Trigger Mobs

Trigger Mobs

Makes NTGL [NukaTeam's Gun Lib] guns and Create: Gunsmithing guns usable by mobs and guards/recruits from guard-villagers, and recruits mod if they are holding them (also with spawn logic and loot integrations support)

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About this Mod

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: 1.5.5 — Local dev/build picks up Create:Gunsmithing jars named create-gunsmithing-*.jar from common/libs/ (plus existing cgs-*.jar patterns). Shipped minecraft:is_projectile tag extension includes ntgl:energy. Default gradle.properties fallbacks align with NTGL 1.21.1-3.1.3 / CGS 1.4.5 when jars are omitted. neoforge.mods.toml still marks Guard Villagers and Create:Gunsmithing (cgs) as type = "optional"; core deps remain type = "required".


NeoForge — Minecraft 1.21.1

Requirements: Minecraft 1.21.1, NeoForge 21.1.228+, NTGL for 1.21.1, and a gun pack using NTGL.

Behavior & fixes (NeoForge builds)

  • Mob-shot aggro mixin — NTGL’s server code can run a hostile sweep on unsilenced shots (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.
  • Mob gun targeting — Gun AI follows the mob’s attack target without requiring LivingEntity.canAttack in cases where that wrongly caused “chases you, never fires.”
  • Single gun pipeline — NTGL’s mob GunAttackGoal is removed for hostiles (and guards when Guard Villagers is present) so only TriggerMobsMobGunAttackGoal + strategies run.
  • No monster-on-monster gunfire — A Monster does not use gun AI against another Monster; players, villagers, iron golems, and other non-monster targets are unaffected.
  • Piglins — Respects vanilla AbstractPiglin aggression (no off-state mag dumps).

Version notes (NeoForge, short)

  • 1.5.5create-gunsmithing-*.jar local detection; ntgl:energy in is_projectile merge tag; dependency fallback versions refreshed (NTGL 3.1.3 / CGS 1.4.5).
  • 1.5.4 — Dependency metadata-blocked: type = "optional" for guardvillagers / cgs; type = "required" for core deps (see above).
  • 1.5.3 — Monster-vs-monster gun suppression in 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.


Forge — Minecraft 1.20.1

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.


Shared features (both versions)

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

  • Do not leave loaded guns on the ground where mobs can grab them.
  • Do not leave grenades on the ground unless you want surprise frags.

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.


Configuration

(config/triggermobs-common.toml)

  • CGS gun spawning: cgsSpawningEnabled, weaponChance, dualWieldChance, mobWeaponOverrides (per-mob pools, e.g. minecraft:zombie=cgs:flintlock), maxAttachmentSlots, allowAdvancedWeapons, dropChanceOverride
  • Guard CGS spawning: guardCgsSpawningEnabled, guardWeaponChance; guards use guardvillagers:guard in mobWeaponOverrides for their pool when Guard Villagers is installed
  • Accuracy: aiAccuracyNerf, guardAccuracyNerf
  • AI timing: aiReactionDelayTicks, fireRateDelayMultiplier, outOfAmmoFallbackTicks, baseAttackIntervalTicks, attackIntervalVariance
  • Forge 1.20.1 only (when Recruits is present): recruitsTinkersReplaceWithCgs, recruitsTinkersReplaceChance, recruitsCgsSpawnAmmoAmount, etc. — see in-game config comments for your jar version

Optional CGS weapon AI

  • Flintlock & revolver — Medium range, dual-wield capable when one-handed
  • Shotgun — Close-range pressure
  • Nailgun — Sustained fire
  • Gatling — Suppression-style fire
  • Blazegun — Close-medium fire (Forge: removed from automatic mob/guard spawn pools from v1.3.5 onward; you can still give one manually)
  • Launcher — Long-range rockets
  • Pneumatic hammer — Melee-heavy
  • Frag grenade — Throwing behavior

Non-CGS NTGL weapons use the generic strategy with configurable intervals.


Forge 1.20.1 — feature timeline (short)

Not every line applies to every old jar; use the Files changelog for the exact download.

  • v1.5.x — Recruits crossbowman integration, recruit CGS replace options, finite ammo for recruits
  • v1.5.2 — Loot Integrations JSON fixes (uniform providers, attachment/ammo entry corrections)
  • v1.4.x — Loot Integrations chest injection; expanded CGS ammo loot (v1.4.1)
  • v1.3.x — Built-in CGS spawn & guard overhaul; fire-rate multiplier; TC-E / Tinkers compatibility tweaks; blazegun removed from pools

NeoForge 1.21.1 — Current releases are 1.5.5+ 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.

Available Versions

Trigger Mobs 1.20.1-1.5.2release
MC 1.20.1forge
May 8, 2026
Trigger Mobs 1.5.5release
MC 1.21.1neoforge
May 8, 2026

How to Install Trigger Mobs on Your Server

1

Order Server

Order a Minecraft Java server with at least 3 GB RAM (4 GB recommended).

2

Set forge Loader

In the panel under "Egg", select the forge loader and matching Minecraft version (1.21.1).

3

Install Mod

Open the mod browser in the dashboard and search for "Trigger Mobs". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.

Compatibility

Mod Loaders

forgeneoforge

Minecraft Versions

1.21.1, 1.20.1

Server-side

Required

Recommended RAM

4 GB(min. 3 GB)

Frequently Asked Questions

Trigger Mobs server crashes on startup – what to do?

Most common cause: wrong forge version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 3 GB RAM is allocated and the loader matches the mod version (1.21.1). You can switch loaders with one click in the panel.

Is Trigger Mobs compatible with forge and neoforge?

Trigger Mobs officially supports forge, neoforge for Minecraft 1.21.1, 1.20.1. The Mado dashboard automatically detects incompatible loader combinations.

Server lagging with Trigger Mobs – how to optimize performance?

Recommended RAM: 4 GB (per 8 players). Use /spark profiler to check if Trigger Mobs consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.

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Details

License
GNU General Public License v3.0 only
Server-side
Required

Supported Versions

1.21.11.20.1