• • 1/19/26 5:46 am • 11 logs
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- Compatibility
- Minecraft 1.21
- Changes include
- Functions
- Predicates
158
Welcome to Iron Golem AI Overhaul
What it does:
This datapack massively improves Iron Golem AI. Specifically, it improves the Iron Golem's decison-making, when it comes to selecting a target
How it works:
-When an Iron Golem is first summoned, it will place a "golem_marker", if another one isn't already within 100 blocks of its position. If there is one available, the Iron Golem will "pair" with it - meaning that Iron Golem won't be able to place a new marker - even if it gets out of range of the nearest one.
-Iron Golems will lock onto most hostile mobs that are directly exposed to the sky - including creepers within 80 blocks of their markers. Target priority is the closest hostile to the "golem_marker". NOTE: This does mean that creepers that hide under trees or overhangs will no longer be targeted, but once they expose themselves to the sky again, the Golems will lock onto them immediately.
-Iron Golems will persist onto the same target up to 64 blocks away from their position.
-Creepers that are targeted by Iron Golems will have their health decreased to 7 health, which ensures that targeted creepers will get one-shot by Iron Golems. This effect has been dubbed "Bane of the Sentinel".
This datapack breathes new life into Iron Golems as true village guardians, and makes villages an ideal safe haven for players with low gear - especially on harder difficulties.
Important Note:
After multiple attempts at fixing, there doesn't seem to be any way to patch Iron Golems temporarily hanging on to their "angry_at" UUID, if the custom target selection is overridden by vanilla targeting.. It is recommended to keep and maintain multiple Iron Golems around villages you want to protect long-term, as this bug only seems to affect the Iron Golem(s) that had their "angry_at" target overridden by vanilla.
Supported Versions:
As of right now, only Minecraft 1.21.9 - 1.21.11 is supported
What it does:
This datapack massively improves Iron Golem AI. Specifically, it improves the Iron Golem's decison-making, when it comes to selecting a target
How it works:
-When an Iron Golem is first summoned, it will place a "golem_marker", if another one isn't already within 100 blocks of its position. If there is one available, the Iron Golem will "pair" with it - meaning that Iron Golem won't be able to place a new marker - even if it gets out of range of the nearest one.
-Iron Golems will lock onto most hostile mobs that are directly exposed to the sky - including creepers within 80 blocks of their markers. Target priority is the closest hostile to the "golem_marker". NOTE: This does mean that creepers that hide under trees or overhangs will no longer be targeted, but once they expose themselves to the sky again, the Golems will lock onto them immediately.
-Iron Golems will persist onto the same target up to 64 blocks away from their position.
-Creepers that are targeted by Iron Golems will have their health decreased to 7 health, which ensures that targeted creepers will get one-shot by Iron Golems. This effect has been dubbed "Bane of the Sentinel".
This datapack breathes new life into Iron Golems as true village guardians, and makes villages an ideal safe haven for players with low gear - especially on harder difficulties.
Important Note:
After multiple attempts at fixing, there doesn't seem to be any way to patch Iron Golems temporarily hanging on to their "angry_at" UUID, if the custom target selection is overridden by vanilla targeting.. It is recommended to keep and maintain multiple Iron Golems around villages you want to protect long-term, as this bug only seems to affect the Iron Golem(s) that had their "angry_at" target overridden by vanilla.
Supported Versions:
As of right now, only Minecraft 1.21.9 - 1.21.11 is supported
11 Update Logs
v2.7 - Manual Hostile Tagging : by MC_Ninja38 01/19/2026 5:46:51 amJanuary 19 @ 10:46 am UTC
Addressed Iron Golems targeting Phantoms
-replaced #undead from "hostile" entity_type tag file with all skeleton and zombie variants
This was necessary to prevent Iron Golems from targeting Phantoms from the extended range
-replaced #undead from "hostile" entity_type tag file with all skeleton and zombie variants
This was necessary to prevent Iron Golems from targeting Phantoms from the extended range
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