Villageria 26.2 Forge
Curse Maven Snippet
What's new
Changelog — villageroles-0.2.0.jar
Minecraft 26.2 · Forge · Java 25
0.2.0 — Minecraft 26.2
Ported from 1.21.1. Same features, same behaviour; what changed is everything
underneath, because 26.1 was the first unobfuscated release and Forge now uses
the Mojang mappings directly.
-
Builds against Mojang mappings with Forge's Gradle tooling, Gradle 9.5.1 and
Java 25. -
Trades are data now. 26.2 moved villager trades out of code entirely, so
the eight professions' offers ship asvillager_trade/trade_setdatapack
entries underdata/villageroles/, referenced per level by each profession. -
Nocturnal schedules are data too. Villager activity comes from an
environment attribute driven by atimeline; the three staggered night-shift
schedules are attributes registered by the mod plusdata/villageroles/timeline/nocturnal_schedule.json. -
Explosion tracking targets
ServerExplosion(Explosionbecame an
interface), and entity NBT hooks moved toValueInput/ValueOutput. -
Item model definitions added under
assets/villageroles/items/, required
since 1.21.4. -
Forge integration. Everything the mod does is handled by
VillageRolesCoreand the classes below it, which contain the shared mod
logic.com.villageroles.forge.ForgeEntryhandles Forge-specific
registration and event wiring. No behaviour changed.
0.1.0 — Initial release
Minecraft 1.21.1 · Forge
Eight villager professions that actually do their jobs, four buildings that
generate with every village, and a village that coordinates all of it.
New professions
Each one is an ordinary villager profession bound to its own job-site block, so
villagers claim these jobs on their own — place the block and the village staffs
it, exactly like a lectern makes a librarian. Right-clicking any of them opens
the normal trading screen.
-
Police — sleeps through the day, holds a defensive ring around the
village's iron golem at night, and answers a threat anywhere in the village.
Armed with iron armour and a pistol. Never chases past its leash. -
Builder — repairs creeper and player damage, and finishes the half-built
houses that new villages generate with. Raises a temporary ramp to reach
blocks that are too high, then takes it down again. -
Night Scout — lights the dark edges of the village with real torches drawn
from real supplies. -
Breeder — finds the fenced pens, herds strays back into them, and grows
the herd up to a per-species ceiling. -
Explorer — outfits itself with armour and a sword, leaves at dusk, comes
home before dawn, and brings back the supplies the village runs on. -
Mayor — one per village. Runs a census, sets the village's priority, keeps
the posts filled and commissions the buildings the village is missing. -
Doctor — revives dead villagers and iron golems at dawn, one at a time,
and treats the wounded at any hour. -
Shopkeeper — minds the shop counter and turns the day's takings into
village supplies.
Village buildings
Every village generates with one of each, built in the vanilla plains-house
idiom — cobblestone foundation, stripped-log corner posts, plank walls, glass
panes and a stepped stair roof. Taiga and snowy villages get spruce versions.
-
Police station — with an iron-barred holding cell
-
Mini hospital — reception, treatment room, two beds, a discreet red cross
above the door -
Village shop — counter, stock, awning over the entrance
-
Town hall — the mayor's desk, a meeting table, the village records
Each one comes with its own worker already living in it.
Iron golem variants
Golems are no longer interchangeable. Each is one of four kinds, saved with the
golem:
| Kind | Speed | Damage | Health | Role |
|---|---|---|---|---|
| Standard | — | — | 100 | the vanilla golem |
| Heavy | −40% | +60% | 150 | holds a position |
| Swift | +65% | −40% | 80 | runs down what flees |
| Guardian | +10% | −15% | 135 | escorts villagers instead of patrolling |
Golems also gained village-wide awareness: a golem by the bell now knows about a
zombie at the far gate, instead of only noticing what walks within sixteen
blocks of it.
Village coordination
The mayor decides one priority for the whole village and every other role reads
it — no message passing, no task queues:
-
Under attack — everyone who cannot fight goes inside
-
Repair — builders work through the night
-
Light — night scouts light the edges
-
Develop — breeders and builders work
-
Explore — explorers may leave
Torches, building materials, animal feed and expedition kit all come out of one
shared village stock. Explorers and the shop fill it; builders, scouts and the
doctor spend it. An empty store means a builder shelves its job and comes back
later, not that it builds with imaginary blocks.
Damage repair
Damage finds the builder; the builder never scans the world for it.
-
Creeper and other explosions are recorded as they happen, with the exact block
states, before anything is destroyed -
Blocks a player mines inside a village are recorded too (ignored in creative)
A builder already walking around picks the work up on its next pass — no chunk
reload, no restart. A builder finishes one building before starting another.
Safety rails: no block entities are ever restored (a broken chest is never
duplicated), no doors or beds (whose halves would be restored separately), no
crops or terrain, nothing intact is overwritten, and nothing is placed in a block
somebody is standing in.
New items and blocks
-
Village Pistol — usable by the player as well as the police. Hitscan, 24
block range, blocked by walls, 240 shots. -
Eight job-site blocks: Police Desk, Builder's Workbench, Lamplighter's Post,
Feed Trough, Expedition Table, Town Hall Desk, Apothecary Table, Shop Counter.
Commands
/villageroles … (permission level 2)
| Command | What it does |
|---|---|
who |
every role villager nearby, what it is doing — and why it is not |
village |
the village you are in: priority, mayor, stock, roster, discoveries |
stats |
open build sites, blocks left, villages tracked, day phase |
sites |
open build sites in this dimension, repairs marked |
posts |
job-site blocks and villager employment around you |
hire <role> |
force the nearest villager into a job |
finish |
instantly complete every build site in loaded chunks |
reload |
re-read the config |
who is the one to reach for when a villager looks idle — it names the blocker.
Performance
Everything is on a cooldown and nothing polls the world.
-
A vanilla villager costs a handful of reference comparisons per tick
-
One shared hostile sweep per village serves every officer, every golem and the
mayor — a village with six defenders costs one entity query, not six -
Damage arrives through events, so the world is never scanned for it
-
Village lookups are cached per villager for thirty seconds
-
A global per-tick budget caps how much role logic runs in one tick, and is
spent per decision, not per villager per tick
Configuration
config/villageroles.json, created on first run. Per-role radii, cooldowns and
ceilings, staffing quotas, the village economy, golem behaviour, pistol damage
and range, and how aggressively villages generate unfinished. SetguaranteedVillageBuildings: false to stop adding buildings to villages, orunfinishedVillages: false for untouched vanilla villages.
Known issues
-
Desert and savanna villages get the oak version of the buildings, which does
not match their sandstone and acacia. Plains, taiga and snowy are correct. -
The mayor commissions a bunkhouse when the village has more villagers than
beds. The trigger is correct but has not been observed firing in a live
village yet — report it if your villagers end up short of beds. -
An explorer's range is bounded by loaded chunks, so it explores furthest when
a player is in the area. -
A building can generate up to about ten blocks further from the village centre
than intended, depending on which way it is rotated.
This mod has no additional files

