Every mob knows where you are. Always.
Every mob knows where you are. Always.
No walls in the way. No sneaking, no hiding, no waiting for the sun. If the server is simulating it, it is already hunting you.
For Minecraft 26.2 (Fabric).
bigbrother-1.0.0.jar and Fabric API in your
mods folder:
%appdata%\.minecraft\mods~/Library/Application Support/minecraft/mods~/.minecraft/modsOnly the server needs it. Vanilla clients can connect and play normally, right up until they are killed.
Works on an existing world.
Normally a mob has to notice you: you have to be inside its detection range, in its line of sight, and not sneaking or invisible. Every one of those checks is gone.
Hostile mobs see you from anywhere the server is simulating -- your simulation distance -- and the result is that they target you. A mob outside that is frozen and hunting nobody, so reaching further would buy no extra menace at all.
Seeing and chasing are two different numbers, and that is what keeps this playable. Sight costs a distance comparison. Chasing is limited separately, because a mob's follow range is what the pathfinder sizes its search from -- it copies every chunk in a cube of that radius before it even starts looking for a route. At vanilla's 35 that is about thirty-six chunks. At a simulation distance it is over four hundred, per mob, several times a second, which is exactly what made an earlier version of this mod freeze servers. A mob that can see you but is too far to path to simply walks at you instead, which needs no pathfinder at all.
Walls do not help. Standing behind stone, underwater, in a sealed box, under a trapdoor — it knows.
Sneaking does not help. Neither does an invisibility potion or a mob head.
Darkness does not help. There was never a light check to begin with; the difference is that there is nothing else left either.
Every hostile mob is re-pointed at the nearest player once a second, which also means killing a mob's aggro is impossible — it comes straight back.
This includes mobs that use the newer brain system and normally ignore ordinary targeting: piglins, hoglins, ravagers and the warden are all pulled in as well.
| Command | Who can use it |
|---|---|
/bigbrother | Anyone. Says whether it is watching |
/bigbrother on and /bigbrother off |
A file appears at config/bigbrother.json the first time you run the mod.
Turning seeThroughBlocks off keeps the range but restores line of sight, which is a noticeably
more survivable game.
chaseRangeBlocks, not visionBlocks. Sight is nearly free;
chasing is the expensive half, and it is the one that scales quadratically.retargetIntervalTicks to 40 or 60 makes it slightly cheaper and gives you a moment
of respite after killing something. Lowering it to 5 removes even that.| Operators. Toggles it |
/bigbrother reload | Operators. Re-reads the config file |
| Setting | Default | What it does |
|---|
enabled | true | Turn it off without removing the mod |
includePassiveMobs | false | Drag cows, sheep and squid into it as well |
visionBlocks | 0.0 | How far a mob can see, in blocks. Leave at 0 to follow the simulation distance |
chaseRangeBlocks | 48.0 | How far a mob will actually chase. This is the performance setting -- cost grows with the square of it, and it is hard-capped at 96 |
longMarch | true | Mobs too far to path to walk straight at you instead. Costs nothing, because no route is calculated |
retargetIntervalTicks | 20 | How often a mob re-checks who it is hunting. 20 is once a second |
targetCreativePlayers | false | Hunt creative players too |
seeThroughBlocks | true | Ignore walls. This is the "through anything" half |
seeThroughInvisibility | true | Ignore invisibility potions and mob heads |
The world generates upside down.
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