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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-2.13.0+1.21.1-neoforge.jar

File nametaczarmedmobs-2.13.0+1.21.1-neoforge.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 12, 2026
Downloads
68
Size
854.8 KB
Mod Loaders
NeoForge
File ID
9150256
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tacz-armed-mobs-1723197:9150256"

Learn more about Curse Maven

What's new

## TaCZ Armed Mobs 2.13.0

### New: Iron's Spells 'n Spellbooks support (optional)
Only active when Iron's Spells is installed. Without it nothing changes.

**Spell AI**
- Guards, mercenaries and event mobs with a spellbook, scroll or spell weapon (and no gun in the main hand) cast their spells
- Heals itself and hurt allies, shields itself when pressed, then attacks
- Uses mana from Iron's attributes (mage armor helps) and Iron's own cooldowns; backs off to recover when out of mana
- Saves mana for stronger spells instead of spamming the cheapest one, and switches between spells
- No attack spells through or next to allies
- Evoker-style casting pose and particles in the spell school's color

**Battle mages**
- 10% of guards spawn with a staff and a spellbook instead of a gun
- Give a mercenary your own spellbook and it casts your spells; the mercenary window shows its mana

**Three mage factions**
- Solaryn (light, allies of the villagers), Nytheris (shadow, allies of the undead), Drakaryn (elements)
- Magehunter Vindicators fight for the Illagers and hunt all mages
- Existing factions.json files are updated automatically

**Summons**
- Your summons count as yours: guards and allies leave them alone, their kills count for your reputation
- A Necromancer's summons fight for its faction

All settings in the new [iron_spells] section of common.toml (only shown with Iron's Spells installed).

### Other
- Guards can now be siege engineers (Villagers and their sub-factions, Solaryn)
- factions.json: new keys "requires" (load a faction only with a mod) and "schools"
- Mobs of mods that aren't installed are skipped in factions.json without warnings
- New guidebook page about spells (only with Iron's Spells)

This mod has no additional files