taczarmedmobs-2.6.0.jar
Curse Maven Snippet
What's new
2.6.0
New: supply stations
- Village bells now act as named supply stations: Alpha, Bravo, Charlie and so on. Names are saved per world
- Guards announce what happens to them:
- "Station Bravo is online." when a bell is placed
- "We lost Station Alpha!" when a bell is broken or blown up
- "Running low on ammo! Heading to Station Alpha to resupply."
- "No supply station in range! Holding position." when they are out of ammo and no bell is nearby
- Guards on their way to a station that disappeared notice it, report it and look for the next one
- Newly placed bells are picked up automatically
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 station count them in fuel items
New: refresh existing guards
/taczarmedmobs guards reequip [radius]gives existing guards a new gun, ammo and a fresh pouch, keeping their armor and patrol point/taczarmedmobs guards respawn [radius]replaces them with freshly spawned guards- Default radius 64 blocks, guards owned by a player are always skipped
- No need to find a new village after updating this mod
New: mob list and in-game commands
config/taczarmedmobs/entities.txtlists every mob in your game, sorted by mod and markedAI(can use the gun AI) orEQUIP ONLY(flying, swimming, ...)- Lines can be copied straight into
[extra_mobs] entities /taczarmedmobs extra list,/taczarmedmobs extra add <mob>(with tab completion) and/taczarmedmobs extra remove <mob>edit the config for you
New: gun list
config/taczarmedmobs/guns.txtlists 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,blacklistorgun_overrides - Updated on server start and after
/reload
Changes
- Config moved to
config/taczarmedmobs/common.toml. Your oldconfig/taczarmedmobs-common.tomlis moved automatically on first start, no settings are lost - Guards now walk to a station for ammo everywhere, also inside the village
- Completely out of ammo, guards always fall back to a station, even in the middle of a fight
- Guards are no longer listed as extra mobs.
/taczarmedmobs extra add guardvillagers:guardpoints to[guards]instead - All commands are ops only
Fixes
- Guards inside a village that ran out of ammo mid-fight could get stuck forever
- 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
.gunsmithlibfolder in your instance folder and restart.
This mod has no additional files

