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Dochi`s Warfare
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Dochi`s Warfare

by great_dochi · on CurseForge

This is Dochi’s Warfare, a mod that provides extensive customization options for building FPS maps and creating servers.

⬇ Download on CurseForge

The author built this one for Minecraft 1.20.1 on Forge. On other versions it may install and then do nothing.

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Dochi's Warfare

An FPS/RPG creation toolkit for map makers, server creators, and encounter designers.

Dochi's Warfare is a Forge 1.20.1 mod for building configurable firearm NPCs, tactical encounters, autonomous combat vehicles, interactive traps, mercenary squads, and reusable scenario content.

The project began as CNPC TACZ Fire. Starting with version 0.2.4, it is named Dochi's Warfare to reflect its expanded scope. Existing internal tacznpcfire and legacy cnpc_tacz_fire identifiers remain in some code, data, and configuration paths for compatibility.

Current release: 0.2.4

What Version 0.2.4 Includes

Only entities explicitly configured for Dochi's Warfare are managed. Ordinary CustomNPCs NPCs and unconfigured SuperbWarfare vehicles keep their normal behavior.

Per-NPC Firearm Configuration

Use the DW Npc Core in Creative mode and right-click a CustomNPCs NPC to open its combat editor.

The editor provides dedicated pages for:

The topbar separates Save, Close, Load, and Save As from help tools and the managed-NPC toggle. Long pages include Quick View navigation, contextual help, and an NPC preview that displays the selected model, skin, armor, and weapon together.

Easy Build And Combat Presets

Easy Build composes an editable combat setup through a guided questionnaire.

The separate Presets tool provides five ready-made combat doctrines:

Easy Build and presets preserve selected weapons, armor, skins, targets, factions, grenades, combat FX, mercenary terms, and current ammo stock.

Native Gun Combat And Multi-Gun Support

Managed NPCs operate real gun items rather than simulated cosmetic ranged attacks.

TACZ

TACZ 1.1.8 or a compatible later 1.1.x release is the required gun-runtime baseline. TACZ guns use their real gun stack, magazine state, firing, reload, projectile, damage, muzzle effect, and sound behavior.

PointBlank

PointBlank is optional. Dochi's Warfare includes separate native-mechanics bridges for:

Install exactly one supported PointBlank version. PointBlank guns keep their native item rendering, hitscan or projectile behavior, sounds, reload phases, damage rules, and stack state.

SuperbWarfare Guns

SuperbWarfare is optional. The supported ABI is SuperbWarfare 0.8.9-final for Minecraft 1.20.1, build 6effe4385. Other SuperbWarfare versions fail closed instead of loading an unverified adapter.

Supported SuperbWarfare guns keep their native item models, renderers, projectiles, sounds, heat, recoil, bolt, durability, and stack persistence.

Across all supported gun mods, Dochi's Warfare owns the managed NPC's stance, movement, shot, reload, and transition animation policy. Gun adapters expose only a coarse mechanical weapon category and do not require another gun mod's player-animation assets.

Ammo And Reload Rules

NPC reserve ammunition is owned by Dochi's Warfare, making both unlimited guards and resource-limited encounters possible.

Managed NPCs must never hold TACZ, PointBlank, or SuperbWarfare ammunition or magazine items in the offhand. Reserve ammunition exists only as Dochi's Warfare ammo stock, reload state, and the selected adapter's loaded-round stack state.

Tactical Movement, Cover, And Patrols

Build stationary guards, advancing squads, defensive shooters, roaming patrols, and mixed ranged/melee units.

Combat movement includes:

Experimental per-NPC cover includes:

Idle movement includes Stationary, Area Patrol, Return Only, and Route Patrol. Routes may use ordered coordinates or an automatic home-area route. Unreachable waypoints are skipped after bounded retries instead of trapping an NPC against a wall.

Awareness, Hearing, Targets, And Factions

Managed NPCs can react differently according to distance, direction, sound, damage, faction relationships, entity type, and scoreboard tags.

Creative-mode and spectator-mode players do not generate hearing stimuli for managed NPCs. Hearing ranges are limited by the NPC's configured detection distance. An empty explicit target list can still inherit genuine CustomNPCs faction hostility, but it does not make passive or unrelated entities valid targets.

Stances, Melee, And Animation Policy

Choose a simple role or build conditional behavior.

Dochi's Warfare owns managed firearm-NPC animation through its PlayerAnimator layers and pose definitions. Better Combat remains the native provider for melee motion when its built-in animation applies cleanly.

Weapons, Skins, Armor, And Entity Clones

Randomize equipment and appearance through weighted pools.

The DW Npc Core can save supported CustomNPCs NPCs and SuperbWarfare vehicles as server-owned entity clone JSON. Right-click the air with the core to search the clone library and summon a selected template into a safe loaded position. The saved template retains the entity's relevant native data and Dochi's Warfare configuration while new summons receive a new UUID.

Mercenary Contracts And Command HUD

Use the separate DW Mercenary Core to turn selected managed NPCs into server-authoritative, hireable mercenaries.

Creators can configure:

Each player can maintain up to five active contracts. Hold the default J key to open the runtime command HUD.

Commands include:

Stored and summoning mercenaries pause their contract timer. Deployed and recalling mercenaries continue to consume active contract time.

Pose Editor And Action Mapping

Use DW Pose Core in Creative mode to create reusable poses for Steve/Alex CustomNPCs player models.

The NPC editor maps built-in or saved poses to idle standing, idle walking, alert, combat aim, firing, moving fire, tactical advance, retreat, reload, weapon switching, melee, and grenade actions.

Booby Traps And Interactive Blocks

Use DW Booby Trap Core in Creative mode to turn compatible ordinary blocks into configurable gameplay objects. Right-click a block to edit it, or right-click the air to manage registered traps.

Available trap types include:

Password challenges support a 4-12 digit PIN keypad or a text passphrase. The server authoritatively validates target-block compatibility and stores only salted password verification data.

Explosion and effect controls include:

Trap behavior can be saved and loaded as reusable JSON profiles. Coordinates, owner identity, revision state, and password secrets are excluded from exported profiles. Creative players holding the core can see nearby configured traps through bounded outlines and marker icons.

SuperbWarfare Vehicle AI

With the supported SuperbWarfare build installed, DW Npc Core can open a server-authoritative editor for supported passengerless wheeled and tracked ground vehicles.

Vehicle AI includes:

The AI uses SuperbWarfare's native turret aiming, weapons, reloads, projectiles, sounds, energy, collision, and processInput ground-engine movement. Navigation is limited to loaded chunks and uses bounded path-planning work, vehicle-footprint checks, stuck recovery, turn-radius handling, and terrain/water safety rules. It does not create a fake passenger or steer by directly forcing velocity.

Supported SuperbWarfare vehicles can also be captured with empty CustomNPCs soul stones when no passenger is present. Deployment preserves native vehicle data and Dochi's Warfare combat configuration, assigns a new UUID and owner, and validates a safe placement before consuming the soul stone.

Wheelchairs, fixed emplacements, ships, helicopters, aircraft, and airships do not currently receive autonomous movement from this adapter.

Combat Feedback And Optional Grenades

NPC combat feedback includes:

NPC grenade throwing requires compatible throwable content. Fragmentation-grenade cover does not treat smoke or stun grenades as explosive threats.

Requirements

Core requirements:

Optional integrations:

Install Dochi's Warfare on both the client and server for normal modded multiplayer use. Client and server builds must match because the editors use a versioned network protocol.

Quick Start

Firearm NPC

  1. Create a CustomNPCs NPC in a test world.
  2. Enter Creative mode and obtain DW Npc Core.
  3. Right-click the NPC and enable its managed firearm mode.
  4. Select one real TACZ gun.
  5. Start with Easy Build, a preset, or a simple Ranged/Auto stance with Ammo Stock: -1.
  6. Save and test against one visible target in an open area.
  7. Add movement, finite ammo, advanced targets, pools, FX, cover, grenades, or mercenary terms after the basic firing loop works.

Interactive Trap

  1. Obtain DW Booby Trap Core in Creative mode.
  2. Right-click a compatible door, container, or ordinary block.
  3. Select a supported trap type and review the generated defaults.
  4. Configure its trigger, payload, lifecycle, and optional password.
  5. Save, put the core away, and test the trap.

SuperbWarfare Vehicle AI

  1. Install the exact supported SuperbWarfare build.
  2. Place a supported passengerless wheeled or tracked ground vehicle.
  3. Right-click it with DW Npc Core.
  4. Select an autonomous mode, configure targets and weapons, then save.
  5. Test it inside loaded terrain before expanding its route or engagement area.

Configuration And Data

The generated global Forge config remains at:

config/cnpc_tacz_fire-common.toml

Reusable server-owned data is stored under the current namespace:

Existing files under config/cnpc_tacz_fire/ are copied into the matching config/dochi_warfare/ directories when needed, without overwriting files already present in the new location.

Scripts and persistent CustomNPCs data remain available for advanced encounter logic, including combat control, stance, movement, ammunition, reload, range, RPM, gun queries, and vehicle AI configuration.

Languages

Special Thanks

Community

Discord: https://discord.gg/ryvWyRkr4c

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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