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[TaCZ] Villager Guard Gunners

Allows Guard Villagers to use TaCZ firearms with tactical combat, ammunition management, and configurable ally protection.
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villagerguardgunners-1.9.jar

File namevillagerguardgunners-1.9.jar
Uploader
GamerGaming_GamerGaming_
Uploaded
Oct 19, 2026
Downloads
838
Size
2.8 MB
Mod Loaders
Forge
File ID
9258201
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:villager-guard-gunners-1671325:9258201")

Learn more about Curse Maven

What's new

Villager Guard Gunners 1.9

This update expands Quartermaster trading and guard management, improves guard combat and village navigation, and adds more control over automatic gun loadouts. It also includes the TaCZ compatibility change from 1.8.1.

Highlights

  • Quartermaster overview. Interact with a Quartermaster with both hands empty, or select Overview at the station, to see supplies, guard equipment needs, service status, and recent deliveries. Visitors can access trades without access to private supplies.
  • Bulk guard management. Apply equipment policies, loadouts, replacement permissions, and station assignments to selected guards or loaded squad members. Preview the affected guards and supply estimates before applying. Larger rosters can be managed in batches of up to 64 guards.
  • Quartermaster trades. Buy bandages, ammo, ledgers, shields, iron helmets, and Recovery Cots as the villager levels up. Optional unloaded gun sales start disabled. Datapacks can customize offers across all five levels.
  • Combat decisions. Guards give greater priority to urgent threats near allies, can divide their attention between enemies, and avoid crowding the same firing positions. They can make a short local search after losing sight of a target. Player orders and rules of engagement retain priority.
  • Navigation. Guards handle winding paths, short local detours, stairs, slabs, and unlit campfire decks more consistently. They can open supported wooden doors when their navigation settings allow it and take turns using short narrow passages.
  • Village defense and patrols. Defenders stay near their duty position during combat and return afterward. Automatic coverage prefers verified entrances, retains reachable parts of large villages, and keeps unaffected patrol trips moving during local terrain repairs.
  • Emergency ammo resupply. Guards with no usable gun ammo can visit a nearby Village Armory during combat when there is enough space from threats.
  • Automatic gun loadouts. New configurations include spawn-egg guards in the normal loadout rules. Peaceful difficulty gains separate controls, starting with a 35% chance, one nearby automatic gunner, and the Easy pistol pool.

Fixes

  • Unemployed adult villagers can claim Quartermaster stations naturally, and replacement villagers can take over stations whose job-site claim was released.
  • Quartermaster reports handle incoming deliveries, shared stock visibility, unavailable guards, and unloaded roster entries more accurately. Rapid menu changes no longer leave the client waiting for a screen that did not open.
  • Quartermaster ammo service checks native TaCZ compatibility and skips loose ammo requests for guns with dummy or infinite reserves. Quartermaster zombie villagers display their profession texture correctly.
  • Crowds of nonthreatening mobs no longer prevent nearby threat assessment. Target changes preserve patrol limits, and guards stop their old chase before searching for a lost enemy.
  • Guards recover more reliably from passage waits and interrupted movement. Safe local detours are accepted, and positions across walls or on another floor are no longer treated as reached.
  • Emergency resupply stops when a route becomes hazardous or gun AI is disabled. Navigation and village coverage also perform less repeated work.

Updating from 1.8 or 1.8.1

Replace the mod JAR on both client and server, keep your existing configuration files, and restart. Existing guard equipment and service settings are retained. Existing building datapacks can stay installed.

Supply trades start enabled. Purchases go into the player's inventory; deposit them into a Quartermaster station or Village Armory for guards to use. Existing Quartermasters receive offers for their current and earlier levels. Enable optional gun sales under Quartermaster Trades before generating offers for the relevant level. Saved offers keep their prices and uses; changing trade settings or datapack definitions does not reroll previously generated levels.

Existing configurations retain their spawn-source choices. To allow automatic gun loadouts from eggs, add Spawn Egg under Eligible Spawn Sources. Starting-weapon rules, difficulty chances, and nearby gunner limits still apply. Existing guards are not re-equipped.

The new Peaceful Difficulty section starts enabled for otherwise qualifying new guards. Set its chance or nearby cap to zero to disable it. This does not make Village Defense Buildings spawn guards on Peaceful.

Compatibility

TaCZ 1.1.8 and newer for Minecraft 1.20.1 can load, including 1.1.8-hotfix2. Future TaCZ API changes can still require an add-on update. Custom gun packs and mods that replace villager trading screens need their own compatibility checks.

Requirements

  • Minecraft 1.20.1, Java 17, and Forge 47.4.10 or newer 47.x.
  • Guard Villagers 1.20.1-1.6.19.
  • Timeless and Classics Zero (TaCZ) 1.1.8 or newer for Minecraft 1.20.1.
  • Fzzy Config 0.7.6 for Minecraft 1.20.1.
  • Kotlin for Forge 4.12.0.

Install the mod and all four required dependencies on both client and server.

This mod has no additional files