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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.

PageForWhat's in it
Server configServer adminsEvery setting in throwablemobs-server.toml, and what happens to carried mobs when players leave
Mob profilesPack devsThe JSON format, where files go, how profiles merge, /throwablemobs profile
BehaviorsPack devsTriggers, conditions, every built-in action with its fields
TagsPack devsWhich mobs can be carried, who takes impact damage, who can teleport
Modded mobsPack devs, adminsWhat the mod guesses for mobs without a profile, and how to override it
Advancements and soundsPack devsOur advancements, the throw_event criterion, sound events
Java APIMod devsBehaviors, behavior types and profiles from code
CookbookEveryoneReady-made examples, including Twilight Forest and Alex's Mobs

Three ways to change how mobs act ​

From no code to full code:

  1. Config (config/throwablemobs-server.toml): global numbers and switches, such as throw strength, bounciness, self_damage, disabled_behaviors. Applies to every mob.
  2. Datapacks: tags and mob profiles. Per mob, reloads with /reload, and wins over everything a mod sets in code.
  3. 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.

Released under the MIT License.