Hostile Humans
Modby purplekelix
Adds Hostile Humans with structures into your world
Type
Mod
CurseForge Downloads
241,768
CurseForge ID
845401
Last Updated
Apr 13, 2026
Description
(Make sure to check out my other mods & Addons! All high quality!)
About:
This mod adds intelligent and hostile Humans with structures into your world. With structures mostly consisting of different homes with the Human(s) inside but there is also a faction of Humans with their own structures under a sword banner, meant to be the Human version of pillagers.
Images of all the structures in the mod can be found in the image tab, other images are below as well.
Discord: https://discord.gg/fHWabgrbKc
Donate n0W oR eLsE: Paypal Donations or Patreon.com/PurpleKelix
About Humans:
Human Tier 1
Usually found in houses that randomly generate, a Tier 1 Human spawns with basic armor and weapons such as iron or worse.
Human Tier 2
Usually found in structures under the sword banner or homes with good loot, Tier 2 Humans spawn with strong armor and weapons such as iron or better, sometimes enchanted.
Roamer
The Roamer has a rare chance to spawn during the day. They are hostile to all mobs, even other humans.
You may find a Roamer killing animals for food or appearing to head somewhere like an actual player. Their armor and weapons are completely random.
Battle event
There is a rare chance a battle will spawn nearby where a group of Humans will be fighting a group of pillagers or another group of Humans! (The size of the battles are random)
This event can be manually spawned with this command: "/summon hostile_humans:human_group"
Advanced Ai:
The Humans are very intelligent and can do almost anything a player can, like run and jump, do melee crits, use/throw potions, use Totems of Undying or Tridents, climb ladders, open iron doors and fence gates, heal themselves, return to their own home after a certain distance and alot more!
They also have realistic awareness. Unless already spotted by someone, Humans are only able to spot the player by looking directly at them and wont randomly detect the player from behind like a zombie.
Compatibility:
Simply install these mods and they will work with Hostile Humans!
CERBON's Better Totem Of Undying
Dungeon Mobs (Only partially, Redstone Golems have a chance to appear alongside pillagers in the Battle Events)
Farmers Delight
Fresh Moves (Resouce pack)
Immersive Armors
More Crafting Tables For Forge & Quark (Only when both these mods are installed, structures will load with Quark Bookshelves and More Crafting Tables For Forge Crafting Tables)
Physics Mod
Traveler's Backpack
Waystone
Villager Names 

Updates Planned:
Add 9 more structures and fix known issues Done
Add Travelers Backpack compatibility Done
Add more skins + add structures to biomes that barely have any (No more structure additions after this) Done
Waystone mod and Farmers delight mod compatibility for structures Done
Complex AI update + Config (Alot of issues will be fixed in this update + quality-of-life additions to polish the Humans) Done
Compatibility with "More Crafting Tables for Forge" and "Quark" + bug fixes Done
More things the Human Ai can do + improvements
Compatibility with "Epic Knights"
Two Human Bosses + Compatibility with "Enigmatic Legacy", "Epic Fight",
Public Source Code + Friendly human you can come across, speak with via different dialogue options and then hire/convince to join you.
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Want your update idea added or things like below to be added? Donate! (Or you can just Donate just to help?)
Examples:
-Some humans having passive tamed wolfs
-Raid system similar to pillager raids for villages
-Extremely rare robbery event where they try to rob ur home
-Corpse compatibility
-[Insert suggested feature here]
Donate and ask for a feature!
FAQ:
-The mod coder takes commissions:
Stereowalker | Profile | Fiverr
(If no page for Minecraft mods is available, it means the coder already has too many orders and has temporarily disabled the page to prevent further orders)
-Is there a locate command?
"/locate hostile_humans:" to find the structures.
-Is there a config?
Yes! Please suggest ideas for config options if you feel like something crucial is missing.
-Will you do higher then 1.18.2?
I will port to 1.20.1 soon and continue from there. No other versions planned.
-Will you Port to Fabric?
Highly unlikely unless someone wants to pay for it. So much work on forge alone.
-Better Combat Compatibility?
It is not possible because the animations in the Better Combat mod were made using Player animator, meaning these animations cant be attached to a mob. I would have to completely remake the animations to fake the compatibility. At that point I might as well just make my own animations that would fit my Humans better as they are a mob, not a player.
(Donate me money to help make this happen, my current budget cannot fit this idea without me removing something else really big planned or doing animations a few years later when everything else is done)
- Why did I and all mobs go invisible?
When using the Toro Health Indictator mod, for some reason everything goes invisible when spawning a Battle Event with a command. If this has happened and that mod is not installed, please report it.
Screenshots
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