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Steve's Army

Lead your own squad of persistent AI soldiers through combat in Minecraft.
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steves_army-0.4.0.jar

File namesteves_army-0.4.0.jar
Uploader
MeguminErikaMeguminErika
Uploaded
Sep 12, 2026
Downloads
488
Size
1.5 MB
Mod Loaders
Forge
File ID
8862166
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:steves-army-1656206:8862166")

Learn more about Curse Maven

What's new

Steve's Army 0.4.0

Vehicle Crew

  • New role: Vehicle Crew — post soldiers on ships to man hull machine guns and periscopes (uses tallyho stations)
  • Board crew via the crew assign stick, spawn egg on a seat, or the vehicle wheel's Mount Crew order; crew ignore infantry squad orders and are managed from a dedicated crew tab in the squad command screen
  • Hull MG fire control now follows the infantry doctrine: burst discipline, suppressive fire with beaten-zone spread, and live-target verification (no more firing at dead targets)
  • Crew stay seated at their stations across server/world restarts
  • Dying as a soldier can respawn you into a seated crew member's seat
  • Crew seats work on multi-ship vehicles (tanks built from stacked sub-ships)
  • Seated soldiers now sit on the cushion instead of hovering above it

Vehicle Orders

  • New vehicle control wheel — left-click ping wheel with cycling pages: MOUNT, DISMOUNT, and MOUNT CREW orders for your squad
  • VS Analog Warfare mount handle integration: MOUNT/DISMOUNT prefer linked handles, creating them when needed

Misc

  • Pick-block now copies enemy soldiers with their loadout too
  • Fixed smoke being ignored when the perception frame optimization is enabled
  • Refined role selection interaction (role dropdown controls)
  • Fixed enemy soldiers spawning with infinite initial ammo
  • Skin system: SkinKnife for switching skins, folder-based skin loading (stevesarmy/skins/*.png), a config to randomize skins on spawn, and automatic server-to-client skin sync
  • Dropdown in the squad command screen to change an individual soldier's fireteam
  • Client toggles for soldier glow and name tags

Cover System

  • Cover positions that don't protect against the current threat are now hard-blacklisted
  • Major reliability rework: fail-safe cover state machine, faster threat reaction, cover-target churn fixes
  • Fixed full-cover peek stalling and returning deadlocks

Roles

  • New Role: Support (Medic) with resupply pouch; recognizes lrtactical healing consumables
  • Command sticks for repositioning soldiers to garrison points (garrison/team garrison)
  • Fixed support role peeking, resupply safety, and multi-gun ammo

Commands

  • Callsign squads and a full ComputerCraft command toolkit for scripting battles with computer-controlled squads

Performance

  • Reduced MSPT spikes: perception frame, tactical work admission, and bounded cover searches
  • Multithreaded async A* pathfinding (enabled by default)
  • Optimized detection ray tracing

Fireteam Suppression System

  • Fireteam suppression now governs attack/peek behavior
  • If an entire fireteam is pinned, they peek less and advance more slowly while attacking
  • Attacking fireteams that get suppressed deploy smoke grenades when available

Attack Mode Refinement

  • The soldier at the front waits for the soldiers at the back, and stragglers speed up to catch up with the group

VS Compat

  • Fixed visibility — soldiers can no longer see (or shoot) through ships

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