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Life in Minecraft

turn your minecraft world into a real life experience, marry, have children, and get a job as you age on from infant to elder
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Minecraft Bedrock · behaviour + resource pack

Life in Minecraft

You are born small and helpless. You grow, get ill, find work, buy a house, raise children, stiffen, and one day you do not get up. This is the manual for all of it.

9 life stages13 illnesses6 injuries17 buildings a village13 jobsPack v2.6.0
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01 — InstallingGetting it into a world

  1. Open LifeInMinecraft.mcaddon on a device with Minecraft Bedrock installed. Minecraft launches and imports both packs.
  2. In the world's settings, add the Life in Minecraft — Behaviour pack. The resource pack is a declared dependency, so it comes along automatically; if your version asks, add Life in Minecraft — Resources as well.
  3. Nothing experimental needs switching on. The pack uses the stable scripting API only.
  4. Join the world. A form asks who you are before your first breath — that choice sets your fertile window and a few years of lifespan.
One setting it changes for you

So that a gravestone can hold your estate rather than scattering it on the floor, the pack turns keepInventory on and moves your belongings into the grave itself when you die. Turn Gravestone holds your estate off in the settings if you would rather keep vanilla drops.

02 — The bodyNine stages, and what each one does to you

Every stage rescales and re-poses your player model, changes what your body can do, and caps how much of the health bar you can actually fill.

<figure>
Infantfrom 00.46×Toddlerfrom 30.60×Childfrom 60.75×Adolescentfrom 130.91×Young Adultfrom 201.00×Adultfrom 301.02×Middle Agedfrom 451.00×Elderfrom 600.93×Venerablefrom 750.86×
<figcaption>Generated from the pack's own animation data: an infant renders at 0.46× with a slightly larger head, an adult peaks at 1.02×, and by Venerable you have shrunk to 0.86× and bend 28° forward at the hips with a visible tremor. The legs stay planted because they hang off the root bone, not the waist. The dashed line is adult standing height. Your hitbox stays vanilla — this is the model, not the collision box.</figcaption> </figure>
<caption>Stage table — buffs, ceilings and learning rate</caption>
Stage From Scale Health cap XP rate Effects held permanently Fertile
0Infant 0 0.46× 6 0.2× Slowness II · Mining Fatigue I
1Toddler 3 0.60× 9 0.4× Slowness I · Mining Fatigue I
2Child 6 0.75× 13 0.8× Jump Boost I
3Adolescent 13 0.91× 18 1.25× Speed I · Strength I · Jump Boost I
4Young Adult 20 1.00× 20 1.1× Strength I · Speed I · fastest natural healing Peak
5Adult 30 1.02× 20 1.3× Strength I · Haste I Yes
6Middle Aged 45 1.00× 18 1.5× Haste I Declining
7Elder 60 0.93× 14 1.9× Slowness I · Mining Fatigue I · Resistance I
8Venerable 75 0.86× 10 2.4× Slowness II · Mining Fatigue I · Resistance I

The trade runs in one direction the whole way through. Adolescence is the fastest and strongest you will ever be; a Venerable player mines slowly but reads the world well enough to take 2.4× experience from it and shrugs off damage a teenager would take in full. The health cap is a ceiling, not a bar change — you still see twenty hearts, you just cannot fill past the cap, and poor condition lowers it further.

Age never takes an ability away

No life stage applies Weakness, so a swing always lands at any age, and Mining Fatigue never goes past level I, so a pickaxe always works. An infant is slow and has six hearts to lose — it is not barred from mining a block or killing a chicken. Illness and injury can still weaken you, but only ever by Weakness I, which is a penalty rather than a lockout.

This is enforced in one place rather than trusted to each definition: every effect the pack applies passes through a single cap — Weakness and Mining Fatigue at level I, Slowness at level II — so no stage, illness or injury can exceed it even by mistake. The test suite asserts it against every effect applied across a full simulated life.

Posture, not just size

Each stage plays a looping animation over the vanilla ones. Infants stand splay-limbed with an oversized head and wobble; adolescents get a slight backward swagger and a breathing bob; elders bend forward at the hips and tremble; the Venerable are bent almost double. Two overlays sit on top of that: a limp while a leg is broken, and a sickened stoop while a serious illness is running.

All of it is done with scale and rotation only — no position offsets anywhere. Size is one value on the root bone, whose pivot already sits between the feet; a hunch is a rotation of waist, which carries the whole upper body while the legs stay put; infant head proportions are a relative scale on head. That is what keeps every part of the body where it belongs at every size.

The head multiplier is deliberately small — 1.15× at Infant, tapering to 1.00× by adulthood. A Minecraft head is already a quarter of the model's height, so anything bolder stops reading as a child and starts reading as a bobblehead.

03 — The readoutNothing runs invisibly

Every number the pack is using sits above your hotbar, in two lines. There is no hidden state: if it is affecting you, you can see it.

<caption>What the hotbar readout shows</caption>
Line Carries
Top — the body Your sex symbol and age · life stage · current health and its ceiling · vitality · immune strength · the experience multiplier your stage is applying · your bank balance
Bottom — what is happening Every illness with days remaining, including ones still incubating · every injury · pregnancy and who is carrying · your job · your wanted level · the town you are in · roughly how many years you have left

Alongside that, anything that used to happen quietly now says so. Status effects show their particles — stage buffs included — so a Slowness you did not ask for is visible rather than mysterious. You are told the moment you catch an illness and roughly how long until symptoms, not just when symptoms arrive. When contagion jumps between players, both ends are named and both puff. Your health ceiling announces itself whenever it moves.

If it is too much

Two switches in World Settings: Show effect particles turns the particles back off, and Hotbar readout hides the two lines entirely. Everything stays readable in the Life Ledger either way.

04 — Who you areThe choice at birth

Asked once, before the life starts. The differences are demographic rather than dramatic — nobody is stronger or weaker for it.

 Female

Carries pregnancies personally: you feel the late-term slowness and the child arrives from you.

Life in Minecraft
+5 years
Fertile
15 – 48
Cold
15% more tolerant
Late crises
0.85× likelihood

 Male

Your partner carries. No physical cost to you during the pregnancy, and a far longer fertile window.

Life in Minecraft
−2 years
Fertile
15 – 62
Cold
no bonus
Late crises
1.15× likelihood

 Unspecified

Everything averaged. Your partner carries. This is also what you get if you dismiss the form eight times.

Life in Minecraft
+1 year
Fertile
15 – 54
Cold
7% more tolerant
Late crises
1.0×

An operator can change it afterwards with /scriptevent lifespan:sex female; a player cannot change their own once the life has started.

05 — IllnessThirteen ways to be unwell

Illnesses incubate before symptoms show, spread to anyone standing within seven blocks, and grant lasting immunity once you survive them. Three of them never go away.

<caption>Illness table — severity, course and treatment</caption>
Illness Severity Runs for Caught from Treated with Costs Immunity
Common Cold   2–4 d Cold and wet, or other people Herbal tea, or rest 4 y
Influenza   3–6 d Other people, villagers Herbal tea, antibiotics, rest 0.3 y 6 y
Food Poisoning   ½–1½ d Rotten flesh, spider eyes, raw meat Milk, vitamins
Dysentery   3–5 d Raw meat and fish Antibiotics 0.8 y 3 y
Pneumonia   4–7 d Untreated influenza Antibiotics only 1.8 y 5 y
Hypothermia   ½–1 d Snow, ice and water with no armour Get near fire 0.2 y
Heatstroke   ½–1 d The Nether in full armour Water, shade 0.2 y
Wound Infection   3–6 d Unbandaged wounds, undead bites Antibiotics only 1.5 y
The Plague   4–8 d The undead — and then everyone Antibiotics ×2 5 y 25 y
Consumption   8–16 d A long run of poor condition Antibiotics ×3 6 y 10 y
Arthritis   Chronic Age, from 60 Vitamins ease it. No cure.
Cataracts   Chronic Age, from 60 Vitamins ease it. No cure.
Dementia   Chronic Age, from 75 No cure

How likely you are to catch anything

Resistance is computed from age and general condition. Infants sit near 15%, a healthy young adult near 65%, and the Venerable near 18%. Every illness you are already carrying drags it down further, which is how one bad winter turns into three.

What the chronic three actually do

Arthritis is permanent Mining Fatigue. Cataracts blinds you in short episodes with no warning. Dementia gives you moments of confusion and quietly swaps two items in your hotbar while you are not looking.

06 — InjuryWhat a bad landing costs

Damage is not just hearts any more. The very young and the over-sixties break roughly twice as easily as everyone else.

<caption>Injury table</caption>
Injury Caused by Heals in Effect Treatment
Bruising Small falls ½–1 d Weakness I Bandage, or rest
Bleeding Blades, arrows, thorns ⅓–1 d Damage over time, no natural healing, turns septic Bandage urgent
Broken Arm Heavy hits, explosions 3–5 d Weakness II · Mining Fatigue II Splint
Broken Leg Falls over ~6 hearts 3½–6 d Slowness III and a visible limp Splint
Concussion Anvils, elytra crashes 1–2 d Mining Fatigue, bouts of nausea Rest only
Burns Fire and lava 1½–3 d Weakness, damage over time Bandage
Sleeping is treatment

Resting in a bed roughly doubles healing speed on most injuries and clears colds and flu two and a half times faster. It also pushes your general condition back up, which raises your health ceiling and your resistance to the next thing going round.

07 — FamilyA partner who actually helps

Marry a villager, and they stop being a villager. They follow you, fight for you, carry things back to you and patch you up.

  1. Marry. Craft a wedding ring and use it on any villager, once you are 15 or older. The villager becomes your partner — named, permanent and bonded to you.
  2. They help. Your partner follows you, attacks anything that attacks you, picks items up off the ground and hands them over, tends your wounds when you drop below half health, and occasionally brings you a meal. They cannot be hurt by you.
  3. Try for a child. Use a cradle with your partner within ten blocks. It needs decent condition, no active illness, and roughly a year since your last child. Fertility falls off sharply with age — and faster for whoever carries.
  4. Wait. Gestation runs about nine months of game time. Whoever carries feels the slowness; the other just gets told when it is close.
  5. Raise them. Newborns are vanilla baby villagers, at exactly vanilla size, and grow: child at 5adolescent at 12grown at 18. From adolescence they fight alongside you; grown children fetch and fight like a partner does. Their name tag shows their age.
  6. Send them to school. From 5 to 16 a child goes to the town school each morning and comes home at dusk. Every full day is a term; six terms earns a level of schooling, up to a professional degree, and what they earn they keep into adulthood. Their progress shows against their name in the ledger.

What they look like

Your partner is the villager you married, visually unchanged: same model, same profession outfit, same biome clothing. The pack reads the villager's profession and biome before the wedding and puts them straight back on, so a snowy-biome librarian stays a snowy-biome librarian — only the behaviour changes. Newborns render as vanilla baby villagers, the real baby model, and grow into the adult one. Nothing here uses a custom skin.

They do not disappear

Family more than 48 blocks away is teleported back to you rather than lost, and they are exempt from despawning entirely — a partner left at home is still there when you get back. If one genuinely dies you are told, and the family record is closed.

08 — TownsEvery village is a finished town. Growing one takes two people.

A village you find in the world already has one of everything — twelve civic buildings and four kinds of home, staffed and open. Nothing is missing. So building is never about filling a gap: it is about a second hospital, another row of housing, a town outgrowing the one street it started on. And it takes two jobs, because neither one can do the whole thing.

You start in one

A pack about living in a town should not open with you alone in a wood, so a new life begins in one. On first spawn the pack looks for a real village within reach and develops that; if there is nothing there, it founds a town on the spot — bell, villagers and all — and sets you down in the finished thing.

The order matters. The town is raised first and you are only moved into it once the last block is placed, so nobody watches their birthplace go up around them. Your spawn point is set to the town square, so dying puts you back among people rather than back in the wild. If there is genuinely nowhere flat and dry within about ninety blocks — a mushroom island, mid-ocean — you stay where you landed, which is the honest answer rather than a town half-sunk in the sea.

Why it has to found one

Bedrock gives script no way to ask where the nearest village is. /locate returns its answer to the chat rather than to the caller, and blocks in chunks nobody has loaded cannot be read at all — so the search can only see what is genuinely around you. Rather than teleport you a thousand blocks to a village the game will not disclose, the pack builds the town you were going to need anyway.

And the ones you find later

Walk in and there is nothing to watch. No announcement, no title card, no buildings rising out of the ground in front of you. Every counter has somebody behind it and the starter houses have price tags on them. As far as the world is concerned the town has always been that way.

The buildings sit in rings around the village bell rather than along one street, with more plots the further out you go so the density stays even, each ring staggered half a step so nothing lines up spoke to spoke. Every door faces the green, and a track runs from each doorstep back toward the middle — stopping well short of it, so the original village's own paths and crops are left alone rather than paved over. A single street reads as a film set; this reads as somewhere people live.

Why it works like this

Bedrock exposes no hook into village generation, so a town cannot literally be part of worldgen. What the pack does instead is survey and raise the whole town while you are still some distance out and before anything is legible — silently, drained a few thousand blocks per tick — so that by the time you can read a sign it has been there as long as the village has.

What every village comes with

<caption>All seventeen, present from the first day, in every village</caption>
Building Plot What it is for
Office Building 13×13 The jobs board, the property listings, the deeds you hold — and, for two trades, the desk where towns get bigger.
General Store 13×13 Buys and sells everyday goods. Sells your loot at a fair rate.
Bank 13×13 Holds your account. Deposit and withdraw emeralds, one for one.
Hospital 15×15 Cures every illness and injury the pack can treat, for a fee. Four beds and a health check.
Pharmacy 11×11 Bandages, splints, herbal tea, antibiotics and vitamins over the counter.
Bakery 11×11 Bread, cake, cookies and pie. Buys your wheat, sugar and eggs.
School 15×15 Three courses of schooling. Better qualifications open better work.
Police Station 13×13 Hand yourself in and pay a fine. A muster room, a duty desk and an evidence store behind bars.
Prison 15×15 Four cells behind bars either side of a warder’s aisle. Where you go when you cannot pay.
Fire Station 13×13 Water buckets and protective gear. Engine doors instead of a front door.
Iron Golem Works 15×15 Commissions an iron golem, walked out to the yard on completion.
Mine 13×13 A spiral shaft down thirty-four levels to a lit working face. Buys ore at a premium.
Stables 13×13 Sells you a horse and cart, and fetches it when you have left it somewhere.
Small · Medium · Large House 9–15 One household each, on the market from the first day.
Apartments 15×15 Three storeys, six flats, the cheapest way into a town.

The two halves of a building

A town only grows when a solicitor and a builder both do their half, and neither can do the other's. That split is the whole mechanic:

The solicitor chooses

At the office they pick what the town needs from the full list of sixteen and pay the site fee. The plot is bought, cleared, levelled, given a foundation five deep and pegged out with corner posts to the height of the finished building.

And then they walk away. A solicitor never places a block. What stands on the plot when they are done is a foundation, four posts and open sky, and it stays that way until somebody else turns up.

The builder builds

At the same office, a builder takes whatever is next on the board. There is no menu — choosing is the other job. They are handed the exact materials for it, with 15% spare, and then they lay every block themselves: floor, walls, trim, windows band, roof, parapet.

Standing on your own site is being at work, so the shift banks while you build. At 90% of the shell the fitters come in, the glass and beds and furnaces go in behind you, and the job is signed off.

The site is the progress bar. Every couple of seconds the blocks actually standing there are counted against the blueprint, and the action bar shows the percentage, how many blocks are left and a bearing to the nearest gap — 4 east, 2 up. Nothing is stored: knock a finished wall down and the job goes back to being unfinished, because the only record of how far along the work is, is the work.

<caption>What each job is worth, and what it takes out of you</caption>
Building Plot Blocks to lay Kinds Site fee Builder's fee Solicitor nets
Office Building 13×13 1,142 5 219⬥ 438⬥ +183⬥
General Store 13×13 644 5 171⬥ 342⬥ +143⬥
Bank 13×13 748 7 180⬥ 360⬥ +150⬥
Bakery 11×11 485 6 152⬥ 303⬥ +126⬥
School 15×15 888 6 200⬥ 399⬥ +166⬥
Police Station 13×13 744 7 180⬥ 360⬥ +150⬥
Hospital 15×15 885 5 200⬥ 399⬥ +166⬥
Pharmacy 11×11 481 5 152⬥ 303⬥ +126⬥
Fire Station 13×13 730 5 188⬥ 375⬥ +156⬥
Iron Golem Works 15×15 1,010 4 216⬥ 432⬥ +180⬥
Mine 13×13 695 5 180⬥ 360⬥ +150⬥
Stables 13×13 698 5 180⬥ 360⬥ +150⬥
Small House 9×9 379 3 141⬥ 282⬥ +118⬥
Medium House 11×11 588 4 174⬥ 348⬥ +145⬥
Large House 15×15 1,200 4 239⬥ 477⬥ +198⬥
Apartments 15×15 1,668 5 284⬥ 567⬥ +236⬥

A small house is an afternoon: 379 blocks in three materials, and 282⬥ at the end of it — near five days of a builder's wage. A block of flats is 1,668 blocks over twelve storeys' worth of height and pays more than double. The solicitor's side is quieter and steadier: pay the site fee, watch somebody else raise it, take the development fee when they sign off, and clear a little under two hundred emeralds a building on top of the best wage in town.

If the board is empty

A builder with no site to go to is told exactly that: no sites have been laid out — a solicitor has to commission the work. In a single-player world that means taking the solicitor's job first, commissioning a few plots, then switching to builder and working through them. You can also hand a contract back at any time; it goes to the bottom of the board and someone else — or a later you — can pick it up.

Commissioning reshapes ground

A new plot is flattened and whatever is standing on it is cleared. If you have built near a village, take care where the next site goes — and if you would rather no village were ever developed at all, turn Towns off in World Settings before you first visit one.

Built like the village they grew out of

Bedrock generates villages in five styles, and a town built onto one should be made of what that village is made of. A stone-and-plaster hall in a desert village looks dropped there; the same hall in cut sandstone looks like the village grew.

So the style is read off the village itself. Every blueprint asks for roles — the wall blockthe roof stairthe post — and each village supplies its own answers. Civic halls take the masonry treatment and houses take the timber one, which is what gives a single village a mix of plank cottages and stone halls rather than sixteen of the same building.

<caption>What a town is made of, by the village it grew out of</caption>
Village Houses Civic halls Roofs Streets Accent
Plains Oak planks, oak logs, cobble plinth Cobblestone Oak stairs Dirt path Hay
Taiga Spruce planks, spruce logs Cobblestone Spruce stairs Dirt path Stripped spruce
Savanna Acacia planks, acacia logs Cobblestone Acacia stairs Dirt path Hay
Desert Smooth sandstone, chiselled posts Cut sandstone Sandstone stairs Smooth sandstone Orange terracotta
Snowy Spruce planks, spruce logs Cobblestone Spruce stairs Dirt path Snow

A desert village has no timber at all, so its rails, torch posts and school benches are sandstone walls rather than fences — the palette carries that difference through every fitting rather than substituting oak into a sandstone town.

How the style is worked out

Not from the biome — getBiome is not on the stable scripting API, and the village is the better witness anyway: a plains village that generated on the edge of a taiga is still a plains village. The pack samples the ground around the bell and scores what it finds, but only worked blocks count. Planks, stairs, fences and sandstone occur in buildings; leaves and logs occur in trees, and a plains village at the edge of a pine wood would otherwise read as taiga. A snowy village is a spruce village with snow on it, so the snow decides between the two rather than competing with them. With nothing worth calling evidence — a village of dirt huts, or an unloaded chunk — it settles on plains, which looks least wrong anywhere. /scriptevent lifespan:town tells you which it picked.

How they are built

Every building is a plinth of the local stone, walls between exposed posts, a beamed ceiling and a pitched roof of stairs with solid gable ends that oversail the walls by a block. Stairs and logs are used freely because any state is a valid state for them — a stair always places, whichever way round it is. Beds go in with an explicit direction. Nothing that needs a wall behind it is used at all: no ladders, no wall torches, no signs, no banners, because those pop off and drop as an item, and an item on the floor is a hole where a fitting should be.

Corner survey posts are deliberately set one block outside the footprint, so a builder never has to demolish the survey before starting on the building. There is no step up into a doorway either: the street and the floor sit at the same level, so the stair that used to stand outside every front door climbed to exactly where you already were and did nothing but get in the way. It is a flush paved threshold now. Each block id is checked against the running game once and falls back to something that certainly exists, so a renamed block leaves a solid wall rather than a gap.

09 — Making a livingMoney, work and schooling

Emeralds are the currency. The bank holds a balance; a purchase takes from the balance first and makes up any shortfall from the emeralds in your pockets, so you are never stuck holding money you cannot spend.

Work

A job is work, not attendance. Turning up used to be the whole of it — stand within a few blocks of your workplace and the shift banked itself, so a full wage was what you got for leaving the game running in the right spot.

Every job has a duty, and the duty is what that trade actually does. It can be any of five things — using a block, breaking one, talking to somebody, defeating something, or using a medicine on a patient — so a job is no longer a matter of finding the right cabinet to open.

An officer catches thieves. A firefighter puts fires out. A doctor treats the sick. A teacher teaches children. A shop assistant and a banker serve customers. A stablehand handles the animals. A baker harvests the crop as well as firing the ovens. Those three whose work is wherever the trouble is — the officer, the firefighter and the doctor — count anywhere inside the town rather than only at their own building.

Some work is worth more than other work. An ore is worth three shovels of gravel to a miner, a thief in the cells is worth four petty offences to an officer, a child taught is worth three to a teacher, and a fire beaten out is worth four buckets checked. The action bar shows the multiplier as it lands.

Sixteen pieces of work is a full day's wage. Each one banks a sixteenth of a shift, there is a second's cooldown so you cannot earn a day by hammering one barrel, and the day's pay is the fraction you actually did — eight pieces, half a wage. Stand in your workplace doing nothing and you earn nothing, it counts as a missed shift, and four of those running and you are let go.

The action bar keeps you told either way: a prompt naming the duty and your count while you are at work and idle, and a tick with the running total each time a piece of work lands. The jobs board lists the duty rather than a blurb, because a wage paid for work should say what the work is before you sign up to it.

<caption>The jobs board — sixteen pieces of work is a full day's pay</caption>
Job Wage Min age Needs What the work is What counts as doing it
Shop Assistant 26⬥ 14 None Serve the customers and restock Serve customers (right-click townsfolk) · barrels, chests, the loom
Stablehand 28⬥ 14 None Feed the animals and muck out Feed and handle the animals · hay, composter, cauldron
Baker 32⬥ 16 None Harvest the wheat and fire the ovens Harvest wheat and crops · the smoker, furnace and composter
Office Clerk 44⬥ 18 Basic schooling Work through the paperwork The lectern, cartography table, bookshelves, barrels
Miner 46⬥ 18 None Cut ore at the face Break rock — ore counts triple
Firefighter 52⬥ 18 Basic schooling Put fires out and keep the gear ready Put out fires, anywhere in town · water butts and gear
Police Officer 55⬥ 20 Basic schooling Catch thieves and keep the peace Catch thieves (worth 4) and see off monsters, anywhere in town
Builder 58⬥ 18 Trade certificate Take the next site and put it up yourself Lay blocks on the site you were handed
Golem Smith 68⬥ 20 Trade certificate Beat iron on the anvil The anvil, smithing table, blast furnace · working iron
Teacher 70⬥ 22 Professional degree Teach the children Teach children (worth 3) · the lectern and bookshelves
Banker 74⬥ 22 Trade certificate Count the takings and see the customers See customers (right-click townsfolk) · chests and the ledger
Solicitor 82⬥ 24 Professional degree Decide what the town needs and buy the ground Commission a building at the office desk
Doctor 96⬥ 26 Professional degree Treat the sick and do the rounds Treat people with bandages, splints, antibiotics — anywhere in town

Schooling

<caption>Courses at the school</caption>
Course Cost
Basic schooling 90⬥
Trade certificate 260⬥
Professional degree 700⬥

Other things to buy

An iron golem commissioned at the works, 640⬥, walked out to the yard.
A horse and cart from the stables, 420⬥ — two seats, cargo, and the stablehand will fetch it for a small fee when you have left it somewhere.
Treatment at the hospital, priced by how much is wrong with you.

10 — Property and the lawA door of your own, and what happens without one

<caption>Housing — bought outright at the town office, no rent, no tax</caption>
Property Plot Units Price
Apartments 15×15 6 140⬥
Small House 9×9 1 280⬥
Medium House 11×11 1 560⬥
Large House 15×15 1 1050⬥

Apartments are a block of six flats sold separately, which is what makes them the way into the housing market. Every home comes with a bed, a chest and somewhere to craft; the large house has two beds and a study. Civic buildings are public — only homes are private.

Crime

Walking into a house you have not bought is trespassing, and so is hitting anyone who lives in the town. Each offence adds to a wanted level, and once you are wanted the station sends officers after you.

<caption>What raises a wanted level</caption>
Offence Wanted
Trespassing +1 ★
Assaulting A Villager +2 ★
Attacking An Iron Golem +2 ★
Resisting An Officer +2 ★
Killing A Villager +4 ★

Thieves

A police officer whose work is opening a filing cabinet is not a police officer, so towns have somebody to catch.

After dark, thieves turn up at the edge of town and make for whoever is carrying money. One that reaches you goes through your pockets and takes 4% of your balance, up to ninety emeralds, then runs. They do no damage — the loss is the money — and no more than three are out at once. They are gone by morning.

Anyone can drive one off, and whoever does gets back whatever that thief was carrying. An officer on duty also collects a 26⬥ bounty, and it counts as four pieces of work, because catching them is the job rather than a distraction from it. Turn them off with Thieves after dark if you would rather your nights were quiet.

An officer who reaches you fines you 45⬥ per point and clears your record. If you cannot pay, you are taken to the town prison — not a back room of the station, but a building of its own with four cells behind bars either side of a warder's aisle — for about a minute per point, and teleported back into the cell if you wander off. When the time is up you are let out at the prison gate rather than left standing behind the bars you have just finished serving your time behind. Officers never hurt you — their attack damage is set to zero deliberately, and a check asserts it. Leave town and the heat dies down on its own, or hand yourself in at the station and pay the fine before they find you. The warder has nothing to sell — his counter is there to tell you how long you have left.

11 — DyingThe ordinary kind, and the other kind

Ordinary death

You respawn — but it costs you. Twelve points of general condition, a year and a half off your natural lifespan, and a gravestone standing where you fell with everything you were carrying inside it. Walk back and use the grave to take it all back, plus most of your levels. Empty graves tidy themselves away. Break a grave instead of opening it and it spills its contents on the floor and hands the stored levels to whoever is standing there — nothing inside one is ever quietly destroyed.

The end of life

Once you are past 45 and within five years of your natural span, death stops being survivable. You die permanently: locked into spectator, your name read out to the world with an epitaph, and a gravestone that never disappears. Your family is told. There is no respawn.

How the last years work

Your natural lifespan is rolled at birth — usually somewhere between 70 and 96, adjusted by who you are and how you live. Long healthy stretches add to it; untreated illness takes from it. From ten years out, the chance of simply not waking up climbs steeply: roughly a third per day once you actually reach your span, and certain eight years past it. You get warnings. "You are very tired. It would be easy to stop."

A ruined constitution can shorten your span, but never below age + 14, so a sickly child cannot die of old age. Illness will still kill them — it just gets named honestly.

12 — The medicine chestNine things to craft

Bandage×4

PaperPaperPaperStringWhite WoolString

Stops bleeding, treats burns and bruising.

Splint×2

StickStickStickStringStickStickStick

Sets a broken arm or leg immediately.

Herbal Tea×2

Shapeless:
Glass Bottle + Sweet Berries
+ Sugar + Wheat

Clears a cold; helps against influenza.

Antibiotics×2

Br. MushroomGlow BerriesBr. MushroomSugarSpider EyeSugarGlass Bottle

The only cure for pneumonia, dysentery, infection, plague and consumption.

Vitamins×3

Shapeless:
Carrot + Apple + Sweet Berries
+ Kelp + Sugar

Raises your general condition; eases the chronic conditions.

Wedding Ring×1

Gold IngotGold IngotDiamondGold IngotGold Ingot

Use on a villager to marry them.

Cradle×1

White WoolWhite WoolOak PlanksOak PlanksOak PlanksStickStick

Use near your partner to try for a child. Not consumed on a failed attempt.

Life Ledger×1

Shapeless:
Book + Feather + Ink Sac

Opens your life, health, family and the almanac. Operators also get world settings here.

Elixir of Youth×1

Golden AppleGhast TearGolden AppleDragon BreathNether StarDragon BreathGlass Bottle

Twelve years back, all illness and injury cleared, +4 years of lifespan. Once per nether star.

Town Charter×1

PaperPaperPaperPaperEmeraldPaperPaperPaperPaper

Founds a whole town on a village that has none. You should rarely need it — every village is already a town — but it covers one that was generated while Towns was switched off. It is not how a town is expanded; that is the solicitor and the builder.

13 — Running the worldSettings and commands

Everything is adjustable in game. Operators get a World Settings page inside the Life Ledger; the same things are reachable by command.

<caption>Commands — all prefixed /scriptevent</caption>
Command Does Who
lifespan:help Lists everything below Anyone
lifespan:status Your age, stage, condition and span in one line Anyone
lifespan:ledger Opens the Life Ledger without the item Anyone
lifespan:rate 3 Years per Minecraft day. Everyone keeps the age they already are. Operator
lifespan:age 40 Sets your age directly Operator
lifespan:sex female Changes the choice made at birth Operator
lifespan:cure Clears all illness and injury, restores condition Operator
lifespan:infect plague Forces a named illness Operator
lifespan:kill_of_age Ends the current life immediately Operator
lifespan:revive Undoes a permanent death and grants more time Operator
lifespan:town Names the town you are standing in, or lists the ones you know Anyone
lifespan:develop Raises a whole town on the village you are standing in, if it somehow has none Operator
lifespan:money 500 Credits your bank account Operator
lifespan:wanted 3 Sets your wanted level Operator

Pacing

The default is one year per Minecraft day — about eighty Minecraft days, or thirteen hours of play, for a full life. A childhood is then something you live through rather than something you watch go past. Children age off exactly the same number, so a parent and their child never drift apart on different clocks. Turn the rate up in World Settings if you would rather move faster; changing it mid-world is safe, because everyone's stored age is rescaled so nobody suddenly turns ninety.

What you can switch off

Diseases, injuries, family, permadeath, gravestones, the estate transfer, per-stage scale and posture, contagion between players, effect particles, the hotbar readout, and — new in this version, and previously claimed here without being true — towns, developing a village you walk into, beginning every life in a town, and the police. Each independently, plus a reset to defaults. With permadeath off, the end of a life starts a new generation instead of locking you out.

14 — Honest notesWhere the seams are

<details open=""> <summary>The body scaling is visual</summary>

Bedrock gives no way to resize a player's collision box, so an infant looks tiny but still occupies an adult-sized hitbox, and the camera stays at adult eye height. The scaling is done by animating every bone of the player model about the feet, which is the closest the platform allows.

</details><details> <summary>It replaces the player's client entity file</summary>

To register the stage animations, the resource pack ships its own copy of entity/player.entity.json, built from the current vanilla file. It will not conflict with packs that only add textures or skins, but it will conflict with another pack that replaces the same file — load Life in Minecraft above it, or expect one of the two to lose its animations. After a major Minecraft update, this is the file most likely to need refreshing.

</details><details> <summary>What was removed, and what replaced it</summary>

The six-food-group nutrition system is gone: no diet score, no malnutrition, no tracking of what you last ate. Vitality — the general condition figure that drives your health ceiling, your resistance to illness and your fertility — now recovers on its own when nothing is wrong with you, drains while you are ill or injured, drains faster past 55, and climbs fastest in bed. Food itself still matters in one way: rotten flesh, spider eyes and raw meat can still give you food poisoning or dysentery, because those are illnesses rather than bookkeeping.

</details><details> <summary>Version targeting</summary>

Built against the stable scripting API (@minecraft/server 2.x) with a minimum engine of 1.21.80, so it runs on anything from that release onwards, current versions included. No experimental toggles.

</details><details open=""> <summary>What the towns cannot do, and what is least certain</summary>

Worldgen is untouched. Bedrock exposes no hook into village generation, so nothing here changes how villages are made. A town is surveyed and constructed onto an existing village — all sixteen buildings of it, but silently, and while you are still too far out to read anything, so what you walk into is a town that was already there. Anything added afterwards is a solicitor commissioning it and a builder raising it by hand, and that you very much do watch.

The cart is the least verifiable part. A rideable, player-steered vehicle depends on the engine honouring rideableinput_ground_controlled and controlled_by_player together. The model, the seats and the ownership are all checked; how it actually handles under your hands is the one thing a simulation cannot tell me.

Officers target players generally. They are only ever dispatched while somebody nearby is wanted and are removed as soon as the record is clear, but on a busy server an officer walking to a suspect may briefly path toward whoever is closest.

Cargo in the cart may not open. The cart carries a fifteen-slot inventory, but whether Bedrock surfaces a container screen for a custom rideable is version-dependent.

</details><details> <summary>Multiplayer</summary>

Everything is per-player and works on a server or Realm. Contagion is the one system that crosses between people: stand near someone with the plague and you will very likely take it home. Children and partners belong to whoever married or conceived them.

</details><details open=""> <summary>Nothing in the pack is invisible</summary>

Item icons. Every item declared its icon as {"texture": …}, which the current docs mark deprecated — it renders nothing, in the inventory and in your hand alike. All nine now use the current {"textures": {"default": …}} schema.

Geometry. The old custom family models carried a hat bone drawn over a region of the texture nothing painted — a bone that rendered literally nothing. Those models are gone entirely now that the family renders as villagers, and a check walks every remaining cube to confirm its texture footprint is not blank.

Family. Partners and children carried a despawn rule contradicting their persistence, so one left more than 128 blocks away was quietly deleted. That rule is gone.

Estates. Gravestone inventories were private, which in Bedrock means contents are never dropped — breaking a grave destroyed everything inside with no trace. They spill now.

Fittings that fall off. Rebuilding the towns in a medieval style put torches, lanterns, campfires, beds and carpets in every room — and a torch with air beneath it, or a lantern with air above it, pops off the moment it is placed and drops as an item. Twenty-eight torches were doing exactly that. Every interior torch now comes with the post that holds it up, and the attic lantern that hung from a sloping roof stands on the boards instead.

Ids that do not exist. Bedrock spells the stonecutter minecraft:stonecutter_blockminecraft:stonecutter is a different, long-removed block, so four of them resolved to nothing. Every id the blueprints can actually place is now checked against a list of ids confirmed to exist.

Both are now guarded by a sweep of all sixteen buildings in both facings — 60,824 placements — that flattens each blueprint to what would really be in the world and checks every one for a real id, a state its own kind of block accepts, and something to hold it up.

</details><details open=""> <summary>The newborn used to come apart, and why</summary>

The first version of the stage animations was built on the belief that geometry.humanoid.custom is a flat rig — every bone parentless, each one needing its own scale and its own compensating translation to stay anchored to the ground. That belief came from an old copy of the model and it was simply wrong.

The real rig is nested: root at the feet holds waist at the hips, which holds body, which holds the head and both arms; the legs hang off root, and hat, sleeves, pants and jacket hang off the parts they cover. Scaling every bone separately meant children were scaled twice over — a sleeve got its parent's 0.46 and then its own, landing at 0.21 — and every compensating translation compounded down the chain. At infant size the torso was thrown well clear of the legs, which is exactly what it looked like.

Rebuilt on the real hierarchy, the whole thing collapses to a handful of rotations and two scales, with no translation to get wrong: root for size, waist for the hunch, head for infant proportions, and the four limbs for pose. Layer bones are never touched, because they already follow what they cover. The validator now encodes the hierarchy and fails the build if any animation reintroduces a position offset, scales a bone through its parent, or touches a layer bone.

</details><details open=""> <summary>Newborns were rendering at double size</summary>

The villager client entity scales babies with query.is_baby ? 2.0 : 0.9375, and vanilla's own baby component group sets minecraft:scale to 0.5 to cancel that multiplier out. Ours set 1.0, so every newborn rendered at twice the size of a real baby villager — and because the baby model already has a large head by design, doubling it is the part you notice first. The newborn now uses 0.5 with a collision box to match, so it is exactly a vanilla baby villager. A check asserts that number so it cannot drift back.

The player's own infant head came down separately, from 1.5× to 1.15×, for the same reason: the number that looks modest in a table does not look modest on a model whose head is already a quarter of its height.

</details><details> <summary>The family uses the vanilla villager's own rendering</summary>

Rather than shipping custom models and skins, the partner and child entities carry a copy of the current vanilla villager_v2 client definition — the same geometry, the same forty-odd profession and biome textures, the same render controllers, the same geometry.villager.baby. Profession is read-only from script, so each of the fifteen professions and seven biomes has a component group the script triggers on the wedding day. The upshot is that a partner is pixel-for-pixel the villager you married, and this pack ships exactly one entity texture of its own: the gravestone.

</details><details> <summary>What was tested, and what wasn't</summary>

Every simulation runs on seeded dice. The pack rolls for illness, injury and contagion, so a suite leaning on real randomness passes most of the time and fails occasionally — and an occasional failure is one nobody can reproduce or trust. One such flake turned up and could not be reproduced in thirty runs, so the generator is now seeded: the same six lives, the same illnesses, every time, and any future failure can be replayed exactly.

The pack runs against a simulated Minecraft API with a real block grid, so a town is genuinely surveyed and built in the test — 392,000 blocks written — then bought into, worked in, commissioned, hand-built block by block, trespassed in and arrested in. Every one of the seventeen buildings is recorded, built for real in both facings and compared cell for cell, because a materials list that disagrees with the blueprint is a contract nobody can finish. That is 233 behavioural checks across three simulations — including a synthesised village of each of the five types, which the detector has to name correctly — plus 114 that sweep every block of every building in every village style and both facings for a real id, a valid state and something to hold it up, 584 static checks over every identifier, texture, recipe, icon schema, manifest version, interact component, profession event, body proportion, cart bone and the player rig's own invariants, and 31 that no cube in any model is painted onto empty texture.

Two real bugs fell out of writing those tests. Officers were defined with an attack damage of 0, but the code that attached the component used a plain truthiness test — so the zero was skipped and officers would have used the engine's default melee damage on you. And wages were gated on a pay-day counter tested for truthiness, which meant that on day zero of a brand-new world — the only day whose number is 0 — nobody would ever have been paid.

Worth knowing how that simulation was corrected: the first version of it never regenerated health, so simulated characters died over a hundred times per life and the balance readings taken from it were meaningless. With vanilla regeneration and respawn modelled, a well-fed character now dies once, of old age, somewhere in their late seventies to early hundreds. What still cannot be tested here is the game itself: how the poses read in motion, and how the scaling looks on your own skin.

</details>
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Life in Minecraft v2.6.0 · behaviour + resource pack · 9 life stages · 13 illnesses · 17 buildings · 13 jobs · 10 recipes

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