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Trigger Mobs
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Trigger Mobs

Java mod listed for Minecraft 1.20–1.21. Downloads from the MC Java Mods app on Android.

by spock117 · on CurseForge

(also 1.21.1-NeoForge) Makes NTGL [NukaTeam's Gun Lib] guns and Create: Gunsmithing guns usable by mobs and guards/recruits from guard-villagers, and…

Which build do you need?

This mod ships a separate file for every mod loader and every version of the game. Pick both, then download — the wrong build installs fine and then does nothing in the game.

Mod loader

Minecraft version

⬇ Download for 1.21.1 · NeoForge⬇ Download for 1.20.1 · Forge
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.

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: 1.5.4 — neoforge.mods.toml marks Guard Villagers and Create:Gunsmithing (cgs) as type = "optional" so TriggerMobs loads without them; NTGL, NeoForge, and Minecraft stay 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)

Version notes (NeoForge, short)

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

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)


Optional Create:Gunsmithing weapon AI (when CGS is installed)

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.

NeoForge 1.21.1 — Current releases are 1.5.4+ 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.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

File checked by MCModsHub

These come from our own check of the pack file, not from the source page.

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