Links
Tags
Creators
Details
Licensed GPL-3.0-or-later
Published 5 months ago
Updated 2 weeks ago
All versions
1.20.1-0.1.6-beta
Beta
Simple Enemy 1.20.1-0.1.6-beta2 weeks ago 3,344
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Changes
Changelog - Beta 0.1.6
This update introduces a complete improvement to NPC combat behavior, perception, navigation, and decision-making.
Added / Fixed
- Added tactical behaviors (see the Tactical AI log for details).
- Added a safety layer to prevent PMC units from attacking the player.
- Fixed an issue where PMC units prevented the player from sleeping nearby.
- Improved hostile target detection, making soldiers more compatible with entities from other mods.
- Added muzzle flash render effects for NPC gunfire, along with their respective configuration settings.
- Added subtitles for sounds.
Tactical Ai Overhaul
Combat & Perception
- Realistic Line of Sight: Units see and shoot through glass and leaves.
- Suppression System: Incoming fire builds pressure on targets, degrading their accuracy until it naturally cools down.
- Smart Combat States: Uses Schmitt hysteresis thresholds to prevent rapid, erratic switching between attacking, taking cover, and retreating.
- Full Tactical Config: Dedicated configuration settings for suppression, audio detection, decay rates, and accuracy penalties.
Movement & Navigation
- Hazard Avoidance: Units actively route around lava, cacti, and dangerous blocks.
- Obstacle Clearing: NPCs break obstructing glass or leaves when pathfinding.
- Ladder Navigation: Overhauled pathfinding for reliable ladder climbing.
- Adaptive Speed: Movement speed dynamically adjusts based on tactical state (e.g., cautious peeking vs. fast retreats).
Cover & Evasion
- Dynamic Cover Search: Scans for optimal, reachable, and safe cover positions.
- Soft Cover Utilization: Smart use of non-solid or partial blocks for concealment.
- Killzone Reaction: Exposed NPCs immediately prioritize escaping, diving into cover, or firing back to suppress the threat.
- Performance Cooldowns: Search algorithms use cooldown timers to prevent game performance drops.
Squad & Audio Systems
- Audio Processing: Gunfire and bullet impacts generate tactical alerts, causing nearby NPCs to investigate, orient, or take cover.
- Squad Memory: Units share local context and remember recent engagements as a cohesive unit.
Tactical Decision-Making
- Confidence & Threat Scoring: Real-time evaluation of health, weapon status, allies, and suppression to calculate combat confidence.
- Advance vs. Hold Logic: NPCs only push forward when conditions favor it; otherwise, they hold position or set up ambushes.
- CQB Mode Trigger: Automatically shifts to aggressive close-quarters tactics when fighting indoors or at short ranges.
- Emergency Response: Critical danger events instantly override standard decision flows for immediate self-preservation.
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:nXACETjw:9055f0y2"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:nXACETjw:9055f0y2"
}

