Improved Performance. Fixed an issue where mobs stop before continuing to run again.
Big update v3.0.0
New features:
- INTERGENERATIONAL_TRAUMA_ENABLED Default: false
This new feature unlocks a stage-based fear system where later stages can be conditional. For example, a cow will fear fire-based blocks as stage 0. After being hit by a player, that cow and any nearby cows will fear the player, which becomes the stage 1 fear. A mob can belong to many trauma groups, and each group has multiple stages. The maximum stage per group is capped by this config value: MAX_TRAUMA_STAGES_PER_GROUP, default 3.
- New fear override modes for the datapack system: visibility_mode: "ALWAYS"
When this option is included in the datapack, for example: { "type": "entity", "id": "minecraft:ocelot", "fear_override": true, "visibility_mode": "ALWAYS" }
The mob will fear the ocelot whenever it sees it, and with "fear_override": true it will not aggro against that ocelot. If the "visibility_mode": "ALWAYS" is removed, the mob will only fear if both the mob and the ocelot can see each other (mutual line of sight).
- And finally, natural and forced breeding systems:
Using datapacks, you can customize which mobs will breed and under what conditions. For example: if 2 skeletons are within an 8-block radius and one is holding a bone, they can breed. Since there is no baby skeleton in vanilla, an adult skeleton will be born.
Example rule:
{ "enabled": true, "mob": "minecraft:skeleton", "child": "minecraft:skeleton", "partner_radius": 8.0, "cooldown_ticks": 3000, "max_nearby_children": 8, "consume_item": true, "require_held_item": "minecraft:bone" }
- Now, mobs may fear an entity/mob.
For example, if you want the mobs in your group to fear the wolf: [["Fear Groups".fear_groups.feared_entities]] id = "minecraft:wolf"
- Some fears are too overwhelming, making them run away without targeting you. To do that, add "fear_override = true" into the entry.
For example, if you want them to fear the lit soul campfire so much that they don't attack you: [["Fear Groups".fear_groups.feared_blocks]] id = "minecraft:soul_campfire" fear_override = true
["Fear Groups".fear_groups.feared_blocks.states]
lit = "true"
v2.0.3 Change log:
- Mob will only run from a feared block or item if they have vision of it.
- Fix a bug where the end crystal does not cause fear.
- Fix pathfinding.
- Support Minecraft tag, for example:
Items
{ id = "#minecraft:axes" } { id = "#minecraft:swords" }
Blocks
{ id = "#minecraft:campfires", states = { lit = "true" } } { id = "minecraft:lava" }
v2.0.1
2.0.1 (2025-10-08)
- Add per-group light-level avoidance:
light_fear.enabled: default false (off by default)light_fear.mode:ABOVE(avoid bright) orBELOW(avoid dark)light_fear.threshold: 0..15 (default 11)light_fear.layer:COMBINED(default),BLOCK, orSKYlight_fear.hysteresis: margin to prevent jitter (default 1)
- New AI goal
LightFearGoalthat moves mobs toward positions with acceptable light. - Config:
lightCheckCooldownTicksto control light evaluation interval (default 20 ticks). - Version bump to 2.0.1.
- Fix
mods.tomldependency keys todependencies.firefearmod.
Notes:
- Light fear is disabled by default for all groups. Enable it per-group in
config/firefearmod-common.toml. - Combined brightness is used by default to work both indoors and outdoors.
V1.0.2 for 1.20.1 Added many hostile mobs, mobs from fungal infection: spore. Added many blocks that can inflict fire damage
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