Modded mobs
Every mob can be picked up and thrown unless a tag or its mass says otherwise, modded ones included. Without a profile, a modded mob gets its mass from its hitbox and, if the mod can tell what it is, a guessed set of behaviors.
Guesses
With auto_detect_behaviors = true (default), a modded mob without its own behaviors gets them from the vanilla mob it's built on:
| The mob is a... | It gets |
|---|---|
Creeper (extends Creeper) | explode on impacts from energy 20 |
Slime or magma cube (extends AbstractCubeMob) | block_restitution 0.8, max_bounces 5, split on impacts from energy 15 |
Enderman (extends Enderman) | teleport_random and anger_thrower on impact |
Fire immune (fireImmune()) | ignite what it hits, 4 seconds |
A mob can match more than one row and gets all of them, like a fire-immune slime.
Guesses are the lowest layer above the defaults, so any profile for the mob merges on top: a profile that only sets mass keeps the guessed behaviors; one with "behaviors": [] removes them. Vanilla mobs never get guesses; our shipped profiles cover them.
Check what a mob got with /throwablemobs profile <mob>: guessed values show (heuristics) as their source.
Turning guesses off
- For everything:
auto_detect_behaviors = falseinconfig/throwablemobs-server.toml. - For one mod or mob: a profile with
"replace": truedrops the guess and everything else below it.
// data/mypack/throwablemobs/mob_profile/twilight_slimes.json
{
"entities": ["twilightforest:maze_slime"],
"replace": true
}Checklist for a mob mod
- Pick one up and throw it. Too heavy? Its hitbox is big; set
massin a profile or raisemax_mass. - Does it do something silly or break? Look at
/throwablemobs profilefor guessed behaviors and remove them. - Bosses: check that the mod puts them in
#c:bosses. If not, add them to#throwablemobs:unthrowable. - Multipart mobs (several hitboxes, like the ender dragon) don't follow a carrier well. Make them unthrowable.
The cookbook has worked examples for Twilight Forest and Alex's Mobs.
