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[O.S] Living Villages – Villagers with a Life

作者:ObmorokStudio

Vanilla villagers that work, build, marry, celebrate and grow their villages. Earn their trust, trade with the whole village, found your own.

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介绍

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[O.S] Living Villages – Villagers with a Life

Your villagers just stand there. What if they lived? Vanilla villages come alive. Villagers chop trees, dig mines, farm, cook, smith, build new houses and mend old ones. In the evening they go to the tavern, they fall in love, marry and raise children, hold festivals and send their adventurer on trips. Villages guard their land from strangers, trust you rank by rank, trade and quarrel with each other, and a true hero can found a village of their own.

No new mobs, no replaced villagers: these are the vanilla villagers you know, just with a life.


Getting started

  1. Walk into any village. A banner tells you its name and how much it trusts you. At first you are a Stranger: you can’t open doors, take from chests, harvest crops or trade.
  2. Find the Notice Board by the bell (or on the porch of the town hall). Its first page tells you what the village is busy with right now and how far along it is. The second lists what it really lacks and why. The third is everyone who lives there, with a Find button.
  3. Talk to villagers (right click). Some have requests for you: fetch things, deal with monsters, find a lost cow, carry a letter, clear a bandit camp. When the job is done, the marker on your screen leads you back to the villager who asked, wherever they are. You can also hand it in at the board.
  4. Defend the village at night and during raids. Every monster you kill near the village counts.
  5. Trade at the Market Stall once you are an Acquaintance: with the whole village at once, or with any of its craftsmen.
  6. Keep going: a house of your own, a room in the tavern, trips with the adventurer, and in the end the Founder’s Staff.

You get the Settler’s Book the first time you walk into a village: everything below, page by page, in your own language (or craft one: a book and wheat).


Trust ranks

Rank Points What it opens
Stranger 0 Look around, help, take requests
Acquaintance 100 Market, doors and crafting stations, a room in the tavern
Friend 300 Place blocks (they always stay yours), harvest crops, bandit camps, go on trips
Local 600 Order a small house of your own
Respected 1200 Village chests, a bigger house
Hero 2500 The biggest house and the Founder’s Staff

The more a village trusts you, the better its prices (generous traders knock off a little more, greedy ones less). Gifts count by what they’re worth: a stack of iron earns far more than a single ingot, and dirt earns nothing. Friends playing together share their standing.

Steal or break things and you get one big warning. Do it again and you are Wanted: the guards and the golems come for you until you pay the fine at the board or the time runs out. News travels: allied villages hear about it too.


Villagers who work

Every morning the elder looks at the storehouse and sends people where they are needed.

  • Lumberjacks fell real trees around the village, trunk first, then the whole crown comes down log by log, and plant saplings back. When the woods nearby are cut out, they plant a grove and tend it with bone meal until it’s ready to fell. Miners dig a staircase and galleries, light them and bring back ore.
  • Each trade’s workstation stands where its work is: the chopping block by the woods, the ore cart by the mine, the weapon rack by the watchtower or the bell. Old stations that ended up in odd corners move there, one a morning.
  • If stone runs low and wood is plenty, a lumberjack goes down the mine for the day, and the other way round. Unemployed villagers haul, help in the fields or join the builders, and when there’s nobody free, the least busy craftsmen are lent to the building site for the day.
  • Farmers sow and harvest and bake bread. Fishermen cook what they catch. Butchers and shepherds look after the animals.
  • Smiths make and repair tools, weapons and armour for everyone (and mend iron golems), librarians enchant them, clerics heal and brew potions for the guards.
  • Guards patrol in day and night shifts with swords and crossbows.
  • Builders have their own bench and clothes. They put up new buildings and mend old ones, and between jobs they look after the grounds: paths from every door to the square, the ground evened out along them, lamp posts and flowers by the way.
  • The village decides its trades itself: if it ends up with a pile of fishermen and no smith, the spare ones retrain for what’s missing, or go back to general work.
  • Villagers swim: fall in deep water and they paddle to the nearest bank.
  • Miners walk their own tunnels cell by cell, down the stairs to the face and back up, without getting lost in the dark.
  • No more crowds jammed in a doorway: the tavern fills up to its seats and the rest meet on the square, and anyone stuck in a press gets nudged out.
  • Better gear and experience show on the villagers themselves: armour, enchanted weapons, the tool in their hand.

Everything goes to the village storehouse. You can look inside, and put things in to help.


Villagers that feel alive

They breathe, blink, shift their weight and look around. They wave when a friend walks by, nod to an acquaintance, salute a hero (the guards do) and shake a fist at someone wanted. They gesture when they talk, laugh at a joke in the tavern, stretch and yawn when they get up, hang their heads on a bad day, sip from a mug, dance and clap on a holiday, cheer at fireworks and at your win, wave the adventurer goodbye, and go down on one knee to propose. Children hop as they run. They sit on the stools in the tavern and on benches by the square.

And their faces move. The eyes follow you as you walk past and wander when nobody’s there; they blink, wink when they wave, go wide when you walk up, squeeze into happy arcs when they laugh and close in sleep. Heavy eyebrows rise, knit when they’re cross and tilt when they worry. The mouth talks, smiles, frowns, yawns and shows teeth in a laugh or a shout, cheeks go pink when they’re happy, in love or a little drunk, and a tear runs down a sad face.

Underneath it all is who they are: the face shows their mood and character. Cheerful villagers smile, grumpy ones scowl, lazy ones have heavy eyes, the shy one looks away and blushes, the drunkard in the tavern goes red, a guard on duty looks stern, and everyone squints in the rain and gets sleepy at bedtime. Hats, headwraps and the weaponsmith’s eyepatch stay where they are.

Men and women

Women wear their hair long and loose, in a braid with a ribbon or in a bun, with a fringe, lashes and a touch of colour on the cheeks. Many men grow a beard, a moustache or a few days’ stubble. Hair colour runs in the culture: dark in the deserts and savannas, often fair up north. The elder has a long grey beard and wears the village chain, so you’ll know him at a glance.

Families and names

Every villager has a first name and a family name, in the style of their culture: around 60 first names and 28 family names for each of the five cultures, and 36 village names. Children take their father’s name, a bride takes her husband’s, and her window shows the family she was born into ("née Miller"), along with her husband, children and parents. Villagers sleep in their own beds every night, couples move into one house and children sleep under their parents’ roof.

When someone dies, the chronicle remembers them: who they were, how long they lived in the village and who they left behind. The widow mourns, the children are sad for days. Tasks they gave you aren’t lost: hand them in at the notice board.

They walk like they mean it: a bob in every stride, shoulders swinging against the hips, a lean forward when they hurry, a roll into a turn and a flinch when something hits them.

Illagers too

Pillagers, vindicators and evokers get the same living body and their own scowl. Their eyes fix on you and follow you, shifty when nobody’s around. They squint down the crossbow, knit their heavy brows and snarl with bared teeth when they charge, chant with an open mouth when they cast, and after a won raid they grin from ear to ear and hop about. Vanilla textures and models, nothing to configure.

Every new profession has its own clothes and hat: the lumberjack’s flannel and knitted cap, the miner’s helmet with a lamp, the guard’s tabard and steel cap, the innkeeper’s apron and bandana, the adventurer’s hooded cloak.


Villages that grow

The first thing a village builds is its town hall: a wide hall on a stone base with a porch and the notice board at the door, a red runner to the elder’s chair under the village banners, a long council table with benches and shelves of the village records. It grows to three levels: an upper floor with the archive, then a bell tower over the porch. Every morning the elder walks there and takes his chair, so that’s where to find him before noon.

After that, builders put up what the village needs most: a barn for the stores, houses when beds run out, fields and animal pens as it grows, workshops for missing trades, a tavern, watch towers, a market square when the village gets big. They go up block by block, from the foundation up, with scaffolding at the corners while the walls go up.

No two houses are alike. Every house and workshop is drawn from its own seed in the culture’s style: plain planks on a stone base, a timber frame with white plaster, a log cabin, banded terracotta, flat desert roofs with a parapet; roofs pitched either way and steep in the north; double doors with or without a porch; windows with shutters, bushes under them, a smoking chimney; inside, beds, a table and chairs, a chest, shelves, a rug and a lamp, and an upper floor in the big ones. Barns, taverns and towers come in three looks each.

As the village grows, the barn, tavern, tower and market are rebuilt bigger, up to level 5: a hay loft, more rooms for travellers, a stone base, a bell on top of the tower. After a raid the village puts up palisade pieces on the side the raiders came from.

The village remembers every building. A creeper hole gets mended the next day. The board shows each site’s progress and what’s holding it up: short of wood, short of stone, or no free hands.


The market

The market stall now trades with the whole village, the way a real village would. It sells what it has too much of from its own stores, and what its craftsmen make from the stores’ materials: a smith’s tools while there’s iron, a shepherd’s beds while there’s wool, a librarian’s books while there’s paper. It buys what it actually lacks, paying out of its own purse of emeralds, so a poor village can’t buy much until it has sold something. Prices follow what things are worth, how short or plentiful they are, and how much the village trusts you. Every deal moves real goods in and out of the stores, and the experience comes to you, not to wherever the trader happens to stand.

You can still trade with any single craftsman from the same stall.


The tavern and village life

  • After work villagers meet in the tavern: they sit down on the stools, chat, drink, and the innkeeper serves. Friendships grow, and a brawler sometimes starts a fight (nobody gets hurt, the guard breaks it up, the two sulk for a week).
  • Talk to the innkeeper: treat everyone, rent a room (you’ll wake up there), ask what’s new, or play: dice, arm wrestling with the strongest one at the tables (your strength counts), darts against the innkeeper (experience steadies the hand).
  • Right click a stair in the tavern (or in your own house) with an empty hand to sit down.
  • At a wedding the couple walks round the village and everyone follows them, then the whole village gathers at the bell.
  • Villagers who like each other a lot get engaged, and the wedding is a holiday for the whole village. Married couples have children (instead of vanilla breeding), and the children take after their parents.
  • When a child grows up it takes the job the village is short of.
  • Each villager has 2–3 traits (kind, brawler, hard-working, lazy, greedy, cowardly, cheerful, fond of a drink…) and things they love to get as gifts.
  • Ring the bell yourself and nobody panics: villagers only run home when the bell rings for a real raid.

Festivals and contests

Harvest festival, founding day, fairs and winter festivals: nobody works, everyone is out on the square, fireworks at dusk. The square gets decorated for the day: lanterns on posts and flags, hay and grinning pumpkins for the harvest, bonfires and ice figures in winter, flowers for a wedding. Everything is taken down the next morning.

Most festivals have a contest for you: archery at targets set up by the square, fishing, the best harvest, or on founding day a race past four coloured flags and back to the bell. Beat the village champion for a prize and a lot of trust.

Merchants from friendly villages come to the fair with things the locals don’t sell: saddles, name tags, tridents, golden apples, music discs and more.


The adventurer

Bigger villages have an adventurer. Before a trip the whole village gets him ready: smiths give the best gear, the librarian enchants it, the cleric brews potions, the cooks pack food, the cartographer draws a map. In the evening everyone sees him off at the bell, and in the morning he walks over the horizon.

The better he is equipped, the further he goes: woods, caves, mountains, ruins, far lands, the Nether and the End. The chronicle tells how it went, and he comes back with things the village can’t get by itself.

Sometimes he doesn’t come back. Then the elder asks you to find him.

Or go with him: a real walk to a real place nearby, a fight there, and a share of the loot.


Villages among themselves

Villages meet their neighbours, send caravans to friends and argue over land with the ones too close. Friends become allies, rivals become enemies, and enemies go to war: war parties come to steal from the stores and knock holes in houses (the builders mend them later), and caravans get robbed on the road. You can help defend, take a side, or carry a peace letter between the elders. Peace comes with terms: tribute, land, or hostages who stay for ten days (nobody starts a new war while they are there).

Good fame travels to allied villages too: arrive as a known friend instead of a stranger. Bad fame travels as well, and a WANTED sign with your name goes up next to the notice board.


A village of your own

At Hero rank the elder gives you the Founder’s Staff. Use it on open ground far from other villages: a new bell rings and a few villagers who like you come along with supplies. Later you can invite more villagers who like you from other villages, and they move in at dawn.

At Respected rank you also get a say at the council of any village: tell the elder what to build next.

Right click with the staff in your village to open the village hall:

  • Build: pick a building (the town hall too), see its see-through ghost where you look, turn it, place it. The builders do the rest.
  • Buildings: upgrade, demolish, or let the village forget a building.
  • People: every villager and their job (change it), how many guards you want, whether to keep an adventurer and where he goes.
  • Zones: where the fields go, where to fell trees, where to dig the mine, spots nobody may touch, the guards’ patrol points.
  • Laws: more wood, stone or food, whether builders choose by themselves, festivals, tavern brawls, a curfew, no talking to strangers.
  • Treasury: a market tax that fills the village treasury, from which rank guests may trade and build, and holding a festival tomorrow.
  • Neighbours: send gifts, make alliances, declare war or make peace.

Keep-out areas: sneak and right click a block with the staff, then the opposite corner. Villagers don’t walk in, builders don’t build there, nobody digs, plants or lays paths. While you hold the staff, the areas show as red frames. Sneak and right click the air inside one to remove it.

Right click a friend with the staff to make them an advisor: they run the village hall with you. With FTB Teams your whole team shares your village.


Life without you

Villages keep living when nobody is around. When you come back after days away, the missed days are caught up at once: resources gathered, buildings finished, weddings, babies and trips moved on. The Chronicle on the notice board tells you what happened.


Items and blocks

Thing What it does How to get it
Notice Board What the village is busy with and how far along, what it needs and why, everyone who lives there (find anyone), your tasks (hand them in), festivals, neighbours, the chronicle Appears by the bell, moves to the town hall porch
Market Stall Trade with the whole village, or with any of its craftsmen Appears by the bell
Storehouse The village’s stores: look, take (Respected), put in Appears by the bell, later in the barn
Chopping Block, Ore Cart, Weapon Rack, Keg, Travel Chest, Builder’s Bench Workstations of the lumberjack, miner, guard, innkeeper, adventurer and builder The village puts them up itself
Settler’s Book How villages work and how to help them grow Given on your first visit; a book and wheat
Founder’s Staff Founds your own village, opens the village hall, places buildings The elder gives it to a Hero
Sealed Letter A letter to deliver to another village Villager request

For servers and modpacks

  • Install on both client and server.
  • Config: config/obmorok_villages-common.toml. Every part can be turned off: protection, workers, builders, families, festivals, brawls, expeditions, diplomacy, wars, catch-up, shared standing for parties. Rank thresholds, what each rank allows, prices, population cap, territory size.
  • Commands:
    • /villages here, /villages quests, /villages chronicle, /villages guide for everyone.
    • Ops: /villages list, /villages rep <player> <amount>, /villages setrep, /villages pardon <player>, /villages scan, /villages forget, /villages staff, /villages festival <type>, /villages war, /villages peace, /villages finish.
  • No mixins. Vanilla villagers stay vanilla entities, so other villager mods usually get along.
  • Its own sounds: festival fanfare, dice, darts, the tavern cheering, the race whistle, a finished building, the staff’s magic.
  • Languages: English, Russian.

Platform: Minecraft 1.21.1, NeoForge 21.1.250 or newer 21.1.x, Java 21. Install it on both the client and the server.


Works with other O.S mods

  • [O.S] Pets: pets never attack villagers, golems or village war parties.
  • [O.S] Loot: a strong adventurer sometimes brings back an item from Loot.
  • FTB Teams: your team shares the village you founded, and your standing in every village.

All optional.


More O.S mods

常见问题

[O.S] Living Villages – Villagers with a Life 支持哪些 Minecraft 版本?

[O.S] Living Villages – Villagers with a Life 支持 Minecraft Java 版 1.21.1,可用的加载器:NeoForge。下载时注意选择和你游戏版本一致的文件。

[O.S] Living Villages – Villagers with a Life 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。

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