This mod makes selected mobs flee from configurable blocks and items. Customize which entities are affected, what they fear, and optimize performance with cooldowns, proximity checks, and fire-related settings for better efficiency.
Are you tired of predictable mob behavior? Do you want to build a truly unique base defense or design a complex, automated mob farm? From the creator of Fear of Fire, Fear of Anything evolves the concept into a powerful, universal tool that puts you in complete control of mob AI.
This server-side mod allows you to create fear-based rules for any mob in the game, including those from other mods. Make Creepers flee from flowers, make Zombies run from players holding a golden sword, or even make a powerful modded boss retreat from a simple block of wool. With support for NBT data, block states, and now stage-based trauma and breeding via datapacks, the possibilities for creative mob control, automation, and gameplay design are truly limitless.
Example datapacks (including trauma and breeding rules) are available here:
https://github.com/Sylsatra/firefearmod/tree/3.0.0-1.20.1/datapacks
powered:true or a fence being waterlogged:true.firefearmod-common.toml for simple, global fear rules, or enable the new intergenerational trauma system to drive everything from JSON datapacks (perfect for packs and servers).Flip on:
INTERGENERATIONAL_TRAUMA_ENABLED (default: false)…and you unlock a stage-based fear system controlled by datapacks:
MAX_TRAUMA_STAGES_PER_GROUP (default: 3)All of this is defined in JSON trauma groups inside datapacks, so pack makers can ship complex behavior without touching the core config.
The datapack system adds per-entity visibility modes:
{ "type": "entity", "id": "minecraft:ocelot", "fear_override": true, "visibility_mode": "ALWAYS" }
visibility_mode: "ALWAYS""fear_override": true it will refuse to aggro that ocelot even if it is normally hostile.visibility_mode is omitted)This lets you tune whether a fear is more like “prey vs predator on sight” or “panic only when we’re really staring each other down.”
Using datapacks, you can now define natural and forced breeding rules per mob:
Example:
{
"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"
}
In this example, if two skeletons are within 8 blocks and at least one is holding a bone, they can breed. Since there is no baby skeleton in vanilla, an adult skeleton will be born. Other mobs (including modded ones) can be configured the same way via datapacks.
You can find ready-to-use example datapacks (hostile mobs, villagers, and more) here:
https://github.com/Sylsatra/firefearmod/tree/3.0.0-1.20.1/datapacks
This is a sandbox for your creativity. Here are just a few ideas:
minecraft:poppy blocks. Finally, you can build with whatever you want, knowing your beautiful flower garden is also your best defense.minecraft:emerald_block, protecting your villager trading hall without a single wall.minecraft:crafting_table, giving you a guaranteed safe bubble wherever you go.Q: How do I configure the mobs and their fears?
A: For classic behavior, you edit the config file: firefearmod-common.toml in your config folder. For the new trauma and breeding systems, you use JSON datapacks. Example datapacks are available here:
https://github.com/Sylsatra/firefearmod/tree/3.0.0-1.20.1/datapacks
Q: Does this work with mobs and items from other mods?
A: Yes, 100%. You can target any registered mob, item, or block using its ID (e.g., thermal:blizz, ars_nouveau:source_gem). The NBT and block state support ensures deep compatibility.
Q: Is this for Forge or Fabric?
A: This mod is currently available for Forge.
Q: Will this lag my server?
A: No. The mod was built with performance as a top priority. The AI scanning is efficient and lightweight, making it safe for servers of all sizes.