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Every villager is replaced by a pillager standing on the exact same spot, on the same tick it appears. The swap is silent and drops nothing, so you never witness it, you simply never find a villager anywhere. Every source is covered: worldgen villages, breeding, curing a zombie villager, spawn eggs and /summon. Load an existing world and the conversion happens the moment chunks load, village by village as you travel.
The residents are deliberately unarmed. A pillager summoned without a crossbow is permanently passive, so these ones wander the village, never sound an alarm and never attack. You can walk down the main street of a captured village completely unharmed, which makes the whole thing quietly unsettling rather than lethal. They are given persistence so villages stay populated instead of emptying out while you are away, and they are tagged pvill.resident if you want to select them for anything.
No golems. Naturally spawned iron golems are removed, both the village guardians and the caged ones at pillager outposts, silently and without dropping iron or poppies so that golem farming is not a loophole. Player-built golems are untouched: they carry the PlayerCreated flag and the pack checks for it, so you can still assemble your own defenders out of iron blocks and a carved pumpkin.
What it does to a survival world. Trading no longer exists, so emeralds lose their main sink and mending books, enchanted gear and bulk food have to come from structure loot and fishing instead. Villager breeding, curing discounts and zombie sieges all become meaningless. Iron farms are impossible, so iron goes back to being something you mine. Raids can no longer be started with Bad Omen at all, since a raid requires a village that contains a villager. Bells, workstations, beds and farms still generate exactly as before, they just sit unused, which is most of the atmosphere of the pack. The wandering trader is a separate mob and is left alone, making it the only trading left in the game.
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