Mobs, minions & taming

Minions, taming, mob aggression and fear, stealth, entity groups and mounts.

Fields every power accepts (name, hidden, power_condition, …) are on Power basics. See also: Keybinds, Toggles, Costs & upkeep.

Types on this page: summon_minion · tame_mob · tamed_animal_boost · tamed_potion_diffusal · entity_group · mobs_ignore_player · mobs_target_player · mob_behavior · attract_mobs · scare_entities · sneaky · stealth · muffle_sound · mount · no_mob_spawns_nearby · twin_breeding · horde_regen.


neoorigins:summon_minion

Active power that summons a mob near the player. Summoned mobs are tracked with caps, despawn timers, and death-damage feedback. Equipment can be configured per slot; all equipment drop chances are zeroed so summoned mobs never drop loot.

Field Type Required Default Description
mob_type Identifier yes — Entity type to summon, e.g. minecraft:zombie
max_count int no 3 Maximum concurrent minions per player per mob_type
quantity int no 1 Minions summoned per activation, capped by remaining max_count headroom
cooldown_ticks int no 200 Cooldown after each summon
hunger_cost int no 4 Food points consumed per activation. Ignored when resource_cost is set with a resource_cost_amount above 0.
resource_cost string no "" Optional neoorigins:resource power id spent per activation, replacing hunger_cost. Empty = no resource cost. When resource bars are globally disabled this amount is charged as hunger instead.
resource_cost_amount int no 0 Amount of resource_cost spent per activation, however many minions spawn. A player who can’t pay summons nothing and consumes no cooldown.
despawn_ticks int no 18000 Lifespan after spawn (15 min default)
death_damage float no 1.0 Damage taken by the owner when a minion dies
head / chest / legs / feet / mainhand / offhand Identifier or object no (none or iron helmet for head) Equipment per slot. Either a bare item id ("minecraft:iron_sword") or an object {"item": "...", "enchantments": [{"id": "...", "level": N}]} to enchant the piece
mount Identifier no — Entity type of an optional mount; each minion rides its own copy (e.g. a piglin riding a hoglin)
attributes object[] no [] Attribute modifiers applied to each summoned mob at spawn. Each entry is {"attribute": "...", "amount": N, "operation": "..."}

If head is unset, the minion gets an iron helmet by default (sun protection for undead). All drop chances are set to 0.

Multiple minions: set quantity to summon several per activation (still capped by max_count). The cost is charged once per activation regardless of how many spawn.

Enchanted equipment: any equipment slot accepts the object form {"item": "...", "enchantments": [...]} in place of a bare item id. Each enchantment entry is {"id": "minecraft:sharpness", "level": 3} (level defaults to 1). Unknown enchantment ids are skipped silently. The string form is unchanged, so existing configs keep working.

Attribute modifiers: attributes is a list of modifiers applied to every summoned mob. Each entry takes attribute (e.g. minecraft:generic.max_health, minecraft:generic.attack_damage, minecraft:generic.movement_speed), a numeric amount, and an operation of add_value (flat), add_multiplied_base, or add_multiplied_total (default add_value). Attribute ids resolve with generic./player. prefix tolerance, so the same JSON is portable across the 1.21.1 and 26.1 builds. A raised max_health spawns the mob at full HP.

Mounts: when mount is set, every summoned minion is seated on a freshly spawned copy of that entity using a forced ride, so cross-type stacks like a piglin on a hoglin work. The mount is tracked alongside its rider: it counts against the same mob_type cap, drops no loot, and despawns with the rider.

Brain-driven mobs (piglins, hoglins): these decide aggression through the Brain/memory system rather than goal selectors, so vanilla checks like “the player isn’t wearing gold” would otherwise make a summoned piglin turn hostile. Summoned brain mobs are pacified at spawn and re-pacified every tick: their attack-target/anger memories toward the owner are cleared and piglins are made immune to zombification, so they stay loyal to their summoner.

Example: zombie minion with sword

{
  "type": "neoorigins:summon_minion",
  "mob_type": "minecraft:zombie",
  "max_count": 3,
  "cooldown_ticks": 200,
  "hunger_cost": 4,
  "mainhand": "minecraft:iron_sword",
  "name": "Raise Dead",
  "description": "Summons a zombie minion to fight for you."
}

Example: pack of piglins riding hoglins

{
  "type": "neoorigins:summon_minion",
  "mob_type": "minecraft:piglin",
  "mount": "minecraft:hoglin",
  "quantity": 2,
  "max_count": 4,
  "cooldown_ticks": 400,
  "hunger_cost": 6,
  "mainhand": "minecraft:golden_sword",
  "name": "Piglin Cavalry",
  "description": "Summons mounted piglin riders that fight for you."
}

Example: enchanted, buffed iron golem

{
  "type": "neoorigins:summon_minion",
  "mob_type": "minecraft:iron_golem",
  "max_count": 1,
  "cooldown_ticks": 600,
  "hunger_cost": 8,
  "mainhand": {
    "item": "minecraft:netherite_sword",
    "enchantments": [
      { "id": "minecraft:sharpness", "level": 5 },
      { "id": "minecraft:fire_aspect", "level": 2 }
    ]
  },
  "attributes": [
    { "attribute": "minecraft:generic.max_health", "amount": 40, "operation": "add_value" },
    { "attribute": "minecraft:generic.attack_damage", "amount": 0.5, "operation": "add_multiplied_total" }
  ],
  "name": "Forge Guardian",
  "description": "Summons a heavily armed, reinforced iron golem."
}

neoorigins:tame_mob

Active power that tames a hostile mob the player is looking at. The mob’s AI is rewritten to follow the player, target whatever recently hurt the owner, and join the owner’s own attacks. Tamed mobs are tracked via MinionTracker.

Field Type Required Default Description
range double no 16.0 Max raycast distance to a target
max_tamed int no 4 Maximum concurrently-tamed mobs per player
cooldown_ticks int no 200 Cooldown after each use
hunger_cost int no 3 Food points consumed per tame
despawn_ticks int no 36000 Lifespan of each tamed mob (30 min default)
death_damage float no 0.5 Damage taken by owner when a tamed mob dies
hostile_only bool no true If true, only hostile mobs (implementing Enemy) can be tamed, the Monster Tamer default. Set to false to allow taming any non-player Mob (animals, golems, villagers, etc.).
entity_blacklist string[] no [] Entity ids ("minecraft:warden") and tag refs ("#mymod:untameable") this power can never tame. Checked on top of the built-in boss exclusion.
targeting string no "raycast" "raycast" tames the single mob you are looking at; "area" tames every eligible mob within range, nearest-first, up to the remaining max_tamed slots. Case-insensitive; anything else falls back to raycast.
entity_whitelist string[] no [] Area mode only. Entity ids ("minecraft:zombie") and tag refs ("#mymod:tameable") the sweep is restricted to. Empty (default) = any mob (still subject to hostile_only and the blacklists). Ignored in raycast mode.
resource_cost string no "" Optional neoorigins:resource power id spent per mob tamed. Empty = no resource cost (falls back to hunger_cost). When resource bars are globally disabled this amount is charged as hunger instead.
resource_cost_amount int no 0 Amount of the resource_cost resource spent per mob tamed.

Targeting modes and per-mob cost

With the default targeting: "raycast" the power tames the one mob under the player’s crosshair, showing the existing per-failure actionbar messages (not_hostile / boss / blacklisted / no_target).

Set targeting: "area" to tame every eligible mob inside range in one activation. Candidates are gathered nearest-first and capped at the remaining max_tamed slots; hostile_only, entity_blacklist, the boss-tier set and the global config blacklist all still apply, and entity_whitelist (if non-empty) further restricts which mobs qualify. A successful multi-tame shows “Tamed N mobs!”.

Cost is charged once per mob tamed, not once per activation. When resource_cost/resource_cost_amount are set and resource bars are enabled, each tame spends that much of the named resource; otherwise it spends hunger_cost food points (or, when a resource is configured but resource bars are globally disabled, resource_cost_amount food points). Taming is greedy: it tames mobs one at a time until either the slots run out or the player can no longer afford one more, then stops. If candidates existed but none could be afforded, it shows “Not enough power to tame!” and consumes no cooldown.

Target must be a non-player Mob. With the default hostile_only: true, only mobs implementing Enemy qualify (villagers, animals, and passive mobs won’t tame); set hostile_only: false to drop that restriction. Boss-tier mobs (the Warden, Ender Dragon and Wither) are always rejected, as is anything that fails the canUsePortal boss check; entity_blacklist lets a pack extend that exclusion to arbitrary mobs, and server operators can do the same for all taming and scare powers at once via the tame_scare_entity_blacklist config list (see Global taming/scare exclusions). A blocked tame shows the “That creature cannot be tamed!” actionbar message (“Cannot tame boss mobs!” for a boss).

Persistence

Tamed mobs behave like vanilla pets: the tame is stored on the mob itself (owner, despawn duration and death-damage ride the entity’s saved data), so it survives everything short of the mob dying or despawn_ticks running out. Concretely:

  • Tamer dies: pets survive and are recalled to the tamer when they respawn, crossing dimensions if needed.
  • Tamer logs out: pets stay in the world, idle and non-hostile, and resume following/defending the moment the tamer logs back in. No re-tame needed.
  • Server restarts / chunk unloads: the pet’s loyalty AI is rebuilt automatically whenever its chunk loads again.

The max_tamed cap and death-damage backlash stay correct across all of the above. Losing the taming power (an origin change) discards the player’s loaded pets outright; that is the one way to revoke a tame. Summoned minions (summon_minion) deliberately do NOT get this treatment: they remain session-bound and vanish with their summoner’s death or logout.

Example (blacklist):

{
  "type": "neoorigins:tame_mob",
  "entity_blacklist": ["minecraft:elder_guardian", "#mymod:untameable"]
}

Example:

{
  "type": "neoorigins:tame_mob",
  "range": 16.0,
  "max_tamed": 4,
  "cooldown_ticks": 200,
  "name": "Beastmaster",
  "description": "Tames hostile mobs to your will."
}

Global taming/scare exclusions

All taming and scare powers (tame_mob, scare_entities and mobs_ignore_player) share one exclusion rule. An entity is excluded when any of these hold:

  1. Boss-tier: the Warden, Ender Dragon and Wither. Hardcoded; cannot be overridden.
  2. Global config blacklist: the tame_scare_entity_blacklist list in the [entity_exclusions] section of config/neoorigins/admin.toml. Lets a server or pack operator extend the exclusion to arbitrary mobs across every taming and scare power at once:
[entity_exclusions]
    # Entity ids and #tags that can never be tamed, scared,
    # or made to ignore a player by any power. Default: []
    tame_scare_entity_blacklist = ["minecraft:elder_guardian", "#mymod:untouchable"]
  1. Per-power entity_blacklist: the optional JSON field on the individual power.

Excluded entities can’t be tamed (tame_mob shows its actionbar message) and aren’t affected by scare_entities or mobs_ignore_player (silently skipped; they flee or target the player exactly as vanilla dictates).


neoorigins:tamed_animal_boost

Boosts stats (max health, movement speed) on every tamed animal owned by the player within a radius. Every 60 ticks it adds permanent attribute modifiers with fixed ids (saved on the animal) and heals the animal to full the first time. Revoking the power only strips animals inside the radius at that moment.

Field Type Required Default Description
health_bonus float no 4.0 ADD_VALUE bonus on max health
speed_bonus float no 0.1 ADD_VALUE bonus on movement speed
radius double no 32.0 Scan radius

Example:

{
  "type": "neoorigins:tamed_animal_boost",
  "health_bonus": 4.0,
  "speed_bonus": 0.1,
  "radius": 32.0,
  "name": "Kinship",
  "description": "Your tamed animals are hardier and faster."
}

neoorigins:tamed_potion_diffusal

When the player receives a positive mob effect, it’s also applied to nearby tamed animals owned by the player. Handled via MobEffectEvent.Added.

Field Type Required Default Description
radius double no 16.0 Scan radius for nearby tamed animals

Example:

{
  "type": "neoorigins:tamed_potion_diffusal",
  "radius": 16.0,
  "name": "Shared Fortitude",
  "description": "Positive potion effects also buff your tamed animals."
}

neoorigins:entity_group

Treats the player as a member of a mob group, so game mechanics that key off a creature’s type act on the player. A player can’t be added to vanilla’s real entity-type tags, so membership is simulated by intercepting the relevant hooks: effect immunity, instant heal/harm inversion, enchant vulnerability, and mob targeting.

Field Type Required Default Description
group string no undefined Group id. A bare name (no namespace) resolves to neoorigins:<name>. undefined means no classification.

Example:

{
  "type": "neoorigins:entity_group",
  "group": "undead",
  "name": "Undead Nature",
  "description": "Treated as an undead creature — immune to poison, healed by harm."
}

Built-in groups

These are registered in code and work with zero setup:

Group Effect
neoorigins:undead Immune to Poison and Regeneration; Instant Health harms and Instant Damage heals; takes extra damage from Smite.
neoorigins:arthropod Takes extra damage from Bane of Arthropods (plus the vanilla slowness-on-hit).
neoorigins:water Takes extra damage from Impaling.
neoorigins:illager Raiders (anything in #minecraft:raiders) won’t target the player; village-spawned iron golems hunt the player (player-built golems stay loyal); villagers and wandering traders flee the player.
neoorigins:piglin Piglins and piglin brutes never target the player. Unlike vanilla this is unconditional: no gold armor required.
neoorigins:skeleton The undead kit (Poison/Regeneration immunity, inverted instant effects, Smite vulnerability) plus wolves hunt the player the way they hunt vanilla skeletons, and the player burns in daylight like a vanilla skeleton (honours the same [sun_damage] helmet/umbrella rules as exposed_to_sun).

Referencing an unknown group id (one with no built-in default and no datapack file) logs a one-time warning and does nothing, rather than silently no-op-ing.

Custom groups (datapack)

A datapack can mint new groups, or override a built-in, with a JSON file at data/<namespace>/neoorigins/entity_groups/<name>.json. A file whose id matches a built-in (e.g. data/neoorigins/neoorigins/entity_groups/undead.json) replaces that built-in. Every field is optional:

Field Type Default Effect
immune_effects list of effect ids [] These status effects can’t apply to the player.
invert_instant_effects bool false Instant Health harms and Instant Damage heals (undead behaviour).
vulnerable_enchants list of enchant ids [] For each listed enchant, the attacker’s weapon level adds bonus damage (level × 2.5 per enchant, summed). Listing minecraft:bane_of_arthropods also applies the vanilla slowness-on-hit.
ignored_by list of entity ids and/or #tags [] Mobs matching these entries never target the player.
targeted_by list of entity ids and/or #tags [] Mobs matching these entries proactively hunt the player, within ~16 blocks. Player-built iron golems are exempt even when minecraft:iron_golem is listed; only village-spawned golems hunt.
feared_by list of entity ids and/or #tags [] Mobs matching these entries flee the player, within ~8 blocks.
burns_in_sunlight bool false The player catches fire in daylight like a vanilla skeleton, honouring the same [sun_damage] config (helmet protection, neoorigins:sun_permeable helmets, umbrella) as the exposed_to_sun condition.

Example: data/mypack/neoorigins/entity_groups/cursed.json

{
  "immune_effects": ["minecraft:poison", "minecraft:wither"],
  "invert_instant_effects": true,
  "vulnerable_enchants": ["minecraft:smite"],
  "ignored_by": ["#minecraft:raiders", "minecraft:zombie"],
  "targeted_by": ["minecraft:iron_golem"],
  "feared_by": ["minecraft:villager", "minecraft:wandering_trader"]
}

An origin then opts in with {"type": "neoorigins:entity_group", "group": "mypack:cursed"}.


neoorigins:mobs_ignore_player

Causes specific mob types to ignore the player. By default a retaliation window applies: once the player hits the mob, the mob may target back briefly. Set passive: true to make the ignore unconditional.

Field Type Required Default Description
entity_types list of Identifier or #tag no [] Entity types that will ignore the player. Accepts raw ids ("minecraft:zombie") and tag references ("#minecraft:skeletons"). When empty, every mob ignores.
entity_blacklist string[] no [] Entity ids and tag refs this power never affects; they target the player normally even when entity_types matches (including the empty match-all case). Checked on top of the built-in exclusions below.
passive bool no false When true, the ignore is unconditional: even attacking the mob does not provoke retaliation.

Boss-tier mobs (the Warden, Ender Dragon and Wither) never ignore the player, regardless of entity_types (an empty match-all list won’t make the Warden docile). Server operators can extend that exclusion via the tame_scare_entity_blacklist config list (see Global taming/scare exclusions).

Example: only creepers ignore (with retaliation)

{
  "type": "neoorigins:mobs_ignore_player",
  "entity_types": ["minecraft:creeper"],
  "name": "Creeper Affinity",
  "description": "Creepers ignore you unless attacked."
}

Example: unprovokable peace with every skeleton (tag + passive)

{
  "type": "neoorigins:mobs_ignore_player",
  "entity_types": ["#minecraft:skeletons"],
  "passive": true,
  "name": "Bonewalker",
  "description": "Skeletons never see you as a threat, no matter what you do."
}

This is distinct from scare_entities (which makes mobs flee). mobs_ignore_player makes mobs neutral; scare_entities makes them run away.


neoorigins:mobs_target_player

The inverse of mobs_ignore_player: listed mob types proactively hunt a player who has this power, the way wolves hunt a vanilla skeleton. Nothing fires when a mob is not targeting the player, so this can not be a reactive event: instead each mob is given a targeting goal on spawn that acquires the nearest matching power-holder within range.

1.21.1 vs 26.x: on 1.21.1 the targeting goal searches a fixed 16 blocks, so a range above 16 has no extra effect; on 26.x the search is capped by the mob’s own follow range instead.

Field Type Required Default Description
entity_types list of Identifier or #tag no [] Entity types that hunt the player. Accepts raw ids ("minecraft:wolf") and tag references ("#minecraft:wolves"). When empty, every mob hunts the player.
entity_blacklist string[] no [] Entity ids and tag refs this power never affects; they never hunt the player even when entity_types matches (including the empty match-all case). Checked on top of the built-in exclusions below.
range double no 16.0 How far (in blocks) a matching mob can be and still start hunting the player. Also capped by the mob’s own follow range, so values above that have no extra effect.

Boss-tier mobs (the Warden, Ender Dragon and Wither) never hunt the player, regardless of entity_types. Server operators can extend that exclusion via the tame_scare_entity_blacklist config list (see Global taming/scare exclusions).

Example: a skeleton-type origin that wolves hunt

{
  "type": "neoorigins:mobs_target_player",
  "entity_types": ["minecraft:wolf"],
  "range": 20.0,
  "name": "Bonewalker's Curse",
  "description": "Wolves hunt you the way they hunt skeletons."
}

Pairs naturally with mobs_ignore_player: use mobs_ignore_player for the mobs that leave a skeleton alone, and mobs_target_player for the wolves that chase it.


neoorigins:mob_behavior

Rewrites a mob origin’s AI so the mob hunts players (or another entity type). Unlike the player-facing tame/mount powers, this is applied to a mob origin and controls how that mob acquires and holds targets. On grant, a vanilla NearestAttackableTargetGoal (and, when retaliate is set, a HurtByTargetGoal) is added to the mob’s target selector; both are stripped again on revoke, leaving the rest of the mob’s vanilla AI intact. With aggression: "conditional" it behaves piglin-style: the mob only turns hostile toward a player while every hostile_when condition holds (the conditions are evaluated against the prospective player target, not the mob).

Field Type Required Default Description
aggression enum no neutral neutral = vanilla AI unchanged (only retaliate applies); hostile = always target the target type on sight; conditional = target a player only while every hostile_when condition holds.
hostile_when array no [] Conditions (AND-ed) tested against the prospective player target (e.g. “player not wearing gold”), not the mob. Only used when aggression: "conditional"; an empty list behaves like hostile.
retaliate bool no true Also fight back against whatever damaged the mob (vanilla hurt-by-target).
anger_linger_ticks int no 200 Keep the target this many ticks after the trigger stops holding, so the mob calms down gradually (200 = 10s).
aggro_range double no 16.0 Max distance to acquire a target.
target_type resource id no players Entity type id to be hostile toward; omitted = players. Conditions only apply to player targets.
call_for_help bool no false When retaliating, alert nearby same-type mobs (vanilla pack aggro).

Example: hostile to players only in daylight while not sneaking

{
  "type": "neoorigins:mob_behavior",
  "aggression": "conditional",
  "aggro_range": 24.0,
  "anger_linger_ticks": 300,
  "call_for_help": true,
  "hostile_when": [
    { "type": "neoorigins:exposed_to_sun" },
    { "type": "neoorigins:not", "condition": { "type": "neoorigins:sneaking" } }
  ]
}

neoorigins:attract_mobs

Pulls nearby mobs toward the holder each tick, as though the player were holding the mob’s favourite food. Drawn mobs simply path to the player; they are not tamed and do not turn hostile. With no entity_types filter only animals (the vanilla follows-food set) are pulled; supplying ids/tags widens or replaces that to any matching pathfinding mob. Bosses and the tame_scare_entity_blacklist config list are always excluded. Mobs re-path every 10 ticks.

Field Type Required Default Description
radius number no 8.0 Blocks around the holder within which mobs are pulled in
speed number no 1.0 Movement-speed multiplier mobs path toward the holder at
entity_types array no [] Entity ids or #tags drawn in; empty (default) pulls only animals
entity_blacklist array no [] Entity ids or #tags excluded from attraction even when entity_types (or the animal default) would select them

Example: pied piper of animals

{
  "type": "neoorigins:attract_mobs",
  "radius": 12,
  "name": "Beast Whisperer",
  "description": "Nearby animals follow you as if you held their favourite food."
}

neoorigins:scare_entities

Causes listed entity types to flee from the player. Every 5 ticks, matching mobs within a fixed 8-block box flee; no line of sight is needed. Matching mobs also cannot target the player unless the player hits them first. With entity_types empty nothing is scared.

Field Type Required Default Description
entity_types list of Identifier no [] Entity types to scare, e.g. ["minecraft:creeper"]
entity_blacklist string[] no [] Entity ids ("minecraft:elder_guardian") and tag refs ("#mymod:fearless") this power never scares, even when they match entity_types. Checked on top of the built-in exclusions below.

Boss-tier mobs (the Warden, Ender Dragon and Wither) are never scared, regardless of entity_types. Server operators can extend that exclusion to arbitrary mobs across all taming and scare powers at once via the tame_scare_entity_blacklist config list (see Global taming/scare exclusions). Excluded entities are simply skipped; no message is shown.

Example: creepers flee from the player

{
  "type": "neoorigins:scare_entities",
  "entity_types": ["minecraft:creeper", "minecraft:spider"],
  "name": "Predator Aura",
  "description": "Hostile arthropods flee on sight."
}

neoorigins:sneaky

Reduces mob detection range: any mob only targets the player when closer than its follow range times detection_multiplier (the lowest one wins if several powers apply). A mob that is already chasing keeps chasing. Handled via LivingChangeTargetEvent.

Field Type Required Default Description
detection_multiplier double no 0.3 Detection range multiplier (0.3 = mobs see you at 30% of their normal range)

Example:

{
  "type": "neoorigins:sneaky",
  "detection_multiplier": 0.3,
  "name": "Shadow Tread",
  "description": "Mobs notice you from much closer than usual."
}

neoorigins:stealth

After sneaking continuously for a threshold number of ticks, the player gains Invisibility, renewed every tick for as long as they keep sneaking. The effect is two seconds long and is not removed when they stand up, so it runs out within two seconds of sneaking stopping. While the holder has Invisibility from any source, mobs cannot pick them as a target. Toggleable off via keybind.

Field Type Required Default Description
activation_ticks int no 200 Sneak time required before invisibility kicks in (10 s default)

Also takes the shared toggle upkeep fields (hunger_cost, resource_cost, resource_cost_amount, upkeep_interval, upkeep_condition).

Example:

{
  "type": "neoorigins:stealth",
  "activation_ticks": 100,
  "name": "Vanish",
  "description": "Sneak for 5 seconds to turn invisible."
}

neoorigins:muffle_sound

Suppresses the game-event vibrations the player emits, so sculk sensors, calibrated sculk sensors and wardens stop detecting their footsteps, item use, block interactions and the like. Handled via NeoForge’s cancelable VanillaGameEvent: when the cause is a player holding this power, the emission is canceled before any GameEventListener (sculk / warden) receives it.

Field Type Required Default Description
strength double no 1.0 Fraction (0.0-1.0) of emitted vibrations suppressed. 1.0 = fully silent; 0.0 = no muffling; 0.5 = roughly half the player’s vibrations are dropped.

Example:

{
  "type": "neoorigins:muffle_sound",
  "strength": 1.0,
  "name": "Silent Step",
  "description": "Sculk sensors and the Warden can no longer hear you."
}

neoorigins:mount

Active keybind power that raycasts for the living entity in front of the player and seats the player on it. Press the skill key with a target in range to mount; press again while riding to dismount. Mobs are mounted immediately; player targets require consent according to the server’s configured consent mode (MountConsentManager). Boss mobs and already-ridden entities are rejected, and the rider is dismounted automatically if the power is revoked. Good for tamer/druid origins that ride mobs (or other players) on demand.

Field Type Required Default Description
range double no 5.0 Max distance in blocks to raycast for the entity to mount.
cooldown_ticks int no 100 Ticks before the key works again (100 = 5s). Dismounting also starts it, and while it runs the key cannot dismount either.
hunger_cost int no 0 Hunger consumed per key press that does something: mounting, dismounting, or sending a player-mount request.
allow_players bool no true Whether this power can mount other players (subject to consent).
allow_mobs bool no true Whether this power can mount mobs.
block_bosses bool no true Prevent mounting boss mobs like the Ender Dragon or Wither.
mount_position enum no centered Where the rider sits: centered (on top) or shoulder (offset to one side).

Example:

{
  "type": "neoorigins:mount",
  "range": 6.0,
  "cooldown_ticks": 60,
  "allow_players": false,
  "mount_position": "shoulder",
  "name": "Mount Beast",
  "description": "Leap onto the creature you're looking at."
}

neoorigins:no_mob_spawns_nearby

Suppresses mob spawns within a radius of the player. Toggleable: the player can turn the aura on/off via their skill keybind.

Field Type Required Default Description
radius int no 24 Radius in blocks within which spawns are suppressed. Note: vanilla already blocks MONSTER-category natural spawns within 24 blocks of any player (NaturalSpawner); use a value above 24 to extend the safe zone meaningfully.
categories list of string no ["monster"] Spawn categories to suppress: monster, creature, ambient, water_creature, or all

Also takes the shared toggle upkeep fields (hunger_cost, resource_cost, resource_cost_amount, upkeep_interval, upkeep_condition).

Example: suppress hostile spawns in a 36-block radius

{
  "type": "neoorigins:no_mob_spawns_nearby",
  "radius": 36,
  "categories": ["monster"],
  "name": "Warding Presence",
  "description": "Hostile mobs don't spawn within 36 blocks. Toggle with skill key."
}

neoorigins:twin_breeding

On vanilla breeding, spawns a second baby with the configured probability. Only the player credited with the breeding triggers it.

Field Type Required Default Description
chance float no 1.0 Probability (0.0–1.0) of spawning a twin

Example:

{
  "type": "neoorigins:twin_breeding",
  "chance": 0.5,
  "name": "Shepherd",
  "description": "Animals bred near you sometimes produce twins."
}

neoorigins:horde_regen

Passively regenerates health on all tamed mobs (via tame_mob) on an interval. Healing only applies when the mob hasn’t taken damage recently.

Field Type Required Default Description
heal_amount float no 1.0 HP restored per interval
interval_ticks int no 120 Ticks between heal pulses
combat_cooldown_ticks int no 100 Minimum ticks since the mob was last hurt by another mob before it heals. Other damage (fire, falls, players) does not pause healing.

Example:

{
  "type": "neoorigins:horde_regen",
  "heal_amount": 1.0,
  "interval_ticks": 120,
  "name": "Pack Mender",
  "description": "Your tamed mobs regenerate out of combat."
}