Compatibility
Minecraft: Java Edition
26.1.x
Platforms
Supported environments
Server-side
Singleplayer
Tags
Creators
Details
Licensed MIT
Published 2 months ago
Updated last week
Warband
A vanilla+ mob AI and difficulty overhaul where the world fights back with strategy.
Warband makes hostile mobs smarter, not spongier. Regions learn from the players who spend time there, squads coordinate around roles and terrain, and illagers become rival factions with grudges, bounty hunters, and strongholds.
- Tactical mob squads with leaders, bruisers, marksmen, support roles, morale, regrouping, flanking, pressure, and last-known-position searches
- Regional or distance-based difficulty with depth scaling, dimension pressure, death mercy, and multiplayer presence
- Mob-family tactics: skeleton smoke screens and dusk perches, spider webs and leap-strikes, creeper stalking, zombie surrounds, blaze high-ground pressure, witch potion support, piglin morale, hoglin stampedes, phantom harassment, natural jockey acquisition, and more
- Multiplayer-aware pressure with threat memory, anti-dogpile targeting, local smart-mob budgets, death mercy areas, and limited shared squad intel
- Illager factions with doctrines, banners, named ranks, mansion/outpost strongholds, Warmarshals, faction territories, grudges, heat that decays and shifts with rival kills, bounty hunters, raid finale boss summons, and rival interceptions
- Nemesis scars: a named illager that escapes you comes back adapted to how you fought it — burn its squad and it returns fire-immune, shoot it and it returns helmeted
- Siege and anti-cheese: squads mine through walls, creepers breach shelters, illagers open doors, mobs climb ladders, scatter from creepers and TNT, and break out of boats. Breaches heal themselves by default — reinforce with obsidian or metal and they hold
- Audible intent: mobs sound off when they commit to a tactic, react when they half-notice a hidden player, and give an all-clear once they lose your trail — so crouching and darkness are something you can play around instead of guess at
- Boss upgrades, anti-farm behavior, golem support tools, goat horn interactions, debug commands, and a broad
config/warband.propertiestuning surface - Modded mobs can be opted into Warband's behaviour pools via
customMobPools, gaining the matching tactics and roles and squadding up with their vanilla counterparts
Full Documentation -> Wiki
The wiki covers tactics, mob families, difficulty modes, multiplayer behavior, illager factions, commands, configuration, compatibility, anti-farm behavior, boss abilities, and testing tools.
Requirements
- Fabric API
Warband is server-side and can be added to an existing world.
Compatibility
- Illager Invasion: soft, automatic support; its illagers join the faction system.
- The Lost Castle: its castle is treated as a faction seat.
- Structure mods: mansions and outposts are detected by structure tag, so compatible pillager strongholds can opt in.
- Ascendant Armory: supported from the Ascendant Armory side. Warband-stamped mobs can influence core drops when both mods are installed.
- True Ending: auto-detected. When loaded, Warband's Ender Dragon phase abilities are suppressed so True Ending's dragon overhaul runs unobstructed; Wither abilities are unaffected.
- Zombie Break & Build: auto-detected. When loaded, Warband's siege mining stands down so the two don't both dig at the same wall — that mod owns mob block manipulation. Creeper breaching, and everything else, is unaffected.
- Stormie's Spiders: auto-detected. When loaded, Warband defers its ceiling-crawl goal to Stormie's realistic climbing; web throws, sticky paths, and leap-strikes still apply.
- Other mods' hostile mobs: modded mobs that extend a vanilla class are picked up automatically; others can be opted in by entity id with
customMobPools.
License
MIT.


