TacZ-Armed-Mobs-Warfare-2.10.0.jar
Curse Maven Snippet
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 = trueinconfig/taczarmedmobs/common.tomlto 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

