TaCZ Armed Mobs Warfare

Guards with guns, zombies with shotguns, pillagers with snipers, and with Iron's Spells battle mages. Any TaCZ gunpack, tactical AI, factions at war: sieges, caravans and mercenaries who fight and farm for you. NeoForge 1.21.1 & Forge 1.20.1.
Back to Files

taczarmedmobs-2.2.5.jar

File nametaczarmedmobs-2.2.5.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 3, 2026
Downloads
16
Size
76.2 KB
Mod Loaders
NeoForge
File ID
9051260
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tacz-armed-mobs-1723197:9051260"

Learn more about Curse Maven

What's new

2.2.5

New: combat profiles

  • Every gun type belongs to a configurable profile with its own range, preferred distance, retreat distance and speed:
    • Sniper (sniper): 64 range, keeps ~40 blocks distance
    • Rifle (rifle, smg, mg): 32 range, ~20 blocks
    • Pistol (pistol, shotgun): 16 range, ~10 blocks
    • Heavy (rpg / "Heavy Weapon"): 48 range, ~24 blocks, moves slower
  • Mobs keep their distance: they close in when too far and back off while shooting when too close
  • Melee weapons (e.g. swords in the Heavy Weapon tab) are detected automatically and charge in
  • Explosive weapons keep a safe distance and never fire at targets close enough to hurt the shooter
  • Range is capped by how far the gun's bullet actually flies
  • Mobs retreat while reloading if the target gets close
  • New option [ai] out_of_ammo: KEEP_DISTANCE (default) or MELEE

New: suppressive fire

  • Hits from machine guns fired by mobs briefly slow the target down
  • Configurable gun types, duration, level and targets (players, mobs or both)

New: diplomacy

  • Warnings: guards warn players before opening fire. Put your weapon away and they stand down
  • Strikes: the first hit on a guard, villager or iron golem gets a warning, the second one within 30 seconds makes you an aggressor. Aggressors are shot without warning
  • White flag: hold white wool or a white banner and guards won't attack you. Attacking under a white flag voids it for 60 seconds
  • Disguise: hold or wear an ominous banner and illagers ignore you, but armed guards treat you as an enemy. Drop the banner and they lose interest
  • Guards talk to you in chat (or above the hotbar, configurable)

Improvements

  • Friendly-fire check now runs before every single shot and widens with distance and aim spread
  • Filters support sub folders, e.g. "destiny:sword/*"

Fixes

  • Guards with an odd entity ID never searched for targets on their own
  • Mobs walked in circles instead of retreating

Config changes

  • [ai] attack_range and [ai] move_speed were replaced by the new [profiles] section. Old values are removed automatically
  • New sections: [profiles], [suppression], [diplomacy]

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.