Throwable Mobs guide
For pack devs, server admins and mod devs: how to change what mobs do when they're picked up, thrown and caught. It's written next to the code, so it matches the current version. Read it on the docs site or here on GitHub.
| Page | For | What's in it |
|---|---|---|
| Server config | Server admins | Every setting in throwablemobs-server.toml, and what happens to carried mobs when players leave |
| Mob profiles | Pack devs | The JSON format, where files go, how profiles merge, /throwablemobs profile |
| Behaviors | Pack devs | Triggers, conditions, every built-in action with its fields |
| Tags | Pack devs | Which mobs can be carried, who takes impact damage, who can teleport |
| Modded mobs | Pack devs, admins | What the mod guesses for mobs without a profile, and how to override it |
| Advancements and sounds | Pack devs | Our advancements, the throw_event criterion, sound events |
| Java API | Mod devs | Behaviors, behavior types and profiles from code |
| Cookbook | Everyone | Ready-made examples, including Twilight Forest and Alex's Mobs |
Three ways to change how mobs act
From no code to full code:
- Config (
config/throwablemobs-server.toml): global numbers and switches, such as throw strength, bounciness,self_damage,disabled_behaviors. Applies to every mob. - Datapacks: tags and mob profiles. Per mob, reloads with
/reload, and wins over everything a mod sets in code. - Java: other mods register behaviors, behavior types and profiles through
ThrowableMobsApi.
Our own vanilla behaviors (exploding creepers, teleporting endermen, splitting slimes) are plain mob profiles in the mod's datapack, data/throwablemobs/throwablemobs/mob_profile/. Anything they do, your pack can do too.
