Trigger Mobs
by spock117
Trigger Mobs changes how hostile mobs use NTGL guns, so that a mob shooting at another mob does not start a chase against the player.
What it does
Trigger Mobs targets the gun AI of NukaTeam's Gun Lib, which is required. Its mob gun targeting makes a mob follow its attack target without relying on LivingEntity.canAttack, which removes the cases where chases were triggered wrongly. The mod replaces NTGL's mob GunAttackGoal with its own MobGunAttackGoal, so only one gun pipeline runs for hostiles and the guards from Guard Villagers.
Piglins keep the vanilla AbstractPiglin aggression, and their off-state magazine dumps are respected. A mixin hooks into NTGL's server code so that a hostile sweep runs for unsilenced shots, and setLastHurtByMob is applied within sound range. The sweep skips shots from mobs, so a single mob's gunfire does not turn nearby hostiles around. Projectiles still spawn and players are still shot. Trigger Mobs works with Create: Gunsmithing guns, usable mobs, guards and recruits, and NukaTeamGunLib gun packs, and it runs on NeoForge builds from 1.21.1 onward.
The mod is open source under the GNU General Public License v3.0 only, with the source code and issue tracker publicly linked. Files cover 1.20.1 on Forge and 1.21.1 on NeoForge, so the Forge build and NeoForge build differ by game version.
Key features
Mob gun targeting
Mobs follow their attack target directly, so shooting at one mob does not start a chase against the player.
Single gun pipeline
Only the MobGunAttackGoal and its strategies run for hostile mobs and guards, replacing NTGL's mob GunAttackGoal.
Monster-on-monster gunfire
Monsters aim gun AI at other monsters, while the player and non-monster entities keep their normal behavior.
Hostile sweep fix
Unsilenced shots trigger a hostile sweep, but shots from non-player shooters do not make nearby hostiles turn on the shooter.
Compatibility
Latest build for each game version and loader.
Only full game releases are shown. This mod publishes no snapshot builds.
Requirements
Dependencies declared by the latest file for each loader.
Required 1
Optional 2
How it compares
Yamato Gun is a Fabric, Forge and NeoForge mod with the same client and server environment and MIT License, covering 1.18 – 26.2. Guard Horn is a Forge and NeoForge mod, also client and server and MIT licensed, for 1.20.1 – 1.21.1. MCGun is NeoForge only for 1.21.8, is client required with the server optional, and is not open source under its Creative Commons license.
| Mod | Loaders | Game versions | Environment | Updated |
|---|---|---|---|---|
| Trigger Mobs | Forge and NeoForge | 1.20.1 – 1.21.1 | Client and server | 2026-07-19 |
| Yamato Gun | Fabric, Forge and NeoForge | 1.18 – 26.2 | Client and server | 2026-04-07 |
| Guard Horn | Forge and NeoForge | 1.20.1 – 1.21.1 | Client and server | 2026-08-31 |
| MCGun | NeoForge | 1.21.8 | Client required, server optional | 2026-06-07 |
Questions
Does Trigger Mobs need NukaTeam's Gun Lib?
Which loaders and versions are supported?
Does Trigger Mobs need to be installed on both sides?
In the catalog
Trigger Mobs is one of 8,499 Technology mods on ModsFinder, and one of 4,122 Technology mods for Forge. 32,366 mods support Minecraft 1.21.1.
Similar mods
What the author says
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…
Official listing
- Modrinth page
- modrinth.com/mod/trigger-mobs
- Owner
- spock117
- Published
- 2026-05-08
- Updated on Modrinth
- 2026-07-19
- Facts verified
- 2026-10-15
