1.1.1
Compatibility
Changes
RealHostilesAI 1.1.1 — Behavior polish & bugfix update
This release fixes several annoying issues introduced in 1.1.0 while keeping all the new AI features (creeper logic, territorial pillagers, rare events).
Fixed issues from 1.1.0
-
Forgiven creepers were still exploding
In 1.1.0, creepers could still explode even after being “forgiven” by the karma/sneak system. This felt unfair and broke the idea of a cowardly but logical creeper.
→ In 1.1.1, creepers that are forgiven are fully calmed: they drop gunpowder, play a death-like sound and are removed. A calmed creeper will no longer explode. -
Hostile mobs could crowd the player and push them around
Some mobs kept targeting peaceful players for too long, staying too close and constantly pushing them without dealing damage.
→ The anti-crowding logic has been improved so that only a limited number of mobs can intimidate a player at once, and trusted mobs will now back off smoothly after a short period of peaceful contact. -
Too much ambient noise from hostile mobs
In 1.1.0, ambient “taunt” sounds could feel spammy, especially when several mobs were nearby.
→ In 1.1.1 only the small group of mobs that are actively intimidating a player will occasionally play taunt sounds, and each mob has an internal cooldown so sounds are not repeated too often.
Behavior tweaks
-
Trust and intimidation are now clearly separated
- Mobs that see a peaceful player will first observe and intimidate for a short time (a few can make noise, not the whole horde).
- After enough peaceful time, those same mobs “trust” that specific player, stop following and gently move away.
- This trust is per player, so a different player who behaves aggressively will still be treated as dangerous.
-
Individual mob memory is preserved
- Karma is still tracked per player, and reactions are decided per mob.
- A hostile mob that was directly attacked is less likely to “forgive” than a mob that only came as backup.
- Some mobs may try to flee instead of fighting, keeping the rare and unpredictable reactions that make the plugin feel alive.
-
Creeper behavior is now fully aligned with the concept
Creepers remain cowardly and tense, using the correct primed sound when they decide to attack, but will never explode after a successful forgiveness interaction.
Technical notes
- Added an internal creeper-calming flag so forgiven creepers can no longer trigger explosions.
- Improved taunt handling with per-mob cooldowns and limited intimidator counts per player.
- No config breaking changes: existing configs from 1.1.0 work out of the box. The new behavior uses the same options introduced in 1.1.0.
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:2a5m1Uek:VfP1P6JX"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:2a5m1Uek:VfP1P6JX"
}

