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Villagers at Work

Bring life to villager professions through automation
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VaW Core 0.10.5

File namevaw-core-0.10.5+26.1.2.jar
Uploader
SoulGolemSoulGolem
Uploaded
Sep 28, 2026
Downloads
10
Size
983.6 KB
Mod Loaders
Fabric
File ID
9003741
Type
B
Beta
Supported game versions
  • 26.1.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:villagers-at-work-1702646:9003741"

Learn more about Curse Maven

What's new

0.10.5

  • With the MCA extension, archers use arrows: an archer shoots only the arrows it carries, one a shot, and takes sixteen from the fletcher's armory once it runs out. With none left it puts its bow away and fights with its fists until the fight is over. Until now MCA handed archers an arrow for every shot, and the fletcher's arrows were never taken. New setting in the extension's config, archersUseArrows, on by default: turn it off to have MCA hand archers their arrows as before.
  • The weaponsmith and the fletcher can use an armor stand as their armory, and share one with an armour maker: put a stand between an armorer and a weaponsmith and the armorer dresses it while the weaponsmith puts its sword in its hand, or between a leatherworker and a fletcher making bows for an archer's kit. The stand gets arms to hold the weapon. A fletcher's arrows still go in its chest. Two armour makers, or two weapon makers, still cannot share a stand.
  • A chest follows the same rule: one between an armour maker and a weapon maker is the armory of both, and one touching two armour makers, or two weapon makers, is neither's. A chest shared by an armorer and a leatherworker used to stop the armorer making iron armour once leather was in it.
  • With the MCA extension, a guard's gear wears out: its armour as it is hit, its sword with every blow and its bow with every shot, as a player's does. A piece that breaks is replaced from the armories once the fight is over, so the armorer, weaponsmith, fletcher and leatherworker keep working for as long as your guards fight. Until now a guard's gear never wore, so the makers had nothing more to do once every guard was equipped.
  • A goat a butcher takes while it is already following a player's wheat stops following at once, instead of for up to a second of the walk.
  • A village child that is climbing on a chest or a workstation when it looks for an errand sets out once it lands, instead of waiting another minute.
  • A farmer standing by its composter when you arrive in the village, or when the server starts, no longer tips up to 20 seeds into the composter the vanilla way while its field still has plots to sow.

0.10.4

  • A farmer leaves the squares around a melon or pumpkin stem empty, so the stem has room for its fruit. It used to sow every square of its field, and a stem you planted there never grew a melon. A crop already growing beside a stem is harvested and not replanted.
  • An empty plot gets the crop most of the plots around it grow, so a gap in a row of carrots gets a carrot and rows extend themselves. It used to get whichever seed came first in the farmer's inventory.
  • A farmer replants crops whose harvest gives no seed. When a gap in a row of Farmer's Delight tomatoes needs a tomato, it makes tomato seeds from one of its own tomatoes, and only then. Melon and pumpkin stems are still yours to plant.
  • For datapack authors: vaw:keep_clear_around now holds the melon and pumpkin stems too.

0.10.3

  • An animal a butcher is leading or carrying ignores a player holding its food, instead of turning aside to it and pulling against the lead.

0.10.2

  • A librarian's enchanted book goes only to a maker whose work it can enchant: Fire Protection goes to the armorer or the leatherworker, never the toolsmith. If no maker nearby can use it, the librarian makes none and keeps its paper, leather and lapis.
  • The armorer, weaponsmith, fletcher and leatherworker enchant what they make with a book on their shelf, as the toolsmith already did, and the book is used up. A book waits for something it fits, so a Feather Falling book on an armorer's shelf goes on the boots.
  • A farmer keeps the bamboo an armorer or butcher has asked for until it has a full load of 32 to take them, instead of putting it in its chest a few at a time and never delivering any.
  • A butcher down to the last of its feed shows that feed above its head, since the last one stays on the shelf and is never fed. So do a fletcher down to its last flint, feather or string and a cleric down to its last nether wart or glistering melon slice, once they lack nothing else.
  • A butcher never goes to bed with an animal on its lead, and never leads one about all day: an animal on its lead or in its arms is always walked in and culled, or culled where it is when the shift ends.
  • A shepherd never claims a sheep on a lead.

0.10.1

  • A farmer without a hoe keeps its field instead of standing idle. It harvests and replants, picks up crops, sows the farmland already there, harvests cane, bamboo, cactus and berries, and composts, but it never tills and never plants anything on open ground: the hoe is what grows a field. It no longer shows a hoe above its head. The toolsmith still makes a hoe for every farmer, so by default every field grows as before. New setting, toolsmithMakesHoes, on by default: turn it off and the toolsmith leaves hoes to you, so only a farmer you give a hoe to, on its shelf, grows its field. Knives are still made. See the wiki's Farmer page.
  • The advancement tab is named Villagers at Work. Its first advancement is the same one, so progress you have earned stands.
  • Each advancement's description says what earns it, instead of asking you to see it happen.

0.10.0

  • Clerics brew potions. Put a brewing step's marker on a cleric's shelf, with blaze powder for fuel, and it brews at its brewing stand as you would: nether wart makes awkward potions, a glistering melon slice potions of healing, a ghast tear potions of regeneration. It fills all three bottles before it adds the ingredient, so one ingredient makes three potions, and the last wart or melon slice stays on the shelf as the marker. An empty shelf, or rotten flesh, is still the lapis exchange, so your clerics carry on as before. See the wiki's Cleric page.
  • A cleric making awkward potions supplies a cleric finishing them. Potions of healing and regeneration stay in the stand they were brewed in, and a fresh batch starts only once that stand is empty.
  • The fisherman's water bottles go to a cleric making awkward potions.
  • A farmer turns its own melon slices into glistering melon slices with the gold nuggets on its shelf, but only when a cleric making potions of healing asks for them. Gold nuggets are optional and never show an icon. The farmer does not plant melons: plant the stems in its field.
  • Villagers heal. A working villager, a child or a villager hauler at half health or below walks to the nearest cleric's brewing stand holding a potion of healing or regeneration and drinks it, then another while it is still at half. A brewing stand no cleric works at, such as your own, is never touched, and neither is one holding water bottles or awkward potions. With the client jar or the MCA extension the potion shows in its hand. See the new Healing page.
  • With the MCA extension, a hurt guard drinks a potion before it fetches its armour.
  • A villager turned into a zombie villager no longer keeps its workstation for good: the next villager can take the job. The tools it held are dropped where it turned instead of vanishing.
  • Advancements, in single-player worlds only: a tab of 28 that guides you into the mod and marks each supply chain as it starts running, and 4 more for guards with the MCA extension. Only the world's owner earns them, and servers show no tab. When a villager involved has a name, the chat says which villager did it just before the announcement. See the new Advancements page under Progression.
  • For datapack authors: a requirement member can name the potion a bottle holds, such as {"item": "minecraft:potion", "potion": "minecraft:water"} for a water bottle, as the cleric's own set now does.

0.9.13

  • A butcher needs an axe or a knife. Without one it breeds nothing and shows the tool it is missing until the toolsmith makes it one, even with feed on its shelf. It used to take feed without a tool as the signal to breed and never cull, and the toolsmith never made a tool for a shelf that held feed. New setting, breedOnlyButchers, off by default: turn it on for a cramming farm, and a butcher with feed and no tool breeds indefinitely and never culls, as before.

0.9.12

  • A villager taking something to a shelf carries it in its hand instead of its tool, and holds the tool again once it gets there. Needs the client jar or the MCA extension to be seen, as the tool does.
  • Haulers go to a full chest or barrel first and empty it, whatever is in it, to make room. Otherwise they pick a container at random, so a far one is no longer left waiting behind a near one.
  • During working hours haulers take only full stacks, and after working hours they take the rest. They used to set out only once something reached a full stack and then take whatever they found first, so an allay could leave with three carrots and leave the stack of cod behind, and part stacks were never hauled at all until the container filled.
  • A price of 0 in traderPrices no longer freezes the server when a villager goes to trade. Prices are 1 to 64 emeralds; a traderPrices with a price outside that range is ignored with a warning, and the datapack prices are used instead.

0.9.11

  • The armorer's armory is optional: an armorer without one never shows the chest icon and just smelts and supplies ingots, so you can keep an armorer for smelting alone. Your guards say when they need armour.
  • The weaponsmith, fletcher and leatherworker work without a guard mod. With no guards to take from their armories, they stock them once and keep them on display. They used to do nothing at all unless MCA was installed, and a chest beside an armorer was ignored; it is now always its armory.
  • MCA guards and archers wear a full set of armour — helmet, chestplate, leggings and boots — from the village's armories. They used to take only the pieces MCA's own kit named, so an archer took the leatherworker's chestplate and left the helmet and boots in the armory for good. MCA still decides their weapons and shield. Needs the MCA extension.

0.9.10

  • A butcher whose working day ends while it is bringing an animal in culls the animal where it is, instead of walking about with it on its lead or in its arms until morning.
  • A farmer leaves the eight squares around a cactus empty, corners included. It used to plant cactus corner to corner until it could not get through its own field, and put bamboo at a cactus's corner that it then walked into and hurt itself on. A crop already growing beside a cactus is harvested and not replanted. New datapack tag, vaw:keep_clear_around, for other blocks a farmer should keep away from.
  • A cactus no longer kills farmers. A villager at work takes no damage from a cactus or a sweet berry bush; brushing past one as it turned a corner in a cactus field cost a farmer a heart every minute or so, and villagers never heal. At any hour, no villager panics at one either: the first brush used to send a villager running about among the cacti, straight into more of them, and one that wandered into a cactus patch after work could die there. Off shift it takes the one hit and walks on. New datapack tag, vaw:pricks, the damage types this applies to.
  • New setting, serviceAreas, which sets how far around its workstation a villager works, workstation by workstation: the farmer's field around its composter, the butcher's animals around its smoker, the shepherd's around its loom and the fisherman's water around its barrel. The farmer's field could not be changed before, and the butcher and shepherd shared one number. It replaces workstationRange and fishingRange, and a config file that has them keeps its values. The wiki has a new Service Area page listing every profession's.
  • A farmer delivers and stores its harvest again. It used to keep every bamboo, cane, cactus, carrot, potato and seed it held for as long as any ground in its field stood open, so a bamboo farm never fuelled anyone and the farmer stopped work once its pockets were full. It now keeps one for each empty plot it can reach.
  • Fuel is delivered only in loads worth burning: at least as long as one coal burns, which for bamboo is 32. One bamboo burns out long before an ingot is smelted, so small deliveries were wasted.
  • A farmer plants sweet berry bushes from the berries it picks, and Farmer's Delight rice into open water beside rice already growing, so a paddy fills out without the farmer touching the pond that keeps your farmland moist. New setting, plantPerennials, on by default: turn it off and the farmer still harvests cane, bamboo, cactus, berries and rice but never plants a new one.
  • A farmer picks up crops lying in its field — seeds, produce, cane, bamboo, berries — and plants, delivers or stores them like its own harvest. It used to leave anything it did not happen to walk over. It gives something you have just thrown a moment before taking it. New datapack tag, vaw:crop_items, says what counts.
  • The shepherd unwinds wool into string at its loom, four to a wool, for a fletcher or fisherman whose shelf is short of string. It used to have no customers at all, and string came only from a fisherman's junk. It brings exactly what the shelf is short of, so a shelf never ends up with more than a stack. There is still no wool-to-string recipe for players.
  • Half of what a fisherman catches is junk, where it used to be about one catch in ten. String and sticks are junk, and at the old rate a fisherman could not even make its own next rod, let alone supply a fletcher. New setting, fishingJunkChance. Your own fishing is unchanged.
  • A villager that is about to craft something and decides to leave it for later no longer loses the materials. A fletcher's sticks and string used to vanish from its shelf with no bow to show for them about one time in three, and the weaponsmith, toolsmith, armorer and every other crafting villager lost theirs the same way. The same went for a craft cut short by the end of the working day.

0.9.9

  • The armorer no longer spends every ingot on its armory while the rest of the village waits for metal. It used to restock a full set of armour before a single toolsmith got any iron, so a guard taking one set cost the village 48 ingots in a row. It now decides at random whether to restock the next piece or serve a shelf that needs ingots.
  • An armorer with no armory asks for its ore and fuel before it asks for the armory. With an empty shelf it used to show the chest, as though the armory were what it lacked. It still smelts ingots for the toolsmith, weaponsmith and shepherd while it has no armory. The weaponsmith, fletcher and leatherworker likewise ask for what their shelf is missing first. Needs the MCA extension, which is what gives a village armories.
  • A rabbit or chicken a butcher is carrying no longer steers the butcher. The rabbit used to walk the butcher over to anyone holding carrots, and run it away from a player standing by the smoker, back towards the pen and then back again.
  • A butcher leading an animal out of its pen meets it at the gate, instead of pulling it along the lead into the corner of the fence nearest the smoker and waiting there until the animal was lifted to it.
  • A butcher stands on an open square beside its smoker to cull, never on top of the chest beside it.
  • A farmer no longer plants bamboo beside a cactus, which knocked the cactus down.
  • An MCA guard or archer with no gear of its own no longer makes a racket as it patrols. It was putting on armour it did not have and taking it off again twenty times a second, so a swordsman sounded like clanking iron and an archer like rustling leather. Needs the MCA extension, which this release carries.
  • Talk to a blocked MCA villager and it tells you what it still needs, straight away. It used to say so once, when it first got stuck, and after that only showed angry particles or walked about in silence. Only you hear the answer, and one click is one answer. Needs the MCA extension, which this release carries.
  • An MCA guard or archer that is missing a piece of its gear, and finds none in its armories, says which — a helmet, a sword, a bow — the way other villagers say what they need, and tells you again if you talk to it. Guards used to go about half-armed without a word. Three guards short of the same thing say it once. Needs the MCA extension, which this release carries.
  • The mod and its client jar say All Rights Reserved where they used to say MIT, which is what the download page has said all along. Nothing about playing with them changes, and putting one in a modpack is still governed by the permission on the project page. The api jar that extensions build against stays MIT.

This mod has no additional files