Armed Mobs Warfare-3.0.0+1.21.1-neoforge.jar
Curse Maven Snippet
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.pngfor 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_mobsis 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 debugworks 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

