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 and possibility of automation in mind. 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I made some (now outdated!) clips to demonstrate some mod capabilities, you find the playlist here: https://youtube.com/playlist?list=PLvXarkLIjR7C8OoqAKlX3fuGAfiurH6tE
Select version for changelog:
[VERSION 1.20.60] [07/02/2024]
-Added recipes for Iron, Golden and Diamond Horse armor;
-Added Armadillo scute duplication with the brewing stand (see manufacturing system guide for more info);
-Fixed village controller placing exploit, now when placed the controller will not produce for the first 60 seconds since being placed (it will have yellow bubble effect during this time). This is to prevent duplication of village produce by repeatedly placing the controller even if another controller is already in range, because the second controller will be killed but it would give produce in the split second it would be alive.
-Replaced all "run_command" with "queue_command" in all entities files that were using it, since in minecraft 1.20.60 and onwards that is deprecated while queue_command has been marked as regular and no more experimental method. Also this should give some performance improvement.
-Added cartographer trade for armadillo scutes. (requires 1.21 experiment and not all cartographers will offer this trade).
-Added chance for armadillo spawn egg to be sold by wandering trader.
-Brought entities files to minecraft 1.20.60 standard.
[VERSION 1.20.53] [14/12/2023]
-Added the possibility to add your team to your owned iron golems or to mules, this is intended to be used along village controllers that have a team so that same team iron golems or mules do not have their mining or tree capitator mode disabled while being in a same team claimed zone. Note that this requires the golem or the mule out of the claimed zone before giving the team and then enter the same team claimed zone, otherwise it remains disabled if you give a team to an iron golem that is already disabled.
-Added the ability to quickly kill all raiders (ravagers, pillagers, witches, vindicators and evokers that are currently in a raid) if the village controller is in "Nether Star" or in "Server Operator" mode, so that those claimed zones are safer accordingly to their intended use. I.e. village controllers in Nether Star mode should not fear any raid/siege danger, as it was always intended in description!
-Fixed the bug that allowed the owner of a village controller to start a raid interacting with a golden block in modes where that should not be possible like Nether Star mode, Emerald modes and dragon egg mode.
[VERSION 1.20.52] [06/12/2023]
-CRITICAL: This update is necessary for this addon to work with the minecraft 1.20.50 version (the latest at this moment), in particular the iron golem mining mode cannot break stone variants like diorite, andesite and granite without this new update, in minecraft 1.20.50 since mojang changed the ids for those blocks.
-Versions of minecraft before 1.20.50 will no longer work with this addon. In particular Guards and iron golems have been adapted to use the new behavior "minecraft:behavior.melee_box_attack" in place of the old "minecraft:behavior.melee_attack", and as a result of this, the new addon update REQUIRES minecraft 1.20.50 and previous versions of the game cannot be supported and all guards, golems, illagers and witches would be broken without this.
-FINALLY FIXED a long lasting bug that prevented Mules (in tree capitator mode) and Iron golems (in mining mode) to break spruce, birch, jungle and dark oak logs and fences, finally you can proper use them, thanks to the changes in minecraft 1.20.50 Ids
-Added the automatic command "gamerule projectilescanbreakblocks false" to the server operator in the insta server spawn point structure to address this new functionality added with minecraft 1.20.50 that let players break decorated pots and other things even in adventure mode and so that would be incompatible with the scope of the claimed protected area of this addon.
-Added balanced but much easier recipes for the copper bulb, copper doors and copper trapdoors, they require copper ingots instead of copper blocks to craft. (Require minecraft 1.21 update experiment)
-Added the recipe to turn all copper blocks (cut, stairs, slabs, grates, doors etc) in their non waxed, non oxidized variants into all their oxidized variant in the stonecutter.
-Ravagers now break only some blocks, strictly natural, when moving instead of breaking almost any block they touch while in melee mode.
-Added minecraft components "can join raid" and the behavior minecraft:behavior.melee_box_attack to the vindicator, pillager, ravager, witch and evoker so that those mobs, that are modified by this addon, are now up to date to the minecraft 1.20.50 standard
-Villagers now can be damaged and killed by players in survival mode, while players in adventure mode cannot. This is to increase villagers safety in claimed zones and not letting other players kill your villagers easily. (In previos addon update villagers could not be directly damaged by players at all!)
-Village controllers send their events much faster, (Send event behavior cooldown is now 0.1 seconds, before was 1 second and even 5 seconds for the raid event!) This will ensure faster responses in busy servers and more reliability for the raids/sieges to happen.
-Added a "gravestone" like system so that when the player dies a "tomb" entity is spawned in place. collecting all the dropped inventory of the dead player. Players can retrieve the stuff by killing the tomb entity, which will drop its inventory back. Gravestone are able to float on water, so dying underwater is "safe", while dying on fire or lava will still result in loss of stuff since the gravestone cannot survive on fire or lava.
[VERSION 1.20.50] [02/12/2023]
-Villagers are now leashable;
-Guards are no more leashable;
-Guards now look at player when close;
-Guards in patrol mode now prioritize returning to the village more than being tempted with a torch, also you cannot put a guard in patrol mode if not inside a village but can still be switched to sentinel mode/following mode at will in the wild;
-Added sounds to guards, now they sound like villagers when idling, hurt or die. And above all when they shoot with the crossbow now there is a crossbow sound.
-Added shooting sound to ravager and iron golem ranged attacks, also now iron golems shoot fireballs and not arrows.
-Iron golems projectile now explode with 0.3 explosion power (it was 0.5) and this will greatly reduce terrain damage as the prime power of their projectile is in its projectile damage (25) and not the explosion itself.
-Guards are now much more effective in water, they swim faster and their ranged attacks are much more precise;
-Tamed guards in following mode in water can be interacted with a torch to force them on the water surface, useful to return to land in difficult situations. Interacting again with a torch will let them underwater. Note that everytime you switch back to following mode from patrol or sentinel mode the guard will be let underwater.
-Village controller can't be placed if within 240 blocks of another controller. (it was 70)
-Village controller untamed now don't have inventory nor item hopper functions, you need to tame it first.
-When you order holding position (sentinel mode) a guard in water it will no more sink but it will stay exactly where you told it to hold ground;
-Player is now informed with a tooltip in action bar when entering or exiting a village, this is necessary for all this mod mechanics especially village controller placing.
-Stone tools and swords can now be upgraded to iron ones in a crafting table with a copper block;
-End Crystals now require a nether star in the recipe, so reviving the ender dragon is now much harder;
-Added in game library with this mod guides as written books that you can insta build by interacting the sides of a block that you can place and craft from 2 bookshelves (not the chiseled one, the old ones);
-Iron golems now must be tamed before being able to enable mining or cannon modes. You tame a golem with a copper block, this to make sure that only you can dispose of the owned golem with a wooden hoe or give it commands, as before any player could go into a base and kill all the golems. Golems are still neutral and can't receive physical damage from players or guards that hit them.
-Iron golems now when in holding position mode cannot be leashed nor can be ridden.
-Iron golems now require to be interacted with "Golem Ammo" block that is craftable from 9 fire charges to enter cannon mode which now is persistent (before it would last only 60 seconds). But when in this mode they are forced into holding position, so to move them you will need to disable the cannon mode interacting with a torch.
-Iron golems cannot be tempted by torches anymore
-Fire charge recipe is now 2 TNT and 1 coal.
-Wandering traders no longer sell the full village insta building for server and claimed zone compatibility;
-Insta buildings sold by wandering traders must be interacted inside a village to be built;
-Creepers and TNT explosions cannot break blocks while still damaging entities. Use the New iron golem BOMBARD mode to breach into claimed land.
-Wither boss will be killed without dropping the nether star if entering a claimed zone.
-Tamed guards ranged attacks have a piercing II effect and are able to target and shoot from 71 blocks of distance when targeting enemy players and guards.
-Iron golems ranged attacks now use the nearest prioritized target behavior instead of the old nearest target, and by doing so now they prioritize ravagers and illagers above other monsters, especially ravagers as they are the most dangerous during a siege.
-Added the team system, you need to read the mod description for more info about it as it involves new interactions with the guards and village controllers.
In summary, the team system adds land claims abilities to the village controllers, players can now join and leave any team of the 16 available (one for each vanilla dye) and they can cast their team to the owned guards so that guards from different teams can battle each others. So the tamed guards are no more neutral towards players.
-Added an insta spawnpoint that server owners can use to create a custom, ready to be used, spawn point with commands already embedded and automatically executed, server rules, mod guides etc for the best experience with this mod. The block is called "Create Server Spawn Point" and, once placed you interact to insta build the structure at that point.
-PVP and FULL version differentiation is no more as now also FULL version allows for PVP, now instead of the PVP version there is a LITE version that just prevents the chunkloading modes of the village controllers and the TNT minecart, but both versions have the PLAYER.JSON modified because some capabilities cannot be without this, thus making this mod potentially incompatible with many others that modify that.
If not, I understand, and I’ll wait until I can travel out to a public access point.
However, I want to complement you again on a fantastic feature rich Mod!
I am sorry that loot-links doesn't work for you, you could circumvent the problem in two ways:
-you download the official mcpedl app for your phone, search for "rule villages", then proceed to download this mod from the app (that doesn't use lootlinks but mcpedl own servers)
-you join my discord so that i can personally pass you the addon
The mod official discord link, instead, you find the link in this mod page description, after the summary.
I’ve already opened a creative world to test and see if everything is there and it appears it’s all working 100% and more since your last YT video. Props again on going above and beyond with your work!
Thank you for this, and your advice in acquiring it!
Enjoy and let me know if you have suggestions or require any assistance :)
Thanks for commenting, let me know of there is anything I can help you with!
Hope this help and explain it, let me know otherwise!
About your suggestions:
- The toolsmith profession produces mangrove logs (when you have a village controller). Now if you put mangrove logs into the stonecutter you will be able to convert them into any type of wood logs in the game.
- Everything that the villagers produce can be further processed into other products using blast furnaces or smokers, in the mod description you could find more about the manufacturing system.
- Everything the villagers buy or sell is pondered and bilanced for this mod new systems, while maintaining the most of the vanilla features and balance.
Hope this addresses your concerns, i am eager to receive more suggestions while i am preparing the next big update that will finally introduce player factions, guards vs guards and land claiming/protection systems.
Thank you for reporting, it seems a problem with the resource pack.
Please make sure they are both the same version, for example 1.0.8.
You can try removing both the behavior pack and the resource pack and inporting it again.
Also make sure the resource pack is enabled when creating a new world.
Hope this helps, let me know!
MPCEDL will take a while to update the addon because it is currently being merged with Curseforge, as I am aware of!
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.
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!
In the next update I will make so that only guards holding ground are not pushable, if the code allows for it!