TriggerMobs turns hostile mobs into NukaTeamGunLib gunners: strafe, spacing, reload, and configurable spread. Optional Create:Gunsmithing adds weapon-specific AI (flintlocks, shotguns, gatlings, launchers, and more). Optional Guard Villagers lets village guards use the same NTGL/CGS behavior when that mod is installed. Built-in CGS spawning arms mobs and guards on join (pools, dual wield, attachments, drops in config/triggermobs-common.toml). With Loot Integrations and addon packs, CGS guns, attachments, and ammo can appear in combat and adventure chests (includeLootGuns, includeLootAttachments, includeLootAmmo).
Two loaders on this project — pick the Files download for your Minecraft version:
| NeoForge | Forge | |
|---|---|---|
| Minecraft | 1.21.1 | 1.20.1 |
| Loader | NeoForge 21.1.228+ | Forge 47.4.0+ |
| Typical NTGL | e.g. ntgl-1.21.1-3.x | e.g. ntgl-1.20.1-3.0.4 |
| Recruits crossbowmen | Not in the NeoForge jar | Optional with Recruits (v1.5.0+) |
Always required: NukaTeamGunLib and a gun pack (e.g. Create:Gunsmithing) — NTGL does not ship weapons by itself.
Latest NeoForge line: 1.5.4 — neoforge.mods.toml marks Guard Villagers and Create:Gunsmithing (cgs) as type = "optional" so TriggerMobs loads without them; NTGL, NeoForge, and Minecraft stay type = "required".
Requirements: Minecraft 1.21.1, NeoForge 21.1.228+, NTGL for 1.21.1, and a gun pack using NTGL.
Behavior & fixes (NeoForge builds)
setLastHurtByMob in sound range). TriggerMobs skips that sweep for non-player shooters so one mob’s shot does not make every nearby hostile blame the shooter, while projectiles still spawn and players can still be shot.LivingEntity.canAttack in cases where that wrongly caused “chases you, never fires.”GunAttackGoal is removed for hostiles (and guards when Guard Villagers is present) so only TriggerMobs’ MobGunAttackGoal + strategies run.Monster does not use gun AI against another Monster; players, villagers, iron golems, and other non-monster targets are unaffected.AbstractPiglin aggression (no off-state mag dumps).Version notes (NeoForge, short)
type = "optional" for guardvillagers / cgs; type = "required" for core deps (see above). MobGunAttackGoal; NeoForge port (mixins, config load order, aggro mixin, goal strip).Tested with (examples): Minecraft 1.21.1, NeoForge 21.1.228+, NTGL 1.21.1-3.x, optional Create:Gunsmithing, Guard Villagers, Loot Integrations. Other sets may work; use the issue tracker for bugs.
Requirements: Minecraft 1.20.1, Forge 47.4.0+, NukaTeamGunLib (required), and a gun pack (e.g. Create:Gunsmithing).
Optional Recruits (v1.5.0+) — When Recruits is installed, recruits:crossbowman can use NTGL/CGS guns as an addon (no Recruits source patch): gun in the off hand, crossbow in the main hand, ranged and strategic-fire commands respected. There is no infinite ammo — supply CGS/NTGL ammo (inventory, chests, or ground pickup near the recruit). Reload uses the recruit’s inventory; when empty they fall back to crossbow behavior. Recruits remains optional at runtime.
Tested with (examples): Minecraft 1.20.1, Forge 47.4.0 / 47.4.10, NTGL ntgl-1.20.1-3.0.4; Create:Gunsmithing, Guard Villagers, and optionally Recruits (1.20.1). Other NTGL packs and versions may work but are not guaranteed.
Armed and dangerous — Zombies, pillagers, vindicators, and other hostiles can pick up and use NTGL guns: strafe, keep distance, and pressure you in firefights.
Built-in CGS gun spawning — With Create:Gunsmithing, mobs and guards can spawn already armed; no InControl required for that path.
Loot Integrations chest loot — Inject CGS guns, attachments, and ammo into combat/adventure structure chests (dungeons, outposts, strongholds, bastions, ancient cities, Integrated Villages, Underground Villages, etc.) when Loot Integrations + compatible addons are installed. Toggle with includeLootGuns, includeLootAttachments, includeLootAmmo.
⚠️ Warnings
Smart item pickup — Mobs favor weapons and tools and drop junk from hands. One-handed NTGL weapons can be dual-wielded when they pick up a second compatible gun.
Balanced combat — Spread and cadence are tunable (aiAccuracyNerf, guardAccuracyNerf, fireRateDelayMultiplier, reaction delay, attack intervals). On Forge 1.20.1, most CGS-spawned hostiles get generous NTGL mob ammo behavior; Recruits crossbowmen are the exception — finite magazine, you must supply ammo.
Works with any NTGL gun pack — Not only Create:Gunsmithing; any pack that registers weapons through NTGL benefits from the generic AI path, with extra strategies when CGS is present.
config/triggermobs-common.toml)cgsSpawningEnabled, weaponChance, dualWieldChance, mobWeaponOverrides (per-mob pools, e.g. minecraft:zombie=cgs:flintlock), maxAttachmentSlots, allowAdvancedWeapons, dropChanceOverrideguardCgsSpawningEnabled, guardWeaponChance; guards use guardvillagers:guard in mobWeaponOverrides for their pool when Guard Villagers is installedaiAccuracyNerf, guardAccuracyNerfaiReactionDelayTicks, fireRateDelayMultiplier, outOfAmmoFallbackTicks, baseAttackIntervalTicks, attackIntervalVariancerecruitsTinkersReplaceWithCgs, recruitsTinkersReplaceChance, recruitsCgsSpawnAmmoAmount, etc. — see in-game config comments for your jar versionNon-CGS NTGL weapons use the generic strategy with configurable intervals.
Not every line applies to every old jar; use the Files changelog for the exact download.
NeoForge 1.21.1 — Current releases are 1.5.4+ on the Files tab; full notes live in the GitHub README for the matching tag.
Hobby project — GitHub. Use and modify under the mod license.