Villagers can build villages
Transform ordinary villages into organized, evolving communities powered by autonomous workers, shared resources, specialized professions, communal construction, agriculture, and village-wide progression.
Villagers can build villages expands villagers far beyond their normal professions. Villagers can manage hidden inventories, harvest and redistribute crops, receive specialized tools, construct infrastructure, organize communal storage, raise families, defend their settlement, and contribute to the development of the entire village.
The project is built around one central idea:
A village should behave like a connected community, not a collection of unrelated NPCs.
Hidden Villager Inventories
Villagers use internal inventories capable of storing crops, seeds, bread, tools, armor, and other resources.
Players can inspect and manage these inventories using specialized items:
- Medal of Honor: peacefully inspect a villager’s stored items.
- Assault Knife: forcibly inspect the inventory while damaging the villager.
- Inventory Lens: examine workers, stored resources, equipment, village progression, registries, and communal systems.
The inventory interface allows individual stacks to be withdrawn or the entire inventory to be emptied.
Peaceful and Coercive Progression
Many village actions provide two different approaches.
The peaceful route uses communal charters, diplomas, manuals, receipts, and official appointments.
The coercive route achieves similar results through decrees, weapons, forced labor, requisition, and direct damage.
Examples include:
- Honorable redistribution or violent expropriation.
- Peaceful training or mandatory labor.
- Communal family planning or compulsory birth.
- Voluntary professional evolution or forced advancement.
- Restoration of zombie villagers or forced reanimation.
- Communal equipment upgrades or mandatory rearmament.
You can develop a cooperative agricultural commune, an authoritarian production machine, or something deeply questionable between both extremes.
Collective Farming
Farmers can receive assignable sickles with different harvesting areas:
- Wooden Sickle: 1×1 harvesting.
- Iron Sickle: 3×3 harvesting.
- Diamond Sickle: 5×5 harvesting.
- Netherite Sickle: 6×6 harvesting.
Assigned farmers search for mature crops, harvest them, collect the resulting resources, replant farmland, gain progression, and continue working until their sickle breaks.
Farmers can cultivate:
- Wheat.
- Carrots.
- Potatoes.
- Beetroot.
Their crops and seeds can be redistributed between workers, stored in nearby containers, collected by specialized golems, or used to advance the village.
Agrarian Reform
The Agrarian Reform Plan converts a 9×9 area of suitable terrain into farmland.
Compatible terrain includes:
- Grass blocks.
- Dirt.
- Coarse dirt.
- Podzol.
The center receives an integrated irrigation point, allowing players to establish a functional agricultural zone without manually preparing every individual block.
Specialized Village Professions
Villagers can receive new communal roles that operate alongside ordinary professions.
Available roles include:
- Agronomist: gains agricultural experience and evolves through farming.
- Seed Collector: gathers and redistributes seeds using additional storage.
- Foreman: directs workers and manages production through coercive authority.
- Rural Coordinator: provides a more benevolent alternative to the Foreman.
- Builder Mason: develops roads and communal structures.
- Communal Teacher: supports village children and population organization.
- Master Armorer: manages communal defensive equipment.
- Chief Armorer: produces and distributes armor.
- Master Toolsmith: equips farmers with suitable sickles.
- Watch Cartographer: monitors threats and wandering residents.
- Cleric: performs specialized religious and restorative functions.
Villagers receive persistent identities and role information, allowing settlements to develop recognizable workers rather than an interchangeable crowd of brown coats.
Agronomists and Agricultural Evolution
Agronomists gain personal experience through farming and crop production.
Their progression can be stored, claimed, accelerated, or forced through specialized objects:
- Agronomy Notebook.
- Shared Harvest Receipt.
- Surplus Extractor.
- Agronomic Mentor Charter.
- Compulsory Evolution Directive.
- Agronomic Evolution Act.
Agronomists can evolve repeatedly, turning advanced agricultural workers into part of the village’s long-term development instead of a one-time upgrade.
Farmer Modules
The Farmer Module constructs a compact agricultural installation containing farmland, composters, beds, and supporting infrastructure.
Modules can contribute to:
- New farming zones.
- Village population growth.
- Additional farmers.
- New beds and workstations.
- Rest areas.
- Agricultural storage.
- Village Iron Golem development.
As the settlement advances, these modules become part of a larger network of farms and communal buildings.
Shared Village Progression
Villagers can build villages includes a village-wide progression system connected to its Iron Golems.
The settlement gains shared experience through activities such as:
- Harvesting crops.
- Producing bread.
- Defeating enemies.
- Creating or developing golems.
- Villager births.
- Restoring zombie villagers.
- Expanding agricultural infrastructure.
- Cultural contact with Wandering Traders.
Nearby village Iron Golems synchronize their progress as part of the same communal network.
As the village level increases, it unlocks new workers, construction projects, defensive systems, storage, population support, and specialized infrastructure.
Village Iron Golems
Ordinary Iron Golems become part of the village progression system.
They can:
- Accumulate shared village experience.
- Display the village level and progress.
- Patrol an extended area.
- Detect hostile creatures.
- Receive healing from iron.
- Share progression with nearby village golems.
- Unlock milestone rewards.
- Support new professions and construction projects.
Their development represents the growth of the settlement rather than only the strength of one creature.
Oseum Golem
The Oseum Golem is a bone-processing rural worker.
It can:
- Search for dropped bones.
- Collect and store them.
- Convert bones into bone meal.
- Locate nearby farmers.
- Deliver fertilizer where needed.
- Compost excess seeds.
- Store bones and bone meal inside its internal inventory.
It can be constructed by placing a carved pumpkin directly above a bone block.
Hay Golem
The Hay Golem is an autonomous agricultural worker.
It can:
- Collect crops and seeds.
- Harvest mature farmland.
- Fertilize crops.
- Replant agricultural areas.
- Carry resources in its internal inventory.
- Deposit materials into nearby chests and barrels.
- Distribute supplies to villagers.
It alternates between harvesting and depositing depending on its inventory and the needs of the settlement.
Baker Golem
The Baker Golem supports the village’s bread economy.
It can:
- Follow and assist farmers.
- Store wheat and bread.
- Produce and distribute bread.
- Supply villagers.
- Contribute bread production to village progression.
- Participate in the communal bread bank.
The Inventory Lens allows players to inspect the total amount of bread stored between Baker Golems and village residents, then withdraw part or all of it through an interface.
Communal Storage Network
Villagers and specialized golems can interact with nearby storage containers.
The system can use:
- Chests.
- Trapped chests.
- Barrels.
- Worker inventories.
- Golem inventories.
Resources can be deposited, withdrawn, redistributed, balanced between workers, or preserved as communal reserves.
Farms and storage rooms therefore become part of the village economy instead of decorative buildings filled with manually managed containers.
Foremen and Rural Coordinators
Foremen and Rural Coordinators manage the village workforce.
They can support:
- Resource redistribution.
- Agricultural expansion.
- New farm plots.
- Worker organization.
- Farmer rest zones.
- Village granaries.
- Additional production infrastructure.
- New collectors and support workers.
The Foreman represents the coercive route, while the Rural Coordinator provides a more cooperative form of leadership.
Seed Collectors
Seed Collectors specialize in gathering and supplying planting materials.
Their baskets provide additional storage and allow them to:
- Gather seeds from the environment.
- Maintain seed reserves.
- Deliver seeds to farmers.
- Support new farmland.
- Reduce shortages during agricultural expansion.
The village can assign additional collectors as its progression level increases.
Communal Teachers and Population
Communal Teachers support village children and population development.
The addon includes systems for:
- Planned births.
- Forced births.
- Child development.
- Accelerated maturity.
- Population milestones.
- Bed and food requirements.
- Additional farmer recruitment.
- Role distribution as the population grows.
Village growth is connected to infrastructure, communal food, available beds, professions, and shared progression.
Nitwit Rehabilitation
Nitwits can be rehabilitated into useful members of the settlement.
Players can choose between:
- Villager Training Manual: peaceful rehabilitation.
- Mandatory Labor Decree: violent forced conversion.
Some villagers may become permanent nitwits when they cannot be successfully integrated, preserving uncertainty within the population system.
Zombie Villager Restoration
Zombie villagers can be restored through specialized progression items.
The two principal approaches are:
- Villager Restoration Charter: restores the zombie villager.
- Perpetual Reanimation Decree: revives it through a coercive process and may return it as an unskilled villager.
Successful restoration contributes substantial experience to the village’s shared progression.
Armor and Tool Management
Specialized smithing professions can manage communal equipment.
Armorers can:
- Progress through equipment stages.
- Distribute armor to residents.
- Provide chainmail or iron protection.
- Apply Thorns enchantments.
- Maintain an armor registry.
Tool Masters can:
- Track farmer equipment.
- Assign sickles.
- Replace missing tools.
- Match sickle quality with village progression.
- Maintain a tool registry visible through the Inventory Lens.
Forge Hammers
Two forge tools provide different approaches to repairing and strengthening village defenders:
- Communal Forge Hammer: heals nearby village golems through a peaceful area effect.
- Coercive Forge Hammer: provides stronger single-target repair while also causing damage.
Forge-related progression can eventually create specialized workshops, master armorers, and improved communal defenses.
Village Roads
Builder Masons can create roads based on a village-wide selected policy.
Available road modes include:
- Communal Ground Decree: creates dirt paths.
- Gravel Road Decree: creates stable gravel roads.
Masons observe frequently traveled routes and gradually improve suitable terrain while avoiding protected farmland and important village structures.
Automatic Village Construction
As the settlement grows, villagers can build new infrastructure around their agricultural center.
Possible constructions include:
- Farmer modules.
- 9×9 farm plots.
- Farmer rest zones.
- Granaries.
- Bee stations.
- Light towers.
- Cleric shrines.
- Mason yards.
- Forge workshops.
- Toolsmith workshops.
- Cartographer watch towers.
- Communal town halls.
Workers are selected for construction tasks and travel toward the project before the building is completed.
The resulting village grows according to its population, level, professions, and accumulated production.
Watch Cartographers
Watch Cartographers operate defensive observation towers.
They can:
- Detect nearby enemies.
- Sound an alarm horn.
- Call village golems toward threats.
- Extend the surveillance area.
- Detect residents and golems that wandered too far.
- Guide lost members back toward the village.
Multiple towers can expand the defensive awareness of a large settlement.
Village Town Hall and Registry
Advanced settlements can construct a communal Town Hall.
The Town Hall supports:
- Village identity.
- Resident registration.
- Shared progression.
- Infrastructure tracking.
- Profession registries.
- Resident location.
- Armor and sickle records.
- Centralized village information.
Using the Inventory Lens allows the player to browse registered residents and temporarily locate them through visual markers.
Inventory Lens
The Inventory Lens is the main information and management tool for developed villages.
It can display:
- Villager inventories.
- Available and occupied slots.
- Food and seed quantities.
- Assigned sickles.
- Basket storage.
- Village level and experience.
- Oseum Golem resources.
- Baker Golem bread and wheat.
- Resident registry.
- Armor registry.
- Tool registry.
- Village bread bank.
The Lens also controls many information messages from the addon, helping reduce constant notifications when the player does not need them.
Designed for Long-Term Villages
Villagers can build villages is intended for players who want settlements to become ongoing projects.
A small village can gradually develop into a large agricultural community containing:
- Farmers and collectors.
- Agronomists.
- Coordinators or Foremen.
- Teachers.
- Smiths and armorers.
- Masons.
- Clerics.
- Watch Cartographers.
- Specialized rural golems.
- Shared farms and storage.
- Roads.
- Workshops.
- Defensive towers.
- A central Town Hall.
- A village-wide progression system.
The player can cooperate with this development, accelerate it through administrative tools, or control it through requisition and coercion.
Development and Feedback
Villagers can build villages focuses on expanding:
- Villager inventories.
- Autonomous agriculture.
- Village management.
- Worker specialization.
- Golem utility.
- Communal storage.
- Population growth.
- Settlement construction.
- Defensive organization.
- Long-term survival progression.
Bug reports, balance feedback, compatibility reports, and suggestions are welcome in the project comments.
Build a cooperative commune, establish an authoritarian farming state, or create something deeply questionable between the two. The village will remember the paperwork either way.

