TacZ-Armed-Mobs-Warfare-2.10.1.jar
Curse Maven Snippet
What's new
TaCZ Armed Mobs 2.10.1
Faction Wars is now on by default
- New installs start with Faction Wars switched on. Existing configs are switched on once when updating; if you turn it off again afterwards, it stays off.
- Singleplayer: a notice shows up once in the main menu with three buttons: keep it on, turn it off, or open the settings.
- Servers: the server's config decides. Every admin (OP) gets a one-time chat message on their first join after the update, with the config path. To turn it off:
[faction_wars] enabled = falseinconfig/taczarmedmobs/common.toml, then restart. - Sieges on your base stay off by default.
Changes
- Animal breeding keeps going. The number in the mercenary window ("Keep N") is now the breeding stock: he keeps N adults per kind, breeds up to twice that (calves included) and slaughters grown-up adults above the stock. Before, he stopped completely once the number was reached.
- Animals that bred recently (5-minute cooldown) are no longer fed, so no wheat is wasted.
Fixes
- Mercenaries no longer get stuck walking to things they can't reach (drops or animals in a neighbouring pen, behind a fence). They check whether a target is reachable, give up after a few seconds without progress, and ignore it for a minute.
- The same applies to barrels and crafting stations. Barrels can now be used across a fence (reach 3 blocks). If a linked barrel can't be reached, the owner gets a message.
- Long crafting runs are no longer cut off by the job timeout.
/taczarmedmobs merc debugnow shows the current job and, for animal work, the animal counts per kind (total, adults, ready to breed).
This mod has no additional files

