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Tycoon Citizens

A foundation for people in other mods: citizens with faces, names, daily routines, families and speech bubbles.
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Tycoon Citizens 0.1.0

File nametycooncitizens0.1.0.jar
Uploader
Reinay97Reinay97
Uploaded
Sep 29, 2026
Downloads
16
Size
237.5 KB
Mod Loaders
NeoForge
File ID
9008836
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tycoon-citizens-1716441:9008836"

Learn more about Curse Maven

What's new

The first release. Tycoon Citizens is the person behind every figure in the Tycoon mods: a face of their own, a home, a working day, an age and a family, a way of talking and a memory of the players they meet. It knows no trade and no job - what someone sells or does is up to the mod that uses them. On its own it puts nobody into your world; mods and packs bring the people.

Added

  • One kind of person, many roles. Every figure is the same entity, tycooncitizens:citizen. What kind of person it is - look, names, day plan, lines, tone - comes from a role in a data pack (data/<mod>/citizens/<role>.json), not from Java. A broken file is reported and skipped without taking the others down.
  • Everybody looks different. Eight layers - body, face, trousers, shoes, top, beard, hair and work outfit - each in its own colour, drawn from 35 parts, with a slim or wide build and a height between 92 and 106 percent. The server rolls the look once and keeps it for life. A role decides what makes the job: an apron, a hi-vis vest, a hard hat, a flat cap, a beanie, a work coat or a peaked cap is only worn by those whose role hands it out. Packs and mods can add parts of their own.
  • A name that fits. First and last names come from name lists in the data pack; first names match the build. Every mod can bring its own list, so a region sounds like a region.
  • A day of their own. Each person claims a free bed within 32 blocks - nobody else sleeps in it - and follows a day plan: by default sleep from 22:00 to 6:00, work from 8:00 to 17:00, a break at noon, each person up to 20 minutes earlier or later so the street does not move as one. Without a workplace they spend the day around home.
  • They walk like people. Paths, gravel, cobblestone and floors are preferred over grass; water, fields and drops of more than a block are avoided. Instead of wandering at random they go to places - a bell or a campfire to meet, a workbench, barrel or lectern to look at - stand there a while, look for a roof when it rains, and stop to chat with their neighbours. Everybody has a pace of their own, and whoever is late hurries. What counts as a path, a meeting point or something worth looking at are block tags packs can extend (tycooncitizens:walkways, gathering, interesting).
  • They find their way through real buildings. Slabs, stairs, carpets, snow, path blocks, trapdoors, open fence gates and narrow doorways are walked like floor, and wooden doors are opened and closed behind them. Everything that is not a whole block - chests, lanterns, flower pots, azaleas, trapdoor counters and modded furniture such as shelves, cabinets or shop signs - is checked against its real shape, so people walk around it instead of into it, and nobody climbs over the furniture to save a step. If something still blocks the way, such as a boat or another mod's machine, they look for another way, and as a last resort step onto the next free block.
  • They grow up and grow old. Baby, child, teenager, adult and senior, on the world date of Tycoon Calendar, compressed so a whole life fits into about a year and a half of calendar time (every phase is a config value, and ageing can be switched off). Children are smaller and grow steadily, stay close to home and go to bed early; hair and beards turn grey in the forties; seniors retire and walk slower. From about 75 each birthday may be the last one, at 105 at the latest, and the family mourns. A role can keep its people from ageing at all. Age keeps pace with the calendar - a night slept through or hours spent far away count in full, and a birthday stays put; setting the time back makes nobody younger, and a big time jump ages people by a day's worth at most instead of wiping out a town.
  • People from structures come alive. A person placed by a structure during world generation gets their face, name and age when they first wake up - even if the chunk was saved before that.
  • They stay where they belong. People do not use portals. Someone whose role is missing from the data pack waits as they are: they neither age nor take a bed. A person who is stuck for minutes out of sight is only ever moved onto free floor, never into a block.
  • Families. A shared last name, parents, children and grandparents; children inherit skin tone, eyes and hair colour from a parent.
  • They talk in speech bubbles. What people say shows for a few seconds above their heads, for every player within 16 blocks, in each player's own language - 116 lines in English and German. Every person has a tone (curt, friendly, boastful or tired) and a mood that rain, a night in their own bed, a punch or a chat moves; lines can depend on tone, mood, time of day and age, and the same line never comes twice in a row. Players who prefer the chat can switch the bubbles off in the client config.
  • They remember you. Every person remembers up to 64 players: name, visits, when they last met and what they think of them. Talking makes you known but never a friend - that takes deeds. What happens to one person is heard of by the neighbours within 32 blocks as a rumour at half strength, and rumours fade over a few days while their own experience stays. Lines can depend on it: "New around here?" for a stranger, "I heard what you did." for someone with a bad name.
  • For mod developers: CitizenAPI and CitizenEvent. Spawn a person, change their role and keep the same face, set home and work, send them somewhere (goTo, follow, attend), let them speak or show a bubble of your own, store your mod's data on them (data(citizen, modid)), count things in their memory and ask their attitude towards a player, read their age, stage and family. Events for a right-click (Interact - where your mod opens its own screen), a tick once a second, work starting and ending, a new life stage, a role change, a death of old age and Removed - a person leaving the world for good, died or taken out by another mod. exists and lastKnown tell whether someone is still alive somewhere and where they were last seen, loaded or not. Family lists come as read-only snapshots.
  • Built for servers. Everything is decided on the server; the client only draws. Hundreds of people in one town run at a few milliseconds per tick.
  • Commands for testing (operators): /citizen spawn <role>, /citizen info, /citizen gedaechtnis (what a person remembers), /citizen sag (make them talk, optionally to a player) and a few more.

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