-Sitting mobs now rely vibrations to check if whether or not they should wake up. This change is done for 2 reasons: consistency and performance. This is more consistent now as it (re)uses an already existing vanilla mechanic. It is now also more optimized because the original check for these were originally ran EVERY TICK. This new implementation is only ran when a game event happens (e.g., a player breaking blocks).
-Nerfed Full-Auto Retrofit, there is now a noticable 2 tick interval when used.
-Fixed Full-Auto Retrofit not working on Neo/Forge.
-Fixed evokers instantly despawning if they die while having any fireballs surrounding them.
-Fixed evoker fireballs not despawning when they die.
-Fixed a crash caused by upgrading the mod config from 1.7.7 to 1.8.1.
-Fixed burrowing husks being interrupted by knockback. They are now also immune to knockback when burrowing.
-Fixed the burrowing animation of husks being incorrect.
-Fixed ranged_mobs/override_attack_interval config not working on blazes, zombie fletchers, and zombie pigmen.
-Added husk_burrow_cooldown, which lets you change the cooldown of the husk's burrowing ability. 200 ticks (5 seconds) by default.
-Added husk_burrow_min_distance, which lets you change the minimum distance required for husks to attempt to burrow. Default is 12 blocks. Setting this to 0 allowes the husk to burrow at any distance.
-Added evoker_cast_fireball_count, which lets you change how many fireballs would an evoker spawn before sending them out. Default is 3. Setting this to 0 would cause the evoker to use its old fireball throwing behavior from before v1.8.0 of this mod.
-Fixed iron golems attacking clerics if Guard Villagers is installed.
-Fixed witches attempting to jump if they are not throwing their potions when they have jump boost.
-Fixed a crash that could occur if an illusioner were to attack without a bow.
-Fixed corsairs from Xire87's Mob Variants having no AI whatsoever.
-Fixed MobVariantsCanConvert NBT tag being deleted by this mod if Xire87's Mob Variants is installed.
-Illusioners can no longer attack if they don't have bows.
-Added Chinese localization, credit to v191949v.
-Added skeletons_that_use_vanilla_attack_checks. This allows skeletons to use their vanilla ranged-melee switch code as supposed to the optimized re-implementation of this mod. This was added because some skeleton mobs do not call super.initGoals() when overriding initGoals(). Contains corsairs from Xire87's Mob Variants by default.
-Added golems_cannot_target_at_all_cost datapack tag. This prevents iron and snow golems from targeting these sets of mobs due to potential mod conflicts. Contains villagers, guard villagers and both iron and snow golems.
-Added a new error message for /target. It will now say "Mob1 cannot target Mob2 as they are not a valid target for that entity." By default, if an iron or snow golem were to target a mob from golems_cannot_target_at_all_cost, or if any mob were to target a ghast (as they are hard coded in vanilla to never attack ghasts), this error occurs. This error does not happen however if the two mobs are from two different scoreboard teams.
-Added Potions of Blinding to the Illusioner's drops.
-Added a rework to Chicken Jockeys.
-Added a rework to Witches.
-Added a small tweak to Wandering Traders.
-Added a new functionality to Villagers.
-Added a new datapack tag: healable_by_cleric_villager, contains villagers, wandering traders, guard villagers, iron golems, snow golems and undead mobs by default.
-Added a new datapack tag: zombies_illagers_cannot_attack, contains zombie pigmen by default.
-Added Target and PositionTarget to NBT data.
-Reworked how Snow Golems attack.
-Reworked how blindness works on mobs.
-Reworked the Evoker's fireball attack entirely.
-Reworked the way Evokers summon Vexes.
-Reworked and optimized the way Villagers use their special roles.
-Optimized the code used by the new Blaze attack animation.
-Fixed baby zombie ride positions on adult zombies.
-Fixed Ravagers continuing their charge attacks even after hitting their targets.
-Fixed a crash relating to skeletons switching weapons in certain conditions.
-Fixed Villagers being able to multi-task.
-Fixed fishing rods not displaying correctly when used by mobs.
-Fixed UsedItem and IsAggressive NBT datas being saved during world exit, causing unintended behaviors when rejoining the world.
-Removed blaze_extra_fireballs_count, replaced with blaze_fireball_count_easy, normal, and hard.
-Fixed a crash that could occur if the player was killed during the middle of an Iron Golem or Ravager's special attack.
-Fixed a crash that could occur if an Illusioner loses its target while reshuffling clones.
-Fixed Illusioner clone's arrows having different inaccuracy deviation, they now all share the same uncertainty.
-Fixed a crash that could occur if a Skeleton while skeleton_switch_to_melee_range setting is set to 5 or higher, attempts to switch to a melee weapon.
-Fixed this mod's enchantments being able to spawn in modded structures.
-Optimized the code used for the Elder Guardian's reworked beam attack.
-This mod now patches GoalSelector's tick() function and puts it inside a try-catch statement. In simpler words, mob behaviors can no longer crash the game and only leave an error message in the server log.
-Added particle effects to indicate if a Ravager is about to and is performing its special attack.
-Added Tide armor trims to the Elder Guardian's drops.
-Added a config option to change the shooting speed of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/override_attack_intervals.txt)
-Added a config option to change the melee attacking movement speed of pillagers. (pillager_melee_mode_speed_boost, 0 by default, which means no movement speed boost)
-Added a config option to change the melee attacking movement speed of skeletons. (skeleton_melee_mode_speed_boost, 10 by default, which means 10% faster, overriding vanilla's 25%)
-Added a config option to change the secondary melee weapon of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/mob_secondary_weapons.txt, pillagers have stone axes by default)
-Added a config option to change the wait time needed for pillagers to switch to an axe and try to break a blocking target's shield. (pillager_shield_break_cooldown, 60 by default, making the pillager wait 60 ticks (3 seconds) before attempting to break a shield), 0 means immediate)
-Added a config option to change the distance needed for pillagers to switch to a melee weapon when their targets are up-close. (pillager_switch_to_melee_range, 3 by default, 0 means its disabled)
-Added a config option to allow skeletons to switch to a melee weapon when their targets are up-close. (skeleton_switch_to_melee_range, 0 by default, which means its disabled)
-Nerfed the melee attacking movement speed multiplier for skeletons to compensate for the fact that all melee attacking mobs do not "pause" when pathfinding anymore. (from vanilla's 25% to 10%)
-Nerfed the shooting speed of wither skeletons when using a bow, they now take 1 second longer. This means they fire 0.5 seconds faster than a bogged, which is roughly 1 arrow every 3 seconds on hard difficulty.
-Nerfed pillager's shield breaking behavior, they now wait for 3 seconds before attempting it and now occasionally pauses trying to close the gap to make them look like they're "playing it safe".
-Nerfed crossbow using mobs, they now shoot slower on easy difficulty.
-Removed "pillagers_use_melee_attack" config option, it is now replaced by "pillager_switch_to_melee_range".
-Fixed baby Wither Skeletons having a much lower eye height than intended. This lead to them attempting to pathfind into 1-block gaps and suffocate. (Note: Wither Skeletons are usually 20% bigger than other skeletons, this lead to baby Wither Skeletons being 1.1 blocks tall making them unable to fit under 1 block gaps. This is INTENTIONAL)
-Fixed a crash that could occur if the player was killed during the middle of an Iron Golem or Ravager's special attack.
-Fixed a crash that could occur if an Illusioner loses its target while reshuffling clones.
-Fixed Illusioner clone's arrows having different inaccuracy deviation, they now all share the same uncertainty.
-Fixed a crash that could occur if a Skeleton while skeleton_switch_to_melee_range setting is set to 5 or higher, attempts to switch to a melee weapon.
-Optimized the code used for the Elder Guardian's reworked beam attack.
-Added particle effects to indicate if a Ravager is about to and is performing its special attack.
-Added Tide armor trims to the Elder Guardian's drops.
-This mod now patches GoalSelector's tick() function and puts it inside a try-catch statement. In simpler words, mob behaviors can no longer crash the game and only leave an error message in the server log.
-Fixed a crash that could occur if the player was killed during the middle of an Iron Golem or Ravager's special attack.
-Fixed a crash that could occur if an Illusioner loses its target while reshuffling clones.
-Fixed Illusioner clone's arrows having different inaccuracy deviation, they now all share the same uncertainty.
-Fixed a crash that could occur if a Skeleton while skeleton_switch_to_melee_range setting is set to 5 or higher, attempts to switch to a melee weapon.
-Optimized the code used for the Elder Guardian's reworked beam attack.
-Added particle effects to indicate if a Ravager is about to and is performing its special attack.
-Added Tide armor trims to the Elder Guardian's drops.
-This mod now patches GoalSelector's tick() function and puts it inside a try-catch statement. In simpler words, mob behaviors can no longer crash the game and only leave an error message in the server log.
-Fixed a crash that could occur when playing with Caverns and Chasms mod.
-Fixed sitting hostile mobs phasing through the world upon relogging.
-Fixed sitting hostile mobs attacking players in creative when attacked.
-Fixed the sitting positions of skeletons.
-Fixed this mod's enchantments being able to spawn in modded structures.
-Added a config option to change the shooting speed of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/override_attack_intervals.txt)
-Added a config option to change the melee attacking movement speed of pillagers. (pillager_melee_mode_speed_boost, 0 by default, which means no movement speed boost)
-Added a config option to change the melee attacking movement speed of skeletons. (skeleton_melee_mode_speed_boost, 10 by default, which means 10% faster, overriding vanilla's 25%)
-Added a config option to change the secondary melee weapon of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/mob_secondary_weapons.txt, pillagers have stone axes by default)
-Added a config option to change the wait time needed for pillagers to switch to an axe and try to break a blocking target's shield. (pillager_shield_break_cooldown, 60 by default, making the pillager wait 60 ticks (3 seconds) before attempting to break a shield), 0 means immediate)
-Added a config option to change the distance needed for pillagers to switch to a melee weapon when their targets are up-close. (pillager_switch_to_melee_range, 3 by default, 0 means its disabled)
-Added a config option to allow skeletons to switch to a melee weapon when their targets are up-close. (skeleton_switch_to_melee_range, 0 by default, which means its disabled)
-Nerfed the melee attacking movement speed multiplier for skeletons to compensate for the fact that all melee attacking mobs do not "pause" when pathfinding anymore. (from vanilla's 25% to 10%)
-Nerfed the shooting speed of wither skeletons when using a bow, they now take 1 second longer. This means they fire 0.5 seconds faster than a bogged, which is roughly 1 arrow every 3 seconds on hard difficulty.
-Nerfed pillager's shield breaking behavior, they now wait for 3 seconds before attempting it and now occasionally pauses trying to close the gap to make them look like they're "playing it safe".
-Nerfed crossbow using mobs, they now shoot slower on easy difficulty.
-Removed "pillagers_use_melee_attack" config option, it is now replaced by "pillager_switch_to_melee_range".
-Fixed this mod's enchantments being able to spawn in modded structures.
-Added a config option to change the shooting speed of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/override_attack_intervals.txt)
-Added a config option to change the melee attacking movement speed of pillagers. (pillager_melee_mode_speed_boost, 0 by default, which means no movement speed boost)
-Added a config option to change the melee attacking movement speed of skeletons. (skeleton_melee_mode_speed_boost, 10 by default, which means 10% faster, overriding vanilla's 25%)
-Added a config option to change the secondary melee weapon of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/mob_secondary_weapons.txt, pillagers have stone axes by default)
-Added a config option to change the wait time needed for pillagers to switch to an axe and try to break a blocking target's shield. (pillager_shield_break_cooldown, 60 by default, making the pillager wait 60 ticks (3 seconds) before attempting to break a shield), 0 means immediate)
-Added a config option to change the distance needed for pillagers to switch to a melee weapon when their targets are up-close. (pillager_switch_to_melee_range, 3 by default, 0 means its disabled)
-Added a config option to allow skeletons to switch to a melee weapon when their targets are up-close. (skeleton_switch_to_melee_range, 0 by default, which means its disabled)
-Nerfed the melee attacking movement speed multiplier for skeletons to compensate for the fact that all melee attacking mobs do not "pause" when pathfinding anymore. (from vanilla's 25% to 10%)
-Nerfed the shooting speed of wither skeletons when using a bow, they now take 1 second longer. This means they fire 0.5 seconds faster than a bogged, which is roughly 1 arrow every 3 seconds on hard difficulty.
-Nerfed pillager's shield breaking behavior, they now wait for 3 seconds before attempting it and now occasionally pauses trying to close the gap to make them look like they're "playing it safe".
-Nerfed crossbow using mobs, they now shoot slower on easy difficulty.
-Removed "pillagers_use_melee_attack" config option, it is now replaced by "pillager_switch_to_melee_range".
-Fixed Pillagers being able to 1-shot you in full iron armor with their melee attacks. Their damage have been lowered to 4 hearts (easy), 5.5 (normal), and 6 (hard) when the player is not wearing any armor.
-Fixed Ominous Phantomares being brain dead if phantom_rework is disabled or if they spawn naturally in creative mode.
-Heavy code reformatting and optimizations.
-Expanded config even more.
-Mobs can now use the After Burner enchantment.
-Nausea now makes ranged attacking mobs inaccurate.
-Fixed Sheperd Villagers not being able to shear sheep correctly.
-Entities with the glowing effect can now be targeted through blocks.
-Rewritten the code used for the pathfinding rework. It now excludes melee attacking mobs entirely as there is barely any difference with or without it. For ranged attacking mobs, the improved pathfinding is only enabled if they are shooting anything and moving at the same time.
-Added ja_jp (credit to karaagedesu1) and fil_ph localizations.
-Added a bunch of commands for debugging purposes and datapack compatibility. /motion to move mobs, /pathto to make them pathfind somewhere, /target to make them target another entity, /attack to make them use melee or ranged attacks on other mobs
-Added a toggle for burning projectile visual effects added by this mod.
-Added a rework to cats.
-Added a rework to blazes.
-Added a rework to endermen.
-Added a small tweak to parrots.
-Added a rework to iron golems.
-Added a tweak to shulkers.
-Added a rework to illusioners.
-Added a tweak to squids.
-Added a small tweak to general tameable mobs.
-Added a new mechanic: Ominous Mobs.
-Added 2 new enchantment rewards: Vorpal Weapon and Perfect Parry.
-Added 2 new datapack tags: #mob-ai-tweaks:bosses_that_announce_spawn and #mob-ai-tweaks:bosses_that_announce death.
-Added a bunch of commands for debugging purposes and datapack compatibility. /motion to move mobs, /pathto to make them pathfind somewhere, /target to make them target another entity, /attack to make them use melee or ranged attacks on other mobs, /rotate which is backported from 1.21.2.
-Mobs can now use the After Burner enchantment.
-Added a toggle for burning projectile visual effects added by this mod.
-Nausea now makes ranged attacking mobs inaccurate.
-Heavy code reformatting and optimizations.
-Expanded config even more.
-Fixed Sheperd Villagers not being able to shear sheep correctly.
-Entities with the glowing effect can now be targeted through blocks.
-Added support for Trial Chambers backport.
-Added a rework to cats.
-Added a rework to blazes.
-Added a rework to endermen.
-Added a small tweak to parrots.
-Added a rework to iron golems.
-Added a tweak to shulkers.
-Added a rework to illusioners.
-Added a tweak to squids.
-Added a small tweak to general tameable mobs.
-Added a new mechanic: Ominous Mobs.
-Added 2 new enchantment rewards: Vorpal Weapon and Perfect Parry.
-Added 2 new datapack tags: #mob-ai-tweaks:bosses_that_announce_spawn and #mob-ai-tweaks:bosses_that_announce death.
-Added a new datapack blacklist tag: #mob-ai-tweaks:step_up_issue_fix, which exists to patch entity pathfinding bugs caused by this mod. Contains guard villagers by default.
-Added a new datapack whitelist tag: #mob-ai-tweaks:bogged, for any mod that backports the Bogged. Contains the one from Trial Chambers backport mod by default.
-Entities with the glowing effect can now be targeted through blocks.
-Glow squids now give you night vision when stared at.
-Added config values to tweak the duration of the blindness/glowing and as well as night vision given by squids.
-Reworked the blaze's attack animation. They now summon fireballs beside them before throwing them.
-Fixed a bug where reflecting arrows with Perfect Parry duplicates them and as well as give them broken NBT data.
-Arrows reflected by Perfect Parry can no longer be picked up.
-Added ja_jp (credit to karaagedesu1) and fil_ph localizations.
-Added subtle particle effects when a shield with Perfect Parry enchantment reflects anything.
-Rewritten the code used for the pathfinding rework. It now excludes melee attacking mobs entirely as there is barely any difference with or without it. For ranged attacking mobs, the improved pathfinding is only enabled if they are shooting anything and moving at the same time.
-This change was done after playing around with an older version of the mod and the weird conflict it had with Guard Villagers that was patched in 1.7.0. I noticed that some ranged attacking mobs struggle to climb up blocks after losing their target. They try to climb but get bounced back causing them to get stuck, it was caused by a bug with vanilla strafing movement calculation not properly resetting when the mob changes movement directions. This bug is most notable in vanilla when skeletons lose their targets, causing them to "sprint" due to their sideways strafing movement not being reset correctly. This bug was caused by the movement controller of mobs ONLY resetting forward movement, not backwards, not sideways, which lead to this bug that plagued the mod for a long time.
-Fixed ranged mobs attempting to jump over fences when they collide with them.
-Fixed a crash that could occur when using a shield with Perfect Parry to reflect splash potions thrown by mobs. Additionally, they are now reflected correctly.
-Fixed a bug where explosive projectile attacks causes Perfect Parry to proc twice, duplicating the projectile that was reflected.
-Fixed a bug where projectiles reflected by Perfect Parry lose 90% of their NBT data, sometimes causing a crash when logging out of the world or during world save.
-Fixed the enderman's combo attack's hitbox having unlimited range and no angular limit. This lead to them being able to hit you from insanely far away regardless of where you are relative from them. Now, they cannot hit you if you are beyond a certain angle away from their body, allowing you to dodge their combo attacks by partially circling them during it.
-Added ja_jp (credit to karaagedesu1) and fil_ph localizations.
-Added subtle particle effects when a shield with Perfect Parry enchantment reflects anything.
-Rewritten the code used for the pathfinding rework. It now excludes melee attacking mobs entirely as there is barely any difference with or without it. For ranged attacking mobs, the improved pathfinding is only enabled if they are shooting anything and moving at the same time.
-This change was done after playing around with an older version of the mod and the weird conflict it had with Guard Villagers that was patched in 1.7.0. I noticed that some ranged attacking mobs struggle to climb up blocks after losing their target. They try to climb but get bounced back causing them to get stuck, it was caused by a bug with vanilla strafing movement calculation not properly resetting when the mob changes movement directions. This bug is most notable in vanilla when skeletons lose their targets, causing them to "sprint" due to their sideways strafing movement not being reset correctly. This bug was caused by the movement controller of mobs ONLY resetting forward movement, not backwards, not sideways, which lead to this bug that plagued the mod for a long time.
-Fixed ranged mobs attempting to jump over fences when they collide with them.
-Fixed a crash that could occur when using a shield with Perfect Parry to reflect splash potions thrown by mobs. Additionally, they are now reflected correctly.
-Fixed a bug where explosive projectile attacks causes Perfect Parry to proc twice, duplicating the projectile that was reflected.
-Fixed a bug where projectiles reflected by Perfect Parry lose 90% of their NBT data, sometimes causing a crash when logging out of the world or during world save.
-Fixed the enderman's combo attack's hitbox having unlimited range and no angular limit. This lead to them being able to hit you from insanely far away regardless of where you are relative from them. Now, they cannot hit you if you are beyond a certain angle away from their body, allowing you to dodge their combo attacks by partially circling them during it.
-Fixed Vorpal Weapon not functioning at all.
-Fixed Trial Chambers backport Breezes not dropping their corresponding enchanted books when the player is ominous.