Village Life NPC
NPC jobs, quests and social life
Social NPCs with names/jobs/personalities, dialogue, relationships, quests, hiring, 12 trades, work roles, marriage, family and child needs.
PUBLIC BETA · Direct package · No external installer
Village Life NPC / v1.1.0Add-on · Public Beta
Male/female NPCs have persistent names, jobs, personalities, moods and profiles.
Six social interaction groups, -100..100 relationships and player reputation.
Fetch/hunt quests with emerald/XP/reputation; six professions provide 12 two-way trades.
Hire NPCs by Minecraft day, with follow, guard, farming, mining, healing and product-storage roles.
Proposal, marriage and children; children grow after 20 minutes and have hunger/fun needs.
Hire, pay wages, collect output.
Six professions and 12 two-way trades.
Unpaid wages can trigger a strike.
Farmers/miners produce periodic goods into storage without terrain destruction.
Family life has a gameplay loop.
Propose with a Wedding Ring, marry, hug and have children.
You can introduce two single NPCs so they can pair and have a child.
Children have hunger/fun needs, require care and grow up after 20 minutes.
Ready in a few steps.
- 1
Import the .mcaddon and enable Village Life BP + RP; Experimental is not required.
- 2
Use the NPC spawn egg in Creative or wait for low-rate natural spawns in plains/forest/savanna.
- 3
Craft the Village Ledger from book + emerald + feather; the Wedding Ring uses 6 gold ingots in a ring shape.
Before you install.
- The public v1.1.0 package declares Bedrock 1.21.80+, @minecraft/server 2.0.0 and server-ui 2.0.0.
- Current human textures use a temporary Steve/Alex style; the gameplay systems are the beta’s main focus.
- In crowded multiplayer, Bedrock’s nearest-player behavior can make follow routing to the exact employer imperfect.
- Current human skins/textures are temporary Steve/Alex-style placeholders.
This release.
- v1.1.0 added NPC-to-NPC pairing, autonomous children and child hunger/fun needs.
- v1.0.0 established relationships, quests, hiring, jobs, trading, family and the Village Ledger.
NPCs carry relationship history, not just a trade menu.
Close dialogue uses forms; ambient chat appears at range or when not directly targeting the NPC.
Gifts, six social interaction groups and reputation consequences for attacking NPCs.
Employment ownership and marriage use player IDs so they survive name changes.