🆕 Update (1.4.2)
Three versions folded into one post, since nothing shipped a CurseForge note after 1.3.3. Two real regressions, both closed now.
1.4.0 — Masons stopped undoing your own work. Felling a tree near the village, clearing ground, remodeling a house used to turn into a tug-of-war with the AI: break something yourself and a mason would put it right back within seconds. A block you break is now treated as a deliberate edit and forgotten, not repaired. Fires, explosions, raids and mob damage are untouched — none of those go through a player break event, so the periodic scan still catches them.
1.4.1 — The 1.3.2 flee behavior was over-eager. It used the whole "monster" family, so skeletons, creepers, spiders and endermen — none of which actually target villagers — sent masons running for nothing. A zombie in a cave five blocks under the village, invisible behind solid rock, counted as a threat too. And only the mason had a cooldown, not the job, so a mason that fled could be handed the exact same job back a few seconds later. All three narrowed down: only mobs that actually hunt villagers count, only within 3 blocks vertically, and a mason rests 10 seconds before working again.
1.4.2 — 1.4.1 fixed the mason, not the site. The job itself came back up for grabs after 3 seconds, so a different mason picked it up, walked into the same mob, and fled too. With a dozen villagers in a village, that cycles forever — which from the outside looks exactly like masons wandering around and never fixing anything. A job near a hostile mob now isn't handed out at all, and after a flee the job waits as long as the mason does, not 3 seconds.
Also in 1.4.2: breaking a block yourself can take more than one block down with it — the other half of a door or bed, a torch on the wall you just mined, wheat on farmland you dug up. Those were staying in memory and coming back a few seconds later as "raid damage." They're forgotten along with the block you actually broke, same as player-edit blocks above. A few smaller repair-time bugs fixed too: a bed was priced like stone (2.5s instead of 1.2s), stone bricks were slightly overpriced, and powder snow was wrongly remembered as a wall block.
✨ Features
Village learning — Villagers walk to damaged blocks and rebuild their village on their own, no cost to the player. The addon detects villages automatically and remembers every tracked block it finds.
Full block vocabulary — Covers every village biome (plains, desert, savanna, taiga, snowy) using name patterns instead of fixed ids, so "_stairs" matches oak, sandstone, acacia, spruce. Flowers, torches, fences, gates, walls are all correctly handled. Doors being two blocks (upper and lower) never come back half-repaired.
Smart hole-size rule — When a block breaks, the addon groups every connected missing block around it. A small hole gets repaired automatically; a large one (deliberate demolition, a build project) is left alone. Shrink the hole and the rest becomes repairable again.
Real pathfinding, not teleporting — Masons walk to the site: they climb staircases, step over one-block obstacles, detour up to 5 blocks around a wall instead of clipping through it. Beyond that limit, they give up on that route.
Temporary scaffolding — For blocks too high to reach on foot, a mason raises scaffolding to climb up to 5 blocks. Player-proof (can't be broken or collected) and removed the instant the mason is back on the ground.
Hardness-based repair time — Repair speed follows Minecraft's own hardness values, not a flat timer. A torch, a plank and an iron door don't take the same effort.
Villagers flee danger — A hostile mob nearby makes a mason drop everything and run, progress preserved on the current block. (Narrowed in 1.4.1 to mobs that actually target villagers — see the Update section above.)
Villager unsticking — Frees any villager wedged into a fence corner, doorway or one-block gap. Runs automatically once a second near players, skips sleeping villagers and those at a workstation.
Living Villagers integration — Breaking a village's blocks costs honor (per-block-type weight, with grace tolerance). Repairing damage you didn't cause earns a small honor reward. Works standalone too; the honor bridge only activates if Living Villagers is detected.
Built-in diagnostics — /scriptevent vr:why walks through every stage and tells you exactly where a repair stalls.
🎮 How to use
Install the .mcaddon and activate the behavior pack. Break something in a village — a door, a wall, a workstation, a fence. A mason will walk over and start rebuilding. No experiments to toggle, no configuration required.
⌨️ Commands
/scriptevent vr:status — overview: villages found, blocks remembered, jobs queued, masons working, unsticking stats
/scriptevent vr:why — diagnose the nearest queued repair, stage by stage
/scriptevent vr:here — quick status check at your current position
/scriptevent vr:honor — show your vandalism/honor tally (requires Living Villagers)
/scriptevent vr:playerdamage — toggle whether masons repair blocks YOU break (off by default, since 1.4.0)
/scriptevent vr:unstick — toggle general villager unsticking on/off
/scriptevent vr:scan — force a rescan of nearby villages
/scriptevent vr:reset — clear the addon's memory of tracked blocks
/scriptevent vr:debug — toggle debug logging
✅ Compatibility
Minecraft Bedrock 1.26.20+. No Beta APIs required. Works standalone, or alongside Living Villagers and Villager Names — doesn't override the villager entity, so nothing steps on anything else.

