Published on CurseForge April 04, 2025 (Updated on April 15, 2025)

Rule Villages

Select version for changelog:

Changelog

-Fixed: Guards now always drop equipment when turning into villagers or tanks. They drop equipment on death only if you gave them custom armor or a shield;

-Fixed: Tank Combat AI not working after transformation, this was due to the "preserve_equipment" subcomponent of the minecraft:transformation component, and it is now resolved because the guard that is turning into the tank drops the armor now. Note that if the tank will be turned back into a guard, the guard will not have any armor, except the helmet. You can give the armor, that they dropped when they become a tank, back. I suggest to store the armor of the guard inside the tank inventory, on transformation!

-Fixed and updated: factory, warehouse, library guide, village and server spawn point instant structures. In particular the factory instant structure has the energy line fixed, as before the last crafter block was not pointing to the chest!

-Changed: untamed guards can now be given only leather, copper and gold armor, while an hired (tamed) guard can be given any vanilla armor! (This is because, when taming a guard, it will be equipped with full iron armor, so in this way you don't risk to loose expensive armor, if you gave it to the guard while it was untamed.

-Changed: The leather armor modes, including the tree capitator, fast digger, fast farmer etc, now requires at least a golden tool to work, in other words you can no more use those modes with wooden and stone tools.

-Changed: The SERVER operator of the instant server structure will now send drop items purge warning 10 seconds before doing the purge, instead of 5. Also the server operator now kills instantly, instead of giving wither effect, the players that went over the world border limit.

-Changed: Processed materials (EMC) [The red ingots] now can stack up to 64 items per inventory slots instead of 4, like the raw materials. This because the limited stacking was not actually useful for automated vanilla logistics systems. Note that energy units items instead are still stackable up to 4 per slot, because that is useful for best automation and distribution purposes, being those a fuel item!

-Changed: Bow recipe is back to vanilla. I am aware that bows are OP in vanilla minecraft, compared to the crossbow, but my new approach is to try to make the less modifications possible to vanilla. Also bows can be easily obtained from monsters as loot anyways...so there is no purpose in making them more expensive.

-Changed: Now the harvester industrial mode of the multi vehicle can be activated with any hoe, (Except wooden hoe that instead kills the vehicle), without spending the hoe. 

-Added: Starter pack and welcome message on entering a world or server for the first time. The items received include basic tools and leather armor, but above all this gives the player an instant guide structure and a village controller ready to be placed, so to kickstart a player into this mod mechanics. Also this is very server oriented, as majority of public servers grant a starter packs to new people.

-Added: the industrial warehouse instant structure, purchasable from the village controller trade interface. This new structure is more expensive than the standar warehouse but allows you to automate the processing of raw materials into processed material with absolute minimal intervention of player. Of course this is intended to be used with the village controller in INDUSTRY MODE

Downloads

  • [RP]_AnghelosRuleVillages_resources.mcpack (1.23 MB)
  • [BP]_AnghelosRuleVillages_FULL_version.mcpack (825.29 KB)

Supported Minecraft versions

Installation Guides

1
Is this compatible with any version thats 1.21? I know 1.21.70 is the only one shown here thats compatible, but does it work for other 1.21 versions as well?
1
Hi! The version indicated, in this case 1.21.72, is the minimum version for this mod to work.

This means that previous versions of minecraft, like 1.21.60 or lower will not be able to run this mod.

Higher versions of minecraft, instead, can run this mod. So for example minecraft 1.21.80 can run this mod. Note though, that in every minecraft update Mojang usually modify the API and libraries on top of the additions they introduce, this means that there is the possibility for new versions of minecraft to create incompatibilities with mods.

Now i have already tested the current version of this mod for minecraft 1.21.80 and you can definitely run it, but based on my tests with minecraft preview i can already tell you that this mod will not be compatible with minecraft 1.21.90 when it will be released, but for that time I will be ready with an update for this addon!
1
Hey Developer can i make the guards follow me like man it's like they are ignoring me
1
Hi! To order a guard to follow you, first it must be recruited interacting with an emerald block. Once recruited interact with a torch without sneaking, they will equip a diamond helmet and will follow you. I suggest to rrad the mod guide for further detailed information
1
milkshakeiskindadecent April 15, 2025 at 1:14 pm
Hi,I tested it in a flat world with beta api and the addon active.Everything worked except I can't generate villages and spawnpoints.Like when I try the building that is meant to be there doesn't appear.Edit:The warehouse works now for some reason.
1
milkshakeiskindadecent April 14, 2025 at 10:13 am
Hi it's me again I got another question. so why can't doesn't the addon work in flat worlds and some other biomes?Oh,and how are you doing I hope you are doing well.Good addon other than that.
1
Hi! It's difficult to provide support with little details. Last time I checked it worked in flat worlds and all vanilla biomes. What you mean that this mod doesn't work in some biomes? What part doesn't work? village controllers, guards? Also make sure that you are not using other mods that modify the player.json and that you enable the beta-api experiment, my bet is that you are using another addon that interfere with this, but this is just a guess, given that i have no context on your particular situation!
Let me know!
1
milkshakeiskindadecent April 15, 2025 at 7:00 am
This comment has been removed
1
milkshakeiskindadecent April 15, 2025 at 6:46 am
This comment has been removed
1
Hi! I think i see the problem now! What you are referencing is about the instant structures blocks in a flat world. The instant structures are intended to be used in a normal world, especially the "server spawn point" and the "village", but you can make them work also in a flat world if you place them higher. This because a flat world is at the very bottom of the buildable area (the y coordinate is -60), you must place those instant structures at least at -55 (which means at least 5 blocks higher than the surface of a flat world). Note that, in a flat world, those 2 structures do not blend perfectly with the surface, having to be built higher!
1
it is the worst addon I can't intract any thing
1
It's clear that the problem is you, there are the videos that prove this addon works as described so...you either can't read or you are unable to install an addon properly
1
nah I can't interact with anything too and can't place anything only the mobs
1
pls fix it 😭🙏🙏🙏
1
This is not a thing i must fix bro, because it works for me and it works also in the video. So it must be a problem with your installation, i can only help you try to fix it. Have you installed both the behavior pack and the resource pack? It seems not, and also do you use any other mod with this?
1
Hey dev this has been the best village addon I've ever used but there's this bug that is kind of unusual so when I enter a village I get a small notification saying I've entered one and when I leave it I get another notification saying I left it but the border the is in between the village and the rest of world sometimes shrinks to the point that sometimes I can't put a villager controller directly next to the village trading hall the structure with the bell and I've been wondering if there's a way to stop this or expand the border so it actually has the entire village in it but everything else has been amazing I really enjoy using this add-on
1
Hi! Thank you for the support!
About your question, this mod doesn't change how villages borders are handled by minecraft, vanilla villages are totally vanilla meaning that how big they are and how large are their borders are totally handled by minecraft hardcoded mechanics, I invite you to read the paragraphs of this wiki to learn more about bedrock villages, if you want:
" "
I can say that sometimes the village shrinks or changes its phisical size because often the villagers shift their jobs and beds, changing the beds to which they are linked to, often because they cannot reach them. The only possible solution is to place the village controller the most possible median location, considering all the beds that are in the village or making sure that there are multiple assigned beds near the village controller. (Assigned beds means that villagers actually sleep on them during the night)

Hope this helps!
1
Its so cool!! but i have 1 question. how to break the controller?
1
Thank you! 🤩
If it's your own controller you can kill it interacting with a wooden hoe, other players instead can kill it attacking it, if they want to conquer your land!
1
Hey dev. this is the best minecraft villager addon I have seen. like along with anhem Steve's addons. but I have 1 request. since there are tanks and airships, is it possible for you to add vanilla styled guns. like say, netherite rifle or diamond Pistol. if you are unable to then it's alright.
1
Hello there! Yes I have in program to add some guns and rifleman units after this first phase of bug fixing and balancing...there are also other units in program to be added like a cavalry unit and an airship unit. The airship that is now in the mod is just a mode of the transportation multi vehicle, not a military unit. My policy is to add new units only if they can cover a specific role through unique behavioral and functional code, for example if I add a cavalry it will be unique in the sense that will be the only forced melee unit with the unique characteristic of being able to charge attack for extra damage, which will be a different result than just an infantry guard on an horse, it will have its unique combat niche and role. The military airship, on the other hand will not just be a "flying tank", but functionally will be the only unique unit that will present the ability of a script based targeting attack where you can input specific coordinates to make it go for a bombing run, a sort of like the old ICBM mod for java but reimagined! For that still i want to wait for the summer drop to access the new dev methods!
1
oh that's Great. but just a general question thought. how long will it take.for this to be implemented. just asking. sorry for the inconvenience.
1
I am afraid that it mostly depends on real life right now, as I cannot dedicate too much time unfortunately. So i think a complete version could be ready for this summer...i know it's much time but I have to work with what I have!
1
milkshakeiskindadecent April 04, 2025 at 2:38 pm
how do I tame a guard to go on raids on pillagers?
1
You tame a guard with an emerald block, then you interact with a torch without sneaking so the hired guard will follow you (he has diamond helmet when following). Then he will fight for you, like a wolf
1
When i install the addon, it doesn't show the addon. there is a icon pop on top but the addon doesn't there.... why???
1
Are you using the minecraft version 1.21.71?? Also you have to install both the resource pack and the behavior pack. It definitely is something on your end, as you can see from the videos that I have the mod installed and working for latest stable minecraft version...
1
Hey, I think your addon is simply the best I have come across. But do you think u could add the option of switching the crossbow for a bow instead? I think I prefer the bow for the guards, is it possible to add some kind of an option?
1
Hi! Thank you! I am currently working on the biggest update for this mod ever, a lot of things especially for the manufacturing system. Some of the highlights are: custom entities models in place of the golem and mule, so now there will be proper transport and cannons. A lot of scripts and server QoL will be added, in particular a tpa and home systems, the ability to sit anywhere(for immersion), a tree capitator and auto farmer/miner and much much more...since I studied a bit of the API a world has opened to me hehe!

About your request, the guards will be very much more easily equippable, in particular it will be much more easy to change their armor and shield, while you will be able to tell them to use a sword or an axe and a bow or a crossbow, while maintaining their ability to switch between ranged and melee. I am still reserving to add the ability for the guard to use tridents because I plan a "magic update" for the far future, where trident guards eill have the role of healer/wizard. Also in minecraft 1.21.70 when it will be released it is rumored that a new method for flying entities will be available so that will open the way for airships units for the army!
1
What do you think about redesigning the production system to make it more realistic? Players would need to purchase fuel from villagers to initiate production. Alternatively, if they want raw materials to be supplied automatically, they would have to select the available materials they need (as long as their village has residents producing those materials). After that, for each production cycle, the villagers would supply the materials, which would then be automatically delivered to a control unit. The costs would be deducted from a chest called the "National Treasury." When players open the treasury chest, they could choose materials and add funds to it. The leader of the nation would need to find ways to replenish the treasury. If the treasury is empty, it means the nation lacks the budget to purchase materials.

The current system makes production too easy, and nations no longer feel the need to trade or exchange goods with each other. This doesn’t seem very natural. This is just an idea, and I haven’t considered its feasibility yet, so don’t stress about it too much!
1
yes hello I really like the mod when people said to controll so I would like how to activate it and how to controll