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Guard Villagers

Guard Villagers

by seymourimadeit • Downloads: 0 • Followers: 0
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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

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. Guard inventory

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! baby Witches attack villagers. true by default  witch attack villager In raids, illagers kill any animal they see. false by default  Rueben is dead 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. Cleric heals 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

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Neoforge
23h ago 1
26.2
Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
26.2
Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
26.2
Neoforge
23h ago 1
26.2
Neoforge
23h ago 1
26.2
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
26.1.2
Neoforge
23h ago 1
26.1.2
Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
26.1.2
Neoforge
23h ago 1
26.1.x
Neoforge
23h ago 1
26.1
Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.21.1
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.21.x
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.21
Neoforge
23h ago 1
1.20.1
Forge Neoforge
23h ago 1
1.20.1
Forge
23h ago 1
1.20.5
Neoforge
23h ago 1
1.17.1
Forge
23h ago 1
1.16.5
Forge
23h ago 1
1.19.2
Forge
23h ago 1
1.20.1
Forge
23h ago 1
1.20.4
Neoforge
23h ago 1
1.18.2
Forge
23h ago 1
1.20.2
Neoforge
23h ago 1
1.20.1
Forge
23h ago 1
1.20.2
Forge
23h ago 1
1.20.2
Forge
23h ago 1
1.20.1
Forge
23h ago 1
1.19.2
Forge
23h ago 1
1.19.4
Forge
23h ago 1
1.19.2
Forge
23h ago 1
1.20.x
Forge
23h ago 1
1.20
Forge
23h ago 1
1.19.2
Forge
23h ago 1
1.19.4
Forge
23h ago 1
1.19.4
Forge
23h ago 1
1.19.2
Forge
23h ago 1
1.19.3
Forge
23h ago 1
1.19.3
Forge
23h ago 1
1.19.2
Forge
23h ago 1
1.19.x
Forge
23h ago 1
[5.0.0] 5.0.0 by seymourimadeit on Oct 08, 2026
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  • [PORT] to 26.3.0

[4.0.4] 4.0.4 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix #315 [illagers attacking animals while not in a raid]

[2.4.12] 2.4.12 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix #313 lag issue with carry on

[4.0.3] 4.0.3 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix guard gossips not being stored

[2.4.11] 2.4.11 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix weird bug where guards patrolling would stutter on corners

[1.6.19] 1.6.19 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix weird bug where guards patrolling would stutter on corners

[4.0.2] 4.0.2 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix weird bug where guards patrolling would stutter on corners

[4.0.1] 4.0.1 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix #309 bug where guards wearing armor had an animation glitch while eating food

[4.0.0] 4.0.0 by seymourimadeit on Oct 08, 2026
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  • [PORT] to 26.2.0

[1.6.18] 1.6.18 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)

[2.4.10] 2.4.10 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)

[3.0.4] 3.0.4 by seymourimadeit on Oct 08, 2026
Download

  • [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)

[3.0.3] 3.0.3 by seymourimadeit on Oct 08, 2026
Download

  • [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

[2.4.9] 2.4.9 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] add death message after named guards owned by players die

[2.4.8] 2.4.8 by seymourimadeit on Oct 08, 2026
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  • [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

[3.0.2] 3.0.2 by seymourimadeit on Oct 08, 2026
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  • [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

[3.0.1] 3.0.1 by seymourimadeit on Oct 08, 2026
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[CHANGE] make it compatible with 26.1.0 and any future versions

[3.0.0] 3.0.0 by seymourimadeit on Oct 08, 2026
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  • [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

[2.4.7] 2.4.7 by seymourimadeit on Oct 08, 2026
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  • [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

[1.6.17] 1.6.17 by seymourimadeit on Oct 08, 2026
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  • [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

[2.4.6] 2.4.6 by seymourimadeit on Oct 08, 2026
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  • [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
[1.6.16] 1.6.16 by seymourimadeit on Oct 08, 2026
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  • [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

[2.4.5] 2.4.5 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix targeting crash related to iron golems (#278(

[1.6.15] 1.6.15 by seymourimadeit on Oct 08, 2026
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  • [CHANGE] fix targeting crash related to iron golems (#278(

[2.4.4] 2.4.4 by seymourimadeit on Oct 08, 2026
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  • [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

[1.6.14] 1.6.14 by seymourimadeit on Oct 08, 2026
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  • [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

[2.4.3] 2.4.3 by seymourimadeit on Oct 08, 2026
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CHANGELOG:- [CHANGE] fix crash with vampirism
  • [CHANGE] try to mitigate against clerics failing to aim towards healing target
  • [CHANGE] intentionally extend guard crossbow range when patrolling

[1.6.14] 1.6.14 by seymourimadeit on Oct 08, 2026
Download
  • [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

[2.4.2] 2.4.2 by seymourimadeit on Oct 08, 2026
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CHANGELOG:
  • [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
[1.20.1-1.6.13] 1.20.1-1.6.13 by seymourimadeit on Oct 08, 2026
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CHANGELOG:
  • [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
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