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v0.81.0+forge-1.20.1
Compatibility
Changes
0.81.0
Summon PlayerMobs pre-tethered — stay option, spawn NBT, and player-name anchors
You can now tether a PlayerMob the moment you summon it, instead of only after it already exists. /playermob summon gains a 'stay' option that pins the new mob to where it spawns, to a set of coordinates, or to a player or another PlayerMob — each with an optional radius. A new AnchorPlayer name key lets you tether by player name in spawn NBT, so you no longer need a raw UUID or a packed coordinate number; the mob follows that player as they move and reconnects to them after a relog. And /playermob summon now accepts raw {NBT} to bake in traits, skin, and the tether in one go.
- New: /playermob summon <name> stay ( off | here | <pos> | <target> ) [radius] — tether a mob the instant it spawns
- Tether by player NAME in spawn NBT via the new AnchorPlayer key — a friendly alternative to a raw UUID or a packed AnchorPos coordinate
- Player/entity anchors follow the same leash-not-glue behaviour: the mob yields to combat, then walks back once it drifts beyond the radius
- Optional {NBT} on /playermob summon bakes in traits, skin, and the stay tether at spawn
0.80.0
New setting to stop PlayerMobs from hunting animals
Hungry PlayerMobs hunt nearby cows, pigs, chickens, sheep, and rabbits for meat when they're low on food. That's now optional — admins can turn it off entirely if they'd rather their PlayerMobs leave the local wildlife alone.
- On by default, matching existing behaviour — toggle live with /playermob huntforfood on|off, or set huntForFood=false in the config to disable it permanently
- Turning it off mid-hunt makes the mob drop the chase immediately, even with an animal already targeted
0.79.0
Keep a PlayerMob near a spot or companion (stay-near tether)
PlayerMobs can now be tethered so they won't wander off. Give a mob a stay-near anchor — a fixed position or a live entity (you or another PlayerMob) — plus a radius, and it stays within it: when it drifts (or gets dragged by a fight) past the edge, it walks back, then goes right back to doing its own thing inside the ring.
- New command: /playermob stay <name> ( off | here | <pos> | <target> ) [radius] — default radius 32 blocks (1–256).
- The tether yields to combat — a mob will chase an enemy past its ring, then walk back to its anchor once the fight is over.
- The anchor survives save/load and can be baked into spawn NBT (PlayerMobData/StayNear), so summoned or egg-spawned mobs can come pre-tethered.
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:KeY5Fc8p:CcoXfmiz"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:KeY5Fc8p:CcoXfmiz"
}

