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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include