TownTopia: Additions

Extra tools for TownTopia villages: a village menu, villager and building finder, homeless-villager help, census book, hunger and raid alerts, regenerating mines.
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TownTopia Additions 0.8.6

File nametowntopia_additions-0.8.6.jar
Uploader
AnthonyS1337AnthonyS1337
Uploaded
Nov 15, 2026
Downloads
8
Size
898.4 KB
Mod Loaders
NeoForge
File ID
9626842
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:towntopia-additions-1798922:9626842"

Learn more about Curse Maven

What's new

Changed

  • Builder paths are off by default. The idle Builder no longer lays a path network between buildings unless you turn it on: set paths = true in [idle_builder] of serverconfig/towntopia_additions-server.toml. Worlds that already have the config file keep their current setting.
  • Iron golems spawn outside. Village golems no longer appear inside houses. They're summoned on open ground with sky above: on grass or dirt first, then any other open ground nearby, then a little further out. If there's nowhere outside, no golem spawns that time.

New

  • Villager diaries. Diaries are always recorded (even after /villager diary off). Operators can read a villager's diary with /villager journal <name> (with Menu Expander: the Diary screen, from the villager screen). Operators can follow the diaries of the village they're in live in chat with /village diary on|off (with Menu Expander: the Diary in chat tick box on the Mayor screen). Setting: always_record in [diary].
  • Defender squads. With enough defenders, they team up in threes led by a Captain or a Guard: a Guard, an Archer and a Cleric or Mage (else two Guards and an Archer, else three Guards, else a Guard with whoever is left), and walk together on duty. Nobody works alone: a spare defender joins the squad that needs it most (a spare Cleric goes to a squad with no Cleric, a spare Archer to one with no ranger), and with no Guards at all the other defenders team up with each other. When any member drops to 25% health the whole squad drops everything, the Rally Horn included, sprints with Swiftness I into the nearest safe building (Barracks, Town Hall, Tavern or a house; never an open-air one, and not past monsters at the door) and stays inside together, resting, eating and drinking healing potions, until everyone is at 50% again. A squad without a Cleric gets one: the nearest squad with a Cleric rushes over, hides with them and heals them to over 75%. The leader speaks in chat, like proximity chat (players within 96 blocks whose nearest village is the squad's), with several lines for every moment, so you can follow what a squad is doing ("Bram's health is low! Cover me, we're retreating to the Barracks!"). Clerics now heal hurt defenders before anyone else, the most hurt first; everyone else is healed simply by who is most hurt. /village squads (or /village squad) shows your village's squads and what they're doing, for any player: the village you're in, or your own village when you're not near one.
  • Archers and Mages: a backup sword and leather armour. They carry a wooden sword (or a stone one, taken from Storage when there is one; never better) and use it only when they can't shoot (with none in Storage, the village's Blacksmith makes a stone one from 2 cobblestone and a stick; Archers and Mages never get anything better, and a better sword in their pack goes back to Storage; a wooden one is swapped for stone as soon as one is in Storage or the Blacksmith can make one): an Archer with no arrows left, a Mage with almost no mana. They wear leather armour from their pack or Storage, and only leather. Setting: [ranged_kit].
  • Vanilla villagers become Nomads. Plain Minecraft villagers inside a TownTopia village's border (wandering in from a vanilla village, bred in the village's free beds, cured zombie villagers) turn into TownTopia Nomads you can recruit at the Mayor, or who move on after a day. Vanilla villages next door are left alone. Setting: to_nomads in [vanilla_villagers].
  • Village supplies. Wandering Traders and TownTopia's visiting Merchants now also sell supplies for your village's own emeralds (the green-named ones), to make up shortages in the mid to late game. Sneak + right-click a trader inside your village with an empty hand: a normal trading screen opens. A Novice trader brings 6 lots of food and farm supplies (crops, seeds, bone meal, bread, eggs...). Buying levels the trader up like a vanilla villager (Novice to Master, with the progress bar): each level brings 3 more lots, from meat, fish and cooking ingredients, through the jobs' everyday materials (coal, logs, leather, string, feathers, paper, books), metals, lapis and arrows, up to diamonds and golden food, and 5% off everything per level. Each lot can be bought 4 times from that trader, and only things TownTopia's villagers actually use are sold. What you buy goes straight into the village's Storage, marked as the village's so its workers can use it. Prices follow TownTopia's own market prices: by default a lot costs twice what the Merchant pays the village for the same items. Villages can also let their Tradesman do the buying (/village supplies tradesman on, owner or officer; off until you turn it on): it then takes emeralds from Storage, walks to the trader, buys random lots it can afford, keeping the last 32 emeralds, and carries them into Storage. TownTopia's own selling still comes first. A trader always has something to sell: when you don't belong to a village where it is, the same lots are sold to you for plain emeralds and go into your inventory (in Menu Expander's trader menu). Where the village turned supplies off, the Buy supplies tab doesn't appear at all. /village supplies (also in the Village Menu) shows what each trader in the village sells.
  • Rally Horn. Craft any goat horn with a bell (operators: /village rallyhorn [player]) and blow it inside your own village (owner, officer or friend): every Guard, Captain, Archer, Mage and Cleric there drops what it's doing, even off shift or asleep, and comes to your side, fighting anything around you, for 2 minutes. Blow it again to keep them with you. Archers leave their lookout, Clerics go on call and still heal first. It's a goat horn with its own name, so players don't need anything installed.
  • All soldiers collect monster loot. TownTopia tags the arrows, string and bones dropped by monsters the village's defenders kill, but only Archers ever collected them. Guards, Captains, Mages and Clerics now collect them too, using the Archers' own routine, within 20 blocks, then into Storage. Guards, Captains and Mages collect as soon as no monster is within 8 blocks (even right after a fight); Clerics only during their quiet rounds, once the danger has passed, never while healing.
  • Wandering animals brought in. Loose cows, sheep, pigs and chickens inside the village's borders and near its buildings (16 blocks from a building's door) are led into a Ranch's pen by a Rancher, the same way TownTopia brings back animals that got out. Only kinds a Ranch already keeps, and only while its pen has room. Animals further out are left alone, so the Rancher doesn't run off into the forest after them. Babies and players' animals (named, saddled or tamed) are left alone too.

Fixed

  • Defenders come home. Defenders disengage: they don't take on monsters more than 32 blocks from the village's buildings (unless one is right on them). A defender that still strays more than 48 blocks from every building of its village (fleeing or chasing) drops what it's doing and heads back to the bell with Swiftness; if it's still lost after 45 seconds it's brought back to the bell. Settings: [defenders_home].
  • The idle Builder stays in town. Picking up dropped items and lighting dark spots used the village's whole land, so a Builder could walk 80+ blocks to a single Rotten Flesh. Both now stay within 24 blocks of the village's buildings (or the bell). Setting: reach in [idle_builder].
  • Loot from the village's kills belongs to the village. Arrows, bones and string dropped by a monster a Guard (or any of the village's villagers) killed weren't the village's, so they couldn't be used. Everything a mob drops when one of the village's villagers kills it is now the village's. Setting: kills_belong_to_village in [soldier_loot].
  • Squad members stuck outside. A squad member that can't get to its hiding spot (jammed in a doorway) now fights back when monsters reach it, and is helped inside after 10 seconds.
  • Supplies rebalanced. Expert and Master lots are small, dear and sold once per visit (8 iron for 16 emeralds, 2 diamonds for 32); traders level up more slowly.
  • Archers keep their quivers full. Every 30 seconds an Archer checks its arrows. Below half of its "Arrows to carry" it gets more as soon as it isn't fighting. At 10% or less it drops everything, fights and Rally Horn included, and hurries to restock, then goes back to the horn. The village's own arrows come first (from Storage, or fletched); only when there are none and nothing to make them with does it use players' arrows, from the ground next to it or from Storage.
  • Archers can make arrows from what you put in Storage. TownTopia's villagers only use items that belong to the village, so flint, feathers and string a player put in Storage were never used for fletching. Storage donations now cover them too (with blocks and sticks, as before).
  • Raw food last. Villagers ate the raw food they carried (a Farmer's raw potatoes) even with baked potatoes and pumpkin pie in Storage, because TownTopia only fetches food when a villager carries less than 16, and raw crops counted. Raw foods (raw potatoes, carrots, beetroot, raw meat and fish, spoiled food) now always come last in a meal; a villager carrying only raw food fetches a proper meal from Storage first when the village has one there; and raw food no longer counts towards the 16. After 2 minutes without anything better it may still eat raw rather than starve. Setting: raw_food_last in [eat_before_starving].
  • Defender tokens are bound to the village. The super rare token a defender finds was handed out unbound, so the village couldn't use it. It's now bound to that defender's village, like tokens from the Mayor's shop, including ones kept for an owner who's offline.
  • Tradesmen sort Storage. When the Tradesman has nothing to sell and nothing to haul (and isn't buying supplies), it now sorts the village's Storage like the idle Builder and children do, two stacks per trip, then rests for 2 minutes. A visiting trader is noticed after the trip.
  • Archers keep Storage stocked with arrows. TownTopia's Archers only fletched to fill their own quiver, and only when Storage had no arrows at all, so gravel and feathers sat in Storage unused. When the village's own arrows in Storage drop to 32 or fewer, one Archer at a time now makes arrows for Storage (sifting gravel into flint as it goes, 4 gravel per flint) until there are 64. Only fighting, its own restock and a Rally Horn come first. If nothing can be made, the village's players are told what Storage is missing (flint or gravel, feathers, sticks, or a fletching or crafting table), at most every 20 minutes.
  • Villagers stuck inside a block are rescued at once. When TownTopia says a villager is stuck inside a block, it's moved straight back to the village's bell and the village's players get a chat line saying so, instead of the villager taking damage until the 2-minute stuck rescue kicks in.
  • Miners follow ore. A Miner only dug inside its planned tunnels, so ore one block past the end of a side branch (6 blocks long) was seen and then left behind. Ore touching the dug tunnels, and the rest of its vein, is now mined even outside the plan, up to 8 blocks past it, as long as it is still that Mine's ground (closer to it than to any other Mine) and not inside a protected building. Plain stone outside the plan is still never dug.
  • Sugar cane on dirt or grass is harvested. TownTopia's Farmers only cut cane standing on sand, so cane growing on dirt or grass in a Farm's field was ignored. They now cut cane on any block cane grows on (sand, dirt, grass, podzol, mud, moss...). Only cane in a Farm's own field counts, so Farmers never go after wild cane outside the village, and new cane is still only planted on sand.
  • Archers restock first. An Archer with a bow and no arrows at all now drops what it's doing (even a fight or a Rally Horn call) and restocks from Storage, or fletches, before anything else, retrying every 5 seconds. Before, TownTopia only restocked when there was nothing to fight, so Archers ran around with empty quivers all night.
  • Storage sorting works. The idle Builder and children skip chests nobody can reach (one such chest used to stop all sorting), and chests without settings now get grouped: each item category gathers in the chest that already holds the most of it. Villagers note what they sorted in their diary.
  • Cooks stuck opening and closing Storage chests. TownTopia hands every villager a 16-item packed lunch and picks a Cook's own dishes for it, but then makes the Cook deliver its dishes, so the Cook put its lunch back, was given it again, and so on, every few seconds (and ate raw potatoes instead). Cooks now keep up to 16 of their own dishes as lunch, like everyone else's food; anything above that is delivered as before.
  • Cooks giving up on an ingredient they can't get. A Cook only plans to fetch an ingredient that's in a Storage chest it can actually reach and take from (not one it has just failed to reach, stock that's reserved, or something its pack has no room for), instead of failing at once and starting over.
  • Blacksmiths that never make armour. The Blacksmith starts each session by recycling old tools left in Storage; when that tool was in a chest it couldn't reach, it failed, threw the whole plan away and tried the same tool again all day, so no swords or armour got made. It now only plans to recycle old tools it can reach.

New config: [cook_fixes] (enabled), covering the three fixes; [soldier_loot] (enabled); [wandering_animals] (enabled, near_buildings 16); [rally_horn] (enabled, minutes 2); [archer_restock] (enabled, storage_stock_below 32); sort_group_by_category in [idle_builder]; [supplies] (enabled, lots, price_percent 200, lots_first_level 6, lots_per_level 3, discount_per_level 5, xp_per_emerald 2, uses_per_lot 4, tradesman_allowed, tradesman_keep_emeralds 32, tradesman_lots_per_trader 3); [defender_squads] (enabled, retreat_below_percent 25, safe_percent 50, cleric_heals_to_percent 75, chat); [tradesman_sort] (enabled, minutes_between 2); [sugar_cane] (any_soil); [miner_ore] (follow_ore, follow_blocks 8).

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