About:
Big Brain is a mod that focuses on adding smarter ai for the many mobs of Minecraft!
Features: (all are configurable)
The Buckler
moved to Piglin Proliferation in 1.20
All Animals
All non-flying and non-tamed animals except for cats and foxes will attempt to find shelter when it's night or raining. They will also alert their herd members to panic if one of them is attacked.
Pigs
All the other animals have special features, cows give leather, which can be used to make armor, chickens have feathers that are used to make arrows, sheep even have wool, that you use to build things. Pigs on the other hand don't have any advantages.
This mod changes that, pigs now have a larger litter size of 2 - 6 piglets, giving the player a reason to consider breeding pigs for their farm.

Piglin Brutes
moved to piglin proliferation in 1.20
Pillagers
Pillager combat can get boring, most of the time they charge you with no regard for their lives.
Pillagers are still dumb with this mod, but at the very least care for their own lives.
They now run to another direction while they're reloading, they also move closer to you if they have a multishot crossbow.
Pillagers leaders in patrols also now have the ability to notice you from a farer distance by using a spyglass that they have a 50% chance of spawning with.

Snow Golems (and snowballs)
Snowballs are now able to give entities 5 seconds of freezing, which can be added up by successive shots.

All Mobs
These are changes that apply to all mobs:
-Blindness now affects mob vision, reducing their range by 90%. This stacks with other vision modifiers.
-A patch for melee mobs resetting their attack cooldown if they were in front of you has been added.
-A config option has been added to allow all mobs to attack villagers, this is disabled by default and has a blacklist included.
-Mobs that are able to open doors are now able to open fence gates as well.

-Bow-wielding mobs now have a new attack pattern. Many people complain about bow-wielding mobs being frustrating to fight against. This rework is meant to help mitigate against this notion. Instead of strafing bow-wielders will instead stand still until they fire three shots. After three shots they will move to another position. If the player is too close for comfort then they will also try to find another position.
-Humanoid mobs, such as piglins and zombies, are now able to jump through gaps (credits to the Mobs Attempt Parkour mod for their direct inspiration)

Husks
Husks will now upon seeing the player burrow for some time and attempt to grab and drag the player down.
However, if a significant amount of damage is dealt while the husk is burrowing it will cancel its attack and do regular melee.
You cannot escape the husk while being grabbed but you are allowed to attack it since it has a delay between grabbing and pulling you down.
Going on a higher elevation level than the husk will tire it out and also cause it to go into regular melee stance.

Ocelots
Ocelots now attack creepers, parrots, and phantoms to give them some purpose.
Sheep
Sheep now run away from wolves instead of acting like nothing is happening.
Polar Bears
Polar bears now attack fish.
Frequently Asked Questions
Is this mod compatible with x?
Try them both and see!
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
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R
1.7.8
|
2mo ago | 1 | |||
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R
2.2.8
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2mo ago | 1 | |||
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R
2.2.7
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3mo ago | 1 | |||
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R
1.7.7
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3mo ago | 1 | |||
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R
2.2.6
|
3mo ago | 1 | |||
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R
1.7.6
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11mo ago | 1 | |||
| 11mo ago | 1 | ||||
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R
2.2.5
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last yr. | 1 | |||
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R
2.2.4
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last yr. | 1 | |||
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R
2.2.3
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last yr. | 1 | |||
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R
2.2.2
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last yr. | 1 | |||
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R
2.2.1
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last yr. | 1 | |||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
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R
2.2.0
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last yr. | 1 | |||
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R
1.6.3
|
last yr. | 1 | |||
|
R
1.6.2
|
last yr. | 1 |
- [CHANGE] fix crash with GOETY by making sure layer is being added to the right renderer
- [CHANGE] heavily optimize parkour ai
- [CHANGE] modify code to make it work on both neoforge and later forge versions on 1.20.1
- [CHANGE] mitigate against #70 by implementing changes from 1.21.1 to 1.20.1
- Made cooldown for FindShelterGoal longer to further mitigate against lag
- Fix crashes with the Recruits mod
- [CHANGE] fix #60 (crash with mob look direction during parkour ai)
- [CHANGE] Improved animal panic feature by making them actively avoid the player after a herd mate is injured if they were not spawned by breeding or structure generation
- [CHANGE] fix guards not being able to use bows if big brain was installed
- [CHANGE] fix #63
- [CHANGE] fix ocelots being attacked by creepers
- Fixed crash with pillagers setting target
- Improved panic ai
- polished husk burrowing by making them stop burrowing if other husks are burrowing
- Polished parkour ai to use vanilla algorithm instead of an outdated copy and paste
- added config for skeletons shooting faster based on distance
- Hostile baby mobs have their healths halved
- Fix animal panic not functioning
- Config GUI
- Update to latest neoforge
- Fix bug with Pillagers not running while reloading
- Update to latest neoforge
- Made animal shelter a whitelist instead of a blacklist
- Port to 1.21
- Update to 1.20.2
- Fixed bugs with parkour and lag
- Fixed bugs with parkour and lag
- Fixed husk burrowing not working
- Attempted to make mob parkouring more natural
- Fixed husk burrowing not working
- Attempted to make mob parkouring more natural
- Fixed husk burrowing not working
- Attempted to make mob parkouring more natural
- Fix player not being able to attack
- skeleton model fix
- Fix bug with skeleton model crashing
- Port to 1.20
- Removed buckler (moved to Piglin Proliferation)
- Fixed husk burrowing crash
- Fixed issue with husks trying to attack target that is already riding
- Addressed parkour ai activating on flat surfaces
- Fixed husk burrowing crash
- Fixed issue with husks trying to attack target that is already riding
- Addressed parkour ai activating on flat surfaces
- Bow attack rework
Many people complain about bow-wielding mobs being frustrating to fight aganist. This rework is meant to help migitate aganist this notion.
Instead of strafing bow-wielders will instead stand still until they fire three shots. After three shots they will move to another position. If the player is too close
for comfort then they will also try to find another position.
- New mob jump ai
Piglins, Illagers, and other humanoid mobs will try to jump through gaps in order to reach their intended target.
- Husk burrowing AI
Husks will now upon seeing the player burrow for some time and attempt to grab and drag the player down.
However, if a significant amount of damage is dealt while the husk is burrowing it will cancel its attack and do regular melee.
You cannot escape the husk while being grabbed but you are allowed to attack it since it has a delay between grabbing and pulling you down.
Going on a higher elevation level than the husk will tire it out and also cause it to go into regular melee stance.
- Dolphin fix
Dolphins will no longer die if they're unable to despawn in an unloaded chunk.
- Bow attack rework
Instead of strafing bow-wielders will instead stand still until they fire three shots. After three shots they will move to another position. If the player is too close
for comfort then they will also try to find another position.
- New mob jump ai
- Husk burrowing AI
However, if a significant amount of damage is dealt while the husk is burrowing it will cancel its attack and do regular melee.
You cannot escape the husk while being grabbed but you are allowed to attack it since it has a delay between grabbing and pulling you down.
Going on a higher elevation level than the husk will tire it out and also cause it to go into regular melee stance.
- Dolphin fix
Dolphins will no longer die if they're unable to despawn in an unloaded chunk.
- Backports previous version's features to 1.19.2
- 1.19.4 port
- Added drowned glowing
- Added bee animations from bedrock