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Villager Uprising

CORE CONCEPT: Villagers are no longer passive. If imprisoned, they gain "Enslavement" status, hidden stats, and attempt to rebel or escape. 1. CORE SYSTEMS...

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fabricClient1.21.1mod

Villager Uprising

  • Villagers track a hidden Wellness (0-100) that decays from neglect, cramped cells, and player attacks, and rises from normal interactions and Golden Apples. Locked-profession villagers confined within ~5 blocks for a full day become "enslaved"; if Wellness drops below 5 they break down, refuse trades, freeze up, and trigger fake TNT/stone break sounds to mislead players.
  • Every villager spawns with one of eight Natures (bravery/intelligence/cruelty mix) and a role: Tunnel Rat, Strategist, Brute, or Coward. Roles drive behavior: Tunnel Rats dig short 1x2 escape paths, place a fake plank wall, and cover holes when footsteps are nearby; Strategists scout at night and whisper warnings when players approach; Brutes lash out if their cell is open; Cowards offer panic bribes.
  • Crime loop: low-bravery or mistreated villagers may snitch when attacked, revealing another villager; at night, Strategists/Brutes hunt marked snitches if no players are close, leaving broken blocks and redstone dust as "blood."
  • Economy tweaks: added "cheat" escape trades (pickaxe/ladder for emeralds), "trojan" request trades (weapon/shield payments), and flashy "unusual" trades (bedrock or spawner) seeded across villager professions. Cowards also add a high-value enchanted golden apple bribe when stressed.
  • Commanding villagers: Shift+right-click a villager to open the Action Tab (Follow, Stay, Clear). Follow makes them trail you; Stay anchors them near the clicked spot.
  • Ghost catch-up: when imprisoned villagers unload, queued role actions fire instantly after reload if no player is watching, briefly granting invisibility and speed before snapping back to the cell anchor.

Notes and limits

  • Designed as a client-side mod; behaviors run in single-player/integrated worlds and won’t load on a dedicated server.
  • Wellness bumps assume a successful interaction; it doesn’t verify real trade completion. Tunnel digging is intentionally small to avoid major world damage.
  • Roles and natures are hidden stats; there’s no HUD for them yet.