Let's all face npcs are useless. So here is my proposal.
A complete overhaul of the npc world.
Npc villages
Naturally they will generate with five houses and 100 blocks of farmland with fully grown wheat. There will be no roads. There will be two npcs per house. All npcs are farmer. After one day of randomly walking in the 100 block radius of the village the npcs will cluster around an area within between 15 and20 blocks from a random house. After a second of being clustered a house will form with it two npcs. The next day farmers will work on expanding the farmland by 10 blocks by either converting dirt into farmland or by carrying it from the nearest source. Three days have pasted and now they will harvest the wheat and craft it into bread then eat it. The following day they will replant the seeds in the farmland. The next day they will build another house repeat building farmland then the next day eat. The cycle will repeat until the day after the npc population reaches 50. They will build a town hall then eat as their cycle dictates. The next time a house is built the two npcs will be builders. Every npc generated after the first two builders now have a 20% chance of being a builder. Now farmers no longer cluster on the second day of their cycle to build a house the builders will. the cycle will countinue until the npc pop reaches 60. Builders will build a well, as farmers build two barns near the fields. The barns will then generate four cows, chicks, and pigs. The farmers will then proceed to feed the animals wheat. Every npc generated will have a 5% chance of being a warrior. The after the next cycle the builders will begin to construct a wall around all houses leaving at minimum 5 blocks between houses and the wall. The next cycle will result in one npc being turned into a president. When npcs reach 70 ten npcs will dye allowing new npcs to be generated in their vacant slots. If the president dies an npc will be changed into a president. During this same cycle two libraries will be built, one prison will be built, and one market place. From this point every npc except for the president and warriors all npcs have a 1% chance of becoming a criminal per cycle. Every npc now has a 2% chance of being a librarian. Every ten cycles ten npc die. An iron forge is constructed when there are 20 builders and 10 warriors. After a smithy is constructed there is a 5% chance of the npc being a smithy. The cycle after the smithy is constructed. A mine will be constructed. All npcs have a 10% chance of being a miner. When population reaches 100, ten farmers will leave starting their own village between 150-400 blocks away from the nearest building.
Npc
Farmer basic unit. Drops: stone hoe. Probrability 68%. 7 hearts. Deals half heart damage
Builder auxiliary . Drops 1 stone, wood. Prob 20%. 5 hearts. Deals one heart damage.
Warrior defensive. Drops 1stone sword. Prob 5%. 10 hearts. Npc pop 60-70 two heart damage, pop71-80 three heart damage, pop81-90 four hearts, pop91-100+ six hearts.
President commander. drops diamond armor. Prob 1 npc. 20 hearts. 12damage
Criminal. Drops 1 gold block. Prob 1%. 1/2 heart. Deals 14 damage
Librarian . Drops 3 books. Prob 2%. 2 heart. Deals no damage.
Miner. Drops stone pick axe. Prob 10%. 5 heart. 2 heart damage
Smithy. Drops 1 iron block. Prob 5%. 7 hearts. 6 damage.
Npc interaction
Npcs are neutral except for the criminal.
Provoking npc. Provoking one npc provokes all in the same village. Villagers will chase you to 100 blocks of the nearest building and will stay at the 100 border
Breaking a block of a building. Until you move past the 200th block while halve the warriors of the village will continue to chase you until the third day of the cycle. If you
Attacking any npc but a criminal. Return before 10cycles they will chase you
Stealing
Befriending npcs. A friendly npc village has three levels. One better trade deals. Two they will provide food for you on the third day of the cycle. Three you will
Killing a criminal. Become the president allowing you to control their warriors and npc rates.
Giving away food equip warriors
Trading
Trading if the town does not have a marketplace talk to a farmer for food builder for material
War
An npc vs npc war starts when a criminal attacks another villages npc. As soon as this happens the village attacked by the criminal will send halve of it's warriors to attack the other
Village the warriors of the attacking village will attempt to kill the president. If they are successful the war is over if not the attacked village will send out it's warriors to attempt to kill the
Village's president this will continue until one of the presidents are dead.
Player vs npc war can be started if the player as a president attacks another npc village starting the cycle or if the player commands his troops to that villag's location and ordering
Them to attack.
Npc buildings
House generates two npc
Barn generates four pigs cows chickens
Wall four block thick five block tallwith overhang has a three by two opening as the entrance.
City hall contains a chest filled with valuables and where the president lives
Marketplace an open area with four stands. Smithy weapons. Builder raw supplies. Miners ores. Farmers food.
Library contains bookshelves
Prison contains criminals
Well contains water
Smithy contains two ovens and a chest fill with ore fuel and valuables
Mine it's up for debate
Fields typically it's the farthest structure they have created with a strip water canal pattern.
Collection of facts
Npc's operate on a three day cycle which is basically plant, build, harvest.
Every 10 cycles after the required pop 10 npc die
It takes ten builders to make a house so if there is more than ten more than one house can be built
Warriors can be given items on top of their equipment for more power.
Npcs with the exception of criminals, provoked warriors and presidents, cannot move past 100 blocks from the nearest building.
Npcs except criminals generally move between their work building and home in the shortest block distance possible if not provoked.
Npcs cannot use boats
Hostile mobs avoid npc villages
Snowmen do not attack provoked npc but will attack criminals.
Npcs starve if they do not return home for three cycles
When out of reach warriors will use bow and arrows
Warriors cannot be sent to either the nether or the end
Criminals are considered hostile mobs
I think they just need to collaborate with the makers of Millenaire and make the villagers a legitimate mob type and not just the bumbling idiots they are now.
A complete overhaul of the npc world.
Npc villages
Naturally they will generate with five houses and 100 blocks of farmland with fully grown wheat. There will be no roads. There will be two npcs per house. All npcs are farmer. After one day of randomly walking in the 100 block radius of the village the npcs will cluster around an area within between 15 and20 blocks from a random house. After a second of being clustered a house will form with it two npcs. The next day farmers will work on expanding the farmland by 10 blocks by either converting dirt into farmland or by carrying it from the nearest source. Three days have pasted and now they will harvest the wheat and craft it into bread then eat it. The following day they will replant the seeds in the farmland. The next day they will build another house repeat building farmland then the next day eat. The cycle will repeat until the day after the npc population reaches 50. They will build a town hall then eat as their cycle dictates. The next time a house is built the two npcs will be builders. Every npc generated after the first two builders now have a 20% chance of being a builder. Now farmers no longer cluster on the second day of their cycle to build a house the builders will. the cycle will countinue until the npc pop reaches 60. Builders will build a well, as farmers build two barns near the fields. The barns will then generate four cows, chicks, and pigs. The farmers will then proceed to feed the animals wheat. Every npc generated will have a 5% chance of being a warrior. The after the next cycle the builders will begin to construct a wall around all houses leaving at minimum 5 blocks between houses and the wall. The next cycle will result in one npc being turned into a president. When npcs reach 70 ten npcs will dye allowing new npcs to be generated in their vacant slots. If the president dies an npc will be changed into a president. During this same cycle two libraries will be built, one prison will be built, and one market place. From this point every npc except for the president and warriors all npcs have a 1% chance of becoming a criminal per cycle. Every npc now has a 2% chance of being a librarian. Every ten cycles ten npc die. An iron forge is constructed when there are 20 builders and 10 warriors. After a smithy is constructed there is a 5% chance of the npc being a smithy. The cycle after the smithy is constructed. A mine will be constructed. All npcs have a 10% chance of being a miner. When population reaches 100, ten farmers will leave starting their own village between 150-400 blocks away from the nearest building.
Npc
Farmer basic unit. Drops: stone hoe. Probrability 68%. 7 hearts. Deals half heart damage
Builder auxiliary . Drops 1 stone, wood. Prob 20%. 5 hearts. Deals one heart damage.
Warrior defensive. Drops 1stone sword. Prob 5%. 10 hearts. Npc pop 60-70 two heart damage, pop71-80 three heart damage, pop81-90 four hearts, pop91-100+ six hearts.
President commander. drops diamond armor. Prob 1 npc. 20 hearts. 12damage
Criminal. Drops 1 gold block. Prob 1%. 1/2 heart. Deals 14 damage
Librarian . Drops 3 books. Prob 2%. 2 heart. Deals no damage.
Miner. Drops stone pick axe. Prob 10%. 5 heart. 2 heart damage
Smithy. Drops 1 iron block. Prob 5%. 7 hearts. 6 damage.
Npc interaction
Npcs are neutral except for the criminal.
Provoking npc. Provoking one npc provokes all in the same village. Villagers will chase you to 100 blocks of the nearest building and will stay at the 100 border
Breaking a block of a building. Until you move past the 200th block while halve the warriors of the village will continue to chase you until the third day of the cycle. If you
Attacking any npc but a criminal. Return before 10cycles they will chase you
Stealing
Befriending npcs. A friendly npc village has three levels. One better trade deals. Two they will provide food for you on the third day of the cycle. Three you will
Killing a criminal. Become the president allowing you to control their warriors and npc rates.
Giving away food equip warriors
Trading
Trading if the town does not have a marketplace talk to a farmer for food builder for material
War
An npc vs npc war starts when a criminal attacks another villages npc. As soon as this happens the village attacked by the criminal will send halve of it's warriors to attack the other
Village the warriors of the attacking village will attempt to kill the president. If they are successful the war is over if not the attacked village will send out it's warriors to attempt to kill the
Village's president this will continue until one of the presidents are dead.
Player vs npc war can be started if the player as a president attacks another npc village starting the cycle or if the player commands his troops to that villag's location and ordering
Them to attack.
Npc buildings
House generates two npc
Barn generates four pigs cows chickens
Wall four block thick five block tallwith overhang has a three by two opening as the entrance.
City hall contains a chest filled with valuables and where the president lives
Marketplace an open area with four stands. Smithy weapons. Builder raw supplies. Miners ores. Farmers food.
Library contains bookshelves
Prison contains criminals
Well contains water
Smithy contains two ovens and a chest fill with ore fuel and valuables
Mine it's up for debate
Fields typically it's the farthest structure they have created with a strip water canal pattern.
Collection of facts
Npc's operate on a three day cycle which is basically plant, build, harvest.
Every 10 cycles after the required pop 10 npc die
It takes ten builders to make a house so if there is more than ten more than one house can be built
Warriors can be given items on top of their equipment for more power.
Npcs with the exception of criminals, provoked warriors and presidents, cannot move past 100 blocks from the nearest building.
Npcs except criminals generally move between their work building and home in the shortest block distance possible if not provoked.
Npcs cannot use boats
Hostile mobs avoid npc villages
Snowmen do not attack provoked npc but will attack criminals.
Npcs starve if they do not return home for three cycles
When out of reach warriors will use bow and arrows
Warriors cannot be sent to either the nether or the end
Criminals are considered hostile mobs
much
coding
In one update yes over the course of 7 no