Mob AI

Mob AI

In Minecraft, every mob has certain AI properties that make them move around and do stuff. In MCreator, you can reuse every single AI property from vanilla Minecraft. You can also select some presets that make your mob act like one of stock Minecraft mobs by choosing one from the list.

AI tasks

Animal tasks

Breed, find partner

This will enable breeding for this entity with the same type of entity when in love mode.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for enabling finding a partner.

Hurt entities that the owner attacked

Similar to how wolves work, this will set the target of the tamed entity to the entity the player attacked.

  • Conditions allow for additional requirements for enabling targeting attacked entities by the owner.

Flow owner

This enables the entity to follow the owner like most pets in the Vanilla game.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • The minimal distance is the shortest amount of distance the entity will follow the owner.
  • The maximal distance is the farthest amount of distance the entity will follow the owner.
  • Conditions allow for additional requirements for allowing the entity to follow the owner.

Flow perent

This enables the entity to follow the parent of the same type of entity as most animals do in the Vanilla game.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for enabling the entity to follow the parent.

Hurt entities that attack the owner

This enables the entity to follow the parent of the same type of entity as most animals do in the Vanilla game.

  • Conditions allow for additional requirements for when the entity should attack entities that hurt the owner.

Basic tasks

Leap at target entity

This will make the entity have a small boost towards any targets.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for allowing the entity to charge the target.

Look around

This will make the entity rotate in the same spot giving the impression it's looking around.

  • Conditions allow for additional requirements for allowing the entity to rotate around (looking).

Swim/float when in water

This will make the entity buoyant and float towards the surface when in water.

  • Conditions allow for additional requirements for allowing the entity to float upwards.\

Combat tasks

Attack entities

This will make the entity aggressive towards a specific kind of entity.

  • (in sight only) will attack only if the entity can see the target. This should be disabled if (nearby only) is enabled.
  • (nearby only) will attack entities in a specific range for the target, this should be disabled if (in sight only) is enabled.
  • The type of entity from the dropdown list will be the allowed target type.
  • Conditions allow for additional requirements for allowing the entity to select targets to attack.

Do flight attacks

This will make the entity aggressive if the entity is a flying entity.

  • Radius controls the area in which the entity will attack entities.
  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for allowing flying attacks.

Fight attacker mobs back

This will make the entity aggressive to entities that attack it.

  • Enabling "call for help" will act as a notification to nearby entities of the same type to help the entity.
  • Conditions allow for additional requirements for allowing the entity to call for help.

Do melee/contact attack

This will make the entity deal damage when it comes in contact with its target.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Enabling (chase after lost sight) will allow the entity to attempt to follow the target after it's out of range.
  • Conditions allow for additional requirements for allowing the entity to do melee/contact attacks.

Panic when attacked

This will make the entity run around the area randomly if it's been hurt.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for allowing the entity to panic.

Movement tasks

Fly around

This will make the entity fly around if it's a flying entity.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for allowing the entity to fly around.

Swim randomly

This will make the entity swim randomly like fish.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for allowing the entity to swim randomly.

Wander around

This will enable walking for the entity similar to pigs or other land creatures.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for allowing the entity to walk around randomly.

Wander around and avoid water

This will enable walking for the entity similar to pigs or other land creatures but will avoid walking into a water source.

  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Conditions allow for additional requirements for allowing the entity to walk around randomly.

Other tasks

Break blocks

This will allow the entity to break specific types of blocks.

  • The type of block will control what block it can break.
  • Setting the speed factor to high may result in the disabling movement for the entity.
  • The maximum detection height controls how high the entity can find blocks.
  • Conditions allow for additional requirements for allowing the entity to break blocks.

Eat grass

This will allow the entity to eat grass similar to how sheep eat grass and turn it into a dirt block.

  • Conditions allow for additional requirements for allowing the entity to eat grass.

Restrict sun.

This will make the entity burn in daylight, and they will only spawn at night.

  • Conditions allow for additional requirements for the entity.

Target tasks

Avoid entity

This will make the entity walk/swim/fly away from the selected entity.

  • The radius control when it will start to walk away from the entity selected.
  • The "near speed" will control how fast the entity will run when the entity is close.
  • The "far speed" will control how fast the entity will run when the entity is in range but farther away.
  • Setting the speed factor to high may result in the disabling movement for the entity.
  • The type of entity controls the type of entity this entity will avoid.
  • Conditions allow for additional requirements for allowing the entity to avoid other entities.

Follow same mobs

This will make the entity follow any entities of the same type similar to how fish will follow each other around.

  • The speed will control how fast the entity will follow the same type of entity.
  • Setting the speed factor to high may result in the disabling movement for the entity.
  • The maximum range will control the targeting range of the entity (e.g. finding another entity to follow).
  • The "follow area" is how many blocks the entity can follow the same type of entity.
  • Conditions allow for additional requirements when the entity can follow another entity of the same type.

Follow (item) in hand

This will make the entity follow the player when the player is holding a specific type of item like wheat for cows.

  • The speed controls how fast the entity should follow the player holding the item.
  • Setting the speed factor to high may result in the disabling movement for the entity.
  • Enabling "sacred of movement" will make the entity run away similar to how cats run away if you move.
  • Conditions allow for additional requirements for following the player when they are holding the item.

Watch closest entity

This will make the entity look at entities in a specific radius from it similar to how villagers will look at most animals.

  • The radius controls the area in which the entity will watch the other entity.
  • The type of entity will be the entity that the entity will watch.
  • Conditions allow for additional requirements when the entity will watch other entities.

Villager tasks

Break doors

This will make the entity try to break down doors like zombies

  • Conditions allow for additional requirements for allowing the entity to try to break the door.

Close doors

This will make the entity close doors behind them similar to villagers.

  • Conditions allow for additional requirements for allowing the entity to close doors.

Open doors

This will make the entity open doors similar to villagers.

  • Conditions allow for additional requirements for allowing the entity to open doors.

Move indoors if possible

This will make the entity attempt to find shelter when possible like how villagers sometimes go inside buildings at night.

  • Conditions allow for additional requirements for allowing the entity to move indoors when possible.

Some notes

Here is a list of some characteristics you might want to know:

  • Slime base doesn't make the mob move
  • When using an existing mob AI base, an AI base might have the same model as the mob you're basing it on.


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