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    posted a message on The Update Civilis
    Villages have always had a special place in my heart. Little outposts of civilization in the Overworld, besieged by darkness, where little stands between prosperity and destruction.

    But they've never been very interesting or large. For a long time, villages have just been little trading posts or iron farms to be for most people, places to block villagers into their houses and then fleecing them for all they're worth.

    Villages deserve better.

    As the latest in my line of constant enhancements, updates, and revisions to my concepts of village improvements, I'm proud to present:

    The TL;DR:

    The role of this suggestion is to make villages better. That means intelligence improvements, aesthetic improvements, item improvements- heck, revamp everything. And it's not just villages themselves, too- the entire Testificate race will see updates, including their dark cousins the Illagers. This would probably warrant an entire 1.1x update on its own by my reckoning- but you can never have too much content, can you?


    1.0 (2/21/18): "Initial Release".

    2.0 (2/23/18): "The Hired Help Update". Added hiring bonuses. Added global popularity. Added Rusted Golems and Wilted Poppies. Added popularity interactions and hiring to Illagers.

    Current Version: v2.0- "The Hired Help Update"

    Village Generation Changes

    Affecting how villages generate and their buildings.

    Villages now “flatten” the terrain around them slightly instead of exactly conforming to terrain for generation.

    Villages will not generate on the sides of mountains or other inhospitable places. A village will be more likely to spawn on flat land, ideally with water nearby.

    Buildings no longer spawn if they have water under a part of their foundation.

    Villages generate larger on average with more varied buildings.

    Doors will spawn with one cobblestone stair. If there is space under this cobblestone and a ladder will spawn, so houses will no longer be inaccessible.

    All village houses now have doors, either cobblestone or wood flooring, and are well lit.

    Villages now have random names (Tarnhill, Redport, etc.) that are automatically generated upon first encountering them, and which pop up when you enter or leave a village. This both flavors things and helps you know exactly where a village starts and ends when creating ones.

    You can edit the name of a village with the command /editvillagename [Name of village] [New name], which is not considered a cheat.

    General Village Changes

    Affecting villagers themselves.

    Credit to Wolftopia for certain ideas (e.g. reading).

    Credit to fishg for certain ideas (e.g. Mad Libs style books).

    Please tell me if I missed crediting you.

    Villagers are divided into “low” and “high” class depending on their profession (e.g. a farmer will be low class, but a librarian will be high class). This doesn’t really mean anything but what kind of hats they can wear and how embellished their robes are.

    Low-class villagers can have leather hoods, simple caps, or be bare-headed. High-class villagers tend to wear hats more often, and can have more elaborate hats, including feathered caps.

    High-class villagers can sometimes read a book, opening and holding it in their arms for a while. Cartographers can sometimes read maps.

    Villagers now have a highly-improved movement AI. They avoid long falls (unless there is water), damaging things like lava or cacti, and pathfind more effectively. They can also climb ladders now if they want to reach a place above or below them.

    Villagers now check to see if there’s villagers in a house they’re going to at night. If there is 1 villager in a small house or shop already they will go to another house. If there is at least 3 villagers in a large house or church already they will do similarly. The sole exception is when running from mobs, in which case they will go to the nearest house regardless of how many are inside.

    Villagers can barricade doors now. They will quickly run up and make a hammering noise, then a few boards will appear over the door texture. A barricaded door takes twice as long for a zombie to break, but a villager can only barricade the door once. They will only do this when they are cornered (i.e. have no second door or ladder with which they can escape).

    Villagers now run from all threats, including players punching them. If they are running from a mob, they will go into their house, but will simply keep running if the player is chasing them.

    Skeletons now attack villagers, and villagers run from skeletons and creepers. To avoid villages becoming Somme battlefield-esque crater fields, creepers won’t attack villagers.

    Villagers now go to the nearest Church (or just Priest if one’s not present) at high noon. The Priest will pull out a book and start mumbling for around a minute while the other villagers watch. After this they will disperse and go back to what they’re doing. Attacking a villager during this “sermon” will anger the defensive mobs at once, but staying near it while it goes on will net you some popularity.

    Villagers have some places (like Taverns) that are considered socialization spots. These are not preferred as houses to shelter from the night, but Villagers like to go inside them during the day.

    Villagers now have needs. Just like players, they must eat periodically and if they are hurt they will seek healing. They emit hunger particles if they are hungry.

    All villagers now engage in active trading or crafting to achieve their needs (for instance, a Farmer will throw wheat to a Baker for bread, and the Baker will throw emeralds to the Farmer). These items will prioritize going into a Villager’s inventory over yours, but if you still take them you will lose popularity for theft.

    Trading is now based on stock, much like in Skyrim or Fallout. You can see the inventory of the villager in the trading GUI as well as yours, and two boxes in the center of the GUI in which you can drag what you want from them and what you’re willing to offer. A trade can go as many times as you have emeralds/something to trade for emeralds or they have what you want. All items will net a certain amount of emeralds, but villagers generally only trade for what they want (so you can’t trade a villager 3 stacks of dirt for 20 emeralds).

    Villagers will try to acquire a certain “stock” of items depending on profession (so a Baker will trade with a Farmer for wheat, and then craft that into Bread) via trading.

    All villagers have a starting stock of emeralds with which they can conduct certain trades. How much they have depends on class- a nitwit has none, a low-class has a moderate amount, and a high class villager can have more. If a villager runs out of emeralds others will throw food as they need it, but less than if they traded. This is how Nitwits can survive.

    Villagers now do their jobs more. Farmers still harvest and replant crops, Blacksmiths will take ore from Miners and smelt it into ingots or weapons/armor/tools, and Butchers will periodically feed their animals and butcher one for meat. If a villager has no way to acquire what it needs for a job (such as a Blacksmith never getting any ores, because there are no Miners) just enough will pop up in their inventory for the task. This ensures that all working villagers can do their jobs and have a stock to trade with you or others.

    All villagers can be “hired” with a button on their GUI. This cost depends on the profession- a Nitwit can be hired for just a few emeralds, while a Cartographer costs a lot more. Hired villagers will follow you much like Wolves and respond to stay here/follow me orders, allowing you to transfer them easily or build an “adventuring party” if you wish. Hiring sometimes unlocks special abilities or behaviors- for instance, a Cartographer can map out an area as he goes (in that same old black-and-white style) if you give him an empty map. Farmers, for another example, will increase the yield of crops you get from harvesting if they're close by, because of their agricultural knowledge.

    Popularity Changes

    How Villagers think of you.

    Villagers are far less tolerant of violent players. It only takes two killed villagers to anger defensive mobs now, and killing a baby villager automatically angers them.

    Villagers do not like players who steal. At first, items in village chests will be marked with red boxes and a text warning will come up telling you that you are stealing the item. If you place it in your inventory you will lose popularity points. However, at higher popularity, you will be allowed to take things from the village chests without problem.

    Testificates (both Villagers and Illagers) now have "global popularity". This works at 1/5 the rate of normal popularity per village and is persistent. It affects how your popularity slider starts at each village. For instance, you always start with 0 global popularity. If you're a good samaritan, your popularity village-to-village will rise, until it reaches the maximum of +10 starting popularity.

    Conversely, if you do terrible things, word will spread, and you might be greeted at each village with hostility by defensive mobs. Villages you start yourself will have 0 popularity regardless of global pop, so you can gradually regain favors even if you've done some bad things. You can use the cheat command /setglobalpopularity [name] [number] to affect things for yourself or someone else.

    New Villagers

    Professions and careers- more noses around the place in general.

    Please excuse my terrible MS Paint skills.


    Bakers are low class villagers with white aprons and brown robes. They live in Bakeries. They will trade for wheat, milk, eggs, and other required resources from other villagers and then craft bread, cake, and other prepared foods to trade with.


    Miners are low class villagers with dark gray robes. They will periodically go into Village Mines and will mine out any exposed ores. If there are no exposed ores they will simply stay there, representing mining. They will trade their ores with blacksmiths.


    Lumberjacks are low class villagers with dark gray robes. They will cut down trees for wood, collect any saplings they see, and replant trees after cutting them down. They will trade wood with Builders.


    Builders are low-class villagers with dark gray robes. They will buy wood from Lumberjacks. They only need wood to build; after a certain amount it will be deleted from their inventory when they start to build, and they will temporarily have infinite resources. Builders will construct a new village building (more often smaller) if there has been at least 3 days since the last construction and they have the resources. If the gamerule “villagerBuilding” or “mobGriefing” is disabled they will not build, though they will still buy wood. A hired Builder can be instructed on what building to build next and where, as well as tell you how much wood they need for it.


    Traders look like Farmers, with their brown robes, but these roving merchants had an adventurous spark that the provincial life just didn’t satisfy. They rove about with small chests on their back and have a nice, diverse selection of trade items as well as quite a few emeralds. They can be all over the Overworld, and aren’t tied to a village. A hired Trader following you can reduce the costs of trades you make with his mercantile skill.


    Arquebusiers are a low class defensive villager present in all villages (even if there’s just one). With a blue coat and cap, brown pants, and their arms by their sides instead of folded in their sleeves, they are effectively “guards” who are a ranged complement to Iron Golems’ melee tank role. In case they die, you can create more by giving any low-class villager a musket outside of the trading menu. They will lose their previous trades but become an Arquebusier.

    Because they have a musket and not a bow, they can shoot up to 24 blocks away (letting them defeat Skeletons 1 on 1), and deal 4 hearts of damage per shot. Just like you, they have to reload the gun after each shot. If they enter melee range with an enemy they will hit them with the arquebus, knocking them back and dealing a bit of damage, but not much.

    A hired Arquebusier will attack on your command like a Wolf, as well as be told whether or not to attack other players not on a “whitelist”. In other words, you can order a hired Arquebusier to attack all players that they see except for you and your friends (who you select on a scoreboard list) or to ignore other players. This lets you use them as guards for your house or just to keep your village safe. If an enemy has their own Arquebusiers they will fight them too. You can dye a hired Arquebusier’s coat various colors like a Sheep, to tell yours from someone else’s.


    The Alchemist is a high class Priest villager just like the Clerics, but instead of trading for various magical items they buy and sell potions as well as potion supplies. They live in an Alchemist Shop, where they formulate potions and splash potions. If there are heavily wounded villagers nearby, they will throw a splash potion of healing. If hired, they will prioritize you for potions of healing, and can attack monsters with both potions of healing and harming.


    Printers are high class villagers part of the librarian profession. They work in Print Shops, where they will use a printing press to create random books. These books are either humorous fiction (filled in a Mad Libs style, e.g. “Jeb the Creeper was feeling glad”) or small pre-written/semi-random informative pieces, signed with a randomly-generated name. Below are some examples:

    • The Soldier’s Comrade (a small, basic book describing combat tactics like sword cooldown and shield blocking, framed as a basic book for soldiers)
    • The Enchanter’s Weekly (featuring a random selection of partially decoded enchantment names and effects, framed as a sort of magazine for enchanters)
    • The Terrors of the Night (featuring basic information on some monsters, framed as a sort of safety book for lost villagers)
    • The Miner’s Handbook (featuring information on where ores best generate and tips for mining, framed as a guide for miners by an expert)
    • The Outcasts (a book detailing the Illagers and why they were cast away from villages, framed as a historical writing of sorts)


    There are some villagers that have more emeralds than others; and then there’s Financiers. These high-class, wealthy Testificates flaunt it with gold-colored, embellished robes and fine hats. Trade-wise, they come with a lot of various valuables- gold, emeralds, and even a few diamonds- and can be a way of exchanging the valuables at a set rate (since they’ll accept gold for so many Emeralds, or vice versa, for instance). If hired, they will provide a slight discount on their value exchanges.


    High class Leonardo da Vinci types of the Villages, Engineers wear glasses, have orange robes, and concern themselves with redstone. They live in Engineer Houses where they have a few different basic Redstone doodads (dispensers, pistons, etc.) that work as very basic “tutorials” for players on Redstone. At night they can be seen looking up at the Moon with a Telescope from the top of their Engineer House. They also trade various things such as Gears, Telescopes, and Redstone. Hired Engineers can identify redstone items with an outline on your screen, letting you anticipate things like tripwire traps.

    Hired Help

    All Villagers now have some kind of special ability when hired. Hiring costs vary by villager but are generally lower for low class and higher for high class or Arquebusiers.

    There can be a maximum of eight hired villagers following you at any one time, but you can have as many hired ones as you want that are standing still. If your global popularity falls enough, your hired villagers will refuse to follow you anymore, marked as such in their GUI.

    All villagers have three options in their GUI after hiring: "stay still", "follow me", and "wander". The first and second are just like Wolves. The third option causes them to randomly wander like normal, and they will stay in a village boundary if they do this. They will ignore the "stay still" command to run for safety if they're in danger.

    Nitwit- "Hold This For Me, Please"

    Nitwits will allow you to freely give and take items from their inventory when hired. This lets you use them as "walking chests" sort of like Llamas.

    Farmer- "Green Thumb"

    When a hired Farmer's with you, any crops you harvest or seeds you acquire tend to be dropped in greater amounts. A hired Farmer standing around also accelerates the speed at which crops grow, since he can tend to the crops better.

    Librarian- "Ancient Knowledge"

    Having a Librarian following you enables you to decode up to 20% of the names of random Enchantments on an Enchanting Table, allowing you to make potential guesses at what it is.

    Cartographer- "Mapmaker"

    Though you can fill out a map yourself on your travels, Cartographers can do the same. A button on their GUI marked "Map" causes them to start or stop mapping depending on whether it's toggled. If they have paper they'll keep making maps, all in the classic Woodland Exploration Map black and white style. In Creative they can do this instantly.

    Priest- "The Power Of Notch Compels You!"

    When followed by a Priest, the Wither effect from any monster ends twice as fast, and you deal 1.5 times damage with any weapons versus undead mobs, owing to his religious books instructing on their weaknesses.

    Blacksmith- "That'll Buff Right Out"

    The rate at which your armor and weapons degrade is reduced by 1/2 when there is a Blacksmith following you, since he can help you fix random wear and tear on your items.

    Butcher- "The Best Cuts"

    Mobs that drop meats will drop 1-2 more pieces on average when a Butcher is following you, since he knows how to get the most meat out of mobs.

    Baker- "Daily Special"

    Eating prepared foods (bread, cake, etc.) with a Baker following you doubles your hunger pips gained from eating them.

    Miner- "Riches Of The Earth"

    Ores mined with a Miner following you drop 1-2 more of their item form on average. He will also throw any ores he mines himself to you while following you.

    Lumberjack- "Timber!"

    If a Lumberjack is following you, any trees you cut will instantly drop all their logs from the cut up (similar to the Treecapitator mod). Cutting this log will take longer and will degrade your tools more, to balance things out.

    Builder- "Yes We Can!"

    Builders that are hired have a special "Building" button on their GUI. With this you can select various Village buildings from a menu, as well as see the wood required to build them. If you select one, you can then right-click a place on the world; the Builder will construct it there at once if he has the required items.

    Trader- "Mercantilism"

    With a Trader following you, any village trades will only cost 0.85x as much as normal, since he can use his bartering skill to lower the deal for you.

    Arquebusier- "Your Orders, Sir?"

    Arquebusiers that are hired have a "Orders" button on their GUI along with the usual three commands. This button opens a menu containing "Ignore All", "Attack My Targets", "Attack Everybody", and a whitelist menu.

    "Ignore All" causes the arquebusier to ignore all players except for those attacking them first.

    "Attack My Targets" is the default option and causes the Arquebusier to attack players you attack, just like Wolves.

    "Attack Everybody" is obvious; everybody but you will get shot at, useful if you want to put a few Arquebusiers back at your base in SMP as guards. The whitelist menu displays all players currently on the server and allows you to select which ones you want exempted from "Attack Everybody"; so you can have your friend come in your castle without getting a gunpowder-laden reception.

    Alchemist- "Mixing Specialty"

    Having an Alchemist follow you causes all potion effects caused by you (i.e. not from, say, a Witch's splash potion) to last 1.5 times longer.

    Printer- "Copy That"

    A hired Printer can copy an Enchantment Book for a price. The price is generally 10 Emeralds times the level of the enchantment book, so Power V (for instance) will cost 50 emeralds to copy.

    Financier- "Valued Customer"

    A hired Financier will only charge you 0.8x as many valuables for an exchange as normal. For example, if it cost 10 Emeralds for 10 Gold (not the real exchange rate, but just an example), you would only need 8 Emeralds for that 10 Gold.

    Engineer- "Watch Out!"

    As long as you have an Engineer following you, hazardous Redstone devices (pressure plates, TNT, tripwires, dispensers) will be marked with red outlines to warn you.

    New Buildings

    Places to store friendly faces.

    Note: I'll go back and construct all of these, then link a picture later.


    Any shop (blacksmith, church, etc- not a house) is guaranteed to have 1-2 villagers of its profession spawn there.


    Bakeries are simple wood buildings containing a few furnaces and chests with wheat, milk, and other items. A single Baker is guaranteed to spawn here.

    Print Shop

    A small wooden hut with a Printing Press inside as well as library shelves. A single Printer is guaranteed to spawn here.

    Engineer House

    A wooden house, medium in size, with a fenced off roof accessible by ladder.


    A small cobblestone building with a backyard “firing range” with a red wool block as a target, as well as a slab roof with ladder access. Two Arquebusiers are guaranteed to spawn here.


    A wooden building with log corners and an inside area with tables, chairs, and a jukebox and chest. The chest contains a few random music disks (generally song ones, not creepy ones like 13 or 11). This is marked as a socialization spot, meaning that villagers like to go in here to socialize. It will be built by non-hired Builders as soon as a village hits 15 population to signify its size.

    Alchemist Shop

    A medium-sized hut on legs, not dissimilar to a Witch Hut. Inside, it contains chests with potions and a Brewing Stand. An Alchemist is guaranteed to spawn here.

    Village Mine

    A small wooden hut that functions as an entrance to a mine belowground, travelling diagonally downwards around 30 blocks. One Miner is guaranteed to spawn here.

    New Items and Blocks

    Doodads that you see cropping up in and around villages.


    Recipe: 4 iron ingots

    Gears are a method of transmitting Redstone power. They can only be placed on walls, but do not lose power as they turn and do not attach to Redstone trails, allowing more compact contraptions. They are the primary form of power in Engineer Houses and are traded by Engineers. Redstone blocks and torches do not affect them.


    Recipe: 2 gears, 1 redstone, 6 iron

    A simple machine that converts Gears going in to Redstone going out and vice versa. When it is powered the gears inside will spin. It also refreshes Redstone power just like a repeater.


    Recipe: 2 iron, 1 glass

    The telescope is based off of Galileo’s telescope. When you right click with it in hand you will zoom in a very far distance with a circular overlay on your screen.


    Recipe: 3 iron, 3 wood, 1 string [arquebus]

    Ammo recipe: 1 gunpowder, 1 iron, 1 paper [paper cartridge x2]

    The arquebus is a matchlock musket based off of guns first invented in 1450 during the late years of the medieval age. It shoots farther, flatter, and stronger than the Bow, with 8 hearts of damage, and its bullets ignore 50% of enemy armor. However it is also quite expensive, and its loud boom, flash of light, and cloud of smoke gives away your position easily.

    If it starts raining or snowing, the gun can misfire, making a “click” 50% of the time and requiring that you try to fire again. After shooting you must reload by holding RMB, taking 3 seconds, and are slowed to sneaking speed. It uses paper cartridges for ammo. When it’s loaded, little smoke particles will periodically pop up from the gun, since a matchlock uses a burning matchcord to light the gun.


    Recipe: 3 wool, 2 iron ingots, 1 furnace, 2 gears, 1 boat

    The Airship is a small steampunkish zeppelin, basically a boat with a propellor attached and with four ropes attaching it to a larger wool balloon. It can be entered or exited just like a Boat, and fuelled with coal via right-click just like a Furnace Minecart, though a single piece of coal will only power it for around a minute. When powered, the Airship emits smoke particles from the propellor. Like a sheep or hired Arquebusier, you can dye the balloon various colors from its standard white, as well as apply your banner to the side.

    The Airship can be flown by using WASD, Ctrl to descend, and Space to ascend, just like flying in Creative mode. It flies relatively slowly and has a height maximum of 100 Y (so it can’t go more than 38 blocks above sea level at any time) but can stay stationary while flying. It overall serves as a cheaper, fuel-hungry, slow, but nonetheless useful alternative to the Elytra- and because it can hover in place, you can use it instead of dirt scaffolds while building big in Survival mode.

    Mobs can enter an Airship just like a Boat or Minecart, staying in the back, but they cannot control it with the exception of a few.

    Wilted Poppy

    A Poppy that's wilted and dried to a brown color. No purpose, but can be planted. Dropped by Rusted Golems, and is only available from them.

    New Illagers

    Outcasts of all stripes, unified in their unhealthy hatred of people who don't knock before they come in.

    Illagers now have popularity and can even be hired; but their popularity works in reverse with Villages. In other words, if you have 10 global popularity with Villages, you have -10 global popularity with Illagers. You need at least 5 (positive) global popularity with Illagers (that's -5 for Villagers, for reference) to keep them from attacking you, and 10 for them to consider being hired.

    Apprentice Evokers

    Apprentices are similar to master Evokers, but lack a Totem of Undying, gold trim to their robes, or their rarity, being more common. They can cast a straight row of Evocation Fangs or the defensive attack, but can’t summon Vexes.

    Evokers are similarly modified; they have a 50% chance of using their Totem of Undying on death, returning them with a white glow in their eyes momentarily and summoning 3 Vexes immediately, as well as a defensive fang attack. If there’s just one more Evoker left in a Woodland Mansion they won’t use their Totem of Undying so you can get your hands on one.


    Instead of having a militia force, the Illagers simply hire their guards and grunts with their large stocks of Emeralds. These Illagers aren’t crazy cultists or evil mages, but just thugs, pirates, or robbers who work for the Emeralds. Wearing brown hoods and purple coats, they can be very nasty fighters indeed.

    The Brigand is the second most common type of Illager mob aside from Vindicators. Armed with an arquebus, Brigands fight much like hostile Arquebusiers, though they have poorer marksmanship in return for an extra 4 hearts of health. They rarely drop their Arquebus in good condition.

    Stainless Golem

    A freshly-produced Iron Golem, the Stainless Golem is an Illager-controlled monster with 25% more health than the rusty, vine-covered Iron Golems used by Villages. The Stainless Golem is a lethally dangerous fighter, but is restricted by its slow speed and melee range. You’d better be ready for a hard fight when you see this monster guarding the upper levels of Woodland Mansions.

    Guard Dog

    Quite simply, a Wolf with a purple collar and “angered” skin that guards the lower levels of Woodland Mansions alongside Brigands. Not very strong, but can distract you and deal some damage while nearby Brigands open fire.


    With thick goggles, black scarfs, and dashing scarlet red coats with white and purple trim, Aces are the flying elite of the Illagers. Piloting personally maintained Airships with black balloons, and packing powerful arquebuses with which they are keen shots, Aces are determined to rule the skies in the name of the Woodland Mansions.

    Aces will begin spawning once you build an Airship at the rarity of Witches, and generate both in the air and on foot in Woodland Mansions. Flying in their Airships, they can spot you from 48 blocks, though they will only start shooting at 24 with their arquebus. The airship and Ace have differing health; destroying their airship will cause them to fall to the ground, though with Feather Falling they won’t take much damage, and can fight just like Brigands, though with less health in exchange for being better shots.

    Rogues Gallery

    If you've committed enough crimes against villages, the Illagers will take a liking to you; maybe even let themselves be hired out. They bring unique abilities to being in your party, more often combat-oriented. Because of mutually contradictory popularity, you can't have both Illagers and Villagers hired at once; and either way, they'd attack each other (or one run from the other, more often).

    Vindicator- "Here's Johnny!"

    Hired Vindicators not only give you the same bonuses as Lumberjacks- the ability to cut down entire trees with one log cut from the bottom- but they can also smash through doors and barricaded doors with frightening speed. They also can knock down an enemy's shield, just like normal, and generally receive a little bit of a speed and power boost when hired.

    Apprentice Evoker- "Feel The Fangs"

    While true Evokers can't be hired- they consider themselves above some wandering rabble like you- their apprentices can. They will use their Evocation Fangs gleefully and can be a seriously powerful threat against enemies. If you are being attacked in melee, they can summon a ring of Evocation Fangs around you that won't damage you but which can tear up your foes.

    Brigand- "Stand And Deliver!"

    Brigands have the same order system as Arquebusiers, but can also commit robberies with a "Rob Villagers" button on their GUI. A robbery occurs when a Brigand sees a Villager with no defensive mobs or other players around. They will point their arquebus and make angry grunts, and the Villager will fearfully throw all of their emeralds to the Brigand, who will give them to you or hold them until you arrive. Once they empty the pockets of one mark they'll move onto another. This marks the only time where they won't attack villagers on sight, and they won't attack a villager that has already surrendered their money.

    Ace- "Forward Observer"

    Aces can outline monsters and even other players up to 64 blocks away, having a nice vantage point from their Airships. If an Ace loses his airship he will gladly enter one that you've built and repaint the envelope black, though you can disable this with a GUI button. He also has the order system of Arquebusiers. He tends to fly close to you so that you can issue orders, but will fly higher up in battle, and won't enter small spaces (such as 3x3 corridors or caves), preferring sky-exposed blocks if possible. This doesn't apply if his Airship is destroyed; then he'll just follow you normally as a Brigand or Arquebusier would.

    Stainless Golems, Evokers, and Guard Dogs can't be hired, but if you're attacked they will come to your defense assuming you have a high enough popularity with Illagers.

    Misc. Mobs

    Guys that aren't Illagers or Villagers, but still useful for Testificate improvement.

    Rusted Golem

    These heavily rusted, vine overgrown, hunchbacked Golems, leaking flakes of rust and oily tears as they move, have not received maintenance or even a little cleaning for decades. They used to be the protectors of Zombie Villages, but for whatever reason they survived the zombie siege that destroyed theirs and its tiny garrison. Their mechanical noises are slow and strained, and sometimes they emit a sort of mumbling that can be construed as crying.

    Fallen into a despair at their failure to save the Villagers who they were made to defend, they pace around the empty streets, mumbling mechanically to themselves, and clutching long-wilted poppies with textures not unlike dead bark. They have become so insane that they will attack you in a mad rage if you harm a zombie villager within the limits of the zombie village; about the only thing you can do for them now is destroy them.

    While they are still a hard fight- being Iron Golems- they are not as difficult as the moderately well maintained Village golems or the freshly-produced Stainless Golems, having only 80 health (40 hearts) and a tendency to charge in a straight line before turning around, leaving them open for attack. On death they drop iron ingots and a Wilted Poppy.

    In Conclusion

    So there you have it: the Update Civilis.

    This will constantly be expanded and revised as time goes on- hence the changelog up there- but I'd greatly benefit from your feedback! Feel free to post your two cents down there and generally let me know what ya think of it and what could be better!

    If you like this a lot, and really want to contribute, here's some ways you can help me make this suggestion even better:

    • Suggest! Whether you have a fun idea for a Printer's book, or something you think should be tweaked, it's responses from the community that makes suggestions like the Update Civitas great.
    • Because I'm totally crap at NovaSkin and Blockbench makes my head explode, being skilled at either of the two would be a godsend for me. I won't hide that I'm a crap MS Paint artist even with a Wacom tablet, so having some genuine models/skins to put up for each new villager or illager would be a major help if you feel like making one.
    • If you like this suggestion enough, feel free to post the below linked image right into your signature:

    And most of all...

    Thank you for reading!

    Posted in: Suggestions
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    posted a message on The Update Civilis

    Right! Thanks for the responses so far- I really appreciate the support!

    Quote from Genius_idiot»

    You really like you're guns, don't you?

    Anyways, while i like the concepts, villagers REALLY need some TLC after all, i feel like the arequabruiser would be better useing bows. Though the Brigands using guns would probably be good.

    I did toy around with making the initial "village guards" into surcoat-wearing bow-toting archers, but this ran into three problems:

    • Archers fire weaker shots, thus making them less effective at fighting things like zombies and skeletons, which outnumber them. Because the arquebus has a longer range than the bow in mobs' hands, it allows them to defeat Skeletons more often.
    • Archers fire weaker shots, thus making them less effective at fighting murderous players (after all, who ever had problems with Skeletons after they got iron armor?). Because the arquebus fires armor-piercing shots it can be a threat to the player.
    • A bow is worthless in melee where an arquebus can at least be used as a club, explaining why they can knock enemies back and deal a little damage. I didn't want to give them iron swords or anything because I think mobs should only have one kind of held-out handheld weapon (exceptions being things like Witches, who don't hold their potions until they throw them or drink them).

    Overall the arquebusier is a lot more unique and interesting IMO than an archer, as well as a more useful friend if hired or more challenging enemy if you're the sort of person who burns villages for fun. Besides, he doesn't really clash with the feel of Minecraft; the arquebus itself was invented in around 1475, and the full Iron plate armor (of the types we see in Minecraft) coexisted with guns of the arquebus's type for over 100 years.

    Fun fact: The rounded shape of Medieval castle sides was a reaction to 14th-century cannons, as these offered a greater chance to deflect a cannonball.

    Other fun fact: "Bullet proof" comes from when armor makers would make a suit of knightly armor and fire a wheellock pistol at it. If the bullet bounced, just leaving a dent, that dent was the proof that the armor could save someone's life in a battle. Plate armor itself came into mass prominence partly due to guns, because it could deflect even a full size musket (i.e. the big, long, so-heavy-you-had-to-install-it-on-a-stick-before-you-could-shoot-it guns that worked alongside the shorter, lighter arquebuses) shot at long range.

    Quote from coolcat430»

    I like pretty much all of these ideas! It might be a bit too much, but otherwise it's all great, expect for a few nitpicks like the addition of guns, and the Illager golem being newer than normal villages (I think it should look older and decrepit)

    I originally wanted to imply that the Illagers have lots of money but little manpower (hence why they hire brigands as soldiers, they won't really spare any members of their weird cult order unless they have to), but this actually sounds great. Maybe they took their Golems with them and just never devoted the time to repair the things. I think it would probably work better as some kind of "abandoned" Golem that might madly pace around zombie villages, having "lost its mind" after failing to protect its people.

    Posted in: Suggestions
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    posted a message on Enchantment Book: Magnetization

    Useful if there's a mob you need the drops from but there's no way you can reach it.


    Posted in: Suggestions
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    posted a message on what happened in your first death in minecraft?
    Quote from RayisNintendo»

    >didn't know how to use wasd


    >walks off a cliff

    >loses half health

    >finds a village

    >goes into a well


    >be me
    >be villager
    >watch some guy stumbling into town with broken legs
    >"do you need help?..."
    >doesn't respond
    >crawls over well
    >guy falls in and just sinks like a rock
    >try to grab him but he's gone
    >two hours later his body surfaces
    Posted in: Survival Mode
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    posted a message on Ever Think of Befriending Monsters?
    Quote from Mr_N_Derman»

    The intentional time was when they added sounds to witches in 1.8 (I think) – I really liked the cackling laugh, so I built a house by my 4th main base and ended up housing four name-tagged witches in it – Desmei, Ravenna, Morgaine and Zelda. I made them quite a nice house, bedrooms each, and a enchantment table & brewing station in the top floor (where they spend most of their time) and a flower bed and growing area, but they never seem to show their gratitude when I call, frequently lobbing potions at me from various locations if I get to close. I even built a statue in their honour , but do I get an invite to visit? No …. J

    That's hilarious.

    Honestly, Witches should be the one monster you could befriend by any logic, being Villagers and thus sentient, instead of an animated skeleton or corpse, explosive plant animal, or Lovecraftian dimension jumper.
    Posted in: Survival Mode
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from Wolftopia»

    I made a concept model for the shocker mob:

    Please let me know what you think of it.

    Well, you basically directly translated my envisioning into a Minecraft model.

    Top quality work. That should go right into the document. The only thing I would change would be to add tesla coil style ribs to the gun, but the more generic look of it could go either way then, if we decide to revise it into a projectile shooter or modify the electrical attack.

    Personally, I think Shockers might be better termed as Seekers instead, since their role is to patrol, scout, and call reinforcements.

    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from fishg»

    There should be multiple Engineers (and gears) so on servers different people have a chance to get his drops. Also the engineer drops a variety of things, so you'd want to attack many gears to get em' all.

    Though that poses the question of "why did the Tundrans keep building Engineers when they started trying to kill them". Perhaps the Engineer is self-replicating.
    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)

    On the subject of making the Tundrans less like Overworld villagers, I went and built a new generated "structure": the Tundran Trade Airship.

    "While most travel and trade in the Frist between Tundran villages is done by foot, owing to the lack of large bodies of liquid to sail, the wealthiest townships are known to deploy trade airships for exploration and commerce. With a powerful steam engine, a large wool gas balloon, and a hold that can store plenty of goods, the trade airship can go pretty much anywhere in the Frist."

    Trade airships uncommonly generate around the Frist elevated over the ground. Unlike Tundran villages, which generate only in more hospitable biomes, the trade airship can generate pretty much anywhere. It has a crew of 3-5 random Tundrans who generate on deck or in the hold.

    The purpose of the trade airship is to give the player a little boost if they see it (as there's some random items generating in the hold chests), to make the environment a little more diverse, and to further differentiate Tundrans from their lazy Overworld counterparts by accentuating their further advancement and giving them a place to be outside of Gear prison cells and Tundran villages. Here is an Imgur album with full detailing of both the outside and inside rooms of the trade airship.

    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)

    Now- some more drawing. Meet the Juggernaut.

    With 35 hearts of health, a whopping 10 armor, and the powerful Steam Cannon as its primary armament, the Juggernaut was a very powerful robot built by the Engineer as its primary soldiers in the early days of its rebellion against its Tundran creators. But it was very expensive and its steam engine could not maintain the pressure to keep firing its artillery piece, leaving the bolted behemoth vulnerable after each blast.

    Though the production lines now churn out cheaper, more practical Automatons, the Juggernauts were never retired from service, and are some of the deadliest machines the Engineer commands. They aren't seen on the farthest outposts; only in the innermost corridors can these powerful battle machines be seen.

    The Juggernaut is roughly the size of an Iron Golem. It doesn't have as much raw durability, since it's got a lot of sensitive internal machinery inside of it, but that thick outer plating makes up for it. The Steam Cannon attached to its right arm fires a large copper cannonball that can punch through enemy armor and simply pass through them, striking all enemies along its path as it flies and then bounces to a stop. However, the cannon requires a load of steam power to shoot.

    The Juggernaut signals its attack with a loud locomotive whistle and a large volume of steam issuing from its twin smokestacks. Once it fires it will expend a large amount of steam and temporarily become "stunned"; the machine can't move or attack for 5 seconds after shooting, and will track the player more sluggishly.

    Don't take that as an invitation to rush in, though; the Juggernaut can rear back its left arm and deliver a steel suckerpunch that will send you reeling if you get too close. To defeat it, you'll have to avoid its shot, strike, and then dodge its punch, made sluggish by its reduced steam pressure.

    The Juggernaut features more gearing and secondary analog processors than the cheaper Automatons, demanding more blueprints and parts to repair; and it's even more fuel consuming, eating a single piece of Coal every 15 seconds. But if you can somehow cobble one of these things back into working order, and have the fuel to keep the thing steaming, it can and will blow any mob it faces out of the water. Helps that if you "upgrade" it with another Blueprint, you can reduce the low steam pressure to 2 seconds.

    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)

    Here's a pretty big doodle I made regarding NPC professions and styles. Wolftopia made a good point about how alternate NPC types would be more unique, so I went for various clothing styles. On design #2 I gave alternating "quadrants" to their clothes, kinda like what people had way back in the 15-16th centuries. I do really like how that clothing style turned out; I should try it with design #1 as well.

    Note that because wolves are largely canine in diet, if design #2 was adopted the Peasant profession would be changed to Hunter (since Peasants concern farming, which doesn't really mean anything meat related...).

    Posted in: Discussion
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