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Mob Flee AI

Mob Flee AI lets already-spawned hostile mobs retreat from civilized areas. Spawn suppression only affects new spawns; flee handles mobs that are already in the world.

What it does

When enabled, hostiles periodically sample civilization pressure around themselves:

  • Idle flee — drift outward under moderate pressure
  • Combat panic — short bursts under very high pressure (can include mid-combat disengagement in dense city cores)

Both scale with Civilization Strength the same way spawn thresholds do.

How direction is chosen

The mod first looks for a nearby active Podium of Spawning attraction target when the mob is outside the local podium pocket. If none is useful, it samples candidate directions, compares civilization pressure along each ray, and prefers moving toward lower pressure. Vanilla pathfinding still applies underneath.

Relationship to spawn suppression

  1. Civilization Strength — shared with spawn thresholds; sets how “oppressive” high-score zones feel for flee.
  2. Mob Flee AI toggle — master switch for whether retreat logic runs at all.

In-game configuration

Open Civillis SettingsCivilization → expand Miscellaneous (requires Mod Menu + Cloth Config on Fabric):

Setting Type Default What it controls
Mob Flee AI Toggle on Enables or disables all flee behavior globally.

Advanced: civil.properties

Fine-grained tuning uses mobFlee.* keys (checkIntervalTicks, panicDurationTicks, speed, sampleDistance, …). See the grouped list in Configuration. Delete civil.properties to reset if behavior becomes unstable.

See also