Fleeing Animals
by Feelzor
Fleeing Animals changes how passive mobs react when they are attacked or when a player holds food nearby, so herds scatter in response.
What it does
When a passive mob is hit, the mod makes it flee, and nearby animals of the same kind are alerted and start running too. Some entities, such as horses, are left out of this behaviour. Detection range is set by distance, so a passive mob notices a player holding wheat or carrots from farther away or closer up, depending on the settings.
The mod is server-side only, so only the server needs it and players join without installing anything. It requires Cloth Config API and Fabric API, and Mod Menu is optional for editing settings in game. The code is open source under the GNU General Public License v3.0 or later, and files are published for Fabric across 31 release versions. The latest file, 9.0.0, targets 26.2.
Key features
Herd fleeing
A hit passive mob flees, and nearby animals of the same kind react and run as well.
Detection range
The distance at which passive mobs notice a player holding food can be raised or lowered in the config.
Adjustable flee settings
Values such as the detection range multiplier and the follow range can be tuned to change how far animals flee.
Exceptions list
Certain entities, including horses, keep their default behaviour instead of fleeing.
Compatibility
Latest build for each game version and loader.
26.x4 of 4 versions with builds
1.21.x12 of 12 versions with builds
1.20.x7 of 7 versions with builds
1.19.x5 of 5 versions with builds
1.18.x3 of 3 versions with builds
Only full game releases are shown. This mod publishes no snapshot builds.
Requirements
Dependencies declared by the latest file for each loader.
Required 2
Optional 1
Use cases
Tuning passive mob behaviour
Server owners who find the default configuration too mild can adjust the detection range and flee settings.
Running alongside other mods
The mod works with most other mods, though compatibility issues can still arise in some combinations.
Who it’s for: Server owners who want passive mobs to react more strongly than vanilla, and players on those servers who want to know how the change works.
How it compares
Wild Behavior is server-side only and published for 26.2, but its license is All rights reserved and it is not open source. ScaredyVillagers is server-side only, targets 1.21.1 and is also not open source. More Animals is server-side only, open source under the CC0 1.0 Universal license, and covers 1.21 – 1.21.1. Fleeing Animals is open source under the GNU General Public License v3.0 or later and covers a wider range of versions.
| Mod | Loaders | Game versions | Environment | Updated |
|---|---|---|---|---|
| Fleeing Animals | Fabric | 1.18 – 26.2 | Server-side only | 2026-07-31 |
| Wild Behavior | Fabric | 26.2 | Server-side only | 2026-08-14 |
| ScaredyVillagers | Fabric | 1.21.1 | Server-side only | 2026-05-28 |
| More Animals | Fabric | 1.21 – 1.21.1 | Server-side only | 2025-10-10 |
Questions
Does Fleeing Animals need Fabric API?
Does the server need the mod, or do players?
Which game versions does Fleeing Animals support?
Can the mod be changed to fit a particular server?
In the catalog
Fleeing Animals is one of 11,058 Mobs mods on ModsFinder, and one of 5,189 Mobs mods for Fabric. 13,894 mods support Minecraft 26.2.
More from Feelzor
Similar mods
What the author says
Fleeing Animals is a simple mod that changes the behaviour of passive entities. Once hit, they will flee as usual (except for some entities such as horses), but the nearby entities will also be alerted and will start running too. The nearby animals will flee even if you one-shot your target!
Official listing
- Modrinth page
- modrinth.com/mod/fleeing-animals
- Owner
- Feelzor
- Published
- 2025-07-23
- Updated on Modrinth
- 2026-07-31
- Facts verified
- 2026-10-15
