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Armed Mobs Warfare: Across the Ages

Successor of TaCZ Armed Mobs. Faction wars, armed village guards, caravans, sieges and mercenaries. Works on its own, even better with TaCZ, Iron's Spells, medieval mods and Epic Fight.
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Armed_Mobs_Warfare-1.2.0+1.20.1-forge.jar

File nameArmed_Mobs_Warfare-1.2.0+1.20.1-forge.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 25, 2026
Downloads
125
Size
2.0 MB
Mod Loaders
Forge
File ID
9320175
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:armed-mobs-warfare-across-the-ages-1752265:9320175")

Learn more about Curse Maven

What's new

Armed Mobs Warfare 1.2.0

Everything in your browser: /armedmobs settings opens a faction editor and every setting of the mod in a web page, with mobs in 3D and items as in your inventory. New per faction: gear, events, leaders and banners. Plus whole mods in the extra mob lists, an own switch for medieval gear, RPG mods in the gear score and fewer, clearer settings. Runs on NeoForge 1.21.1 and Forge 1.20.1, as before.

Faction editor in the browser

  • /armedmobs settings (operators) opens a faction editor for factions.json in your browser:
    • all factions grouped by family, search, new / duplicate / delete / rename (renaming updates all references)
    • General: name, color (Minecraft colors or any hex code), build block of the engineers (with block icons), family, required mods
    • Mobs: members with spawn weight (and the resulting chance), role and guns (auto / yes / no), entity tags, excluded mobs; picking mobs from a searchable list (with their 3D models, see below)
    • Relations: hostile, allied, neutral, arch enemies; entries set in the other faction are shown too
    • Magic: spell schools (Iron's Spells); Advanced: the JSON of a faction for everything else
    • a preview, an overview and the warnings of the server per faction
  • Save checks the file on the server, writes it (the old one stays as factions.json.bak) and reloads the factions at once, like /armedmobs war reload. The file keeps its layout; unknown keys stay. If the file was changed in the meantime (command, other admin, by hand), the page asks: load the new file or overwrite.
  • How it works: the page is served by your own Minecraft client on your PC only (127.0.0.1, random port, one-time key in the link) and talks to the server through the normal game connection. The server needs no extra port (works on rented servers too) and checks operator rights on every request. Leaving the server ends the session.
  • Needs Armed Mobs Warfare on the client. In single player the world needs cheats (or LAN with cheats).

Mobs in 3D

  • The editor shows the mobs as 3D models, drawn by your own game with its models and textures: vanilla mobs, mobs of other mods (also GeckoLib and Epic Fight mobs, see-through and glowing ones like summoned magic weapons) and your resource packs.
    • small pictures instead of spawn eggs (members, the mob list, factions), loaded as they come into view
    • picking a mob: the highlighted mob turns next to the list
    • click a member: a big model to turn (drag), zoom (wheel) and reset (double-click)
    • Gear tab: a preview of a faction mob with the fixed armor and the first allowed weapon (guns too)
  • Mobs your game can't draw outside the world, and mobs of mods that are only on the server, keep their spawn egg.
  • Off in Settings › My game › Web editor (client.toml [web_editor] models_3d), then the spawn eggs come back.

Items as in the inventory

  • The editor shows weapons, armor, guns and items as in your inventory, drawn by your own game: blocks from the side, guns of gun mods (TaCZ), 3D weapons of other mods and your resource packs (before: the flat texture).
  • Gear tab: the weapon and armor lists are tiles with these pictures. Choose weapons / Choose armor opens a big window with one tab per mod or gun pack: click the items you want, one or several, or switch on the whole mod (modid:*, also what comes with an update). Clicking an item while the whole mod is on leaves just that one out.
    • armor sets as one card (minecraft:iron_*, all four pieces), the single pieces below
    • item tags in their own tab, the likely ones first
    • the highlighted item on a mob of the faction in 3D, on the right; search over all tabs
    • entries of mods that are not installed get their own tab ("Not on this server"); Type an ID for those, for patterns and tags
  • Settings: the same for the lists of items – the vanilla weapons of extra mobs and the fallback weapons of the Armed Guard (weight and its share on every tile), the white flag items (every item of your game), the gun whitelist and blacklist of guns.toml (all guns of the server, also excluded ones; guns whose type is off are marked), guns without ammo and the rating per gun (value on the tile), the medieval whitelist and blacklist.
  • Off in Settings › My game › Web editor (client.toml [web_editor] item_icons): then the flat textures come back (if a shader or a mod draws them wrong).

Settings in the browser

  • /armedmobs settings has a second tab, Settings: every setting of common.toml, guns.toml, magic.toml and medieval.toml (on the server) and client.toml (on your PC) in one place, sorted by topic instead of by file (Faction Wars, guards and diplomacy, weapons and mobs, more). A topic can mix files, e.g. the Armed Guard with his gun from guns.toml and his medieval gear from medieval.toml.
  • The right field for every setting: switches, numbers with their unit, percent for chances, choices, lists as chips (click one to change it). Every setting shows its description; references like [diplomacy.truce] are links. Fine tuning that most servers never touch is folded per card ("2 advanced settings").
  • Search over all files, the list of unsaved changes (old → new, undo one or all) and a button per setting to go back to its default.
  • Save checks every value with the rules of the config itself (type, range, allowed entries) before anything is written: a wrong value is marked red and nothing is saved. The files keep their comments. Changes apply at once, no restart (mobs that already spawned keep their gear), except the module switch (see "Medieval gear: own switch"). If someone changed a setting in the meantime (another admin, a command, by hand), the page asks: take their value or overwrite it.
  • Choices that the description explains (Auto / On / Off, who breaks blocks in sieges ...) show the explanation of the selected one below the description, and of every choice when you point at it.
  • Files of mods that are not installed are shown as such. The server log says who changed what.
  • Extra mobs (Weapons & mobs › Extra mobs): the mob lists show the mobs with their 3D models, and Choose mobs opens a big window with one tab per mod: its switch takes the whole mod (modid:*, also mobs that come with an update), or click the mobs you want, one or several. Clicking a mob while the whole mod is on leaves just that one out. Search over all mods, the highlighted mob turns on the right, mobs that fly or swim are marked "item only".

Extra mobs: whole mods

  • All four [extra_mobs] lists (common.toml, guns.toml, magic.toml, medieval.toml) and guns.toml ai_excluded take "modid:*" for every mob of a mod (also new ones after an update) and "modid:name*" for every mob whose ID starts like that, next to single IDs as before.
  • /armedmobs extra add <list> mod <modid> and extra remove <list> mod <modid>; extra list shows how many mobs such an entry covers, entities.txt marks the mobs it covers.

Medieval gear: own switch

  • New in common.toml: [modules] medieval = AUTO / ON / OFF (settings tab: Weapons & mobs › Medieval gear, card "Module switch").
    • AUTO (default): as before, on as soon as Epic Knights, Fantasy Armor, Armor of the Ages, Epic Fight, Simply Swords, Spartan Weaponry, Basic Weapons or Immersive Armors is installed.
    • ON: always, also without them: mobs get the swords, axes and armor of all your other mods (filter them with medieval.toml [detection]; medieval.txt lists everything that was found, per mod and ranked).
    • OFF: never, also with these mods. medieval.toml stays as it is and comes back with your values when you switch it on again.
  • The switch decides whether medieval.toml exists, so it is read once at game start: a change takes effect after a restart (of the server, in single player of the game). The settings tab marks it with "Restart", says it after saving and shows why medieval.toml is missing (not installed, switched off, restart needed).
  • [detection] detect_by_damage in medieval.toml (on): items that are no sword or axe but hit hard enough (min_weapon_damage) count as weapons too, e.g. the weapons of mods made with MCreator such as RPG Style More Weapons. Never: tools that mine faster, bows and crossbows, shields, armor, blocks, food, items without durability, staffs and wands. Mobs hit with the weapon's normal damage; abilities that need a player (right-click, keys) don't happen.

RPG mods in the gear score

  • The gear score counts the values of the RPG Series libraries, each only while it is installed (settings in [faction_wars.rules.adaptive.scoring.rpg], settings tab: Adaptive strength › RPG mods):
    • Spell power (Spell Power Attributes: Wizards, Paladins, Druids ...) counts as magic: the best school, with the best staff or wand of the inventory in hand, plus armor, jewelry and skills. spell_power_per_point = 2.5, like melee.
    • Ranged damage (Ranged Weapon API: the bows and crossbows of the RPG Series, with armor bonuses) counts instead of bow_rating / crossbow_rating when it is higher. ranged_per_damage = 2.5.
    • Critical hits (Critical Strike, and spell crits of Spell Power) raise melee, ranged (not guns) and magic by the damage they add on average, e.g. 20 % chance for x1.5 = +10 %. count_critical_hits switches it off.
  • The inventory shows magic as soon as Spell Power is installed.

Gear per faction

  • New in factions.json (and in the editor, tab Gear):
    • weapon_whitelist: the mobs of the faction get only these weapons.
    • weapon_blacklist: they never get these, everything else stays automatic.
    • armor: they always wear armor from this list, however strong the player is. Missing = by gear score, as before. One set per mob (pieces of a set stay together), slots without an entry stay empty.
    • leader: {"weapon_whitelist": [...], "weapon_blacklist": [...], "armor": [...]} only for leaders; what is missing there comes from the faction.
    • Missing or empty = automatic, as before. Both weapon lists set: the blacklist wins.
  • Entries: an item (minecraft:crossbow), a gun of a gun mod (tacz:ak47), everything of a mod (simplyswords:*), a start (minecraft:netherite_*) or an item tag (#minecraft:swords). With * and tags only weapons (or armor) count.
  • Applies to wars, sieges, hunts, caravans, wanted camps, settlement guards and knights, militia and mercenaries. Naturally spawned mobs keep their vanilla gear.
  • Weapons: the automatic choice (guns, medieval weapons, gear tiers) only picks allowed weapons. Whatever is still forbidden afterwards (a skeleton's bow, the mirrored gear of a siege) is swapped for the allowed weapon closest in strength; with a whitelist an empty hand gets one from the list by gear score (enchanted like the gear tier). A whitelist with only guns gives every mob that can carry one a gun. Bows and crossbows only go to mobs that can shoot (zombies get the bow AI, piglins only crossbows); pillagers with a sword get melee AI.
  • Mages keep staff, spellbook and robes, engineers their build block, mobs that don't show armor (illagers) get no armor. The siege leader keeps the faction banner on his head. Guns that guns.toml excludes stay excluded.

Events per faction

  • events in factions.json (editor tab Events): where the faction shows up – battle, hunt, ambush, siege (player bases), settlement_siege (attacks on villages and castles), caravan (its caravans and raids on caravans), wanted (bounty camps), settlement (new villages and castles), mercenary (lords, caravans, siege contracts). Missing = all, as before; [] = none.
  • Only events decides (the faction lists of the natural events in common.toml are gone, see "Settings cleaned up"). Caravans also need a "caravan", settlements a place in biome_factions. Commands that name a faction (/armedmobs war start ...) ignore it.
  • Per mob: "events": ["hunt", "siege"] on a member = it only spawns in these events (editor: Mobs tab, column Events). If no mob is left for an event, the faction does not take part in it. Allies that help in sieges and attackers of settlements and caravans follow the same rules.

Leaders

  • "leader": true on a member (editor: Mobs tab, column Leader) = it can be the leader: the siege leader, the boss of a wanted camp and the warlord of a settlement (villager settlements keep their lord or elder). With spawn_weight 0 it is only a leader, never a normal soldier. No leader marked = automatic, as before.
  • Leaders use the leader gear lists (see above).

Faction banners

  • Every faction has its own banner. New in factions.json (editor tab Banner): "banner": {"base": "red", "patterns": [{"pattern": "minecraft:cross", "color": "white"}], "painting": "..."} – a base color, up to 16 patterns (any banner pattern, also from mods and datapacks) and a painted picture (PNG of 20×40, 40×80, 60×120 or 80×160 pixels) drawn over the patterns. Missing = a plain banner in the dye closest to the faction color, the illagers keep the ominous banner.
  • A picture for every default faction: the 18 default factions come with a painted banner of their own (80×160, e.g. the bell of the villagers, the raven of the Raven Clan, the plague doctor of the Plague Choir, the anvil of the Black Forge). In factions.json it is "painting": "builtin:villagers" (the illagers keep the ominous patterns underneath). An existing factions.json gets them on the update (version 11) for every default faction that has no banner yet; own banners stay as they are. In the editor, Built-in puts one of these pictures on any faction, Original brings back the faction's own, and painting on it makes it your own copy.
  • The narrow edges of a painted banner take the colors of the picture's border (before: the base color showed there).
  • In the editor: a pattern editor (base color, patterns with previews, order and colors, "Take from hand" copies the banner you hold in Minecraft, "Give me the banner") and a paint tool: brush in 8 sizes, eraser, line, fill, color picker, mirror, pixel grid, undo / redo, PNG import and export, with base color and patterns underneath. Only players with this mod see the painting; everyone else sees base color and patterns.
  • Where it shows up: on the head of siege leaders, wanted bosses and settlement warlords and of the standard bearer of every caravan; in the hall of castles and next to the bell of new settlements; next to the bell of generated villages (vanilla and mods) in the faction of their villagers, once per village when a player comes near, old worlds too ([faction_wars.factions] village_banners).
  • Disguise: lords and village elders sell the banner (Shop, Friendly reputation, lord_banner_cost 150 Marks, -1 = not for sale). Holding it or wearing it on your head, the faction and its allies take you for one of their own; its enemies attack you instead (faction_banner_enemies_attack). Attacking a mob of that faction or of an ally blows your cover for break_cooldown_seconds; a side you attacked during an event knows you anyway. [diplomacy.disguise] faction_banners switches it off.
  • Banners taken down in settlements and villages are decoration (same look, no disguise), the banners of leaders don't drop, and a banner rebuilt in the loom is just a banner. Copies made at the crafting table work too.
  • The banners in the hall of castles now have the colors of their faction (new and rebuilt settlements).

Editor

  • New tabs Gear (Faction / Leader: weapons and armor as pictures, guns, sets, mods and tags, see "Items as in the inventory"; quick add) and Events (shows when an event is off in common.toml and how many mobs each event has; below it the faction's caravan: trader, guards, pack animals, any time or only at night).
  • The Mobs tab got the columns Events and Leader. Hints when a list leaves mobs unarmed or slots empty. The top bar and the member table fit narrow windows.
  • New tab Banner (see above); the preview on the right shows the banner of the faction.
  • factions.json goes to _version 12 (see "Settings cleaned up" and "Guard Villagers").

Settings cleaned up

Fewer and clearer settings. Your values move along on the first start (the files are updated in place, nothing you set is lost; where two settings became one, the value of the Armed Guard wins).

  • Removed (no effect, or only for /armedmobs war start): [faction_wars.war] (default_size, spawn_distance), [faction_wars.rules.adaptive] apply_to_commands, size and distances in [faction_wars.rules.events.siege] (the waves are set in [faction_wars.siege]), [faction_wars.rules.events.caravan] size, guns.toml [ai] enabled, and everything for Guard Villagers (see below).
  • /armedmobs war start <a> <b> [size] works like a natural battle now: in front of you at the battle's min_distance, adapted to the gear score; without a size it takes the battle's size (scaled like natural battles). /armedmobs war declare adapts to the gear score too.
  • Caravan guards grow with the gear score: 2 at normal_score, up to 6 for strong players.
  • Now in factions.json: the faction lists of the natural events (now "events" per faction) and [faction_wars.caravan] types (now "caravan": {"trader", "guard", "pack_animal", "time"} per faction, editor tab Events). Factions that were missing from a list lose that event; factions without a caravan line send none.
  • Moved:
    • merchants and the lord's shop from [coins.trading] to [faction_wars.settlements.merchants] (enabled, per_village, per_castle, orders, order_reputation, rotation_days, mod_gear) and [faction_wars.settlements.lord] (contract_cost, contract_hours, banner_cost)
    • hunt_max_seconds / ambush_max_seconds to max_seconds in [faction_wars.rules.events.hunt] / .ambush
    • side_gap and max_duration_seconds to [faction_wars.rules.events.battle]
    • the resupply of war mobs (resupply_seconds, resupply_magazines, resupply_max_magazines) to guns.toml [faction_wars]
  • Merged:
    • warnings: [diplomacy] warning_seconds and lower_weapon_stands_down for all guards (Armed Guards, mercenaries); disguise: [diplomacy.disguise] guards_attack_disguised; white flag: only [diplomacy.truce] enabled
    • nameplates: [faction_wars.nameplates] event_mobs and natural_mobs (OFF / LOOK / ALWAYS)
    • ammo resupply: guns.toml [resupply] with the switches extra_mobs and armed_guards (walking to the bell stays in [armed_guard.resupply])
    • aim spread: guns.toml [ai] monster_spread_degrees and friendly_spread_degrees
    • drop chance: own values for Faction Wars mobs (guns.toml [faction_wars] drop_chance) and Armed Guards ([armed_guard] drop_chance), taken over from [extra_mobs] drop_chance

Guard Villagers: recognized, armed through [extra_mobs]

  • This mod no longer equips the guards of Guard Villagers on its own (no pouch, no [guards] settings). They fight with their own gear. They still count as village guards: attacks on them anger the village, Armed Guards don't fight them, the white flag and a lowered weapon work on them, they get a natural faction, and count_guard_villagers_guards still counts them.
  • Through [extra_mobs] they work like any other mob: add guardvillagers:guard to a list (or pick it in the web editor) and new guards (villages, eggs, commands) roll a gun with this mod's AI, vanilla weapons, medieval gear or a mage loadout, after Guard Villagers gave them their own gear. With a gun they get ammo in the off hand, the resupply of [resupply] extra_mobs and walk to the bell when they run low ([armed_guard.resupply]), unless they follow a player. Their gun and ammo drop with [extra_mobs] drop_chance. Guards a player makes from a villager keep what he gave them.
  • In events Armed Guards take their place (factions.json version 12 moves their spawn weight to the Armed Guard; they stay members without weight). Caravans with Guard Villagers guards get Armed Guards.
  • Guards that an older version armed get a crossbow instead of their gun or staff, once (the ammo in their pouch goes, the rest drops when they die).
  • /armedmobs guards reequip|respawn and /armedmobs debug work with Armed Guards.
  • Guard Villagers is no longer needed to build the mod (no classes, no mixins of it).

Fixes

  • A faction whose mod is missing was written to the log three times on every save in the editor; now once.
  • Guns of wanted camp gangs drop with guns.toml [faction_wars] drop_chance like all faction mobs (was a fixed 8.5 %).
  • Setting descriptions: white flag, disguise, resupply and nameplates now say exactly whom they affect, the mob list of medieval.toml points to entities.txt, and every section of the config files has a description.
  • Forge 1.20.1: the vanilla tags #minecraft:undead and #minecraft:illager only exist from Minecraft 1.21 on. The mod now adds them on 1.20.1, so the Undead and Illager factions get the same mobs as on 1.21.1 (e.g. Drowned and Zombie Villagers), and the log and the editor no longer warn about an unknown tag.
  • Medieval gear: test and debug items of other mods (debug, demo, test, example or placeholder as part of the name, e.g. invincible:debug) are never handed out. medieval.txt lists them as skipped.

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