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Note

The Guards pages are written at version 3.6B.1. It's possible that there are newer versions available that have made adjustments to these mechanics.

Guards (Combat Module)

The Guard module lets recruited villagers fight using real gear (armor, weapons, shields) and a configurable combat AI.

Quick start

  1. Recruit a villager (ownership is required for controls): Recruiting & Ownership.
  2. Open the villager inventory screen and equip:
  3. Armor in the armor slots.
  4. A weapon/tool in the Combat Main Hand loadout slot.
  5. A shield in the Combat Offhand loadout slot (optional, for blocking).
  6. Pick a combat mode in the Commands panel:
  7. Defend: reacts to triggers like "owner attacked/attacks".
  8. Aggressive: attacks entities based on a whitelist/blacklist.
  9. Flee: runs away when threatened (and can fall back to combat if hit).
  10. Configure behavior in Combat Settings (per-villager or global): Modes & Commands.

What the module includes

  • Combat modes (Off / Defend / Aggressive / Flee) with triggers and filters.
  • Combat AI: approach, spacing, melee swings, circling/strafe, shield blocking, and eating.
  • Equipment & loadouts: player-friendly UI slots that are server-authoritative: Loadouts & Equipment.
  • Combat stats that modify health/speed/damage/armor: Combat Stats.

Note

Server owners can disable the entire combat module via server config. If disabled, combat modes/settings won't do anything even if the UI exists.