All Mods Resource Packs Data Packs Shaders Modpacks Plugins
Fake Players

Fake Players

by duzos • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

Fake Players

Player look-alikes that mine, chop, guard, and haul - for you.

Minecraft

curseforge modrinth fabric neoforge forge

🤖 What is it?

Entities that look exactly like real players - auto-grabbed skins, armour, full inventories, the lot. Bond one to yourself, give it a job, and it gets to work.

🎬 Showcase

🧍 The Fake Player

  • Looks like a player - real model with a skin grabbed from any username (or URL / the trending list); slim & classic.
  • Acts like one - wanders, sits, sleeps, wears armour, holds items, chats, fights back.
  • Carries an inventory - managed through its GUI.

🧠 AI Jobs

Shift + right-click a fake → AI → Bond, then pick a job. The GUI hands you markers (waypoint, region, chests); right-click to place them - the fake follows you while you do. Each job's menu shows only the markers it needs, and fakes visibly open the chests and barrels they work from.

Job Needs Does
Idle waypoint (optional) Walks to its waypoint, else waits.
Follow bond Sticks within 32 blocks, teleports if it lags behind.
Guard patrol points Patrols your points and attacks hostiles in range. Hold the Waypoint marker to edit points - right-click adds, sneak + right-click removes.
Miner region + deposit Strip-mines ore (c:ores by default) and banks the haul.
Lumberjack region (+ deposit) Fells whole trees, replants, bonemeals; auto-collects drops.
Courier source + deposit Hauls matching items from one chest to another.
Fisherman waypoint + deposit Sits at the water and casts a real bobber; banks the catch, swaps a fresh rod when one breaks, and uses your rod's enchantments.
Farmer region + deposit Tills a plot, waters it, plants any seed (modded too), bonemeals, then harvests and replants on a loop.
Crafter table + source + deposit Walks to a crafting table and lays out a recipe you teach it by hand; chain it onto another job's chest for a pipeline.

Tuning lives in players.json (guardRadius, minerMaxBlocksPerSecond, minerBailY).

AI sub-menu
AI sub-menu
Management GUI
Management GUI
Miner quarry
Miner clearing a quarry
Lumberjack
Lumberjack after felling a tree
Farmer
Farmer tending a watered plot
Fisherman
Fisherman casting at the water's edge
Crafter
Crafter crafting by hand at its table

🎨 Skins

Name a fake after a player and it wears their skin - always matching. Also:

  • URL - /players url <entity> <url>
  • Trending - browse and apply from the in-game list (shift + right-click).
  • Slim & classic both supported.
A skin grabbed from a username and applied to a fake player

🛠️ Get one

Craft a Robot Shell and a Robot AI and combine them in a crafting table (or use a Player Spawn Egg).

Robot Shell recipe    Robot AI recipe    Player Spawn Egg recipe

🔗 Links

🙏 Credits

  • Jeryn - skin API and downloading code.

How to Install Fake Players (Mod)

Fake Players by duzos is verified for Fabric, Forge, Neoforge across Minecraft versions 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4 (latest release: 2.2.0-1.20.1-forge, file size: 358 KB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4) and platform (Fabric, Forge, Neoforge).
  2. Make sure you have the compatible loader or environment installed for Fabric, Forge, Neoforge.
  3. Move the downloaded Fake Players file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.1
Forge Neoforge
2mo ago 1
1.20.x
Neoforge
2mo ago 1
1.21.5
Neoforge
2mo ago 1
1.21.4
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.20.x
Fabric
2mo ago 1
1.21.5
Fabric
2mo ago 1
1.21.4
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.20.1
Fabric
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.x
Fabric
2mo ago 1
26.2
Neoforge
2mo ago 1
26.2
Fabric
2mo ago 1
1.21.11
Neoforge
2mo ago 1
1.21.11
Fabric
2mo ago 1
1.20.x
Fabric
2mo ago 1
1.20.x
Neoforge
2mo ago 1
1.21.4
Fabric
2mo ago 1
1.21.5
Fabric
2mo ago 1
1.21.4
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.20.1
Forge Neoforge
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.5
Neoforge
2mo ago 1
1.20.x
Neoforge
2mo ago 1
1.21.11
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.20.1
Fabric
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.11
Neoforge
2mo ago 1
26.2
Fabric
2mo ago 1
26.2
Neoforge
2mo ago 1
1.20.1
Forge Neoforge
3mo ago 1
1.20.1
Fabric
3mo ago 1
1.20.x
Fabric
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.20.x
Neoforge
3mo ago 1
1.20.x
Fabric
4mo ago 1
1.21.x
Neoforge
4mo ago 1
1.21.5
Fabric
4mo ago 1
1.21.x
Fabric
4mo ago 1
1.20.1
Fabric
4mo ago 1
1.20.x
Neoforge
4mo ago 1
1.21.x
Neoforge
4mo ago 1
1.20.1
Forge Neoforge
4mo ago 1
1.21.x
Fabric
4mo ago 1
1.21.4
Fabric
4mo ago 1
1.21.4
Neoforge
4mo ago 1
1.21.5
Neoforge
4mo ago 1
1.21.11
Neoforge
4mo ago 1
1.21.11
Fabric
4mo ago 1
1.20.x
Forge Neoforge
4mo ago 1
1.21.8
Fabric
4mo ago 1
1.21.5
Fabric
4mo ago 1
1.21.11
Neoforge
4mo ago 1
1.21.1
Fabric
4mo ago 1
1.21.5
Neoforge
4mo ago 1
1.20.4
Neoforge
4mo ago 1
1.21.8
Neoforge
4mo ago 1
1.21.11
Fabric
4mo ago 1
1.21.4
Fabric
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.4
Neoforge
4mo ago 1
1.20.1
Fabric
4mo ago 1
1.20.4
Fabric
4mo ago 1
1.21.1
Fabric
5mo ago 1
1.21.1
Neoforge
5mo ago 1
1.21.5
Fabric
5mo ago 1
1.20.4
Fabric
5mo ago 1
1.21.1
Fabric
5mo ago 1
1.21.11
Fabric
5mo ago 1
1.20.4
Neoforge
5mo ago 1
1.20.x
Forge
5mo ago 1
1.20.1
Fabric
5mo ago 1
1.21.8
Fabric
5mo ago 1
1.21.5
Neoforge
5mo ago 1
1.21.1
Neoforge
5mo ago 1
1.21.8
Neoforge
5mo ago 1
1.21.11
Neoforge
5mo ago 1
1.21.4
Fabric
5mo ago 1
1.21.4
Neoforge
5mo ago 1
1.20.x
Forge
6mo ago 1
1.21.8
Fabric
6mo ago 1
1.21.1
Fabric
6mo ago 1
1.21.4
Fabric
6mo ago 1
1.20.4
Fabric
6mo ago 1
1.21.5
Fabric
6mo ago 1
1.21.11
Fabric
6mo ago 1
1.21.8
Neoforge
6mo ago 1
1.21.4
Neoforge
6mo ago 1
1.21.1
Neoforge
6mo ago 1
1.20.4
Neoforge
6mo ago 1
1.21.11
Neoforge
6mo ago 1
1.20.1
Fabric
6mo ago 1
1.21.5
Neoforge
6mo ago 1
1.20.1
Forge
6mo ago 1
1.21.8
Fabric
6mo ago 1
1.21.4
Fabric
6mo ago 1
1.21.11
Fabric
6mo ago 1
1.20.4
Fabric
6mo ago 1
1.21.1
Neoforge
6mo ago 1
1.21.8
Neoforge
6mo ago 1
1.21.11
Neoforge
6mo ago 1
1.20.4
Neoforge
6mo ago 1
1.21.5
Neoforge
6mo ago 1
1.21.4
Neoforge
6mo ago 1
1.21.5
Fabric
6mo ago 1
1.20.1
Fabric
6mo ago 1
1.21.1
Fabric
6mo ago 1
1.21.11
Fabric
6mo ago 1
1.21.11
Neoforge
6mo ago 1
1.21.8
Fabric
6mo ago 1
1.21.8
Neoforge
6mo ago 1
1.21.5
Neoforge
6mo ago 1
1.21.5
Fabric
6mo ago 1
1.21.4
Fabric
6mo ago 1
1.21.4
Neoforge
6mo ago 1
1.21.1
Fabric
6mo ago 1
1.21.1
Neoforge
6mo ago 1
1.20.4
Fabric
6mo ago 1
1.20.4
Neoforge
6mo ago 1
1.20.1
Forge Neoforge
6mo ago 1
1.20.1
Fabric
6mo ago 1
1.20.1
Forge
last yr. 1
1.20.1
Fabric
last yr. 1
1.20.1
Forge
last yr. 1
1.20.1
Forge Neoforge
last yr. 1
1.20.1
Fabric
last yr. 1
1.20.1
Fabric
last yr. 1
1.20.1
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.20.1
Fabric
last yr. 1
1.20.1
Forge
last yr. 1
1.20.1
Fabric
last yr. 1
1.19.x
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.4
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.4
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.19.3
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.20.1
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.19.4
Fabric
last yr. 1
1.19.2
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.19.3
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.19.3
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.19.3
Forge
last yr. 1
1.19.3
Forge
last yr. 1
1.19.3
Forge
last yr. 1
1.19.3
Forge
last yr. 1
1.19.3
Forge
last yr. 1
1.19.3
Forge
last yr. 1
# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

# v2.2.0

  • Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
  • Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
  • The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.

Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.

Fake Players Icon
Download Fake Players
Select game version
Select platform