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TaCZ : Simple Enemy

[SEM] Simple Enemy Mod is an Addon that works with TaCZ and adds NPCs to the game equipped with weapons from the latter mod, with the goal of balancing the presence of weapons in the game. Now you will have a reason to carry a weapon.
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TaCZ:SimpleEnemy-1.20.1-0.1.6-beta.jar

File namesimpleenemymod-1.20.1-0.1.6-beta.jar
Uploader
NekoYuniiNekoYunii
Uploaded
Aug 7, 2026
Downloads
1.2K
Size
1.3 MB
Mod Loaders
Forge
File ID
8597925
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tacz-simple-enemy-1471691:8597925")

Learn more about Curse Maven

What's new

Changelog - Beta 0.1.6

This update introduces a complete improvement to NPC combat behavior, perception, navigation, and decision-making.

Added / Fixed

  • Added tactical behaviors (see the Tactical AI log for details).
  • Added a safety layer to prevent PMC units from attacking the player.
  • Fixed an issue where PMC units prevented the player from sleeping nearby.
  • Improved hostile target detection, making soldiers more compatible with entities from other mods.
  • Added muzzle flash render effects for NPC gunfire, along with their respective configuration settings.
  • Added subtitles for sounds.

Tactical Ai Overhaul

Combat & Perception

  • Realistic Line of Sight: Units see and shoot through glass and leaves.
  • Suppression System: Incoming fire builds pressure on targets, degrading their accuracy until it naturally cools down.
  • Smart Combat States: Uses Schmitt hysteresis thresholds to prevent rapid, erratic switching between attacking, taking cover, and retreating.
  • Full Tactical Config: Dedicated configuration settings for suppression, audio detection, decay rates, and accuracy penalties.

Movement & Navigation

  • Hazard Avoidance: Units actively route around lava, cacti, and dangerous blocks.
  • Obstacle Clearing: NPCs break obstructing glass or leaves when pathfinding.
  • Ladder Navigation: Overhauled pathfinding for reliable ladder climbing.
  • Adaptive Speed: Movement speed dynamically adjusts based on tactical state (e.g., cautious peeking vs. fast retreats).

Cover & Evasion

  • Dynamic Cover Search: Scans for optimal, reachable, and safe cover positions.
  • Soft Cover Utilization: Smart use of non-solid or partial blocks for concealment.
  • Killzone Reaction: Exposed NPCs immediately prioritize escaping, diving into cover, or firing back to suppress the threat.
  • Performance Cooldowns: Search algorithms use cooldown timers to prevent game performance drops.

Squad & Audio Systems

  • Audio Processing: Gunfire and bullet impacts generate tactical alerts, causing nearby NPCs to investigate, orient, or take cover.
  • Squad Memory: Units share local context and remember recent engagements as a cohesive unit.

Tactical Decision-Making

  • Confidence & Threat Scoring: Real-time evaluation of health, weapon status, allies, and suppression to calculate combat confidence.
  • Advance vs. Hold Logic: NPCs only push forward when conditions favor it; otherwise, they hold position or set up ambushes.
  • CQB Mode Trigger: Automatically shifts to aggressive close-quarters tactics when fighting indoors or at short ranges.
  • Emergency Response: Critical danger events instantly override standard decision flows for immediate self-preservation.

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