- Update ru_ru.json
- Fixed players not being able to be blacklisted from being attacked by guards
- Fixed witches being able to attack baby villagers
- Fixed mixin warning error appearing
- Fixed tameables not being able to be attacked by guards
- Fixed Guard Villagers not attacking you if your reputation is low and you're on a team
- Added configs for guard durability and what professions a guard can be created from
- Fixed players not being able to be blacklisted from being attacked by guards
- Fixed tameables not being able to be attacked by guards
- Fixed Guard Villagers not attacking you if your reputation is low, and you're on a team
- Added configs for guard durability and what professions a guard can be created from
- Port over new guard equipment data pack system from 1.21.1
- Fixed guards not being able to be created with crossbows in 1.20.1
- Fixed witches attacking baby villagers
- Alleviate issues with guards not staying on patrol point
THIS UPDATE WILL BREAK DATA PACKS THAT MODIFY GUARD EQUIPMENT, PLEASE BE WARY OF THIS BEFORE INSTALLING!!!!!!!!!!!
- Backport changes from 1.21
- Made guards teleport if following the player
- Made items guards were able to be converted by a tag
- Now more items can convert villagers into guards if put into the tag
- Made guard village patrol false by default
- Bells when rung by a player with hero of the village will make guards in a 30 block radius follow that player or stop following
- Made guards able to fire muskets from ewewukek's Musket Mod
- Fixed guard helmet being offset by one pixel
- Bow guards now follow avoid friendly fire rules like crossbow guards
- Fixed rare issue where guards would not patrol if they were following even if owner didn't have hero of the village
- Added stats for guard conversions
- Improvements to CTM integration
- Path to model is now the same as fabric
- Added compatibility with Musket mod
- Added more compatibility with modded villager types with new guard system (now no longer limited to a specific amount)
- Added statistics for guard conversions
- Set guard village patrol village ai to not operate by default due to lag concerns
- If you were experiencing extreme unintended lag from this mod, consider disabling this ability
- For Ctrl F purposes the specific option is "Allow guards to naturally patrol villages? This feature can cause lag if a lot of guards are spawned"
- If you were experiencing extreme unintended lag from this mod, consider disabling this ability
- Added unique guard yes and no sounds ids for resource pack purposes
- PLEASE NOTE THAT THIS UPDATE CONTAINS BREAKING CHANGES TO ANY RESOURCE PACKS THAT MODIFY GUARDS
- Fix bug with guards eating food
- Fix stray white pixels in guard menu
- Removed Illusioners spawning in raids This would be better in a separate mod + changes in Neoforge make it completely unconfigurable
- Fixed guards not spawning in villages
- Added config for modpack makers to prevent guards from patrolling villages naturally
- With a large amount of guards this could've caused lots of lag
Added Komodo Dragon (Alexs Mobs) to mob blacklist
Added separate config option for mobs attacking guards
Adjusted range of Crossbow guards firing arrows
Made iron golems float and walk back to nearest land when in water
Fixed guards not returning back to checkpoint
Added advancement to recruiting a guard
Made guards not attack zombified piglins
Enabled illagers attacking animals during raids by default
- Added Komodo Dragon (Alexs Mobs) to mob blacklist
- Added separate config option for mobs attacking guards
- Update to 1.20.5
- Adjusted range of Crossbow guards firing arrows
- Made iron golems float and walk back to nearest land when in water
- Fixed guards not returning back to checkpoint
- Added advancement to recruiting a guard
- Made guards not attack zombified piglins
- Enabled illagers attacking animals during raids by default