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Occupied Villages (Vanilla Tales)
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Some new villages spawn already occupied by an illager garrison you can liberate
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Description
Some new villages spawn already occupied by an illager garrison you can liberate.
Free the captive villagers, beat the garrison, and get the spoils and Hero of the Village.
Versions: 1.20.1, 1.21.1, 1.21.8
Loader: Fabric, Forge (1.20.1); Fabric, NeoForge (1.21.1, 1.21.8)
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Requirements
- On Fabric you need Fabric API. On Forge or NeoForge you do not.
- Server-side: install it on the server (or in singleplayer). Players do not need it, and vanilla clients can join without it.
- Languages: English and German. German shows for players who have the mod installed (for example in singleplayer); vanilla clients without the mod see English.
What it does
- A share of villages generated in new chunks (existing villages are never changed) start occupied.
- Approaching an occupied village the first time bars the door of every house that holds a captive villager (other houses are untouched) and removes any iron golems the village summoned itself; golems you built stay put. The captive villagers do not trade, and illagers ignore them.
- MCA villagers, Easy Villagers and Guard Villagers work the same way here: a captive can't be traded, picked up or converted by those mods either.
- Occupying a village stores the contents of its still-unopened loot chests for the liberation reward; chests a player already emptied, player-placed containers and Lootr containers are left alone.
- A garrison of pillagers, vindicators and evokers, plus ravagers on Hard, guards the village, led by a captain carrying an ominous banner at the bell. Part of the garrison patrols the village edge.
- Spotting a player sounds a raid horn and the whole garrison attacks; losing about half the garrison brings one wave of reinforcements.
- A boss bar shows the occupation and the remaining defenders.
- Clearing the garrison liberates the village: fireworks at the bell, Hero of the Village for everyone who fought, the bars are removed, and the captain drops a chest with the village's original loot.
- Dying near the village heals the garrison back to full instead of undoing your progress.
Advancements
- Captain Down: kill the garrison's captain.
- Liberator: liberate a village.
Configuration
File: occupied_villages.json.
| Field | Default | What it does |
|---|---|---|
occupiedChance |
0.15 |
Chance a newly generated village starts occupied. |
garrisonMin / garrisonMax |
10 / 20 |
Size range of the garrison. |
activationRange |
96 |
Range at which an unvisited village is occupied. |
alarmCooldownSeconds |
30 |
Cooldown before the alarm horn can sound again. |
alarmRadius |
24 |
How far from the spotting defender the alarm reaches other garrison members. |
A config file with a syntax error is left untouched: the mod logs the problem and keeps the last working settings instead of overwriting the file with defaults.
Tags decide which mobs are used:
| Tag | Default | Extend it to |
|---|---|---|
occupied_villages:garrison |
pillager, vindicator, evoker | add more garrison mobs. |
occupied_villages:garrison_hard |
ravager | add mobs that only appear on Hard. |
occupied_villages:captives |
villager (optionally guardvillagers:guard and MCA villagers) |
make other mods' villager-like mobs captives too. |
Commands
| Command | Does |
|---|---|
/occupiedvillages occupy |
Occupies the village at your location right away. |
/occupiedvillages status |
Shows the occupation status of the village at your location. |
/occupiedvillages liberate |
Liberates the village at your location right away. |
All three commands need operator permission.
Good to know
- On 1.20.1 and 1.21.1 the reward is a chest instead of a bundle, because bundles are still experimental on those versions; on 1.21.8 the reward is a real bundle.
- If the village's loot chests were all empty, the liberation reward chest does not appear.
- Setting the difficulty to Peaceful pauses an active occupation instead of ending it.
Part of VanillaTales
Occupied Villages is part of VanillaTales, a collection of small, independent mods that add little stories to vanilla content. Each mod works on its own; install only the ones you want.
- Zombie Sieges: turns a vanilla zombie siege into a real event, with a ringing bell, a boss bar and two waves of zombies.
- Sherd Stories: gives every decorated pot a title and the story of where its sherds were found.
- Ghost Crews: gives every shipwreck a name and a crew of drowned that guard it until it is looted clean.
- Illager Scouts: a pillager scout watches your village and warns you two days before a patrol arrives.
- Bonded Pairs: binds two mobs from the same spawn group into a pair that avenges each other.
- Golem Patrol: gives iron golems a daily patrol, a night watch and an escort for villagers.
- Raid Aftermath: villagers repair the damage a raid or an explosion left in the village.
- Wayfarer's Landmarks: shows a title and helpful icons when you enter a structure.
More mods by LithiumPlus
- DataDrivenVillagers: create and change villager professions from JSON files or an in-game editor.
- VillagersPlus: new villager types, trades and beautiful workstations. Forge version: VillagersPlus (Forge).
- VillagerTradingPlus: add, replace or delete the trades of any villager, change the currency and gate trades behind conditions, all from a datapack.
- Nyctophobia: dark, foggy and unsettling biomes for the Overworld. Forge version: Nyctophobia (Forge).
- The Graveyard (Fabric) and The Graveyard (Forge/NeoForge): structures, mobs, bosses and blocks with a graveyard theme.
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