SCGuardGolem v2.0.0 [MC 26.1]
Curse Maven Snippet
What's new
Patrol fixes (this is the one that matters if your golem got stuck)
- Golem no longer stops forever on a waypoint. With any dwell time above 0 the
patrol could stall permanently on the first waypoint.
PatrolGoalis now an explicit TRAVEL/DWELL state machine, so the dwell timer cannot re-arm itself. - Dwell time is now the length you set. Minecraft ticks AI goals on alternate ticks unless a goal opts in, so every dwell was silently running twice as long.
- Waypoints you can't quite stand on no longer deadlock the route. Arrival is measured from the golem's real position and scaled to its width; if a waypoint turns out to be unreachable the golem now gives up after 3 seconds and moves to the next one instead of re-pathing forever.
- Bell recall resumes the patrol instead of parking the golem at waypoint 1 with patrolling switched off and no way to restart it from the GUI.
- New: wander radius (0–8 blocks). While dwelling, the golem can roam around
the waypoint instead of standing still. Set it in the Route tab or with
/scgolem patrol wander <radius>. 0 (the default) keeps the old stand-still behaviour. - Fixed the golem's name. It was displaying as "Security Golem Configuration"
in
/summonoutput, death messages and name tags, and overrode custom name tags.
One codebase, every version
- The mod is now built from a single source tree covering MC 1.20.1 (Forge) and 1.20.4 / 1.21.1 / 1.21.8 / 1.21.10 / 1.21.11 / 26.1 / 26.2 (NeoForge), instead of seven diverging branches. Every supported version is compiled, boot-tested and patrol-tested from the same commit, so a fix can no longer reach one version and miss the others (which is exactly what happened to the 1.4.0 patrol fix).
Native SecurityCraft integration (replaces the addon's parallel systems)
- Ownership uses SecurityCraft's own
Owner/IOwnable— so SC teams now work. - Modules use
IModuleInventory: real SC modules, with SC's on/off semantics. - Allow/deny is now driven by SC's Allowlist/Denylist modules.
- Loot is protected by a real SC passcode — salted, hashed, Codebreaker-compatible — instead of a plaintext password. Existing golems migrate automatically.
- Targeting registers through SecurityCraft's IMC sentry-target API, so the golem agrees with the Sentry about what counts as a threat.
- EMP support (
IEMPAffected): an EMP shuts a guard down; redstone reactivates it.
New content
- EMP Gun (base + redstone-charged variant) — SecurityCraft ships no EMP of its own, so this is the addon's. Reuses SC's taser model with an EMP palette.
- Tamed Guards — right-click a hostile mob with a Keycard to convert it into an owned guard that takes modules, holds passcode-locked loot, and responds to EMP.
- In-game guide rewritten as 8 native SecurityCraft manual pages instead of a hardcoded written book.
- Animated effects — EMP detonation with a shockwave, a rising power-up helix, threat alerts, and a beam from the EMP gun.
- New artwork — redesigned items and icons in each of the six module slots.
Notes
- Verified on all 8 versions: compiles, boots a dedicated server, and completes a multi-waypoint patrol with dwell.
- Interactive surfaces (passcode screens, manual rendering, taming, the config GUI) load cleanly but are best confirmed in your own world — please report anything odd.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

