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Security Golem

This is an addon to the security Craft mod that adds a golem as a guard
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SCGuardGolem v2.0.0 [MC 1.20.4]

File nameSecurityGolemAddon-1.20.4-SC1.10.1-2.0.0.jar
Uploader
LtHans02LtHans02
Uploaded
Sep 5, 2026
Downloads
8
Size
108.7 KB
Mod Loaders
NeoForge
File ID
8812062
Type
B
Beta
Supported game versions
  • 1.20.4

Curse Maven Snippet

NeoForge

implementation "curse.maven:security-golem-1511550:8812062"

Learn more about Curse Maven

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. PatrolGoal is 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 /summon output, 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.

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