Rule Villages

SUMMARY:

This mod makes villages more useful, you can craft a village controller that collects 13 items, based on the villagers professions, making a village productive. Having a controller comes with the risk of illager raid, which is now much more dangerous.

You can defend the village enlisting guards among the villagers.

The village produce can be further processed in blast furnaces, smokers or brewing stands to make more refined products. This mod has a general vision for balance. Trades and items values have been carefully pondered, you can now produce a lot of aesthetic blocks easily, with the production chains, so it makes life easier for the builder while maintaining a general balance for the items that are actually useful.

You can also use golems for mining and as cannons to defend from raids, and you have a new transport option in the form of a redesigned mule and a way to transport automatically items by rail with the tnt minecart which is now a chunk loading hopper chest minecart. 

I made some clips to demonstrate some mod capabilities, you find the playlist here: https://youtube.com/playlist?list=PLvXarkLIjR7C8OoqAKlX3fuGAfiurH6tE

Select version for changelog:

Changelog

[12/09/2023]

Fixed PVP version having player.json file.

Fixed Spawn rule of Patrolling Illagers.

[VERSION 1.0.7]

-Illager TNT Vexes are now more capable, and they have their behavior fixed.

-Village controllers now must be "tamed" with a GOLD INGOT before they can be interacted as instructed in the mod description, this way i.e. only the owner can start a raid or despawn it, the inventory is still accessible by all players.

-Boats brought to minecraft 1.20 standard.

-Updated farmer trade to include new archeo plants.

-Adjusted some recipes to bedrock 1.20 standard.

-Fixed boats and rafts behavior when having the Mule embarked;

-Now only the mule in normal "ferry mode", aka when the mule is just only slightly bigger, can embark on boats and rafts;

-Now the mule when in "all entities ferry mode", aka when you interact the mule with wheat, have the same large dimension of "natherrack ferry mode" to better accomodate large animals;

-Added more recipes for the "brewing stand manufacturing system";

-Music disks you find in loot chests, dragon skull and wither skeleton skulls can be sometimes sold to wandering trader;

-You can sometimes buy skeleton skull, zombie skull and creeper skull from wandering trader;

-Added alternative recipe for chains that can now be made with 2 copper ingots. Vanilla recipe still usable;

-Reverted timer of patrol spawns to vanilla, distance from player still higher than vanilla;

-Tweaked ravager ranged damage to be less letal when in full enchanted netherite, still your best defense is using shield to parry the fireball.

-Ravager fireball is not precise in aim but always lethal when hitting a guard or an iron golem;

-Iron golems melee damage tweaked to be consistently 18, so now they target also creeper in melee mode;

-Soul Sand is useful to make the mule return to land when in lava or water.

  • If you have hired a guard you can now sneak interact with a coal block to add a 15 slots inventory to the guard.
  • If you have hired a guard you can now sneak interact with a normal arrow to replace the standard shield of the guard with an arrow, you can then drop a custom banner shield to have the guard equip it from the ground, useful for cosmetic purposes.
  • If you have hired a guard you can now sneak interact with a copper ingot to unlock the guard picking custom armor from the ground in the priority order from max to min: Leather, gold, chainmail, iron, diamond, netherite.
  • If you have hired a guard you can now interact with a copper ingot without sneaking to unlock the guard picking custom armor from the ground in the priority order from max to min: Netherite, diamond, iron, chainmail, gold, leather.
  • Interacting with either arrow or copper ingot an hired guard after you have previously interacted with arrow or copper ingot revert back the normal guard behavior locking the picking from the ground, so for example if I have an hired guard with the standard iron armor and I want him to equip a trimmed iron chestplate that i made for him, i do the following:
  1. Sneak interact with a copper ingot to Unlock inferior equipping
  2. Drop either a leather, gold or chainmail chestplate at him, so he equips it
  3. Interact with a copper ingot so he returns to normal picking behavior
  4. Interact with a copper ingot without sneaking to unlock superior equipping
  5. Drop at him the custom trimmed iron chestplate so he equips it
  6. Interact with a copper ingot again so I prevent him to pick superior armor if he finds it in the ground.
  • Added custom textures for golem mining and cannon mode, M.U.L.E tree capitor mode, and Village controller modes.
  • Fixed various bugs.

Installation

Supported Minecraft versions

Installation Guides

1
I have an idea this seems like a lot of people want this already but what if. Players could raid other villages and they can have a war on a server. Like if you have guards and they detect other guards from other players they will auto engage. But I love this addon keep up the good work. Side note sorry but the pvp thing doesn't work for me.
1
If you go in my youtube channel, using the link in this addon description about the youtube clips, you will find that every video has now the link to my curseforge project with new description and latest versions download links.

MPCEDL will take a while to update the addon because it is currently being merged with Curseforge, as I am aware of!
1
Hello !
first of all just wanted to say that your mod seems so cool but i have a couple of questions.
first, if i [own] a village (like the village is mine and ive placed village controller, have some golems and etc) are other players able to remove them with the wooden hoe or im i the only one able to. I plan on doing a kind of pvp faction server with this mod and as we know, the players are not there to let the others live, so i was wondering because if a player get into the base and remove everything with the hoe, its going to be annoying.
1
HI!
You can Hire guards giving an emerald block, when a guard is hired he accepts orders only from you. The only thing that another player can do is to tempt an
hired guard if that guard is in patrol mode. (Guards in hold position mode cannot be tempted and guards actively following the owner will stay within 10 blocks of the owner).

By the way soon version 1.0.7 will be updated, there will be a lot of changes, including possibility to customize the armor and shield and new textures for MULE, Golems and Village controllers when they are in special modes!
1
Please make the village guard pushable, I don't think it looks good seeing them following you while they're inside of each other 😅
1
Yeah I made the guards and golem not pushable because when holding position they cannot be pushed away from their posts from you, other mobs or enemies, i think that the cost/benefits of this choice is better. I think it's also performace friendly when they are clustered together during a journey, easier to pathfind, when they engage enemies or patrol they will decluster.

In the next update I will make so that only guards holding ground are not pushable, if the code allows for it!
1
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1
I have a suggestion in mind, if you hired a village guard, you should be able to open its inventory and put whatever items you got there since he's/she's following you, she or he can be a packing bag and maybe you can change their behavior (Aggressive, Passive, Raid), edit their armor and stuff.

This is just a suggestion.
1
First thank you for your suggestions and idea, I appreciate every help I can have in developing this addon.

The next update will have a system to slightly customize the armor (not the helmet though because that is reserved to inform about the guard mode) and the shield, because of the new 1.20 minecraft mechanics (armor trims and banner shields).

The changelog for versions 1.0.6 will be the following:
New Village guards interactions and cosmetics:

-If you have hired a guard you can now sneak interact with a coal block to add a 15 slots inventory to the guard.

-If you have hired a guard you can now sneak interact with a normal arrow to replace the standard shield of the guard with an arrow, you can then drop a custom banner shield to have the guard equip it from the ground, useful for cosmetic purposes.

-If you have hired a guard you can now sneak interact with a copper ingot to unlock the guard picking custom armor from the ground in the priority order from max to min: Leather, gold, chainmail, iron, diamond, netherite.

-If you have hired a guard you can now interact with a copper ingot without sneaking to unlock the guard picking custom armor from the ground in the priority order from max to min: Netherite, diamond, iron, chainmail, gold, leather.
Interacting with either arrow or copper ingot an hired guard after you have previously interacted with arrow or copper ingot revert back the normal guard behavior locking the picking from the ground.
1
When the new update will be approved, it will show a 1.0.4 version but, because approval process is slow, I am actually two version ahead so the link will point to version 1.0.6.

The changelog for the 1.0.5 versions will be:
-Fixed boats and rafts behavior when having the Mule embarked;
-Now only the mule in normal "ferry mode", aka when the mule is just only slightly bigger, can embark on boats and rafts;
-Now the mule when in "all entities ferry mode", aka when you interact the mule with wheat, have the same large dimension of "natherrack ferry mode" to better accomodate large animals;
-Added more recipes for the "brewing stand manufacturing system";
-Music disks you find in loot chests, dragon skull and wither skeleton skulls can be sometimes sold to wandering trader;
-You can sometimes buy skeleton skull, zombie skull and creeper skull from wandering trader;
-Added alternative recipe for chains that can now be made with 2 copper ingots. Vanilla recipe still usable;
-Reverted timer of patrol spawns to vanilla, distance from player still higher than vanilla;
-Tweaked ravager ranged damage to be less letal when in full enchanted netherite, still your best defense is using shield to parry the fireball.
-Ravager fireball is not precise in aim but always lethal when hitting a guard or an iron golem;
-Iron golems melee damage tweaked to be consistently 18, so now they target also creeper in melee mode;
-Soul Sand is useful to make the mule return to land when in lava or water.
1
Thank you for making my suggestion inventory come true, this is the kind of addon I'm looking for, the ability to leave them be patrolling your base and take one or 2 people for your journey.
1
The concept of the mod is very interesting, I logged in this account just to comment, and man you made a good addon, I like the passive regeneration of villager guards so they'll be permanently there not making it so you constantly throw out healing potions, the patrol mode is good, the AI is good.