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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include