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Villageria

Villagers who actually work. 8 professions defend, rebuild, light, farm, explore, heal and manage villages. Includes 4 new buildings, 4 Iron Golem types, a shared economy and a working police pistol.
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Villegeria 1.21.1 NeoForge

File namevillageroles-neoforge-1.21.1-0.2.0.jar
Uploader
bartacibartaci
Uploaded
Aug 11, 2026
Downloads
29
Size
200.0 KB
Mod Loaders
NeoForge
File ID
8621708
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:villageria-1646907:8621708"

Learn more about Curse Maven

What's new

Changelog — villageroles-0.2.0.jar

Minecraft 1.21.1 · NeoForge · Java 21

0.2.0 — NeoForge · Minecraft 1.21.1

Ported from the original 1.21.1 implementation and adapted for NeoForge.
Same features and behaviour; the main changes are in the loader integration
and registration layer.

  • Builds against Minecraft 1.21.1 using NeoForge, Gradle and Java 21.

  • Uses the standard NeoForge registration and event systems for professions,
    job-site blocks, items, entities and village behaviour.

  • Villager trades are registered through the mod's NeoForge-compatible
    registration layer.

  • Villager schedules and role behaviours are handled by the shared
    VillageRolesCore logic.

  • Explosion tracking uses NeoForge's server-side explosion events to record
    blocks before they are destroyed.

  • Entity data and NBT handling use the Minecraft 1.21.1 APIs.

  • Item model definitions are included under
    assets/villageroles/items/.

  • NeoForge integration. Everything the mod does is handled by
    VillageRolesCore and the classes below it, which contain the shared mod
    logic. com.villageroles.neoforge.NeoForgeEntry handles NeoForge-specific
    registration and event wiring. No behaviour changed.

0.1.0 — Initial release

Minecraft 1.21.1 · NeoForge · Java 21

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:

  1. Under attack — everyone who cannot fight goes inside

  2. Repair — builders work through the night

  3. Light — night scouts light the edges

  4. Develop — breeders and builders work

  5. 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. Set
guaranteedVillageBuildings: false to stop adding buildings to villages, or
unfinishedVillages: 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.

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