Kingdoms: Villager Retaliation!

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Kingdoms: Villager Retaliation!

By jvnOwner

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It's about time the villagers retaliated.

Mod Loaders
Minecraft

About

Description

Beta 13 text animation
Available for NeoForge Requires ToucanLib
Download on Modrinth Download on CurseForge View on GitHub

Villagers chasing a player

Warning: Beta 13 is a major update with AI and save data changes. I recommend you back up your worlds before upgrading if you played on a prior version ! ! !

Villager Retaliation! is an expansion of villagers and villages, turning them into communities that can actually react to the way you treat them.

Villagers have different skills, moods, behaviours, and relationships, while still gossiping, panicking, working, and going about their normal routines. But now, there’s much more you can do with them. Build relationships, complete quests, hire villagers for different jobs, bring them along in your party, and help defend their village!

Your actions also matter too! Helping villagers and spending time around their village can earn their trust, while things like attacking them, stealing in front of witnesses, or finding more "creative" ways to hurt them can turn a village against you.

Features

What it do tho?

Choosing a villager's hired work role

Hire Villagers

Hire adult villagers for work, then manage their work areas, routes, equipment, storage, filters, and wages with the Clipboard.

The 13 contract roles cover combat, hunting, mining (still a bit buggy lol), logging, farming, fishing, brewing, crafting, animal handling, cooking, smelting, courier/delivery, and nitwit (the most useful job of them all). Certain villagers can also take one-off Builder projects using Construction Blueprints (see the Player Wiki site for more info!).

Villager skills affect how well they perform their jobs, and the more they work, the more those skills improve over time.

Reviewing a villager's individual skill levels

Sell Box displaying its current balance Payment Box displaying its current balance

Build a Working Village Economy

Villagers now keep personal wallets for wages, trade income, rewards, and other payments.

Payment Boxes are optional ways to fund renewable worker contracts, while Sell Boxes turn eligible goods into currency at changing daily prices. Couriers can connect the system by moving supplies, outputs, and sale proceeds between assigned containers. You can also just use hoppers too if you don't wanna mess with the courier system.

I recommend reading the Player Wiki for a more detailed explanation on how the economy works!

Four villager party GUI

Form a Party

Recruit villagers into a party with inventory control, combat modes, and quick commands like: Follow, Stay, Regroup, Stand Guard, and Gather Drops (there a few more too).

Party members and hired workers can also be assigned horses, donkeys, mules, llamas, or camels for travel.

Partied villager just chilling

A whole village chasing a player down

Raid or Duel

Wear an ominous banner as a helmet and sound a goat horn inside a tracked village to begin a Player Led Raid with your party. The village gathers defenders and tracks the outcome into memory. You can also choose to spare certain non-combatant villagers after a raid is completed.

For controlled combat, challenge eligible villagers or nearby players to non-lethal duels with optional kits and wagers. This is a good way to increase certain traits (VR Guts farm 1.21.1 not patched 2026 Working!!!)

The Quest Journal UI

More Stories and Quests

There are currently 85 built-in quests, from things like smaller repeatable village requests to longer branching adventures with different paths and outcomes. Quests can include encounters and objectives that give you more reasons to explore, prepare, and work alongside villagers. I have much larger plans for the quest system (and the quests currently within it), this is more of a vertical slice for whats to come in that regard!

The Quest Journal also makes it easy to keep track of multiple quests at once, follow their progress, and jump between different stories as you play. The default keybind is J to open your Quest Journal, and K to show up to 3 active quests on your hud.

A player talking to a villager

Reputation, Memory, and Consequences

Every villager tracks a separate relationship with every player. Standing moves through nine configurable tiers from Feared to Royalty, so two villagers can remember the same person VERY differently.

Reputation is a persistent standing, gossip spreads witnessed information, mood is temporary, and village allegiance identifies who belongs to the same community. Short combat anger can fade while the longer relationship damage is retained (be kind yo!).

Default Reputation Tiers

Tier Default range
Royalty 1000 or higher
Revered 400 to 999
Respected 250 to 399
Trusted 75 to 249
Neutral -74 to 74
Suspicious -75 to -99
Hostile -100 to -399
Despised -400 to -999
Feared -1000 or lower

Server owners can configure every threshold.

A player around a group of villagers

Build Trust or Burn Bridges

Earn trust Lose trust
Trade, give liked or loved gifts, complete quests, heal or save villagers, and defend the village from real threats. Harm villagers or village golems, steal from watched property, break protected beds or containers, betray a villager, or use hazards like lava/fire/etc.

Witnessed actions can spread through gossip. Village allegiance decides which residents and natural iron golems recognize the same community, rally to its defense, or treat a fight as friendly, foreign, or criminal.

Standing Changes What Is Possible

High reputation can mean nicer dialogue, better prices, cheaper contracts, more quests and services, better directions, gifts, and more! Low standing can worsen prices, close conversations, trades, quests, extend anger duration, make pacification harder, and lead to fleeing or aggression.

Making Amends

When allowed, a hostile villager can be pacified with 3–32 emeralds by default, ending their immediate hostility toward you. This does not erase what happened, the villager will still remembers your actions, the most hostile villagers may refuse payment entirely, and lost trust must be earned back through peaceful actions over time.

Controls

Default key Action
J Open Quest Journal
K Toggle Quest Tracker
Left Alt Open Party Quick Command
Unbound Toggle Villager Name Tags
Unbound Toggle Blueprint Placement Lock

All key mappings can be changed from Minecraft's Controls menu.

Configuration

Most major systems can be tuned or disabled completely.

Learn More

This description is HEAVILY condensed down and only a preview of what the mod actually has currently. The official Player Wiki has guides for hiring, jobs, storage, parties, mounts, villages, player raids, duels, quests, gifts, reputation, and every other major system. If you have any questions, reach out to me, or leave a ticket in the Discord server! It is the best way to reach me.

Compatibility

Compatibility

Villager Retaliation! extends vanilla villagers instead of replacing their entity type. Compatibility may vary with mods that heavily replace villager AI, trading, combat, rendering, or entity classes.

  • Villager Retaliation! extends vanilla villagers instead of replacing the entity type. Compatibility will DEFINITELY vary with mods that heavily modify or replace villager AI, trading (maybe not for now), combat, rendering, or entity classes. If you run into a compatibility issue, leave a ticket in the Discord or on GitHub.

  • Optional support is included for:

    • EMI
    • JEI
    • REI
    • Curios
    • Accessories
    • Entity Model Features
    • Entity Texture Features
    • Second Wind

Compatibility patches will not be added until this mod is out of Beta and reaches 1.0.0 Release.

Credits and license

Modpacks

You may use this mod in modpacks, videos, servers, and other projects. A link back to this CurseForge page is appreciated.

Credits

Generative AI is used mainly as a development aid for documentation & technical content (such as wikis), debugging, code review, commit messages, formatting, and occasional minor implementation tasks.

All artwork, assets, ideas, game design, and creative direction remain 100% entirely my own.

Clipboard functionality, schematic placement view & controls, and filters were inspired by the Create mod!

Created by me :D

License

All Rights Reserved.

Feel free to use this mod in modpacks, videos, etc. Just provide a link back to this page if possible :)

Please don't port this mod without express permission from me.

For any general queries/unlisted questions, DM me on Twitter (@prodbyjvn) / Discord (ijvn).

Warning: this mod ONLY exists on Modrinth & CurseForge as of August 2026. Any sites hosting this mod outside of Modrinth/CurseForge are not official releases.

Beta.13 text animation

Available for NeoForge Requires ToucanLib
Download on Modrinth Download on CurseForge View on GitHub


Villagers chasing a player


[WARNING] Beta 13 is a major update with AI and save data changes. I recommend you back up your worlds before upgrading if you played on a prior version ! ! !

Villager Retaliation! is an expansion of villagers and villages, turning them into communities that can actually react to the way you treat them.

Villagers have different skills, moods, behaviours, and relationships, while still gossiping, panicking, working, and going about their normal routines. But now, there’s much more you can do with them. Build relationships, complete quests, hire villagers for different jobs, bring them along in your party, and help defend their village!

Your actions also matter too! Helping villagers and spending time around their village can earn their trust, while things like attacking them, stealing in front of witnesses, or finding more "creative" ways to hurt them can turn a village against you.


Features


What it do tho?


Choosing a villager's hired work role


Hire Villagers

Hire adult villagers for work, then manage their work areas, routes, equipment, storage, filters, and wages with the Clipboard.

The 13 contract roles cover combat, hunting, mining (still a bit buggy lol), logging, farming, fishing, brewing, crafting, animal handling, cooking, smelting, courier/delivery, and nitwit (the most useful job of them all). Certain villagers can also take one-off Builder projects using Construction Blueprints (see the Player Wiki site for more info!).

Villager skills affect how well they perform their jobs, and the more they work, the more those skills improve over time.


Reviewing a villager's individual skill levels


Sell Box displaying its current balance Payment Box displaying its current balance

Build a Working Village Economy

Villagers now keep personal wallets for wages, trade income, rewards, and other payments.

Payment Boxes are optional ways to fund renewable worker contracts, while Sell Boxes turn eligible goods into currency at changing daily prices. Couriers can connect the system by moving supplies, outputs, and sale proceeds between assigned containers. You can also just use hoppers too if you don't wanna mess with the courier system.

I recommend reading the Player Wiki for a more detailed explanation on how the economy works!


Four villager party GUI


Form a Party

Recruit villagers into a party with inventory control, combat modes, and quick commands like: Follow, Stay, Regroup, Stand Guard, and Gather Drops (there a few more too).

Party members and hired workers can also be assigned horses, donkeys, mules, llamas, or camels for travel.


Partied villager just chilling


A whole village chasing a player down


Raid or Duel

Wear an ominous banner as a helmet and sound a goat horn inside a tracked village to begin a Player Led Raid with your party. The village gathers defenders and tracks the outcome into memory. You can also choose to spare certain non-combatant villagers after a raid is completed.

For controlled combat, challenge eligible villagers or nearby players to non-lethal duels with optional kits and wagers. This is a good way to increase certain traits (VR Guts farm 1.21.1 not patched 2026 Working!!!)


The Quest Journal UI


More Stories and Quests

There are currently 85 built-in quests, from things like smaller repeatable village requests to longer branching adventures with different paths and outcomes. Quests can include encounters and objectives that give you more reasons to explore, prepare, and work alongside villagers. I have much larger plans for the quest system (and the quests currently within it), this is more of a vertical slice for whats to come in that regard!

The Quest Journal also makes it easy to keep track of multiple quests at once, follow their progress, and jump between different stories as you play. The default keybind is J to open your Quest Journal, and K to show up to 3 active quests on your hud.


A player talking to a villager


Reputation, Memory, and Consequences

Every villager tracks a separate relationship with every player. Standing moves through nine configurable tiers from Feared to Royalty, so two villagers can remember the same person VERY differently.

Reputation is a persistent standing, gossip spreads witnessed information, mood is temporary, and village allegiance identifies who belongs to the same community. Short combat anger can fade while the longer relationship damage is retained (be kind yo!).

Default Reputation Tiers

Tier Default range
Royalty 1000 or higher
Revered 400 to 999
Respected 250 to 399
Trusted 75 to 249
Neutral -74 to 74
Suspicious -75 to -99
Hostile -100 to -399
Despised -400 to -999
Feared -1000 or lower

Server owners can configure every threshold.


A player around a group of villagers


Build Trust or Burn Bridges

Earn trust Lose trust
Trade, give liked or loved gifts, complete quests, heal or save villagers, and defend the village from real threats. Harm villagers or village golems, steal from watched property, break protected beds or containers, betray a villager, or use hazards like lava/fire/etc.

Witnessed actions can spread through gossip. Village allegiance decides which residents and natural iron golems recognize the same community, rally to its defense, or treat a fight as friendly, foreign, or criminal.

Standing Changes What Is Possible

High reputation can mean nicer dialogue, better prices, cheaper contracts, more quests and services, better directions, gifts, and more! Low standing can worsen prices, close conversations, trades, quests, extend anger duration, make pacification harder, and lead to fleeing or aggression.

Making Amends

When allowed, a hostile villager can be pacified with 3–32 emeralds by default, ending their immediate hostility toward you. This does not erase what happened, the villager will still remembers your actions, the most hostile villagers may refuse payment entirely, and lost trust must be earned back through peaceful actions over time.

Controls

Default key Action
J Open Quest Journal
K Toggle Quest Tracker
Left Alt Open Party Quick Command
Unbound Toggle Villager Name Tags
Unbound Toggle Blueprint Placement Lock

All key mappings can be changed from Minecraft's Controls menu.

Configuration

Most major systems can be tuned or disabled completely.

Learn More

This description is HEAVILY condensed down and only a preview of what the mod actually has currently. The official Player Wiki has guides for hiring, jobs, storage, parties, mounts, villages, player raids, duels, quests, gifts, reputation, and every other major system. If you have any questions, reach out to me, or leave a ticket in the Discord server! It is the best way to reach me.


Compatibility


Compatibility

Villager Retaliation! extends vanilla villagers instead of replacing their entity type. Compatibility may vary with mods that heavily replace villager AI, trading, combat, rendering, or entity classes.

  • Villager Retaliation! extends vanilla villagers instead of replacing the entity type. Compatibility will DEFINITELY vary with mods that heavily modify or replace villager AI, trading (maybe not for now), combat, rendering, or entity classes. If you run into a compatibility issue, leave a ticket in the Discord or on GitHub.
  • Optional support is included for:
    • EMI
    • JEI
    • REI
    • Curios
    • Accessories
    • Entity Model Features
    • Entity Texture Features
    • Second Wind

Compatibility patches will not be added until this mod is out of Beta and reaches 1.0.0 Release.


Credits and license


Modpacks, credits & license

Modpacks

You may use this mod in modpacks, videos, servers, and other projects. A link back to the Modrinth page is appreciated.

Credits

Clipboard functionality, schematic placement view & controls, and filters were inspired by the Create mod!

Created by me :D

License

All Rights Reserved.

Feel free to use this mod in modpacks, videos, etc. Just provide a link back to this page if possible :)

Please don't port this mod without express permission from me.

For any general queries/unlisted questions, DM me on Twitter (@prodbyjvn) / Discord (ijvn).

Warning: this mod ONLY exists on Modrinth & CurseForge as of August 2026. Any sites hosting this mod outside of Modrinth/CurseForge are not official releases.