Emerald-Driven Villager Systems
Villager OverhaulRecruit, Trade, Farm, Fight
Villager Overhaul turns villagers into owned workers with stats, costs, inventories, commands, and roles. Merchants can search and reroll trades, farmers can manage crops and storage, and guards can patrol, defend, flee, or fight with real gear.
Install Notes
Compatibility Client, Server, Integrations
Client
Server
Singleplayer
Required
Optional
Optional
Supported
Incompatible
Incompatible
Incompatible
Emerald Economy
Everything Has A Price And A Server Knob
Pay for ownership using a stat-based emerald cost.
Rerolls, auto-search, and price adjustments use configurable currency rules.
Bring back saved villagers through Respawn Anchors.
Hot-loaded config lets owners tune modules without a restart.
Feature Modules
Villager Overhaul is organized around major server-controlled modules for merchants, farmers, guards, commands, ownership, and respawning.
Merchant Module
Reroll, Lock, Search, Trade
Generosity | Timeliness | Intellect | Hoarder
- Reroll villager offers for configurable costs instead of breaking workstations forever.
- Lock exact trades so rerolls and auto-search preserve the offers you already care about.
- Request target items and let a busy merchant search in the background, with final payment settled server-side.
- Use auto-trade for emerald-output trades when you want the server to repeat valid trades without extra clicking.
Farming Module
Work Areas, Chests, Modded Crops
Motivation | Efficiency | Plant Whisperer | Ranger
- Give Farmer villagers a workstation-centered work area with circular or square range limits.
- Configure planting, harvesting, pickup, bonemeal, tilling, and toss rules around item IDs.
- Register deposit and withdraw chests with per-item trigger and keep thresholds.
- Use server-side player-like harvest logic so Fortune hoes and modded crop hooks have a fair chance to work.
Combat Module
Gear, Modes, Patrols, AI
Vitality | Agility | Strength | Armor
- Equip real armor plus combat main-hand and offhand loadout slots through a server-authoritative inventory UI.
- Choose Off, Defend, Aggressive, or Flee behavior, then refine triggers, whitelists, blacklists, and AI toggles.
- Villagers can melee, use supported projectile weapons with offhand ammo, block with shields, circle targets, and eat food to heal.
- Patrol routes and follow/idle commands let guards return to useful movement when combat ends.
General Systems
Villagers With Memory Ownership, Commands, History
Recruitment and Ownership
Recruiting assigns a server-side owner, gates villager controls, and gives every villager a cost based on its generated stats.
Custom Commands
Teach a recruited villager macro-like action sequences: waypoints, block interactions, chest withdraw/deposit steps, waits, and chat-triggered phrases.
Localized Chat
Optional localized chat adds range-limited speech, shout and whisper prefixes, and keeps chat-command triggers reliable on roleplay servers.
Respawning
Recruited villagers can leave respawn snapshots on death, then return through a Respawn Anchor for a configurable emerald cost.
Villager Info
Info screens expose stats, history, attributes, inventory, family tree data, and module-specific progress so each villager feels inspectable.
Trading Hall
The Trading Hall block gives the merchant economy a physical home, including storage and emerald payout interaction hooks.
Credits Code + Systems
Core Credits
- Author and development: Z2SIX
- Villager systems, UI, AI, server logic, and website assets: Z2SIX
Production Notes
- Built around server-side authority for ownership, costs, and villager actions
- Large module set: Merchant, Farming, Combat, Custom Commands, chat, respawn, and info screens
Legal License + Scope
Custom license: Z2SIX Mod License (Code + Assets)