taczarmedmobs-2.2.13.jar
Curse Maven Snippet
What's new
## 2.2.13
### New: guards fetch their own ammo
- Guards low on ammo outside the resupply area walk to the nearest village bell, restock right away and return to their post (or their patrol point)
- Completely out of ammo in a fight? Guards fall back to the bell instead of standing around, then rejoin the fight
- Guards announce it in chat: "Running low on ammo! Heading to the bell to resupply."
- Guards following a player never leave
- New `[resupply]` options: `walk_to_bell`, `walk_below_magazines`, `bell_search_radius`
### New: bows and other inventory-fed weapons
- Weapons that fire straight from the inventory (e.g. bows in some gunpacks) now work when given to a guard
- Guards expose their off hand and pouch to TaCZ, which then uses the ammo per shot like for a player
### New: per-gun profile overrides
- `[profiles] gun_overrides` puts single guns, whole gunpacks or sub folders into another combat profile
- Example: `["eos:eos_riku_t2=rifle"]` lets a bow filed as pistol fight at rifle range
### New: debug command
- `/taczarmedmobs debug` (ops only) shows everything about the nearest guard: AI, ammo, profile, target, resupply conditions and config
### Changes
- `[resupply] max_magazines` default raised from 4 to 6, so freshly spawned guards are no longer above the resupply cap (new configs only)
### Fixes
- Guns with an open bolt (many machine guns and SMGs) were never recognized as empty, so guards neither reloaded properly nor went for ammo
- Guards walking to the bell turned back at the first enemy even when they had nothing left to shoot
## Known issues
- Pillagers hold guns in their normal pose (visual only)
- Fuel-based weapons (e.g. flamethrowers) are not supported by the built-in AI
- **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.
This mod has no additional files

