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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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taczarmedmobs-2.2.13.jar

File nametaczarmedmobs-2.2.13.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 4, 2026
Downloads
13
Size
94.6 KB
Mod Loaders
NeoForge
File ID
9060698
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tacz-armed-mobs-1723197:9060698"

Learn more about Curse Maven

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