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Fleeing Animals

Mod

by Feelzor

Change the behaviour of passive mobs to make them flee when other animals are hurt.

Type

Mod

CurseForge Downloads

13,852

CurseForge ID

610525

Modrinth Downloads

18,459

Modrinth ID

pz6Trz9Z

Last Updated

Jul 17, 2026

Description

[![Requires Fabric API](https://raw.githubusercontent.com/FeelZoR/Fleeing-Animals/develop/src/main/resources/assets/fleeinganimals/requirements/fabric-api.png)]([https://www.curseforge.com/minecraft/mc-mods/fabric-api](https://modrinth.com/mod/fabric-api)) [![Requires Cloth Config API](https://raw.githubusercontent.com/FeelZoR/Fleeing-Animals/develop/src/main/resources/assets/fleeinganimals/requirements/cloth-config.png)]([https://www.curseforge.com/minecraft/mc-mods/cloth-config](https://modrinth.com/mod/cloth-config)) [![Support me on Patreon](https://raw.githubusercontent.com/FeelZoR/Fleeing-Animals/develop/src/main/resources/assets/fleeinganimals/requirements/patreon_support.png)](https://patreon.com/Feelzor?utm_medium=unknown&utm_source=join_link&utm_campaign=creatorshare_creator&utm_content=copyLink) [![Support me on Ko-fi](https://raw.githubusercontent.com/FeelZoR/Fleeing-Animals/develop/src/main/resources/assets/fleeinganimals/requirements/kofi_support.webp)](https://ko-fi.com/feelzor) # Fleeing Animals Fleeing Animals is a simple mod that changes the behaviour of passive entities. Once hit, they will flee as usual (except for some entities such as horses), but the nearby entities will also be alerted and will start running too. ![Gif showing mod in action](https://media.giphy.com/media/GdLj7bKyFj4IbIpOGM/giphy.gif) **The nearby animals will flee even if you one-shot your target!** ## Configuration By default, the mobs will detect any passive mob being hit in their detection range (e.g. the distance where they see you holding wheat, carrots, …), 10 blocks higher or lower than them. If for some reason, you aren't satisfied with the default configuration, you can tweak some settings: * `radius` is a detection range multiplier. If you set it to 2.0, mobs will flee if you hit another passive entity up to twice their follow range. * `yRadius` is the maximum number of vertical blocks you can be seen by other passive entities. If you set it to 100 for example, animals will detect you if you hit another entity up to 100 blocks over their head. * `allAnimalsFlee` decide whether you want all passive entities to flee when you hit an animal (cows will flee if you hit chickens), or if you want them to flee only when hitting their family (cows will flee **only** if you hit another cow). ## Compatibility The mod should easily work with most other mods, but compatibility issues may arise. If you encounter a problem, do not hesitate to [leave an issue](https://github.com/FeelZoR/Fleeing-Animals/issues) to let me know, and I'll try to fix it.

Compatibility

Mod Loaders

Fabric

Game Versions

1.18 1.18.1 1.18.2 1.19 1.19.1 1.19.2 1.19.3 1.19.4 1.20 1.20.1 +14 more

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Included in Modpacks

External Resources