Modscraper Modscraper Minecraft
TACZ: Npcs logo

TACZ: Npcs

Mod

by jeducklet

Fully animated neutral and enemy NPCs with loot tables

Type

Mod

CurseForge Downloads

1,247,334

CurseForge ID

1072515

Modrinth Downloads

122,029

Modrinth ID

A3oZ8vhW

Last Updated

Jul 27, 2026

Description

![](https://media.forgecdn.net/attachments/description/1072515/description_62c567bc-530a-4c70-9b80-075d018b83ac.png) ## Requirements * __TACZ__ ##     Features * **Rendering and use of armors and TACZ guns** - NPCs will use TACZ guns from any addon pack just like a player would, including rocket launchers, grenade launchers and flamethrowers, to name a few. * **Full PlayerAnimator and Player skin support** - NPCs will use animations from PlayerAnimator and can be configured with Player names and skins * **Configuration** - Extensive configuration files which can be used to create entirely new NPCs with different relationships, textures and equipment. * **Factions and Relationships** - Configure the tacznpc\_factions.json file to set up various teams and watch them fight out real time battles. # How to Use See **Configuration** below on how to modify the mod. * You can summon npcs with /summon tacznpcs:npc {"template":""}, not adding the template nbt: ({"template":""}) will use the "default" template, otherwise you specify a template name based on the npc\_loadouts.json config file. # Configuration NPCs are configured using the mod's config files. Custom loot tables or tags should be added the normal Minecraft way using datapacks. IDs can then be referenced by the config. *** # tacznpc\_factions.json Maps entity IDs to faction names. ``` { "villagers": [ "minecraft:villager", "minecraft:iron_golem" ], "illagers": [ "minecraft:pillager", "minecraft:evoker" ] } ``` * Keys are faction names. * Values are lists of entity IDs. *** # tacznpc\_loadouts.json Defines NPC equipment, weapons, factions, and textures. ``` { "illagers": { <-- name of loadout "aligned": [ "illagers", <-- Allied factions "monster" ], "opposed": [ "villagers" <-- factions to attack ], "equipment": { "table": "tacznpcs:npc/illager", <-- the loot table to use for equipment, optional if you just want to modify dropChances "dropChances": { <-- dropChances is optional "mainhand": 1, <-- each field is optional in dropChances "head": 0.2, "chest": 0.2, "legs": 0.2, "feet": 0.2 } }, "skin": [ {"id": "tacznpcs:entity/illager1.png", "slim": true}, <-- id=texture location, slim= slim(true) or wide(false) skin, default is false {"id": "tacznpcs:entity/illager2.png"} <-- id is required, slim is optional ] }, "names": ["Bobert", "Robert"] <-- random names to choose, will show in the nametag, optional (if the field is not used, then no nametag will show and the default entity name will be used) } ``` ## Extra Fields | Field |Description | | ---------- |----------------------------------------- | | primary |The NPC's primary weapon or item. | | helmet |Helmet item (optional). | | chestplate |Chestplate item (optional). | | leggings |Leggings item (optional). | | boots |Boots item (optional). | ### ID Prefixes for Extra Fields Several fields accept different ID types using prefixes: | Prefix |Meaning |Example | | ------ |----------------- |-------------------------------- | | (none) |Minecraft item ID |minecraft:iron_sword | | % |TACZ gun ID |%tacz:glock_17 | | # |Item tag |#c:swords | | $ |Loot table ID |$minecraft:chests/simple_dungeon | A `default` loadout is recommended and is used whenever no other loadout applies. *** # Built-in Factions These faction names are always available (case-insensitive): * `monster` * `creature` * `ambient` * `axolotls` * `underground_water_creature` * `water_creature` * `water_ambient` * `misc` You may also reference any custom faction defined in `npc_factions.json`. *** # tacznpcs\_structures.json Defines structures for specific loadouts to spawn in. ``` { "minecraft:mansion": [ <-- structure id { <-- object "entities": [ "minecraft:pillager", "minecraft:vindicator" ], "loadout": "illagers", "chance": 0.25 } ], "minecraft:village_plains": [ { <-- there can be more than one spawning object per structure "entities": [ "minecraft:villager" <-- list of entity ids that can be replaced ], "loadout": "villagers", <-- loadout to replace entities with "chance": 0.05 <-- chance for entity to be replaced on spawn }, { "entities": [ "minecraft:iron_golem" ], "loadout": "villagers", "chance": 0.5 } ] } ``` *** ## I accept commisions or questions on discord @ **jeducklet.** (DMs open)

Compatibility

Mod Loaders

Forge Neoforge

Game Versions

1.20.1 1.21.1

Screenshots

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External Resources