Hostile Neural Networks Mod Guide: Data Models, Simulations & Mob Loot Fabrication
Hostile Neural Networks lets you simulate mob kills to farm their drops without ever swinging a sword. Build Data Models attuned to specific creatures, train them by killing mobs, then run automated simulations in the Sim Chamber to produce Predictions that the Loot Fabricator converts into real mob drops.
Overview
Hostile Neural Networks is a tech mod that replaces traditional mob farming with a simulation-based system. Instead of building elaborate mob grinders or spending hours fighting the same creatures over and over, you create Data Models attuned to specific mobs, train those models by killing a relatively small number of the target creature, then let machines do the rest. The mod revolves around three core items and two machines that form a complete pipeline from mob encounter to automated loot production.
The system works through a tiered progression. Every Data Model starts at the Faulty tier and advances through Basic, Advanced, Superior, and finally Self-Aware as you accumulate data points. Higher tiers mean higher simulation accuracy, which translates directly into more Predictions per run. Those Predictions then feed into the
Loot Fabricator to produce actual mob drops on demand. You can browse all the mod's items and crafting recipes using the tabs at the top of this page.
Getting Started
- 1
Craft a Blank Data Model
Your first step is crafting a Blank Data Model. You'll need Lapis Lazuli, Redstone, a Repeater, Gold Ingots, and Smooth Stone. This is the foundation of the entire mod, as every Data Model starts from this blank template.
- 2
Attune the Model to a Mob
Hold the Blank Data Model and right-click on a living mob to attune it. The blank model transforms into a Data Model linked to that creature's type. Not every mob has a registered data model; if the mod doesn't support a particular creature, you'll see a red error message. The model starts at the Faulty tier with zero data.
- 3
Craft a Deep Learner and Start Killing
Craft a
Deep Learner and place your attuned Data Model inside it (it holds up to 4 models). Keep the Deep Learner anywhere in your inventory or offhand while killing mobs. Every time you kill a mob matching one of your loaded models, the model gains data points automatically. You need to reach at least the Basic tier (6 data points, about 6 kills from Faulty) before you can start simulating. - 4
Build a Sim Chamber and Craft Empty Predictions
Craft a Sim Chamber and place it down. You'll also need Empty Predictions as consumable inputs; each simulation uses one. The Sim Chamber requires Forge Energy (FE) to operate. Place your trained Data Model in the model slot and Empty Predictions in the input slot, then supply power to begin simulating.
- 5
Set Up a Loot Fabricator
Once your Sim Chamber starts producing Mob Predictions, craft a
Loot Fabricator from Netherite Ingots, Diamonds, Obsidian, Gold Ingots, and a Comparator. Feed it Mob Predictions and select which drop you want from the GUI. The Loot Fabricator converts each Prediction into the chosen item, completing your automated mob loot pipeline.
Core Items
Blank Data Model
The Blank Data Model is the starting point for every mob model in the system. It stacks to 1 and has no function on its own. Right-click any supported mob while holding it to attune it, transforming it into a Data Model linked to that creature. This is a one-time process; you cannot revert an attuned model back to blank.
Data Model
An attuned Data Model stores the entity type, current data points, iteration count, and tier. Hold Shift to see detailed stats in the tooltip including current tier, data progress toward the next tier, data gained per kill, and the simulation RF/tick cost. Each model has a unique simulation cost defined by the datapack, and the model visually displays the attuned mob as a ghostly hologram on the item.
Deep Learner
The
Deep Learner is a portable container that holds up to 4 Data Models simultaneously. Right-click to open its inventory and insert or remove models. When carried in your inventory or offhand, it acts as a passive data collector. Any mob kill that matches a loaded Data Model automatically adds data to that model. The Deep Learner also provides a HUD overlay showing your loaded models and their current tiers when held.
Predictions
There are four prediction items that form a material hierarchy. Empty Predictions are crafted from Iron, Gold, Lapis, and Glass Panes, and serve as consumable fuel for the Sim Chamber. Each simulation produces a Mob Prediction (specific to the model's entity type) on success, which feeds into the
Loot Fabricator. Overworld Predictions, Nether Predictions, and End Predictions are intermediate crafting materials used in various conversion recipes to produce vanilla mob drops directly at a Crafting Table.
The
Deep Learner holds 4 Data Models and checks all of them on every kill. If you're heading into a mixed-mob area like a cave system, load up models for Zombies, Skeletons, Spiders, and Creepers to train four models simultaneously.
The Tier System
Every Data Model progresses through five tiers as it accumulates data points. The tier determines two critical things: how much data you gain per kill, and how likely each simulation is to produce a Mob Prediction. Accuracy isn't a flat value per tier; it interpolates smoothly between the current tier's base accuracy and the next tier's, so every single data point makes your model slightly more effective.
At the Faulty tier, a model cannot be used in the Sim Chamber at all. You must reach at least Basic (6 data points) before simulations become available, though at only 5% base accuracy you'll waste a lot of Empty Predictions. The real value starts at the Advanced tier where accuracy jumps to 22% and climbs toward 65%. Superior models are the workhorse tier for most players, with 65% base accuracy and 18 data per kill making further leveling fast. At the Self-Aware tier, accuracy caps at 99.5%, meaning virtually every simulation succeeds.
Data Model Tier Comparison
| Faulty | Basic | Advanced | Superior | Self-Aware | |
|---|---|---|---|---|---|
| Data Threshold | 0 | 6 | 54 | 354 | 1254 |
| Data Per Kill | 1 | 4 | 10 | 18 | N/A (max) |
| Base Accuracy | 1% | 5% | 22% | 65% | 99.5% |
| Kills to Next Tier | 6 | 12 | 30 | 50 | N/A (max) |
| Can Simulate? | No | Yes | Yes | Yes | Yes |
Accuracy scales linearly within each tier. A model halfway through the Advanced tier won't sit at a flat 22%; it will be partway toward Superior's 65%. This means running simulations even at lower tiers still slowly improves your success rate, since each simulation also adds 1 data point to the model.
The Sim Chamber
The Sim Chamber is the heart of the mod. It takes a Data Model and Empty Predictions as inputs, consumes Forge Energy, and produces two types of output. Every completed simulation always produces a base drop (the model's guaranteed output). If the simulation succeeds (determined by the model's current accuracy), it also produces a Mob Prediction specific to that entity type.
Each simulation takes exactly 300 ticks (15 seconds) to complete. The energy cost varies per model, defined by the model's simCost field which is consumed every tick during the simulation. Before starting, the chamber checks that it has enough stored energy to cover the full run (simCost multiplied by 300). The chamber's internal buffer holds up to 2,000,000 FE. The Data Model must be at least Basic tier to start a simulation; Faulty models are rejected.
The chamber has four slots: slot 0 for the Data Model, slot 1 for Empty Predictions (input), slot 2 for the base drop output, and slot 3 for the Mob Prediction output. Automation-friendly players will appreciate that the chamber exposes both item and energy capabilities, so pipes and cables can feed in predictions and extract outputs.
The Loot Fabricator
The
Loot Fabricator is the final machine in the pipeline. It takes Mob Predictions produced by the Sim Chamber and converts them into actual mob drops. Each Data Model defines a list of fabricator drops that the player can choose from in the GUI. For example, a Zombie model might offer Rotten Flesh, Iron Ingots, or Potatoes as selectable outputs.
Each fabrication takes 60 ticks (3 seconds) and costs 256 FE per tick, totaling 15,360 FE per operation. The machine has a 1,000,000 FE internal buffer. The GUI lets you select which drop to produce from the current Prediction's model, and it remembers your selection per model type. The input slot takes Mob Predictions, and the 16 output slots automatically fill with the chosen item. Like the Sim Chamber, the
Loot Fabricator exposes item and energy capabilities for full automation.
Machine Power Requirements
| Sim Chamber Buffer | 2,000,000 FE |
| Sim Chamber Cost | Varies per model (simCost × 300 ticks) |
| Sim Chamber Duration | 300 ticks (15 seconds) |
| Loot Fabricator Buffer | 1,000,000 FE |
| Loot Fabricator Cost | 256 FE/tick (15,360 FE total) |
| Loot Fabricator Duration | 60 ticks (3 seconds) |
Prediction Crafting Recipes
Beyond the
Loot Fabricator, Hostile Neural Networks includes a set of crafting recipes that convert Predictions into vanilla items directly at a Crafting Table. These recipes are organized by dimension tier. Overworld Predictions produce common surface mob drops like Rotten Flesh, Bones, Gunpowder, and food items. Nether Predictions convert into Nether materials like Soul Sand, Nether Wart, Blaze Rods, and Blaze Powder. End Predictions produce endgame items like Ender Pearls, End Stone, and Chorus Fruit.
There's also a tiered conversion system: four Overworld Predictions combine with Netherrack to craft a Nether Prediction, and four Nether Predictions combine with End Stone to craft an End Prediction. This means even if you only have Overworld mob models, you can eventually work your way up to End-tier materials. The Nether Star recipe is particularly notable, requiring Wither Skeleton Skulls, End Predictions, and Soul Sand, giving you a non-combat path to one of the game's most coveted items.
The Nether Star recipe requires Wither Skeleton Skulls and End Predictions, which means you'll still need either a Wither Skeleton data model or another way to obtain skulls. This recipe bypasses the Wither fight itself, not the material gathering.
Automation and Piping
Both the Sim Chamber and
Loot Fabricator are fully automatable. They expose Forge Energy and Item Handler capabilities on all sides, meaning any mod that works with FE power (Mekanism, Thermal, Flux Networks) and item transport (hoppers, pipes, conduits) can interface with them. The Sim Chamber only accepts Data Models in slot 0 and Empty Predictions in slot 1 via external insertion, while outputs can only be extracted from slots 2 and 3. The Loot Fabricator accepts Mob Predictions in slot 0, with outputs extractable from slots 1 through 16.
A typical automated setup feeds Empty Predictions from a chest or crafting system into the Sim Chamber, pipes base drops into storage, routes Mob Predictions into the
Loot Fabricator, and stores the fabricated items. Since simulations also add data to the model (1 point per run), a model left in an automated Sim Chamber will eventually train itself to Self-Aware tier without any additional mob killing.
Configuration
Hostile Neural Networks exposes several configuration options that modpack makers commonly adjust. The Sim Chamber's energy buffer defaults to 2,000,000 FE and the
Loot Fabricator's to 1,000,000 FE. The fabricator's per-tick power cost defaults to 256 FE. These can be adjusted to match the power economy of your modpack.
Data Models themselves are datapack-driven. Each model is defined as a JSON file specifying the entity type, simulation cost, input item, base drop, trivia text, fabricator drops, and GUI rendering properties. This means modpack authors can add data models for any entity from any mod, adjust simulation costs, or change what drops a model produces without touching the mod's code.
Frequently Asked Questions
How do I get data for my Data Model?
Place the Data Model in a
Deep Learner and keep the Deep Learner anywhere in your inventory or offhand. Then kill mobs matching the model's type. Each kill adds data points based on the model's current tier (1 at Faulty, 4 at Basic, 10 at Advanced, 18 at Superior). Simulations also add 1 data point per run, so models passively improve over time even without additional kills.
Why is my Sim Chamber not starting?
The Sim Chamber can fail for five reasons. The model might be Faulty tier (needs more kills). There might be no Empty Predictions in the input slot. The output slots might be full. There might not be enough energy stored to cover the full 300-tick simulation. Or no valid Data Model is inserted. Check the error message in the GUI for the specific cause.
How many kills to reach Self-Aware from scratch?
Purely through kills: 6 kills at Faulty (1 data each), 12 kills at Basic (4 data each), 30 kills at Advanced (10 data each), and 50 kills at Superior (18 data each), totaling 98 kills. However, since simulations also add data, you can reduce the kill count by letting simulations do some of the training.
Can I automate the entire pipeline?
Yes. Both machines expose item and energy capabilities on all sides. Use item pipes or hoppers to feed Empty Predictions into the Sim Chamber, extract Mob Predictions from the output, and route them into the
Loot Fabricator. A crafting system can even auto-produce Empty Predictions. The only manual step is the initial mob killing to get the model past Faulty tier.
What mobs can I make Data Models for?
The available models are defined by datapacks. The base mod includes models for common vanilla hostile mobs. Modpack authors can add models for any entity from any mod by creating JSON files in the datapack. If you right-click a mob with a Blank Data Model and get a red error, that mob doesn't have a registered model in your current setup.
What is the difference between the base drop and the Mob Prediction?
Every completed simulation produces a base drop (guaranteed, appears in output slot 2). The Mob Prediction only appears on a successful simulation (based on accuracy, appears in slot 3). Mob Predictions are what you feed into the
Loot Fabricator to choose specific drops. The base drop is typically a generic prediction item, while the Mob Prediction is entity-specific.