Armed_Mobs_Warfare-1.1.0+1.20.1-forge.jar
Curse Maven Snippet
What's new
Armed Mobs Warfare 1.1.0
The factions settle down: villages and castle towns with residents, guards and a lord, sieges with a war chest and perks, merchants, quests and coins as a currency. Runs on NeoForge 1.21.1 and Forge 1.20.1, as before. Existing worlds and configs keep working; new settlements only appear in chunks that generate from now on.
Settlements
- Two kinds, generated by the mod itself (no fixed structure files):
- Castle town (radius 36-64): stone curtain wall with wall-walk, battlements and round towers, a gatehouse with portcullis, a town with main street, market square (roofed well, bell, market stalls), half-timbered houses, smithy, tavern and gardens, fields outside the wall, and a keep on the highest point with its own wall and gate, a round keep tower and a hall with throne and banners. It follows the terrain instead of flattening it.
- Palisade village (radius 18-40): wooden wall, watchtowers, houses around a square.
- They generate with the world like villages: in every overworld biome where the ground fits (not on water, not too steep), on average one every 40 chunks, at least 16 chunks apart, at least 10 chunks from vanilla villages and 500 blocks from the world spawn, 3 villages for every castle. Built while the chunks generate.
/locate structure armedmobswarfare:village(orcastle) finds them.- The faction follows the biome (
biome_factions): dark forest illagers, swamps and badlands undead, the rest villagers; with Iron's Spells also the mage factions. Datapack:worldgen/structure_set/settlements.json, biome tagarmedmobswarfare:has_structure/settlement. - Barrels in houses, market stalls, the tavern and the keep have loot (
armedmobswarfare:settlement/...).
- The faction follows the biome (
- Protection: in a settlement players can't break or place blocks, use buckets, set fires or open containers; explosions destroy nothing and fields aren't trampled (
protection,protect_containers; creative operators are exempt). No monsters spawn on their own inside (no_monster_spawns). - Residents: villagers (one per bed), guards on walls and towers, merchants, and a lord (castle), village elder or warlord. Other factions get their own soldiers instead of villagers. Residents don't despawn, stay at home, come back after
respawn_minutesand leave you alone unless your reputation with them is Hostile or Hated (or you attack them). Killing them costs reputation like event mobs. After a siege everyone missing moves back in at once (refill_after_seconds, 60). - Guards always wear full armor, at least chainmail (with Epic Knights or Fantasy Armor a complete set of one mod), and fight with at least iron. Castles get one per tower post plus one per 10 wall-walk posts (up to 40), villages one per tower plus one per 20 palisade posts (up to 16),
guard_multiplier. - Heavy Knights: Armed Guards with the best armor and a netherite longsword (Epic Fight, with Meteor Slam) or sword, 40 health. They hold the second gate of a castle or the village gate and parry melee hits from the front (
heavy_knight_parry_chance, 50%). - Guard alarm: as soon as an enemy is inside (siege attacker, monster, hostile player), the two nearest free guards go for it, without needing to see it. Whoever attacks a resident has every guard within
guard_alert_radius(24) on him. - Guards and knights of a settlement can't be opened or recruited.
- Commands for operators:
/armedmobs settlement create <village|castle> [faction] [radius] [force],list,info,tp,rebuild,remove,siege <id> [faction],upgrade <id> <gate|guards|barracks> <level>. - Config:
[faction_wars.settlements](with[natural],[village],[castle],[upgrades],[sieges],[quests]).
The lord
Right-click the lord, elder or warlord. Three tabs, plus your coins and a copper exchange at the top (copper ingots for Marks, copper_per_mark).
- Siege: upgrades for the settlement, paid in coins, lost when it falls to another faction.
- Gate 1-3 (50 / 150 / 400 Marks): each gate holds 4 / 5 / 6 sapper charges instead of 3 (
gate_charges). - Guards 1-3 (80 / 250 / 600 Marks): iron / diamond / netherite armor (or the stronger sets of the medieval mods), +10 / 20 / 30% guards, 3 / 4 / 6 Heavy Knights. On level 3 the knights also parry arrows and bullets.
- Barracks (300 Marks): in a siege all fallen guards and Heavy Knights come back after every beaten wave.
- Gate 1-3 (50 / 150 / 400 Marks): each gate holds 4 / 5 / 6 sapper charges instead of 3 (
- Shop: a mercenary contract (
lord_contract_cost250 Marks, Friendly reputation, once everylord_contract_hoursreal hours). - Quests: see below.
- Trade, upgrades and services need Neutral reputation. Hostile players may only talk about quests: the lord himself doesn't attack them, his guards let them through under a white flag. Hated: he won't talk to you.
- During a siege the lord opens the war chest for the defenders instead.
Quests
Every lord has three quests for every player (each player gets his own), one of each kind, new every rotation_days (7) Minecraft days:
- Bounty: slay 6 to 16 warriors of an enemy faction (its sub-factions count too), anywhere. Civilians and merchants don't count.
- Delivery: bring exactly N of a good (plus goods of the lord's family, e.g. bones for the undead). Exactly that many are taken.
- Wanted: kill the leader of an enemy gang at a pillager outpost 250 to 500 blocks away and bring his Wanted Poster as proof.
- An outpost of the world is used if its pillagers aren't at war with the gang, otherwise one is built on free land (never in the sea, in settlements, bases or claims). The camp appears only when you get close (96 blocks), so you can accept now and go days later. If someone built right there, the camp moves to a free spot 40 to 72 blocks away (the chat and your quest log show where).
- The leader glows, has 3x health and +4 armor and is armed for your gear score, with 3 to 5 gang members.
- The poster shows who he was, who killed him and which lord wants it; it never despawns or burns and calls no fixer.
- Offered to everyone above Hated, so Hostile players can win a faction back. Three quests at a time from all lords together, they don't expire. Turn them in at the lord who gave them: coins and reputation. If his settlement falls to another faction, its quests are void. On Peaceful only deliveries.
- Quests button below the inventory: your quests with progress, where to hand them in (distance and direction), the camp of a wanted leader, rewards and Abandon (click twice). Targets in another dimension say "other dimension".
- Quest compass above the hotbar: north, east, south and west, your view direction in the middle and a marker for each quest target with the distance in blocks.
- Red: the camp of a wanted leader (until his Wanted Poster is in your inventory).
- Green: a finished quest, the way back to the lord who gave it (bounty done, delivery goods or Wanted Poster in your inventory).
- Targets behind you sit at the edge with an arrow showing which way to turn. Targets in another dimension are not shown. Hidden with F1.
- It sits right above your hearts and armor (as high as they stack, also with absorption or a horse; in creative right above the hotbar). The item name and the action bar text move above it while it is shown.
- Client setting in
config/armedmobswarfare/client.toml, section[quest_compass]:display(QUEST= only while a quest has a target,ALWAYS= always as a plain compass,OFF),width(182 = hotbar width),offset_x,offset_y.
[faction_wars.settlements.quests]: rewards per kind,max_active,rotation_days, distances, escort, leader health.
Coins and merchants
- Coins: a currency without items, shown above your inventory: Marks, Sovereigns (10 Marks), Elder Sigils (10 Sovereigns), Ancient Relics (100 Elder Sigils). Earned in events: enemy 5 Marks, enemy leader 10, wave beaten 10, siege won 30, caravan escorted 20, hunt or ambush survived 10 (
[coins],reward_multiplier). Normal monsters give nothing by default (normal_mob). On death: keep everything (default) or lose a part (on_death). - Merchants in every settlement (up to 6 at the market stalls of a castle, 2 on a village square): residents with a name and a job, e.g. "Morgrin the Bonesmith" or "Vexmar the Hexer".
- Their goods follow the job: the villager trades of that profession (also those other mods add), up to master in castles and journeyman in villages, 1 to 3 offers per level, prices vary a little. With TaCZ castles have a gunsmith. Weaponsmiths and armorers also sell weapons and armor of the medieval mods (
merchant_mod_gear, never the strongest or epic items). - Paid in coins, from Neutral reputation on, Friendly and Allied get a discount. They restock every day.
- Orders: bring exactly the shown amount of a good for about twice the price plus reputation.
- Market day: every
merchant_rotation_days(7) a new merchant moves into every stall: new name, job, look, goods and order. The trade window shows how many days are left.
- Their goods follow the job: the villager trades of that profession (also those other mods add), up to master in castles and journeyman in villages, 1 to 3 offers per level, prices vary a little. With TaCZ castles have a gunsmith. Weaponsmiths and armorers also sell weapons and armor of the medieval mods (
- Villagers and the wandering trader can trade in coins too (
[coins.trading] villagers: VANILLA by default, COINS or BOTH). Prices:marks_per_emerald(128) Marks per emerald, rounded to whole Sovereigns.
Sieges
For sieges of settlements and of player bases.
- Settlements: an enemy faction attacks, the alarm bell rings and the gates close. Only the gates can be blown open (a castle has three in a row: outer gate, keep gate, hall door), the other engineers put ladders on the walls. Villagers hide, the guards hold the walls, the lord is the commander (boss bar,
lord_health). Players nearby pick a side in the chat: defend, attack or stay out.- Defenders win: reputation and a supply chest. The lord falls: the attackers take the settlement (
takeover), the survivors become its guards. Afterwards the map reset repairs everything. - Natural sieges: at most one per settlement every
cooldown_days(3), only while a player is near.
- Defenders win: reputation and a supply chest. The lord falls: the attackers take the settlement (
- 5 waves: scouts, vanguard, main force, elite troops (one gear tier better), then the leader with an escort and reinforcements while he lives. A wave ends when all its attackers are dead; stragglers glow after
straggler_seconds. Rising preparation time between waves (preparation_seconds"30,45,60,75,90"). - Supplies after every beaten wave: health and food, bread, harmful effects removed, arrows or a magazine, durability back for armor and weapon (the message says how much), mana; guards are healed too.
- Balance without guns (automatic without TaCZ): attackers mirror the best defender's gear instead of getting the big bonus health and armor that was made for guns.
- Engineers can be killed by players (with TaCZ and a gun only while their charge counts down). Gates crack with every charge and fall with the last.
- No friendly fire: defenders can't hurt the residents, the lord, the village's iron golems or each other; who joined the attackers can't hurt them. Also for mercenaries and summons.
War chest
In a siege the defenders spend their coins on help, before the first wave and between waves (click [War Chest] in the chat, or the lord). Prices grow with the siege strength (0.5x to 2x). Everything counts for all defenders.
- Watchfires (attackers glow), Caltrops, Boiling Oil, Repair Gate, Bribed Sergeant (fewer attackers next wave).
- Iron Will (Resistance), Barber-Surgeon (Regeneration), Blood Frenzy, Hellfire Strike.
- Militia, Call the Banners (an allied faction), Sellswords, Court Mage (Iron's Spells), Sally Forth (Heavy Knights).
- In a settlement the Upgrades tab sells the lord's upgrades too.
[faction_wars.siege.war_chest], prices in[...prices](-1 = not for sale).
Siege perks
After waves 1 to 4 every defender picks one of three perks (a window opens, or [Choose a perk] in the chat; not chosen in time = a random one). Only for you, only until the siege ends. Later waves offer rare and epic ones more often. Common perks stack up to 4 times, rare and epic ones come once.
- Common: Thick Skin, Second Wind, Swift Step, Sharpened Edge, Steady Aim, Iron Stomach, Sure Footing, Quick Hands, and Ashen Ward (immune to Wither; only against Wither factions, there always offered until taken).
- Rare: Bloodthirst, Shield Wall, Fire Ward, Hunter's Eye, Warlord's Presence, Executioner, Plunderer.
- Epic: Last Stand, Vampiric Edge, Berserker, Thunderclap, Unbreakable.
[faction_wars.siege.perks]:enabled,open_window,rare_chances,epic_chances,disabled.
Natural events
- One check per player every 30 minutes (
check_interval_seconds1800), at least 30 minutes between two events, higher chances per check (about 6 of 10 checks bring an event). Existing configs that still have the old defaults get the new ones once (migrations.txt); values you changed stay. - Never two at once: no new event for a player who takes part in a running one or stands near one (also a siege of a settlement).
- Not at settlements: nothing starts within 128 blocks of a settlement, and no event mob, battle or caravan route comes that close (
min_distance_from_settlements).
Reputation and peace
- Normal mobs of a faction leave you alone from Friendly on (
[diplomacy.reputation] natural_mobs). Hit one and it fights back, with its faction around it, for 30 seconds. - No damage by accident: a mob that may not attack you doesn't hurt you with sweeps, area attacks, stray arrows or splash potions. The other way round: in melee you only hit a resident (or the village's iron golem) of a settlement you are at peace with if you aim at him; the first stray arrow or bullet is forgiven with a warning. Magic, fire, explosions and effect entities of your weapons never count.
- Residents only care about attacks on their own settlement. Attacking villagers only angers the villager factions.
- If residents turn on you, the chat says once why.
Epic Fight and Simply Swords
- Simply Swords weapons get the matching Epic Fight weapon type (animations, combos, skills): great weapons become greatswords, polearms spears, twinblades tachis, katanas uchigatanas, one-handed ones swords (dual swords with two), sai and chakram daggers. Done by name patterns, so Mythic Metals and Gobber variants work too.
Other changes and fixes
- Mercenary recipes only count after Apply; new recipes start at 1 (scroll +-1, shift +-16).
- All windows fit on the screen at the biggest GUI scale (240 pixels high).
- Mercenaries slaughter animals again (task Animals).
- Caravans: joining the escort from far away no longer fails after 30 seconds. Caravans and settlements leave each other alone unless one hits first.
- Guide book: new category Settlements (lord, merchants, quests, wanted leaders), war chest, perks.
This mod has no additional files

