promotional bannermobile promotional banner

Villager Backport

Backport of 1.14 Villagers to 1.12.2
Back to Files

VillagerBackport-1.2.1.jar

File nameVillagerBackport-1.2.1.jar
Uploader
ExiledRadioExiledRadio
Uploaded
Oct 14, 2026
Downloads
102
Size
838.3 KB
Mod Loaders
Forge
File ID
9183591
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:villager-backport-1671232:9183591")

Learn more about Curse Maven

What's new

1.2.1

Fixed villagers vanishing when they took a farmer's job at a composter. Giving the new farmer its farming task crashed that villager's update, and some packs (RLCraft's RLTweaker among them) deal with that by deleting the villager. Without such a mod it would crash the game instead.

Fixed baby villagers sometimes growing up as nitwits. About one bred villager in six became a nitwit, which never happens in the real game. Bred villagers now always grow up unemployed and look for a job.

Nitwits that came from breeding in 1.2.0 stay nitwits. To turn one back into a normal villager, stand next to it and run /entitydata @e[type=villager,c=1] {ForgeData:{villagerbackport:{Nitwit:0b}}} (needs cheats or operator).

1.2.0

A big one. Villagers now behave much more like they do in current Minecraft (Java Edition): how they price things, how they talk about you, when they work and sleep, and when they call iron golems. It's grouped by topic below.

Check your config: a few settings now have new defaults. Minecraft doesn't change values already saved in your config file, so if you're updating an existing install, see "Settings" at the bottom.

Prices

  • Killing a villager no longer makes the whole village overcharge you forever. One killing used to add about 25 emeralds to every trade in the village. Now a villager who saw it charges about 7 more on everyday trades, and the story gets weaker each time it's passed on.
  • Enchanted book trades now change price in emeralds, not books. A librarian who disliked you used to ask for 8 books instead of 1. The trade screen also shows these trades emeralds first.
  • Expensive items react more strongly to demand and reputation. Enchanted books, maps, enchanted gear, iron and chainmail armour, shields, stone tools, the iron axe, the diamond hoe, saddles and leather armour all count as premium trades: four times as sensitive to demand and to how a villager feels about you. The enchanted iron sword and enchanted bow are ordinary trades.
  • Prices build up over several days. A trade you sell out every day gets a little dearer each day, and one you leave alone drifts back down. Before, prices quietly reset every morning.
  • New trades take a few days of heavy use before their price first goes up, as in the real game. Trades already in your world aren't affected.
  • No price ceiling from demand. A trade in constant demand keeps getting dearer until it costs a full stack. A 1-emerald trade used to stop at 7.
  • Curing the same villager again no longer stacks discounts. Both cure bonuses are capped at what one cure gives.

Stock and restocking

  • Each trade has its own stock. Enchanted tools, weapons and armour sell 3 times between restocks instead of 12. Villagers buy everyday goods like crops and wool 16 times, and valuable things like iron, gold and diamonds 12 times. Bread and wool sell 16 times. Trades added by other mods keep the old rule.
  • Villagers only restock at their own workstation. A librarian with no lectern it can reach no longer restocks at all.
  • No more free restock at dawn. A villager's day now starts when work hours begin.
  • A trade selling out shows green sparkles on the villager, so you can see which one just ran dry.

Reputation and gossip

  • Only villagers who actually see a killing hold it against you. Villagers behind a wall or on another floor no longer count as witnesses.
  • Gossip travels like it does in the real game. Villagers only swap news when they walk right up to each other, at most once a minute each, and only part of what they know gets passed on. Before, a grudge reached the whole village within minutes.
  • Every trade earns you a little goodwill (+4 each, up to about 1 emerald off), including trades that give the villager no experience and trades where you closed the screen straight away. Buying several at once with shift-click counts each one.
  • Old opinions fade out a day sooner.
  • New command: /forgive. Look at a villager and run it to clear its grudges against you, or use /forgive 32 for every villager within 32 blocks. Operators only. It only clears grudges, so discounts you've earned stay. Handy for villages stuck with the old inflated prices.

Trading screen

  • Clicking a trade always loads it. If another trade's items were already in the slots, clicking a different trade used to do nothing. Now it swaps them.
  • Clicking a trade uses renamed and enchanted items too, the same items the villager would accept anyway.
  • Leftover items go back into your inventory when you close the screen instead of being dropped on the ground. Anything that doesn't fit still drops.
  • Changed prices are drawn like the real game: the item once with the old price crossed out, and the new price beside it. This now also shows for discounts, not just price rises.

Levels

  • At most one level-up per trading session. A villager with enough experience for two levels takes one, and the next waits until you trade with it again.
  • Trading gives you 3 to 6 experience per trade, plus 5 on the trade that levels the villager up, as in the real game. The extra 5 used to come at random.

Jobs and workstations

  • Villagers go to work every day. During work hours each villager with a job keeps going back to its workstation and using it, with its work sound, whether or not it has anything to restock.
  • Taking a job works like the real game. An unemployed villager that spots a free workstation heads for it and takes the job once it's within 2 blocks, with green sparkles. If it can't get there within a minute it gives up and shows angry particles. Villagers don't look for work while asleep.
  • Villagers look for workstations and beds up to 48 blocks away in every direction. A workstation two floors up or in a basement used to go unnoticed.
  • A villager that can't reach its workstation or bed for a full minute gives it up and looks for another, even one it has used before. It never used to give up a bed at all.
  • Only farmers farm. Fishermen, shepherds and fletchers used to tend crops too, and a villager that became a farmer never started farming until you reloaded the world.

Sleeping and beds

  • Sleeping villagers have a small hitbox on the pillow. You can no longer hit them by punching two blocks above the bed, a block placed there no longer suffocates them, and a villager under a low ceiling is no longer drawn pitch black.
  • You can wake a sleeping villager by right-clicking it or its bed. It gets up, and lies back down a couple of seconds later if the bed is still free. Clicking a sleeping villager no longer opens trading.
  • To take a villager's bed, wake it and sleep in the bed yourself. A villager won't lie down in a bed someone else is in, and one that finds someone else sleeping in its bed goes and finds another.
  • Villagers without a bed wait indoors at night, under a roof, until morning. If one spots a free bed, it goes and claims it.
  • Villagers wake up at dawn (a moment earlier than before) and wake up when attacked, or when a zombie or illager comes into sight. They go back to bed once the danger has passed.

Running away

  • Villagers run when they're hurt. Hitting a villager, or anything else hurting it, makes it run away from whoever did it. It used to just keep walking.
  • Villagers run from the right monsters at the right distances: zombies, husks and zombie villagers within 8 blocks, vindicators within 10, evokers and illusioners within 12, vexes within 8, and only ones they can see. Zombie pigmen no longer scare them.

Breeding

  • Villagers need food to breed, the way the real game counts it. Bread is worth 4, and carrots, potatoes and beetroot 1 each. A villager carrying 12 or more in total is willing, in any mix. Before, it took a single stack of 3 bread or 12 carrots or potatoes, beetroot didn't count, and trading could make a villager willing with no food at all.
  • Breeding uses up the food even if it fails, and a failed attempt shows angry particles.
  • Both parents need beds of their own, and the baby needs a free bed the parents can walk to, within 48 blocks and with two empty blocks above it. The baby gets that bed. Walled-off or blocked beds no longer count.
  • Villagers with jobs don't breed during work hours. Nitwits and unemployed villagers can breed any time they're awake.

Iron golems

  • Villages no longer fill up with iron golems. Villagers won't call for a golem while one is within 16 blocks. A village could get a new one every 30 seconds before.
  • Villagers only panic at real threats: zombies (including husks and zombie villagers) and illagers they can actually see, or being hurt. Any monster within 8 blocks used to count, even one in a cave under the floor.
  • Any grown villager that has slept in the last 20 minutes counts towards an iron golem, as in the real game. A job, or having been to work, is no longer needed, so nitwits and unemployed villagers help too.
  • Villagers chatting can call a golem even when none of them has an opinion about anyone.

Nitwits

  • Nitwits are back. A villager that arrives as a nitwit, from village generation or from curing a zombie villager that was one, stays one. It wears the green robe, never takes a job, never counts towards an iron golem, and has no level gem on its belt. Before, nitwits were treated as unemployed and took the first workstation they found.
  • Villagers from spawn eggs, or from /summon without data, always start unemployed, and babies are always born unemployed.
  • Villagers already in your world aren't changed.

Small touches

  • Villager clothing follows the real game's biome list for vanilla biomes. The Nether and stony shores now give plains clothes. Modded biomes still pick the closest look from their temperature and rainfall, since the real game would make them all plains.
  • Right-clicking a villager with nothing to trade gets a "no" — nitwits, unemployed villagers and babies. Nothing happened before.
  • A witch made by lightning striking a villager no longer despawns.
  • A zombie villager you had traded with before it was zombified no longer despawns, so it's still there for you to cure.

Bug fixes

  • Items no longer vanish when you switch trades with a nearly full inventory. Whatever didn't fit back in your inventory used to be deleted. It now stays in the trade slot.
  • Baby villagers no longer vanish. The "a baby needs a free bed" rule was being applied to every baby villager, so spawn eggs, cured baby zombie villagers and babies in a chunk you came back to could fail to appear. It now only applies to births.

Settings

New defaults. An existing config file keeps its old values, so change these by hand if you want the new behaviour:

  • strictJobSite is now true: villagers only restock at their own workstation. Set it to false if your world has villages missing their workstation blocks.
  • maxDemand is now 0, meaning no ceiling (was 128).
  • gossipRange is now 2.24 (was 8).
  • sleepEndTime is now 10 (was 100).

Removed: searchHeight and abandonUnreachedTicks no longer do anything and can be deleted from your config.

This mod has no additional files