Are you tired of your village dying off because its golem is too lazy?
Are you tired of essentially defending it all by yourself?
This mod adds Guards as a solution, as well as new villager-related AI changes.
An * means a feature is configurable

Guard information
They spawn in villages in groups of six, equipped with either an iron sword or a crossbow. They're prepared to fight any threat to the village (possibly including you!). You can make new guards by crouching and right clicking on a nitwit or unemployed villager with a sword or crossbow.
Guards can 'gossip' with villagers and will trust the player to open their inventory if they have a high enough reputation, have hero of the village, or was converted by the player. Right clicking will open up the guard inventory, allowing you to give them armor, and swap out their weapons! For their offhand slot, you can either give them a shield, or some food. If they have a shield, they will use it to block attacks. Crossbow guards with a shield won't be able to kick enemies if they're blocking. If they have food (or a potion), they will start eating or drinking if they are low on health.

Players are able to make guards stand on a specific area by clicking on the 'patrol' button seen on the right. If the player has hero of the village, the 'follow' button, seen on the left, will be unlocked and as the name implies will allow guards to follow the player and fight for the player. Ringing a village bell with the hero of the village effect will also allow multiple guards in the bell's area to follow the player.
Misc
Baby villagers now have big heads, just like in bedrock!
Witches attack villagers. true by default
In raids, illagers kill any animal they see. false by default
Villagers and Illagers are scared of polar bears. *true by default
Clerics heal low-health guards, villagers, and players with Hero of the Village using regeneration potions up to three times per day. Smithing villagers repair golems and guard equipment (that is below and up to half durability) three times per day.
Villagers that have excess food in their internal inventory will give food to the guards.
Golems will now float on water in order to avoid being stuck in rivers and ponds. *true on default
Frequently Asked Questions
Can you port to an older version/fabric?
No. Maintaining one version is hard enough already, and I've never learned fabric. However, the mod's license permits you to make ports yourself. A fabric version of this mod also currently exists.
Can you port to Windows 10 Edition/Xbox/Mobile?
No. Mods for the Bedrock ediiton use a completely different framework that I've also never learned. The mod's license allows you to try yourself, but since the modding API on Bedrock is less capable than forge you probably won't be able to replicate all of it.
Why don't guards have a workstation like other villager professions?
I haven't thought of a suitable block that would let you have a large number of guards without being inconvenient to store.
How would you make guards spawn with modded equipment?
You can make them spawn with modded equipment by making a datapack that overrides the guard_chestplate, guard_helmet, guard_legs, guard feet, guard_main_hand or guard_off_hand json files.
How do I make the mod less laggy?
Any extreme amount of lag is unintended by the mod and should be reported to the github. However, disabling the ability to guards to patrol villages in the config can help.
Also guardTick is a vanilla method, it is not from guard villagers. Don't get confused when seeing that in a profiler. All it does is handle general entity ticking for all entities.
Is this mod compatible with X?
Try and see!
Special thanks to those in the MMD discord for helping me with some of the mods contents.
All Versions
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5.0.0
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4.0.4
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2.4.12
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4.0.3
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2.4.11
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1.6.19
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4.0.2
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4.0.1
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4.0.0
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1.6.18
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2.4.10
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3.0.4
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3.0.3
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2.4.9
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2.4.8
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3.0.2
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3.0.1
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3.0.0
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2.4.7
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1.6.17
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2.4.6
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1.6.16
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2.4.5
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1.6.15
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2.4.4
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1.6.14
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2.4.3
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1.6.14
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2.4.2
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2.4.1
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2.4.0
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2.3.2
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2.3.1
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2.3.0
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2.3.0
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2.2.8
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2.2.7
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2.2.6
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2.2.5
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2.2.4
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2.2.3
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2.2.2
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2.2.1
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2.2.0
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1.5.6
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1.5.3
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1.5.2
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- [PORT] to 26.3.0
- [CHANGE] fix #315 [illagers attacking animals while not in a raid]
- [CHANGE] fix #313 lag issue with carry on
- [CHANGE] fix guard gossips not being stored
- [CHANGE] fix weird bug where guards patrolling would stutter on corners
- [CHANGE] fix weird bug where guards patrolling would stutter on corners
- [CHANGE] fix weird bug where guards patrolling would stutter on corners
- [CHANGE] fix #309 bug where guards wearing armor had an animation glitch while eating food
- [PORT] to 26.2.0
- [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)
- [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)
- [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)
- [CHANGE] add death message after named guards owned by players die
- [CHANGE] Fix NoSuchMethodError: LivingDamageEvent.Post.getNewDamage on NeoForge 26.1 - 0LostConnection
Fix NoSuchMethodError: LivingDamageEvent.Post.getNewDamage on NeoForge 26.1
- [CHANGE] add death message after named guards owned by players die
- [CHANGE] fix #296 (guards not attacking other guards on opposite teams)
- [CHANGE] fix #297 by adding a config option for guards patrolling worksations like golems
- [CHANGE] fix #296 (guards not attacking other guards on opposite teams)
- [CHANGE] fix #297 by adding a config option for guards patrolling village workstations like golems
- [MAJOR] 21.1.0 port(special thanks to zzong8286-crypto on github for helping out with the majority of this)
- [CHANGE] guards can use spears and added bows and iron axes to guard equipment selection
- [CHANGE] stop guards from moving around slightly while patrolling
- [CHANGE] make it so return to village ai has higher priority than attacking mob ai so guards are able to return to the village more effectively
- [CHANGE] stop guards from moving around slightly while patrolling
- [CHANGE] make it so return to village ai has higher priority than attacking mob ai so guards are able to return to the village more effectively
- [CHANGE] hopefully reduces issues with guard pathfinding to patrol points (with help from hrmcngs)
- If guards are continually stuck they will simply pause their patrol finding ai for a moment before reactivating their ai to walk back to their patrol point
- [CHANGE] hopefully reduces issues with guard pathfinding to patrol points (with help from hrmcngs)
- If guards are continually stuck they will simply pause their patrol finding ai for a moment before reactivating their ai to walk back to their patrol point
- [CHANGE] fix targeting crash related to iron golems (#278(
- [CHANGE] fix targeting crash related to iron golems (#278(
- [CHANGE] fix #275 and #276 (crashes with mods that load memory modules before Guard VIllagers)
- [CHANGE] make guards intentionally try to avoid powdered snow and other hazards more often
- [CHANGE] fix #275 and #276 (crashes with mods that load memory modules before Guard VIllagers
- [CHANGE] make guards intentionally try to avoid powdered snow and other hazards more often
- [CHANGE] try to mitigate against clerics failing to aim towards healing target
- [CHANGE] intentionally extend guard crossbow range when patrolling
- [CHANGE] fix #274 (crashes with vampirism)
- [CHANGE] try to mitigate against clerics failing to aim towards healing target
- [CHANGE] intentionally extend guard crossbow range when patrolling
- [CHANGE] fix #273 (guards not spawning) and golem repair ai not working
- [CHANGE] fix #272 by adding a config option and automatically display text when max health above default
- [CHANGE] fix #273 (guards not spawning) and golem repair ai not working
- [CHANGE] fix #272 by adding a config option and automatically display text when max health above default