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.
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taczarmedmobs-2.6.0.jar

File nametaczarmedmobs-2.6.0.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 5, 2026
Downloads
139
Size
116.8 KB
Mod Loaders
NeoForge
File ID
9068069
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tacz-armed-mobs-1723197:9068069"

Learn more about Curse Maven

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.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
  • /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.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 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:guard points 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 .gunsmithlib folder in your instance folder and restart.