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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-1.3.0+26.1.2-neoforge.jar

File nameArmed_Mobs_Warfare-1.3.0-26.1.2-neoforge.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Nov 2, 2026
Downloads
7
Size
2.0 MB
Mod Loaders
NeoForge
File ID
9411172
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:armed-mobs-warfare-across-the-ages-1752265:9411172"

Learn more about Curse Maven

What's new

Armed Mobs Warfare 1.3.0

Support for Iron's Arms 'n Artifice (NeoForge 1.21.1 and 26.1.2): its flintlocks, muskets, revolvers, the blunderbuss and the clockwork rifle for your Armed Guards, mercenaries, factions and extra mobs, shot with this mod's gun AI. Works with or without TaCZ; with both, you decide how often each mod's guns are handed out. Also contains all fixes of 1.2.2 (under Fixes).

New: Minecraft 26.1.2 (NeoForge) as a third version next to NeoForge 1.21.1 and Forge 1.20.1.

Minecraft 26.1.2 (NeoForge)

  • New jar Armed_Mobs_Warfare-<version>+26.1.2-neoforge.jar for NeoForge 26.1.2 (Java 25). Same content, settings and commands as on 1.21.1.
  • Guns come from Iron's Arms 'n Artifice. TaCZ, Iron's Spells 'n Spellbooks and Epic Fight have no version for 26.1 yet; their support follows when they do. If one of them is installed anyway (e.g. an unofficial port), its support stays off with one line in the log instead of crashing.
  • Worlds from 1.21.1: the mod's world data moves to the new place of 26.1 (data/armedmobswarfare/ inside the folder of each dimension) the first time it is used, with a line in the log.
  • Web editor: item pictures (drawn like in the inventory) and the 3D preview of mobs work as on 1.21.1. Mob tiles show the picture of the mob's own spawn egg (since 26.1 every egg has its own picture).
  • Since 26.1 every spawn egg has its own picture: the Armed Guard spawn egg got one in its old colors.
  • Armed Guards hold spears (new in 26.1) like zombies and skeletons do.
  • Merchants in settlements take their wares from the villager trades of 26.1, which are data now (datapacks that change villager trades change their wares too), still without explorer maps.

Iron's Arms 'n Artifice

  • Its guns count as guns everywhere in this mod: spawn gear of Armed Guards, extra mobs, Faction Wars mobs (style "guns") and new mercenaries, faction weapon lists (irons_artifice:*), resupply at stations, siege rewards, the gunsmith in castles and caravan pistols, plunder on surrender, the gear score and the web editor (guns list, icons).
  • The same gun AI as with TaCZ ([irons_artifice] ai = AMW, default): combat profiles and ranges from [profiles], smart fire, friendly fire check, repositioning, warnings before guards shoot at players. The type comes from the gun: several pellets per shot = shotgun (blunderbuss), pistol grip = pistol (flintlock, revolver, six shooter), everything else = rifle (musket, arquebus, clockwork rifle). Move single guns to another profile with [profiles] gun_overrides, e.g. "irons_artifice:musket=sniper".
  • Iron's own AI if you prefer it: ai = IRONS (telegraphed volleys, kiting, bayonet charges). Guards still warn players first, mobs still need bullets and still don't shoot through their allies; profiles and smart fire don't apply then.
  • Reloading uses Iron's own reload (animations, sounds, timing and modifiers as for players), [ai] reload_time_multiplier still applies. Mobs need bullets (mobs_need_bullets, default on): every bullet that goes into the magazine comes out of the off hand or the pouch, like TaCZ ammo. Off = free reloads like Iron's own mobs.
  • Ammo: mobs get irons_artifice:bullet (ammo_item, empty = first item of #irons_artifice:ammo), every item of that tag counts when reloading. Amounts count in magazines as before, one magazine of an Iron's gun is at least min_rounds_per_magazine bullets (6), so a musketeer doesn't spawn with only 2 shots.
  • Modifiers: 15 % of the guns handed out come with 1-2 random gun modifiers (modifier_chance, max_modifiers), never the two that break blocks (modifier_blacklist: breaching shell, blackpowder charge).
  • Iron's own mobs (skeletons with its guns, drowned pirates, Illificers) keep their own AI and gear. A skeleton or drowned that also gets this mod's gun AI (e.g. from [extra_mobs]) loses Iron's goal, so only one AI steers it.
  • Endermen dodge Iron's bullets (vanilla rule for projectiles): mobs holding such a gun leave them alone.
  • Iron's balance for mob shooters stays (a bit less damage and bullet speed than a player, more spread on easy).
  • Self test: before it starts, the support checks that the installed version has everything it uses. If not (a newer or older Iron's Arms with changes), it stays off with one line in the log instead of crashing, as if the mod wasn't there. /armedmobs extra list shows the gun mods in use and the reason.
  • Mercenaries craft its guns, bullets and modifiers at a crafting table like any other recipe.
  • Not (yet): Forge 1.20.1 (comes later), suppressive fire (TaCZ only).

Several gun mods

  • New [weapons] mod_weights in guns.toml ("tacz=1", "irons_artifice=1"): with TaCZ and Iron's Arms, first the mod is rolled by weight (only mods with an allowed gun for this mob), then one of its guns. 0 = never hand out this mod's guns (mobs still use them when they get one).
  • Whitelist, blacklist and allowed types in [weapons] apply to all gun mods. config/armedmobswarfare/guns.txt lists the guns of all gun mods (TaCZ by gunpack, Iron's Arms with type, profile, magazine, reload time and gear score).
  • New section [irons_artifice] in guns.toml, only while the mod is installed. guns.toml now exists with TaCZ or Iron's Arms 'n Artifice.

Fixes (from 1.2.2)

  • Epic Fight: after F3+T or switching resource packs in a world, Armed Guards (and every other mob whose Epic Fight patch comes from a datapack) were drawn like without Epic Fight until you left and joined the world again. Epic Fight rebuilds its renderers on every resource reload and only keeps its built-in ones; Armed Mobs Warfare now puts the datapack ones back as soon as the reload is done.
  • Armed mobs no longer hold their reserve ammo in the left hand. Armed Guards, mercenaries and every mob this mod gave a gun showed the ammo box next to their gun. The ammo still sits in the off hand on the server (shooting, resupply, drops and the mercenary and Armed Guard window work as before), it just isn't sent to the players' screens anymore.

Other

  • Fantasy Weapons switches on medieval gear by itself now ([modules] medieval = AUTO), like Fantasy Armor. Its weapons were already recognized when medieval gear was on.
  • Web editor: when a mob can't be drawn as a 3D model, the first reason now goes to latest.log (once per game start). Before it only went to debug.log, which not every launcher writes.
  • /armedmobs settings: "Opening the settings in your browser ..." now comes before "Settings opened in your browser" in the chat, not after it.

For pack makers

  • The gun AI is one goal for all gun mods now (ai/GunAttackGoal with a driver per mod); with TaCZ it behaves exactly as before.

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