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TaCZ Armed Mobs project artwork

CurseForge · Minecraft mod

TaCZ Armed Mobs

Arms Guard Villagers with random TaCZ guns from any installed gunpack, plus matching ammo. New gunpacks work automatically.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which TaCZ Armed Mobs release should I use?

Updated today
Latest stable file taczarmedmobs-2.5.0.jar
Game version 1.21.1
Loader NeoForge

TaCZ Armed Mobs taczarmedmobs-2.5.0.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 2 required mods have matching files.

Where it goes

Is TaCZ Armed Mobs required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does TaCZ Armed Mobs taczarmedmobs-2.5.0.jar need?

taczarmedmobs-2.5.0.jar. Change the file and its required mods may change too.

All 2 required mods have matching files

Install [UNOFFICIAL] TaCZ NeoForge Port, Guard Villagers first. We found matching files for this game-version and loader setup.

[UNOFFICIAL] TaCZ NeoForge Port Needed by TaCZ Armed Mobs taczarmedmobs-2.5.0.jar
required
Matching file found Matched file: [TaCZ] Timeless & Classics Guns: Zero 1.1.8-hotfix-r7
Guard Villagers Needed by TaCZ Armed Mobs taczarmedmobs-2.5.0.jar
required
Matching file found Matched file: guardvillagers-2.4.12-1.21.1.jar

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add TaCZ Armed Mobs without breaking your instance.

Built for TaCZ Armed Mobs taczarmedmobs-2.5.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use taczarmedmobs-2.5.0.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install [UNOFFICIAL] TaCZ NeoForge Port, Guard Villagers first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside taczarmedmobs-2.5.0.jar. It opens that exact file at the source.

About this project

What does TaCZ Armed Mobs add?

TaCZ Armed Mobs

Village guards with swords are fine. Village guards with whatever guns your modpack has are better.

TaCZ Armed Mobs gives guards from Guard Villagers, zombies, pillagers and any other mob you configure a random gun from every TaCZ gunpack that is currently loaded, plus matching ammo, and its own tactical AI to actually use it.

Features

Weapons

  • Works with any gunpack. Guns are picked at runtime from TaCZ's own gun index. Install a new gunpack and mobs will use it automatically. No ID lists, no datapacks.
  • Matching ammo in the off hand, sensible fire mode (full auto > burst > semi).
  • Filters: allowed weapon types, whitelist and blacklist by gun ID, whole gunpack or sub folder.

Tactical AI

  • Mobs aim, shoot, reload with real magazines and cycle bolt-action rifles. Bows and other inventory-fed weapons work too.
  • Combat profiles per weapon type: snipers hang back, shotguns and pistols push in, heavy weapons move slowly. Single guns can be moved to another profile.
  • Distance keeping: too far, they close in. Too close, they back off while shooting, also while reloading.
  • Melee weapons and explosive weapons are detected automatically and handled sensibly.
  • Configurable spread and headshot chance. No aimbot guards.
  • Friendly-fire protection before every shot: guards won't shoot through villagers or players, monsters won't shoot through other monsters.
  • Suppressive fire: machine gun hits briefly slow the target.

Diplomacy

  • Warnings: guards warn you before opening fire. Put your weapon away and they stand down.
  • Strikes: an accidental hit gets a warning. Hit them again and you're an aggressor, no more warnings.
  • White flag: hold white wool or a white banner and guards hold their fire. Betray it and they won't trust it for a while.
  • Disguise: hold or wear an ominous banner and illagers take you for one of their own. Armed guards, however, will shoot you on sight.
  • Guards talk to you in chat.

Guard pouch

  • Armed guards carry a hidden pouch with reserve ammo and food.
  • Sneak + right-click a guard to open it (same permissions as the guard inventory).
  • Guards eat from the pouch when hurt and out of combat. The pouch drops on death.

Resupply

  • Armed mobs slowly receive new ammo inside villages, pillager outposts, woodland mansions or near village bells.
  • Guards fetch their own ammo: low on ammo outside the village, they walk to the nearest bell, restock and return to their post. Out of ammo mid-fight, they fall back to restock and rejoin.

Dependencies

Mod
[UNOFFICIAL] TaCZ NeoForge Port Required
Guard Villagers Required

Guard Villagers TACZ Support is not needed. This mod has its own AI. If you prefer that mod's AI, set [ai] enabled = false. Never run both AIs at the same time.

Tested gunpacks

Works out of the box with every gunpack tested so far, no configuration needed:

Important: Most gunpacks were made for Minecraft 1.20.1. To use them on 1.21.1 you need TaCZ Pack Upgrader (also built into Gunsmith Lib). This is a TaCZ requirement, not one of this mod.

Using a gunpack that isn't listed? It will most likely work anyway. If something behaves oddly, let me know in the comments!

Configuration

config/taczarmedmobs-common.toml. Most changes apply on the next spawn. Works with Configured for in-game editing.

[guards]

Option Default Description
enabled true Equip guards with guns
gun_chance 0.75 Chance for a gun, otherwise normal loadout

[extra_mobs]

Option Default Description
entities zombie, pillager Other mobs that can spawn armed
gun_chance 0.05 Gun chance for those mobs
drop_chance 0.25 Chance to drop gun and ammo on death
ai_enabled true Give them this mod's gun AI
ai_excluded [] Mobs that get a gun but not the AI
spread_degrees 6.0 Aim spread for these mobs

[weapons]

Option Default Description
allowed_types pistol, smg, rifle, shotgun, sniper, mg Allowed gun types, empty = all
whitelist [] Only these guns
blacklist [] Never these guns

[ammo]

Option Default Description
min_magazines / max_magazines 2 / 4 Ammo in the off hand on spawn

[ai]

Option Default Description
enabled true Use this mod's AI
spread_degrees 2.5 Aim spread for guards
headshot_chance 0.15 Chance to aim at the head
reload_time_multiplier 1.0 Multiplier for the gun's reload time
friendly_fire_width 1.0 Base width of the checked line of fire
out_of_ammo KEEP_DISTANCE KEEP_DISTANCE or MELEE

[profiles]

Profile Types Range Preferred Retreat below Speed
sniper sniper 64 40 20 0.8
rifle rifle, smg, mg 32 20 8 0.8
pistol pistol, shotgun 16 10 4 0.9
heavy rpg 48 24 12 0.6

Each profile has types, max_range, preferred_distance, retreat_distance and move_speed. Move types between profiles freely, or add custom types from other gunpacks.

Option Default Description
fallback rifle Profile for types not listed anywhere
gun_overrides [] Move single guns to another profile, e.g. ["eos:eos_riku_t2=rifle"]
melee_bullet_range 8.0 Guns whose bullet flies less than this count as melee weapons

[suppression]

Option Default Description
enabled true Suppressive fire
types ["mg"] Gun types that suppress
targets BOTH PLAYERS, MOBS or BOTH
duration_seconds / level 1.5 / 1 Slowness per hit

[diplomacy]

Option Default Description
messages true Guards talk to players
message_display CHAT CHAT or ACTION_BAR
warning_seconds 3.0 Warning time before opening fire
lower_weapon_stands_down true Putting the weapon away ends the warning
stand_down_seconds 60 How long guards leave an unarmed player alone
aggression_memory_seconds 30 How long attacks are remembered
strikes_before_aggression 2 Hits until a player counts as aggressor
truce.items white wool, white banner Items that count as a white flag
truce.break_cooldown_seconds 60 Penalty for attacking under a white flag
disguise.guards_attack_disguised true Armed guards shoot disguised players
disguise.break_cooldown_seconds 60 Penalty for attacking illagers while disguised

[pouch]

Option Default Description
enabled true Pouch for armed guards
rows 1 Size in rows of 9 slots (1–3)
start_magazines 2 Reserve magazines on spawn
food_item / food_count bread / 4 Food on spawn
eat_below_health 0.6 Eat below this fraction of max health

[resupply]

Option Default Description
enabled true Periodic ammo resupply
interval_seconds 300 Time between resupplies per mob
magazines_per_resupply / max_magazines 1 / 6 Amount per resupply / total cap
guard_scope MOD_EQUIPPED MOD_EQUIPPED or ALL guards
include_extra_mobs true Also resupply zombies, pillagers etc.
anywhere false Resupply everywhere, ignore location rules
structures villages, outposts, mansions Structures with resupply
bell_radius 48 Also near village bells, 0 = off
walk_to_bell true Guards low on ammo walk to the nearest bell
walk_below_magazines 2 Walk when carrying fewer magazines than this
bell_search_radius 128 How far guards look for a bell

How weapon filtering works

Every time a mob spawns, each loaded gun goes through three filters in this order:

  1. Whitelist: If empty, every gun passes. If not empty, only matching guns pass.
  2. Blacklist: Matching guns are removed, even if whitelisted.
  3. Allowed types: Only guns with a listed type remain, whitelisted guns included.

Entries can be a single gun ("tacz:ak47"), a whole gunpack ("create_armorer:*") or a sub folder ("destiny:sword/*").

whitelist = ["create_armorer:*"]
whitelist = ["destiny:*"]
blacklist = ["destiny:sword/*"]

Enabling heavy weapons

Launchers, cannons and similar weapons use the type rpg ("Heavy Weapon" in the creative menu). They are disabled by default. To enable them, add rpg to the allowed types:

[weapons]
    allowed_types = ["pistol", "smg", "rifle", "shotgun", "sniper", "mg", "rpg"]

Heavy weapons use the heavy profile: longer range, slower movement, and an automatic safety distance so mobs never fire explosives at targets close enough to hurt themselves. Melee weapons that gunpacks file under the same tab (e.g. swords) are detected automatically and charge in instead.

Before you enable them:

  • Explosions may damage your village. Whether explosions destroy blocks is decided by the weapon and TaCZ's own config, not by this mod.
  • Zombies and pillagers can get them too, since allowed_types applies to all mobs.
  • Only want launchers, no melee weapons? Blacklist them, e.g.:
  blacklist = ["destiny:sword/*", "create_armorer:special_melee_wrench"]

Common pitfalls

  • Whitelisted gun never shows up? Check its type. Launchers, cannons and some melee weapons use rpg ("Heavy Weapon" in the creative menu), which is excluded by default.
  • All guards suddenly have swords? Usually a typo in the whitelist.
  • Guns that fire from the inventory (e.g. bows) or use fuel are not handed out on spawn while this mod's AI is active. Inventory-fed guns still work when you give them to a guard yourself, fuel-based ones don't.

Debugging

Something not working as expected? Stand next to a guard and run /taczarmedmobs debug (ops only). It lists every condition for the AI, ammo, profile, target and resupply with a green YES or red NO. The first red line is usually the reason. Please include its output in bug reports!

Notes

  • Only newly spawned mobs are affected. Existing mobs keep their equipment.
  • Guard Villagers never attacks players with Hero of the Village or the guard's owner, even if they're disguised.
  • Pillagers hold guns in their normal pose. Purely visual, they shoot fine.
  • If another mod already arms pillagers or zombies, remove them from entities or add them to ai_excluded.

FAQ

Guns show as a pink/black texture. That's a gunpack loading issue, not this mod. Older 1.20.1 gunpacks have to be converted by TaCZ Pack Upgrader (also built into Gunsmith Lib), and that conversion can fail if Windows locks a file. Close the game, delete the .gunsmithlib folder in your instance (if you use Gunsmith Lib) and restart.

Can I use this in my modpack? Yes.

Credits

Friendly-fire and repositioning logic inspired by Guard Villagers TACZ Support by denialpan (MIT). Built on Guard Villagers by tallestegg.

Project description from CurseForge.

Pick your setup

TaCZ Armed Mobs by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

1 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

TaCZ Armed Mobs versions and loaders

5 of 5 releases match

Looking for an older file? The official CurseForge project page is in Resources.