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Mob Kingdom's

Villager mercenaries and like mob kingdoms with a diplomacy system with the mob kingdoms being the Zombie Kingdom, Skeleton Empire, Creeper Union, Spider...

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fabricBoth1.21.1mod

Mob Kingdom's Mod Notes

Features

  • Introduces six hostile kingdoms (Zombie Kingdom, Skeleton Empire, Creeper Union, Spider Republic, Husk Legion, Pillager Warband) plus Villager Militias and player faction, each with default stances and role flavor.
  • Persistent diplomacy layer tracks world-level relations and per-player standings; villagers and pillagers start at war by default.
  • Hostile mobs mapped to their factions ease off when your standing with them is neutral or allied; their targets are cleared each tick so truces feel safe.
  • Villager mercenaries can be hired with emeralds (/kingdoms hire <guard|marksman|cleric|scout>), spawning geared villagers tagged as contractors.
  • Player-facing commands under /kingdoms show overviews, detailed kingdom info, current personal standings, and allow truces or admin relationship changes.

Commands & Gameplay Hooks

  • /kingdoms overview shows how each mob kingdom feels about villagers and pillagers; /kingdoms status shows your own standings.
  • /kingdoms info <kingdom> lists lore plus warrior/civilian roles for that faction.
  • /kingdoms truce <kingdom> (costs 5 emeralds unless in creative) sets your personal standing with that kingdom to neutral; neutral/allied standings calm their mobs around you.
  • /kingdoms hire <role> recruits a mercenary; costs vary by role and they come outfitted with thematic gear.
  • Admin tools: /kingdoms setplayer <kingdom> <relation> and /kingdoms setrelation <from> <to> <relation> to override stances globally or per player.

Implementation Notes

  • Diplomacy data is stored as a persistent state keyed to the world and survives restarts; it also saves per-player standings.
  • Kingdom detection is type-based (zombies to Zombie Kingdom, skeleton variants to Skeleton Empire, creepers to Creeper Union, spiders to Spider Republic, husks to Husk Legion, villagers/golems to Villager Militias, pillagers to Pillager Warband).
  • Mercenaries are villagers marked with a mobkingdoms_mercenary command tag; allied players near them receive a small haste-style motivation effect and the mercenaries slowly self-heal.

Known Limitations / Ideas

  • Mercenaries keep villager AI, so they act as durable companions and support units rather than full fighters; consider adding mixins or custom AI goals if you want aggressive guards.
  • Neutrality clearing only runs in a short radius around players; mobs can still be hostile outside that bubble until you get close.
  • Relations default to simple presets; expand with quests or reputation gains to make standings change dynamically.

Server Validation

Server validation passed - The mod was tested on a real Minecraft server and loaded successfully.