reduced high-tier armor frequency.
- Reduced armor enchantment frequency and power.
- Reduced bow enchantment frequency and power.
- Reduced detection range.
- Reduced attack range.
- Increased attack interval.
- Reduced retreat distance.
- Reduced regeneration frequency and amount.
- Reduced special-arrow frequency.
- Reduced the chance of high-impact special arrows.
ð§ Zombie Improvements
Zombie Groups
- Added configurable zombie group spawning.
- Added configurable minimum and maximum group sizes.
- Prevented spawned group members from recursively creating additional groups.
Zombie Reinforcement Calls
- Zombies can call nearby zombies when targeting a player.
- Added configurable call chance.
- Added configurable call radius.
- Added configurable call cooldown.
- Called zombies receive a temporary Speed boost.
- Prevented reinforcement calls from creating chain reactions.
- Added the Zombie Call sound effect.
Zombie Equipment
- Added configurable weapon tier weighting.
- Added configurable armor tier weighting.
- Added configurable weapon spawn chance.
- Added configurable armor spawn chance.
- Added configurable weapon and armor enchantment chances.
- Added configurable enchantment power ranges.
âïļ Configuration
The Enhanced Mobs configuration has been expanded and refined.
Major gameplay systems can now be adjusted through:
config/enhancedmobs.properties
This allows server owners and players to customize mob difficulty without modifying the mod.
ð ïļ Fixes & Improvements
- Fixed skeleton special-arrow effects applying through shields.
- Fixed skeleton regeneration activating before the skeleton had taken damage.
- Fixed regeneration timers resetting incorrectly.
- Fixed special-arrow weights not being respected.
- Improved zombie reinforcement call handling.
- Prevented zombie reinforcement chain reactions.
- Improved tactical AI compatibility with vanilla mob targeting.
- General code cleanup and balancing improvements.
ð What's Next
With the Zombie and Skeleton overhauls completed in v1.1, the next phase of Enhanced Mobs+ will focus on expanding the overhaul to the rest of Minecraft's hostile mobs.
Future updates will introduce new AI behaviors, tactical mechanics, balancing improvements, and configurable systems across additional vanilla mobs.
v1.1 focuses on Zombies & Skeletons. The next update expands the ecosystem.
Enhanced Mobs+ v1.1 â Vanilla mobs, but smarter.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:YTXsGUZ8:iEpfxvFr"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:YTXsGUZ8:iEpfxvFr"
}

