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TaCZ Armed Mobs

Arms Guard Villagers with random TaCZ guns from any installed gunpack, plus matching ammo. New gunpacks work automatically.
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TaCZ_Armed_Mobs-2.1.0.jar

File nametaczarmedmobs-2.1.0.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 3, 2026
Downloads
5
Size
48.6 KB
Mod Loaders
NeoForge
File ID
9045675
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tacz-armed-mobs-1723197:9045675"

Learn more about Curse Maven

What's new

2.1.0

New: built-in gun AI

  • Guards, zombies and pillagers now shoot with this mod's own AI. Guard Villagers TACZ Support is no longer needed
  • Real magazine reloading using the gun's reload time, bolt-action support
  • Configurable aim spread and headshot chance
  • Friendly-fire protection with repositioning (guards spare villagers, monsters spare monsters)
  • Out of ammo: mobs fall back to melee
  • [ai] enabled = false switches back to Guard Villagers TACZ Support's AI

New: guard pouch

  • Armed guards carry a pouch with reserve ammo and food
  • Sneak + right-click to open (same permissions as the guard inventory)
  • Guards eat from the pouch when hurt and out of combat
  • Pouch contents drop on death

New: ammo resupply

  • Armed mobs periodically receive new ammo (into the pouch for guards)
  • Configurable: interval, amount, cap, which guards, and where (villages, outposts, mansions, near bells, or anywhere)

Changes

  • Zombies and pillagers are now in extra_mobs by default (new configs only)
  • [extra_mobs]: new options ai_enabled, ai_excluded, spread_degrees
  • Guns that fire from the inventory or use fuel are skipped while the built-in AI is active

Known issues

  • Pillagers hold guns in their normal pose (visual only)
  • Guns show a pink/black missing texture: Caused by Gunsmith Lib failing to convert an older gunpack, not by this mod. Close the game, delete the .gunsmithlib folder in your instance folder and restart.

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