Chickens out for blood
Aggressive Animals is a plugin that finally allows animals, such as chickens, cows or pigs, to unleash their true potential and take revenge on the players that have abused them over the years. No longer are they forced to be innocent passive mobs.
Animals (and recently hostile mobs) will attack and stop attacking players depending on the config, for example, when attacked or when the player is too close/far away. You can use any one of these or all of these, it is up to you!
Spoiler: Configuration
# On which worlds do you not want to use this plugin?
disabled-worlds :
- "world_example"
mobs:
chicken : &default # Use this as the default configuration.
# How much damage is the mob supposed to do? (in half-hearts)
attack-damage : 1
# How often can the mob damage the player? (in seconds)
attack-speed : 0.5
# From how many blocks away can the mob hit the player? (in blocks)
attack-range : 1
# How fast can the mob move? (1 is regular speed, 0.5 is half speed and 2 is double speed)
speed : 1.5
# By default, Minecraft mobs can look 16 blocks ahead to find a player. However, zombies can see 40.
navigation-range : 16
# All of the filter conditions must be true if you want the mob to be able to turn aggressive.
filter-conditions :
# What should the mob be named as?
#name: Jeff
# When should the mob target the player?
# It is up to you which conditions to use, but if one condition is true, it will attack the player.
attack-conditions :
# Once attacked, at how much health (of the mob) should it target the player? (in percentage)
health-percentage : 100
# How close does the player have to be for the mob to attack the player? (in blocks)
#distance: 10
# How close does the mob have to be to a player that is being attacked by other mobs of the same type? (in blocks)
#group-aggro-distance: 10
#chance:
# percentage: 25 # How much chance that the mob will attack the player? (in percentage)
# duration: 0 # How long will the mob remember the chance result? (in seconds)
# conditions: # The conditions which will trigger the chance: (anything from 'attack-conditions')
# health-percentage: 100
# Advanced distance. The _ is the distance (in blocks)
#distance:
# _: 20
# player: # Only if the below is true, the mob will attack a player
# sneaking: false
# walking: false
# sprinting: true # Only attack players that are sprinting
# looking: true # Only attack players that are looking at it (like an Enderman)
# cow: {} # Any cow will be attacked if you add the '{}'
# chicken:
# baby: true # Only attack baby chickens
# wolf:
# tamed: false # Don't attack tamed wolves.
# If you wish to you have the same attack condition twice (in this case for players that are too close)
#distance{your_unique_text}:
# _: 5
# player: {}
# When should the mob stop targeting the player?
# It is up to you which conditions to use, but if one condition is true, it will stop attacking the player.
stop-conditions :
# How far away does the player have to be for the mob to give up on his revenge? (in blocks)
distance : 15
# Once attacked, at how much health (of the mob) should the mob give up? (in percentage)
#health-percentage: 50
# At how much health (of the player) should the mob give up? (in percentage)
#enemy-health-percentage: 50
# If the player has one of the potion effects below the mob will give up attacking
#potion:
# speed: 1
# slow: 2 # Only Slowness II would make the mob give up
# Right clicking the mob will cause it to give up on attacking
#interact:
# duration: 20 # How long will the mob remember the interaction? (in seconds)
# material:
# - stick
# Same as the above, but also consumes the item
#consume:
# duration: 60
# material:
# - bread
pig:
<< : *default # Load the default configuration
# You may overwrite any of the default configuration here, for example:
#speed: 2
sheep:
<< : *default
cow:
<< : *default
mushroom_cow:
<< : *default
donkey:
<< : *default
mule:
<< : *default
ocelot:
<< : *default
rabbit:
<< : *default
parrot:
<< : *default
turtle:
<< : *default
cat:
<< : *default
panda:
<< : *default
fox:
<< : *default
strider:
<< : *default
goat:
<< : *default
axolotl:
<< : *default
horse : &horse # Create a default configuration for horses
<< : *default
attack-range : 1.5
skeleton_horse:
<< : *horse
zombie_horse:
<< : *horse
villager : &villager
<< : *default
speed : 0.5
wandering_trader:
<< : *villager
giant:
<< : *default
attack-damage : 4
attack-speed : 1
attack-range : 3
# The mobs below are already able to target players, but you may add attack-conditions (or remove vanilla behavior!)
wolf : &default_targeting
# If true, remove vanilla targeting behavior and only use attack-conditions. (Wolf won't attack back, creepers/skeletons/zombies won't be hostile, etc.)
override-targeting : false
speed : 1
navigation-range : 16
attack-conditions:
stop-conditions:
llama:
<< : *default_targeting
trader_llama:
<< : *default_targeting
snowman:
<< : *default_targeting
iron_golem:
<< : *default_targeting
creeper:
<< : *default_targeting
skeleton:
<< : *default_targeting
spider:
<< : *default_targeting
zombie:
<< : *default_targeting
enderman:
<< : *default_targeting
cave_spider:
<< : *default_targeting
silverfish:
<< : *default_targeting
blaze:
<< : *default_targeting
witch:
<< : *default_targeting
endermite:
<< : *default_targeting
guardian:
<< : *default_targeting
elder_guardian:
<< : *default_targeting
wither_skeleton:
<< : *default_targeting
stray:
<< : *default_targeting
husk:
<< : *default_targeting
zombie_villager:
<< : *default_targeting
evoker:
<< : *default_targeting
vex:
<< : *default_targeting
vindicator:
<< : *default_targeting
illusioner:
<< : *default_targeting
shulker:
<< : *default_targeting
pufferfish:
<< : *default_targeting
drowned:
<< : *default_targeting
dolphin:
<< : *default_targeting
pillager:
<< : *default_targeting
ravager:
<< : *default_targeting
zombified_piglin:
<< : *default_targeting
hoglin:
<< : *default_targeting
zoglin:
<< : *default_targeting
piglin:
<< : *default_targeting
Code (YAML):
# On which worlds do you not want to use this plugin?
disabled-worlds :
- "world_example"
mobs:
chicken : &default # Use this as the default configuration.
# How much damage is the mob supposed to do? (in half-hearts)
attack-damage : 1
# How often can the mob damage the player? (in seconds)
attack-speed : 0.5
# From how many blocks away can the mob hit the player? (in blocks)
attack-range : 1
# How fast can the mob move? (1 is regular speed, 0.5 is half speed and 2 is double speed)
speed : 1.5
# By default, Minecraft mobs can look 16 blocks ahead to find a player. However, zombies can see 40.
navigation-range : 16
# All of the filter conditions must be true if you want the mob to be able to turn aggressive.
filter-conditions :
# What should the mob be named as?
#name: Jeff
# When should the mob target the player?
# It is up to you which conditions to use, but if one condition is true, it will attack the player.
attack-conditions :
# Once attacked, at how much health (of the mob) should it target the player? (in percentage)
health-percentage : 100
# How close does the player have to be for the mob to attack the player? (in blocks)
#distance: 10
# How close does the mob have to be to a player that is being attacked by other mobs of the same type? (in blocks)
#group-aggro-distance: 10
#chance:
# percentage: 25 # How much chance that the mob will attack the player? (in percentage)
# duration: 0 # How long will the mob remember the chance result? (in seconds)
# conditions: # The conditions which will trigger the chance: (anything from 'attack-conditions')
# health-percentage: 100
# Advanced distance. The _ is the distance (in blocks)
#distance:
# _: 20
# player: # Only if the below is true, the mob will attack a player
# sneaking: false
# walking: false
# sprinting: true # Only attack players that are sprinting
# looking: true # Only attack players that are looking at it (like an Enderman)
# cow: {} # Any cow will be attacked if you add the '{}'
# chicken:
# baby: true # Only attack baby chickens
# wolf:
# tamed: false # Don't attack tamed wolves.
# If you wish to you have the same attack condition twice (in this case for players that are too close)
#distance{your_unique_text}:
# _: 5
# player: {}
# When should the mob stop targeting the player?
# It is up to you which conditions to use, but if one condition is true, it will stop attacking the player.
stop-conditions :
# How far away does the player have to be for the mob to give up on his revenge? (in blocks)
distance : 15
# Once attacked, at how much health (of the mob) should the mob give up? (in percentage)
#health-percentage: 50
# At how much health (of the player) should the mob give up? (in percentage)
#enemy-health-percentage: 50
# If the player has one of the potion effects below the mob will give up attacking
#potion:
# speed: 1
# slow: 2 # Only Slowness II would make the mob give up
# Right clicking the mob will cause it to give up on attacking
#interact:
# duration: 20 # How long will the mob remember the interaction? (in seconds)
# material:
# - stick
# Same as the above, but also consumes the item
#consume:
# duration: 60
# material:
# - bread
pig:
<< : *default # Load the default configuration
# You may overwrite any of the default configuration here, for example:
#speed: 2
sheep:
<< : *default
cow:
<< : *default
mushroom_cow:
<< : *default
donkey:
<< : *default
mule:
<< : *default
ocelot:
<< : *default
rabbit:
<< : *default
parrot:
<< : *default
turtle:
<< : *default
cat:
<< : *default
panda:
<< : *default
fox:
<< : *default
strider:
<< : *default
goat:
<< : *default
axolotl:
<< : *default
horse : &horse # Create a default configuration for horses
<< : *default
attack-range : 1.5
skeleton_horse:
<< : *horse
zombie_horse:
<< : *horse
villager : &villager
<< : *default
speed : 0.5
wandering_trader:
<< : *villager
giant:
<< : *default
attack-damage : 4
attack-speed : 1
attack-range : 3
# The mobs below are already able to target players, but you may add attack-conditions (or remove vanilla behavior!)
wolf : &default_targeting
# If true, remove vanilla targeting behavior and only use attack-conditions. (Wolf won't attack back, creepers/skeletons/zombies won't be hostile, etc.)
override-targeting : false
speed : 1
navigation-range : 16
attack-conditions:
stop-conditions:
llama:
<< : *default_targeting
trader_llama:
<< : *default_targeting
snowman:
<< : *default_targeting
iron_golem:
<< : *default_targeting
creeper:
<< : *default_targeting
skeleton:
<< : *default_targeting
spider:
<< : *default_targeting
zombie:
<< : *default_targeting
enderman:
<< : *default_targeting
cave_spider:
<< : *default_targeting
silverfish:
<< : *default_targeting
blaze:
<< : *default_targeting
witch:
<< : *default_targeting
endermite:
<< : *default_targeting
guardian:
<< : *default_targeting
elder_guardian:
<< : *default_targeting
wither_skeleton:
<< : *default_targeting
stray:
<< : *default_targeting
husk:
<< : *default_targeting
zombie_villager:
<< : *default_targeting
evoker:
<< : *default_targeting
vex:
<< : *default_targeting
vindicator:
<< : *default_targeting
illusioner:
<< : *default_targeting
shulker:
<< : *default_targeting
pufferfish:
<< : *default_targeting
drowned:
<< : *default_targeting
dolphin:
<< : *default_targeting
pillager:
<< : *default_targeting
ravager:
<< : *default_targeting
zombified_piglin:
<< : *default_targeting
hoglin:
<< : *default_targeting
zoglin:
<< : *default_targeting
piglin:
<< : *default_targeting
/aggressiveanimals reload - Reload the config file. (Permission: aggressiveanimals)
Quick facts
- Edition: Minecraft Java
- File type: .jar
- Minecraft versions listed: 1.8, 1.9, 1.10
- How to install: Install the matching mod loader (Forge, Fabric or NeoForge) for your Minecraft version. → Download the .jar. → Put it in the .minecraft/mods folder and launch that loader profile.
- Where to get it: Opens on Spigot — not every file is mirrored on our own servers.
Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.
Aggressive Animals ➤ Mobs take revenge [1.8-1.17] is a free Minecraft Java mod. Compatible with Minecraft 1.8, 1.9, 1.10, 1.11 and newer. Downloaded 28,116 times (via Spigot). Download it and open it directly in the game.