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AIOA: Refined Chase AI and Wall Climbing Configuration

A AIOA guide. Covers AIOA 0.2.0 on Minecraft 1.21.1.

Refined Apocalypse Pathfinding

All In One Apocalypse enhances vanilla monster pathfinding into aggressive pursuit routines. Through the Mob Behavior menu or by launching Open AIOA Behavior Graph Studio, players can configure how undead stalk their prey across difficult terrain:

  • Enable refined chase AI activates longer visual awareness, rapid path recalculations, and relentless pursuit logic.
  • Populate Mobs using refined AI with entity IDs to assign enhanced pursuit routines to chosen monsters.
  • Enable Allow refined pathfinding to use doors so ground pursuers navigate through doorways instead of getting obstructed outside shelters.

Vertical Scaling and Wall Traversal

Defensive fortifications often stop ordinary monsters, but the mod introduces vertical agility to break conventional safe zones:

  • Enable wall climbing grants eligible pursuers the ability to scale vertical walls much like spiders when tracking elevated targets.
  • Populate Mobs allowed to climb walls with specific monster entries to determine which hostile types gain scaling traversal.
  • Combine climbing agility with pursuit logic so surrounding swarms actively climb rooftops and cliff perches.

Targeting Priorities and Overrides

Aggro priorities determine how apocalypse swarms behave when encountering various entities:

  • Set Default apocalypse target mode to establish broad behavioral baselines, choosing between Players only, Animals only, or Other mobs only.
  • Toggle Share targets with nearby apocalypse mobs so an engaged monster alerts nearby comrades to join the assault.
  • Fine-tune individual behaviors using specialized override lists:
  • Per-entity override: players only forces selected monsters to ignore all livestock and focus strictly on human survivors.
  • Per-entity override: animals only turns designated beasts into predatory animal hunters.
  • Per-entity override: other mobs only triggers infighting by directing attackers solely toward other non-player entities.
  • Per-entity override: target everything instructs hostiles to attack nearly any living target across the area.
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