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Village Mechanic

Contents
Village Mechanic
  • Navigation Behavior
  • Main Behavior
    • Sleep
    • Work
    • Gathering
    • Scheduler
  • Other Behavior

This article is for anyone who wants to try imitate the village mechanic for their entities.

Navigation Behavior ​

First let's start with some basic navigation behavior.

BP/entities/custom_villager.json#components
json
"minecraft:preferred_path":{
    "max_fall_blocks":1,
    "jump_cost":5,
    "default_block_cost":1.5,
    "preferred_path_blocks":[
        {
            "cost":0,
            "blocks":[
                "grass_path"
            ]
        },
        {
            "cost":1,
            "blocks":[
                "cobblestone",
                "stone"
            ]
        },
        {
            "cost":50,
            "blocks":[
                "bed",
                "lectern"
            ]
        }
    ]
}
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Allows entity to do random walk.

BP/entities/custom_villager.json#components
json
"minecraft:behavior.random_stroll":{
    "priority":9,
    "speed_multiplier":0.55,
    "xz_dist":10,
    "y_dist":5
}
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Make entity return to inside dwelling bound, in this case inside a village border. Requiring minecraft:dweller component that will be explained below.

BP/entities/custom_villager.json#components
json
"minecraft:behavior.move_towards_dwelling_restriction": {
    "priority": 4,
    "speed_multiplier": 1.0
}
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Makes entity navigate around a village by creating a path to patrol. Used by Iron Golem.

BP/entities/custom_villager.json#components
json
"minecraft:behavior.move_through_village": {
	"priority": 3,
	"speed_multiplier": 0.6,
	"only_at_night": true
}
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Allows entity to enter a building and also take shelter when raining. Needs open door capabilities.

BP/entities/custom_villager.json#components
json
"minecraft:behavior.move_indoors":{
    "priority":5
}
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Makes entity stay indoors while sun is down.

BP/entities/custom_villager.json#components
json
"minecraft:behavior.restrict_open_door":{
    "priority": 5
}
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Use in pair with:

BP/entities/custom_villager.json#components
json
"minecraft:annotation.open_door":{
    "priority": 5
}
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BP/entities/custom_villager.json#components
json
"minecraft:navigation.walk":{
    "can_pass_doors":true,
    "can_open_doors":true
}
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BP/entities/custom_villager.json#components
json
 "minecraft:behavior.open_door":{
    "priority":6,
    "close_door_after":true
}
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Main Behavior ​

BP/entities/custom_villager.json#components
json
"minecraft:dweller": {
	"dwelling_type": "village",
	"dweller_role": "inhabitant",
	"preferred_profession": "farmer",
	"update_interval_base": 60,
	"update_interval_variant": 40,
	"can_find_poi": true,
	"can_migrate": true,
	"first_founding_reward": 5
}
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  • dweller_role: inhabitant Allows entity claim a bed and bell. minecraft:behavior.sleep needed.
  • preferred_profession: farmer Optional for minecraft:behavior.work
  • can_find_poi Add it so entity is able to find point of interest. Known POI types:
bed
jobsite
meeting_area
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  • can_migrate Defines if entity can migrate from one village to another or not.

Sleep ​

You can find out how to make your entity sleep here.

Work ​

Requires "dweller_role" set to be "inhabitant" also if "preferred_profession" doesn't exist the entity will try to move to the closest any job site.

json
"minecraft:behavior.work": {
	"priority": 4,
	"active_time": 250,
	"speed_multiplier": 0.5,
	"goal_cooldown": 200,
	"sound_delay_min": 100,
	"sound_delay_max": 200,
	"can_work_in_rain": false,
	"work_in_rain_tolerance": 1000,
	"on_arrival": {
		"event": "minecraft:resupply_trades",
		"target": "self"
	}
}
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Gathering ​

Allows the entity to gather. Requires "dweller_role" set to be "inhabitant".

json
"minecraft:behavior.mingle": {
  "priority": 4,
  "speed_multiplier": 0.5,
  "duration": 30,
  "cooldown_time": 10,
  "mingle_partner_type": "my:custom_entity",
  "mingle_distance": 2.0
}
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Scheduler ​

Now you know everything about needed mechanic, let's try to put all of this together in "minecraft:scheduler" First let's do something simple. Put work behavior in component group work like this:

json
"component_groups":{
    "work_schedule":{
        "minecraft:behavior.work":{
            "priority":4,
            "active_time":250,
            "speed_multiplier":0.5,
            "goal_cooldown":200,
            "sound_delay_min":100,
            "sound_delay_max":200,
            "can_work_in_rain":true,
            "work_in_rain_tolerance":1000,
            "on_arrival":{
                "event":"minecraft:resupply_trades",
                "target":"self"
            }
        }
    },
    "gather_schedule":{
        "minecraft:behavior.mingle":{
            "priority": 5,
            "speed_multiplier": 0.8,
            "cooldown_time":10.0,
            "duration": 30.0,
            "mingle_dist": 1.5,
            "mingle_partner_type": "my:custom_entity"
        }
    }
}
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Next, make your entity work.

json
"minecraft:scheduler":{
    "min_delay_secs":0,
    "max_delay_secs":10,
    "scheduled_events":[
        {
            "filters":{
                "all_of":[
                    {
                        "test":"hourly_clock_time",
                        "operator":">=",
                        "value":0 //Morning
                    },
                    {
                        "test":"hourly_clock_time",
                        "operator":"<",
                        "value":12000 //Evening
                    }
                ]
            },
            "event":"work"
        },
        {
            "filters":{
                "all_of":[
                    {
                        "test":"hourly_clock_time",
                        "operator":">=",
                        "value":21000
                    },
                    {
                        "test":"hourly_clock_time",
                        "operator":"<",
                        "value":24000
                    }
                ]
            },
            "event":"gather"
        }
    ]
}
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The events section looks something like this:

json
"events":{
    "work":{
        "remove":{
            "component_groups":[
                "gather_schedule"
            ]
        },
        "add":{
            "component_groups":[
                "work_schedule"
            ]
        }
    },
    "gather":{
        "remove":{
            "component_groups":[
                "work_schedule"
            ]
        },
        "add":{
            "component_groups":[
                "gather_schedule"
            ]
        }
    }
}
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Open your world, spawn entity then put a bed and you should see green particle.

Other Behavior ​

All of this is usable by custom entities:

  • minecraft:behavior.move_to_village Used by Pillager this may keep the entity to stay in the village.
  • minecraft:behavior.stroll_towards_village Used by fox to search a village and go there.
  • minecraft:behavior.inspect_bookshelf Used by librarian villager allows an entity to look at and inspect a bookshelf.
  • minecraft:behavior.explore_outskirts Allows entity to explore beyond the bounds of village (use schedule and component group to keep the entity return to the village).
  • minecraft:behavior.defend_village_target Use this on melee attack. Ranged attack can accidentally shoot any entity with inhabitant dwelling role.

All of this can be used by custom entities and have relation to villager or village:

BehaviorUsesNote
minecraft:behavior.defend_village_targetAllows entity to attack other entity that hurt the entity who had "dweller_role": "inhabitant".Recommended to use only on entities with melee attack.
minecraft:behavior.hideUsed by villager to hide and stay at defined POI.Currently, there is no documentation for the POI type that's why I recommend not to change "poi_type": "bed".
minecraft:behavior.move_to_villageUsed by Illager and also witch. Allows entity to travel to a random x,y,z coordinate in a village.-
"minecraft:behavior.nap"Used by Fox to take a nap.Similar with sleep but offers more flexibility also has built-in wake up system by detecting specific entity.

Contributors

Edit Village Mechanic on GitHub

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