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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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TacZ-Armed-Mobs-Warfare-2.10.0.jar

File nametaczarmedmobs-2.10.0.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 10, 2026
Downloads
21
Size
733.0 KB
Mod Loaders
NeoForge
File ID
9121445
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tacz-armed-mobs-1723197:9121445"

Learn more about Curse Maven

What's new

TaCZ Armed Mobs 2.10.0

The biggest update so far. Since 2.6.0, the mod has grown from "mobs with guns" into a full Faction Wars system with events, caravans, reputation and mercenaries, and it now ships with an in-game guidebook.

Faction Wars is off by default. Set [faction_wars] enabled = true in config/taczarmedmobs/common.toml to switch it on. Everything from 2.6.0 keeps working as before when it stays off.

New: Guidebook

  • Armed Mobs Field Manual (needs Patchouli, optional): 8 chapters covering armed mobs, factions, events, caravans, diplomacy, mercenaries and admin commands.
  • Every player gets it on first join ([guide] give_on_first_join). Lost it? Craft a book + gunpowder.

New: Faction Wars

Factions

  • 15 factions in 5 families: Villagers, Illagers, Undead, Piglins, Wither, each with two sub-factions (Brass Guild, Iron Watch, Woodland Covenant, Raven Clan, Gilded Syndicate, Bastion Legion, Grave Legion, Plague Choir, Ashen Order, Black Forge).
  • Relations: same family = allies, enemies and neutrals between families, plus special alliances, grudges and arch enemies.
  • Faction mobs also fight each other outside of events (configurable).
  • Everything is defined in config/taczarmedmobs/factions.json. Old files are updated automatically, your own changes are kept.

Natural events around players (never inside bases)

  • Battles: two hostile factions fight it out. You're a spectator until you attack one side.
  • Hunts: a hunting party tracks you down.
  • Ambushes: a small group attacks out of sight.
  • Sieges (off by default): a faction attacks your base in waves (scouts, main force, leader). Keep your commander alive. Engineers dig, build ladders and blow their way in. Reward chest for the winner.
  • Bases: /base set, or FTB Chunks claims (optional).
  • Adaptive strength: a Gear Score (armor, enchantments, health, weapon) is shown in the inventory and scales event size and difficulty. When players are grouped, the strongest one counts.
  • Sub-factions take part in every event, picked by family so main factions don't become rare.

Caravans

  • Traders with guards and pack animals travel past players, with a separate caravan for each faction and sub-faction. Undead and some sub-factions travel only at night as smugglers.
  • Escort them for a reward chest and reputation, or raid them.
  • Raids come in waves. Before each one, pick a side in the chat: defend, raid or stay out.
  • Trading: a TaCZ pistol, a matching extended magazine, a stack of ammo, a faction specialty and (at Friendly) a mercenary contract. Stock refills after each beaten wave. Prices are in caravan_trades.json.
  • If the trader dies, the pack animals drop their cargo.

New: Diplomacy

  • Reputation per player and faction (-1000 to 1000): Hated, Hostile, Neutral, Friendly, Allied. Shown above the Gear Score in the inventory, with all 15 factions in the tooltip.
  • Kills, escorts, trades, robbed caravans and won sieges change it. It never fades on its own.
  • Effects:
    • Hostile/Hated factions always attack you in events, won't trade, and hunt you more often.
    • Friendly/Allied gives caravan discounts and access to mercenaries.
    • Allied factions send help in the last siege wave.
  • White flag in events: hold a white banner or wool to surrender. It costs something every time: you get robbed, your base gets plundered, you lose reputation, or you simply step aside in a battle.
  • Wanted poster (paper + black dye): calls a fixer who buys your reputation back up to -200, paid in the faction's currency.

New: Mercenaries

  • Mercenary contracts:
    • rare reward for escorting a caravan or winning a siege
    • bought from caravans at Friendly reputation (these name the exact soldier)
    • need Friendly reputation to use
  • Up to 15 per player. They serve until they die and stay loyal even if the faction later turns against you. Death is final.
  • Window (right-click): armor, weapon, off hand, an 18-slot pouch, health, ammo, rename, dismiss, or "make villager".
  • Orders:
    • Follow: teleports to you and follows through portals.
    • Wait here.
    • Guard area: 32 blocks.
    • Work.
  • Combat: defends you and himself, joins your fights, attacks monsters and event mobs hostile to you. With a gun up to 68 blocks away. Never hits you or your other mercenaries.
  • Work:
    • Farming: harvests and replants crops, plants empty farmland.
    • Animals: breeds up to a target number per kind, slaughters the surplus, and never touches named, leashed or tamed animals.
    • Crafting: up to 9 recipes with a stock target each. Works at crafting tables (any mod recipe of that type, with an optional exact 3x3 pattern) and TaCZ gunsmith tables (respecting each table's tabs and filter).
    • Up to 5 linked barrels per mercenary for supplies and results.
  • Schedule for guard and work (always, day only, night only). Off duty he sleeps in a free bed nearby.
  • Waiting, guarding and working mercenaries fetch ammo from chests nearby.

Other changes

  • Smart fire: mobs fire in realistic bursts and rhythms instead of emptying the magazine instantly.
  • Endermen dodge bullets, so armed mobs don't waste ammo on them (configurable).
  • Many new settings under [faction_wars] and [diplomacy]. New ones are added to your existing config automatically.
  • New admin commands: event, war, rep, merc (all under /taczarmedmobs). See the guidebook for the full list.

Compatibility

  • NeoForge 1.21.1
  • Requires: TaCZ (NeoForge port), Guard Villagers
  • Optional: Patchouli (guidebook), FTB Chunks (claims count as bases)
  • Guard Villagers TACZ Support is not needed and should not run together with this mod's AI.

Known limitations

  • Mercenaries craft only at crafting tables and TaCZ gunsmith tables, not at machines from other mods (Create mixers, presses …).
  • Events need difficulty Easy or higher. On Peaceful, hostile event mobs can't spawn.

This mod has no additional files