TaCZ_Armed_Mobs-2.1.0.jar
Curse Maven Snippet
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 = falseswitches 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_mobsby default (new configs only) [extra_mobs]: new optionsai_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
.gunsmithlibfolder in your instance folder and restart.
This mod has no additional files

