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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Armed Mobs Warfare-3.0.0+1.20.1-forge.jar

File nametaczarmedmobs-3.0.0+1.20.1-forge.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 17, 2026
Downloads
158
Size
948.8 KB
Mod Loaders
Forge
File ID
9222622
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tacz-armed-mobs-1723197:9222622")

Learn more about Curse Maven

What's new

3.0.0: The Armed Guard

Back up your world and config before updating. The guard settings moved to new places. Your old values are moved over automatically on the first start.

New: the Armed Guard

This mod's own village guard, with the player model. No other mod needed.

  • Spawns in every village with living villagers: at least 2, one per 2 villagers, at most 8. Fallen guards are replaced one at a time (every 10 minutes by default).
  • Works in vanilla villages, player-built villages (a bell and villagers are enough) and villages from structure mods. Extra structures can be added in [armed_guard.village] structures. Fallback for villages without bell or villagers: structure_pieces, like Guard Villagers does it.
  • Patrols between the villagers' workstations and stays within 128 blocks of the bell. Lost or stuck guards walk back, or are teleported back if there is no way.
  • Spawns with a random TaCZ gun, ammo and food. With Iron's Spells, 10% spawn as battle mages.
  • Right-click opens his window: armor, hands, 18-slot pouch, name.
  • Who may open it: Friendly reputation with the villagers or the Hero of the Village effect (creative always). Changeable with [armed_guard] inventory_access: standard, friendly, hero, not_hostile, anyone, operators.
  • Recruiting: with Hero of the Village and Friendly reputation, his window shows Recruit. You get a mercenary contract with exactly this guard: gear, pouch, name and skin. Costs 25 reputation, one recruit per village per hour, the village gets a new guard later. All of it under [armed_guard.recruit].
  • Skins: put 64x64 player skins into config/taczarmedmobs/skins/ (..._slim.png for slim arms). Every guard picks one and keeps it. F3+T reloads.
  • Same diplomacy as the other guards: warnings, strikes, white flag, disguise. Zombies, skeletons and illagers attack him like an iron golem.
  • Gets ammo at villages and bells, walks to the bell when low on ammo, eats from his pouch.
  • Spawn egg in the creative tab, /summon taczarmedmobs:guard.
  • Own settings under [armed_guard], fully separate from Guard Villagers guards.

Guard Villagers is now optional

  • The mod starts and works without Guard Villagers.
  • Without it, the Armed Guard takes its place: villager faction in Faction Wars, villager caravans, mercenary contracts. Old contracts for Guard Villagers guards give an Armed Guard.
  • With it, its guards still get guns and the AI like before.
  • Both installed? A one-time menu on the title screen lets you keep both, let Armed Guards only fill the gap, keep only Armed Guards or keep only Guard Villagers' guards. Server admins get a chat note on their first join instead.

Config changes

  • [guards] now holds everything for Guard Villagers guards: guns, spread, warnings, disguise, pouch, resupply. It's only shown when Guard Villagers is installed.
  • New [armed_guard] section with its own combat, diplomacy, pouch, resupply, village, window access and recruiting settings.
  • [resupply] now only covers mobs from [extra_mobs]. include_extra_mobs is gone.
  • Old values ([ai] extra_spread_degrees, the guard parts of [diplomacy], [pouch], [resupply]) are moved over automatically on the first start.

Other

  • New guidebook entry "The Armed Guard". Pouch, mercenary and config pages updated.
  • /taczarmedmobs debug works on Armed Guards too.
  • Mercenary contracts name the exact soldier and weapon when they come from a recruited guard.

This mod has no additional files