
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...
00—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
/kingdomsshow overviews, detailed kingdom info, current personal standings, and allow truces or admin relationship changes.
Commands & Gameplay Hooks
/kingdoms overviewshows how each mob kingdom feels about villagers and pillagers;/kingdoms statusshows 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_mercenarycommand 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.