TaCZ Armed Mobs Warfare

Everything is optional Guards with guns, zombies with shotguns, pillagers with snipers, and with Iron's Spells mages. Any TaCZ gunpack, tactical AI, factions at war: sieges, caravans and mercenaries who fight and farm. NeoForge 1.21.1 & Forge 1.20.1.
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taczarmedmobs-2.5.0.jar

File nametaczarmedmobs-2.5.0.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 4, 2026
Downloads
31
Size
107.9 KB
Mod Loaders
NeoForge
File ID
9063342
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tacz-armed-mobs-1723197:9063342"

Learn more about Curse Maven

What's new

2.5.0

New: energy & fuel weapons

  • Weapons with fuel-based reloading (e.g. battery-powered energy guns in EOS, Immersive Armorer and NPGP) are now supported
  • One fuel item refills the whole magazine, just like for players
  • They are handed out on spawn again. Starting ammo, pouch, resupply and the walk to the bell count them in fuel items

New: mob list and in-game commands

  • config/taczarmedmobs/entities.txt lists every mob in your game, sorted by mod and marked AI (can use the gun AI) or EQUIP ONLY (flying, swimming, ...)
  • Lines can be copied straight into [extra_mobs] entities
  • New commands (ops only):
    • /taczarmedmobs extra list
    • /taczarmedmobs extra add <mob> with tab completion, writes the config for you
    • /taczarmedmobs extra remove <mob>

New: gun list

  • config/taczarmedmobs/guns.txt lists every loaded gun, sorted by gunpack
  • Shows type, combat profile (including overrides), traits like explosive or fuel, and whether it is handed out on spawn, and if not, why
  • Lines can be copied straight into whitelist, blacklist or gun_overrides
  • Updated on server start and after /reload

Changes

  • Config moved to config/taczarmedmobs/common.toml. Your old config/taczarmedmobs-common.toml is moved automatically on first start, no settings are lost
  • Guards now walk to the bell for ammo everywhere, also inside the village
  • Completely out of ammo, guards always fall back to the bell, even in the middle of a fight inside the village
  • Guards are no longer listed as extra mobs. /taczarmedmobs extra add guardvillagers:guard points to [guards] instead

Fixes

  • Guards inside a village that ran out of ammo mid-fight could get stuck forever: the periodic resupply skips mobs in combat, and walking to the bell was disabled inside the village
  • Vexes, squids, shulkers, water animals and flying animals were wrongly marked as able to use the gun AI

Known issues

  • Pillagers hold guns in their normal pose (visual only)
  • Some weapons with custom gunpack scripts may behave oddly when used by mobs
  • 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.