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Villager Backport

Backport of 1.14 Villagers to 1.12.2
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VillagerBackport-2.1.4.jar

File nameVillagerBackport-2.1.4.jar
Uploader
ExiledRadioExiledRadio
Uploaded
Oct 30, 2026
Downloads
35
Size
3.3 MB
Mod Loaders
Forge
File ID
9378785
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:villager-backport-1671232:9378785")

Learn more about Curse Maven

What's new

v2.1.4

1.14 villages in Biomes O' Plenty's world type, rank badges and 1.14 outfits for other mods' villagers, safe curing in modded packs, /librarian and /discount, 1.14's work sounds, a setting for farming with mob griefing off, and villagers keeping their outfits.

New: 1.14 villages in Biomes O' Plenty worlds

Worlds made with Biomes O' Plenty's own world type now get 1.14 villages. BOP builds its terrain its own way, so until now this mod couldn't plan villages on it and those worlds got 1.12.2's villages.

  • They're planned on BOP's real terrain, so houses sit on the ground as they do in any other world.
  • Each village takes its style from the biome's tags: snowy biomes get snowy villages, sandy ones desert villages, savanna savanna and coniferous forests taiga; the rest get plains villages. Villages only appear in the biomes BOP allows them in.
  • /locate village_plains and the other village types work in BOP worlds too.
  • Villages already in your world stay as they are.

New: other mods' villagers

  • Other mods' villagers now wear the rank badge. A villager from another mod's profession keeps its own texture, since it's a whole 1.12.2 villager with no way to tell its clothes apart, but now shows the 1.14 rank badge for its level like everyone else.
  • Dress them in 1.14 clothes if you'd rather. The new display.modOutfits setting maps another mod's profession, or a single career, to the closest 1.14 outfit, for example somemod:chef=butcher. A mapped villager is dressed exactly like a vanilla one: biome clothing, the outfit, its hat and the badge.
  • Other mods' villagers no longer lose their profession. A villager that hadn't traded yet was made unemployed the first time this mod saw it, to find its job at a workstation as in 1.14. No workstation offers another mod's career, so Forestry's apiarists, Immersive Engineering's engineers and the like turned unemployed for good, whether a village, that mod's own houses or a /summon made them. Careers no workstation offers now keep their job and restock without one.
  • Other mods' villagers earned too little experience. Each trade's experience follows the level it unlocked at, and this mod could only guess that level for another mod's trades, from how its trades are registered. Those guesses often came out as novice, so later trades paid 1 or 2 experience instead of up to 30 and those villagers levelled up very slowly. A villager now gets its first trades from this mod, which records where each level's trades end, as it already did for vanilla villagers. That also stops villagers made with /summon starting on their second level's trades and getting them twice.
  • Careers other mods add to vanilla professions now wear that profession's 1.14 outfit (the farmer's, librarian's, cleric's, toolsmith's or butcher's) instead of plain biome clothing, unless display.modOutfits says otherwise.

New: farming with mobGriefing off

Villagers only harvest, replant and pick up food and seeds while the mobGriefing gamerule is on, just as in vanilla. Worlds that turn it off to stop creeper damage end up with farmers standing idle beside ripe fields and villagers ignoring the bread you throw them.

Turn on jobs.ignoreMobGriefing and villagers farm and pick up food and seeds anyway. Everything else mobGriefing controls stays off, including villagers trampling farmland. It's off by default, so nothing changes unless you turn it on.

New: curing is safe in modded packs

Zombifying and curing villagers for the discount no longer risks anything in packs that make mobs stronger. A zombie villager that was one of your villagers is never made an Infernal Mobs elite, a Scaling Health blight or a Champion, and gets no Scaling Health bonus health, so an exploding elite can no longer appear in the middle of your trading hall.

In Dregora, the cured villager is also never turned into a Sussyberian or Mentalberian, which refuse to trade. Until now every cured librarian had a one-in-ten chance of coming back as one. Berians that were made this way before are turned back into the librarians they were, with their trades, the next time their chunk loads. Berians that generated as berians are Dregora's own and are left alone.

All of this is the compat.convertedStayOrdinary setting, on by default.

New: /librarian and /discount

Two operator commands for putting back what a bad cure took:

  • /librarian <enchantment> [level] [villager level] [price] [cured] spawns a librarian where you stand, selling that enchanted book. For example, /librarian unbreaking 3. Press Tab for the enchantment names. The price defaults to 1.14's price for the book, and cured gives you the cure discount with it.
  • /discount [radius] gives you the cure discount from the villager you're looking at, or from every villager within the radius. It's exactly what a cure gives, so using it again changes nothing.

Fixed

  • Curing villagers that stood side by side mixed up their trades. When several villagers a block apart were cured together, one could come back with its neighbour's trades and level, and the neighbour came back with a fresh set. Each cured villager now gets back its own trades, level and experience, however close together they stand. The same goes for villagers zombified together.
  • Villagers lost their trades through a cure with pricing.gossipEnabled off. Their trades are now kept whether gossip is on or not.
  • Villagers changed clothes when they walked into another biome. A villager now keeps the biome outfit it was given when it spawned, as in 1.14: a desert villager led into a taiga stays a desert villager. A baby takes the biome it's born in half the time, otherwise one of its parents' outfits, and a cured zombie villager wears what it wore before it was infected. Villagers already in your world keep the outfit for the biome they're standing in when you first load the world with this version.
  • Villagers at a smithing table, composter, blast furnace or fletching table made a generic wood or stone knock while working. Every profession now makes 1.14's own work sound, with 1.14's sound files: the armorer's blast furnace crackles, the butcher's smoker hisses, the farmer's composter fills, the fisherman's barrel opens, the fletcher whittles, the leatherworker dyes in the cauldron, the toolsmith hammers, and the shepherd now uses the loom's finishing sound, as in 1.14.
  • The left arm's texture was the wrong way round. 1.14 draws the left sleeve mirrored, so the outfit's detail sits on the outside of both arms, as it should.

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