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Reputation!

Rule through fear or respect.

Loved Reputation by The_Computerizer but stuck on 1.18.2?
This is the same mod you remember — rebuilt from the ground up for Minecraft 26.1.2, running on both Fabric and NeoForge, with an (in-development) Fallout-style theme.

 

โœจ What This Mod Does

Reputation! is a full-featured update and continuation of The_Computerizer's original Reputation mod. Every mob belongs to a faction, and every faction remembers. Kill their villagers, loot their chests, scare their weakest members into fleeing — your standing drops, and the consequences stack up: villagers refuse trades, their guards hunt you on sight, their timid mobs scatter the moment you come into view.

All the gameplay you know from the original is here — faction datapacks, the Ledger, the Ledger Book, currency bags, AI standings — ported cleanly to the new MC series, all the old dependencies dropped, and the feedback loop re-skinned with Pip-Boy–style karma flashes and audio cues.

 

๐ŸŒŸ What's New in This Update

  • โฌ†๏ธ Updated to Minecraft 26.1.2 — works with the latest version of the game
  • ๐Ÿงต Multi-loader — first-class Fabric AND NeoForge support from a single codebase
  • ๐Ÿงน Zero upstream mod dependencies — the original pulled in TheImpossibleLibrary and 10 other optional deps; all dropped, replaced with vanilla-native networking and attachments
  • โ˜ข๏ธ Fallout-style karma feedback — reputation-up / reputation-down audio cues and a top-right HUD icon flash on every rep change
  • ๐Ÿ”ง Same datapack format — your existing factions/*.json and ai.json files drop in almost                    unchanged (namespace bump only)

 

๐ŸŒŸ Features (Carried Over From Original Reputation)

  •        Per-player, per-faction reputation — tracked independently, persists across deaths and saves, auto-syncs to the client
  • ๐Ÿด Datapack-defined factions — members, currency item, rep thresholds, weighted consequences for murder/looting/fleeing
  • ๐Ÿ’€ Actions have consequences — murder, looting, scaring mobs off in battle all cost rep
  • โš”๏ธ Mobs react to your reputation — hostile factions hunt low-rep players on sight, skittish members flee, friendlies pacify vanilla aggro when you're at good standing
  • ๐Ÿ’ฐ Villager trade scaling — bad rep = expensive or outright refused trades, good rep = deep  discounts
  • ๐Ÿ“– Ledger + Ledger Book — right-click to check your standing; sign faction currency bags at the Ledger Book for bonus reputation
  • ๐ŸŽ’ Faction Currency Bag — craft a faction's currency around a leather centre; a witness doubles its value when signed
  • ๐Ÿ› ๏ธ Full /reputation_fallout command tree — list, add/set rep, join/leave factions, clear state
  • ๐ŸŽฎ Works in Survival, Creative, and Adventure modes

 

๐Ÿ“– How To Use

  1. Install the mod — factions load from the built-in datapack immediately. Two ship by default: villagers and pillagers.
  2. Play. Kill a villager → lose rep. Loot a village chest with a villager nearby → lose rep. Make a pillager flee for its life → lose rep.
  3. Check your standing: right-click a Ledger block, or hold a faction's currency (emeralds for villagers) and right-click a Ledger Book.
  4. Make amends: craft a Faction Currency Bag (8 emeralds around a leather in a 3×3 grid) and sign it at a Ledger Book with an ink sac in your off hand.

Every rep change pops an icon flash in the top-right corner, so you always know where you stand.

 

๐Ÿ› ๏ธ Compatibility

  • Minecraft Versions: 26.1.2, 1.20.1
  • Loaders: Fabric + NeoForge
  • Multiplayer: โœ… Works on dedicated servers — reputation syncs to each client automatically
  • Mod Compatibility: Plays nicely with anything that doesn't wholesale override villager trading or mob AI. Datapack-first — mods that add new mobs can just be dropped into ai.json to assign them a faction bucket.

 

โš™๏ธ Configuration

No config file — everything is datapack-driven, same format as the original Reputation mod. Drop JSONs into data/<namespace>/ to customize:

  • factions/<name>.json — define a faction: members, currency item, rep thresholds, weighted consequences for murder/looting/fleeing
  • ai.json — assign every mob type to one or more buckets: hostile, passive, passive_fleeing, injured_fleeing, trading, each tunable to good / neutral / bad standing triggers

 

โ“ FAQ

Q: Is this the same mod as The_Computerizer's Reputation?
A: Yes — it's the same gameplay, rebuilt for MC 26.1.2 and made multi-loader (Fabric + NeoForge). All the upstream's mandatory dependencies have been dropped; the new mod stands alone. MIT-licensed, credit fully preserved.

Q: Will my old Reputation datapacks work?
A: Almost. Change the namespace from reputation: to reputation_fallout: and they'll load as-is. Same JSON schema for factions and ai.json.

Q: Does this work with [insert modded mob pack]?
A: Yes — add the mob's entity ID to ai.json under the bucket you want and to a faction's members list. Done.

Q: Will pillagers remember if I raid their outpost?
A: Oh yes. Forever. Even after you die, your rep follows you (copies across respawn by design).

Q: Can I use this in modpacks?
A: Absolutely! Feel free to include it in any modpack, public or private. A credit link back is appreciated but not required.

Q: Does this require a client-side install?
A: Yes — the HUD flash and karma sound cues are rendered client-side. Server-only won't give you the feedback loop.

 

๐Ÿ™ Credits

Based on Reputation by The_Computerizer — all gameplay design, faction schema, AI standings concept, and upstream assets (faction icons, ledger textures, sound events) derive from the original mod. MIT-licensed. Port and Fallout theming by hooneybAdgers. 

 

If you enjoy the mod, please leave a comment! โญ

War. War never changes.

But your reputation can.

 

The Reputation! Team

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