promotional bannermobile promotional banner

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.
Back to Files

Armed Mobs Warfare-3.0.0+1.21.1-neoforge.jar

File nametaczarmedmobs-3.0.0+1.21.1-neoforge.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 17, 2026
Downloads
177
Size
934.2 KB
Mod Loaders
NeoForge
File ID
9222636
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tacz-armed-mobs-1723197:9222636"

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.