Palworld Mods
Passive Pals
Wild pals stop hunting you down while you are just traveling, and stop bolting the moment you walk near. Hit one and it fights back instead of running, however far below you it is.
What It Does
- Nothing attacks you unprovoked - wild pals, other guilds' pals and town pals all stop starting fights, whether or not the game tags them aggressive.
- Nothing runs from you either - under the default profile they stay put as you walk past instead of scattering across the map.
- Hit something and it hits back - an attacked pal turns on its attacker rather than fleeing, even when it is far below your level.
- Level difference is yours to keep or drop - the game's own strength check, the one that sends an outmatched pal running instead of fighting, can be switched back on or off across whatever profile you picked.
- Petting still works - the docile species that walk up to be petted keep doing it. One setting hands them your profile instead.
- Humans are left alone - hostile humans stay dangerous and villagers behave normally, until you decide otherwise.
- Tune it as far as you want - nine ready-made behavior profiles, or your own, aimed at every pal, one kind of character, one AI preset, or one species.
- It fails quietly - if a Palworld update moves what it relies on, that part turns itself off and logs a line instead of crashing your game.
Details
| Version | 1.4.0 |
|---|---|
| Released | 2026-09-08 |
| Game versions | v1.0.3 to v1.0.4 |
| On Steam Workshop | 1.4.0 |
| On Nexus Mods | 1.4.0 |
Changelog
v1.4.0
- Added: a levelDifference setting deciding whether a fight obeys the game's own strength check, so you can keep the level behavior the game already has without giving up the behavior profile you picked, or drop it everywhere in one line.
- Added: a bySpecies entry accepts a pal's name in any of the seventeen languages the game ships, not only English, so you can write the name you actually see in your own game.
- Fixed: a species rule naming a raid boss, a gym pal or a quest copy now reaches the pal it names instead of quietly doing nothing.
- Fixed: a species rule written as a Blueprint name the game does not have is called out in the log instead of failing silently.
- Fixed: the line the mod writes when it loads names the version you are actually running.
- Fixed: if a game update ever renames one of the eight reaction slots, the preset it belongs to is left untouched and says so, instead of being half rewritten.
- Fixed: the readme inside the download no longer tells you to restart the game after editing the settings file.
v1.2.0
- Added: an edit to settings.lua applies within seconds while you play, with no restart, whether you edit the file yourself or through an in-game settings screen.
- Added: a liveReloadSeconds setting choosing how often the file is checked, where 0 turns the checking off.
- Fixed: a rule you remove from the settings file goes back to the game's own behavior instead of staying in force.
v1.1.0
- Added: seven settings that pick a behavior profile by kind of character (alphas and bosses, aggressive pals, skittish pals, neutral pals, friendly pals, villagers, hostile humans), which between them cover every character in the game.
- Added: a setting that stops the mod preserving the walk-up-to-be-petted approach on docile species, which it previously always kept.
- Added: a ready-made "custom" behavior profile with all eight reaction slots spelled out, assignable anywhere a built-in profile is.
- Added: three fill-in species rule slots, so a per-species rule can be set without writing a table by hand.
- Added: a logging setting with quiet, normal and verbose levels.
- Added: settings for how often and how many times the mod retries while it waits for the game to load its AI data.
- Changed: every setting now carries a one-sentence explanation, and any setting with a fixed set of values or a range states it next to the value.
- Changed: the retry settings moved out of the mod's code file into the settings file with everything else.
v1.0.0
- Added: wild pals, other guilds' pals, and town pals no longer attack the player on sight.
- Added: pals in scope no longer run away just because the player comes near; petting-type approach behavior on docile species is preserved.
- Added: pals in scope fight back when actually attacked, regardless of level difference, instead of fleeing.
- Added: humans are unaffected by default; hostile humans stay dangerous and villagers act normally, with a setting to include them.
- Added: behavior profiles, built-in and custom, assignable to all pals, all humans, individual AI presets, or individual species, controlling all eight reaction slots.
- Added: a smart_defender profile that fights only winnable fights, flees from stronger attackers, and stands up to equals and weaker ones.
- Added: per-species settings accept English display names, internal ids, or Blueprint names, backed by a shipped reference of every species.
- Added: the settings file documents the reaction system, every value, and which species carry each vanilla AI preset.