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Hireable workers to automate your village!
Workers is a Minecraft mod that turns idle NPCs into a productive workforce for your base, town, or faction. It is built directly on top of the Recruits mod and is fully compatible with every Recruits feature — grouping, naming, ownership transfer, factions, morale, sieges, payment and upkeep all carry over and apply to workers as well.
Unlike the previous generation of the mod, a Worker is now only the labour. What the work actually is gets defined by a Work Area that you place in the world. Assign a worker the matching job, place the matching Work Area, and the worker walks over and does the job.
Requires: Recruits. Workers are a content/feature extension of Recruits and will not run without it.
A Worker on its own does nothing useful — it is workforce waiting for an assignment. The loop is always the same:
Because workers are Recruits under the hood, they obey the same ownership, faction, morale, payment and upkeep rules — see Core Mechanics.
That's it — the worker will find the nearest area it is allowed to use and begin.
Work Areas are placeable entities that mark where a job happens and hold its settings. Most areas scan for nearby chests/containers automatically and respect the access rules described under Ownership & Faction Access.
The foundation of any workforce. Define a storage first — nearby workers will deposit their output and fetch their needed materials here.
Defines where crops are planted and harvested. The area is 9×9.
The tree-farming counterpart, worked by Lumberjacks. They plant and fell trees within the area. Configurable behaviour:
Used by Fishermen to define where they cast their lines.
A pen where selected animals are bred and managed.
Defines a volume for Miners to excavate. Adjustable height, width and depth.
The most advanced feature in the mod, worked by the Builder.
The work area for the Chef (Cook). A Kitchen needs at least 1 Furnace and 1 Chest.
Villager breeding change: breeding is now based on the nutrition (saturation) value of food items rather than only vanilla bread/carrots/etc. A villager combines the saturation of its food items until it reaches the threshold (default 15) and then breeds. This can be turned off in the config (VillagerBreedMixinEnabled), and the threshold is configurable (VillagerBreedSaturationThreshold).
The work area for the Merchant. A Market needs chests. A nearby Merchant will move in, after which it can trade long-term using the market's stock and store its earnings there. See Merchants & Trading.
Not a job, but essential for upkeep of morale and health — see Worker Homes & Sleep.
Every profession is a Recruit specialised for one Work Area type.
| Profession | Work Area | What it does |
|---|---|---|
| Farmer | Crop Farm | Tills, plants and harvests crops; uses bone meal |
| Lumberjack | Lumber Area | Plants, strips and fells trees (incl. dynamic trees); shears leaves |
| Fisherman | Fishing Area | Fishes from the defined water; durable rods |
| Animal Farmer | Animal Farm | Breeds, grows, shears, milks, collects eggs, culls surplus |
| Miner | Mining Area | Excavates a volume; plugs liquids, fills floors, places torches |
| Builder | Building Area | Constructs saved/scanned structures from stored blocks |
| Chef (Cook) | Kitchen | Cooks food; supports villager breeding |
| Merchant | Market | Trades with players and villagers |
| Courier | (Recruits route) | Moves items between waypoints (see below) |
(New in this version.) Couriers deliver items to and from waypoints defined in a Recruits route. A dedicated GUI lets you edit the route with actions — each waypoint can hold up to 8 actions, executed in order.
Each action is a task plus a nearby location (and, where relevant, an item + amount). At a waypoint the courier searches roughly 8 blocks around the waypoint for a matching location.
Example — Take · Chest · 3× Apple: at that waypoint the courier looks for a nearby chest holding apples and takes 3 out.
| Task | Behaviour |
|---|---|
| Take | Take up to the defined amount of the selected item from the location |
| Put | Put up to the defined amount of the selected item from the courier's inventory into the location |
| Take Any | Take all of the selected item type from the location |
| Put Any | Put all of the selected item the courier carries into the location |
| Take All | Take everything from the location until the courier's inventory is full |
| Put All | Empty the courier's entire inventory into the location |
| Put Fill | Top the location/target up to the defined amount of the selected item (measured against what the target already holds) |
| Take Fill | Top the courier's own inventory up to the defined amount of the selected item (measured against what the courier already carries) |
| Wait | Wait at the waypoint for a defined number of seconds |
Put Fill vs. Take Fill — the difference is what gets measured. Put Fill fills the target up to the amount; Take Fill fills the courier up to the amount. If the goal is already met, the action is skipped.
| Location | Notes |
|---|---|
| Chest | Any nearby chests/containers at the waypoint |
| Storage | A nearby Storage Area (couriers count as a worker type with storage access) |
| Market | A nearby Market |
| Kitchen | A nearby Kitchen |
Merchants can trade with both players and villagers. The owner creates the trades in the Merchant's GUI.
Long-term trading needs a Market. Place a Market (with chests); a nearby Merchant moves in. The Market holds the Merchant's stock and stores earnings.
You can define trades the Merchant will offer to nearby villagers. These trades are only visible to the owner and must be flagged as "Villager Trade." With a Market placed and the Merchant moved in, when a nearby villager has a matching want, the Merchant invites it over to trade.
Example: the Merchant sells clay. A nearby Mason buys 10× Clay → 1 Emerald. If the Merchant has 10× clay in the Market's containers, it invites the Mason; the villager walks over and trades until the stock runs out or the villager stops buying. The emeralds end up in the Market.
Scan your own builds and save them as NBT files (max 32×32×32). Other Work Areas placed inside the scanned region are saved into the NBT too.
For servers it's often important to control which buildings players may place. Three modes:
| Mode | Who can build what |
|---|---|
| Free | Each player uses their own set of buildings |
| Preset | Players can only use buildings available on the server (synced when selected in the GUI) |
| Faction-Preset | Like Preset, but filtered by a faction-id folder — each faction can only build what is in its own folder |
Set the mode with the BuildMode config option. A set of default buildings (vanilla structures, some modified) is included as presets.
While working, a worker tracks every item it needs. Each need is flagged as blocking or non-blocking:
If a blocking item can't be found anywhere, the owner gets a message.
Because workers are Recruits, they share the Recruits upkeep system (food, equipment/tools, payment). Workers integrate this with their storage system:
This lets a whole workforce feed and re-equip itself from a central storage instead of from a single container.
All Recruits ownership features apply: create/name/edit groups, hand workers to other players, hand Work Areas to other players, and set faction access per Work Area.
Faction Access on Work Areas (new) controls whether faction workers (workers that don't belong to you) and faction players may interact with a given area. With access off, faction players and faction workers cannot use that storage, market, etc.
As in Recruits, morale matters. It does not slow workers down directly under normal conditions, but:
Keeping workers homed (and paid/fed) keeps morale healthy.
Workers need a home to restore health and morale by sleeping; without one, morale drifts down and efficiency suffers.
A worker home requires, at minimum, a bed and a chest, in an enclosed space (roughly 3×3, walled with a roof and a door). Once valid, a worker can move in. A worker without a home loses morale over time.
When a siege starts (or the village bell is rung), workers head to their assigned homes and take cover. They stay until the siege is repelled or the player orders them to follow/wander. If a siege succeeds, Work Areas immediately shift ownership to the claim's new owner.
Worker behaviour under siege is morale-dependent:
Server-side options (names as they appear in the config file):
| Option | Purpose |
|---|---|
FarmerCost, LumberjackCost, MinerCost, BuilderCost, MerchantCost, CourierCost, CookCost | Hire cost per profession |
VillagerBreedMixinEnabled | Toggle the saturation-based villager breeding change (default on) |
VillagerBreedSaturationThreshold | Total saturation a villager must gather to breed (default 15) |
ShouldWorkAreaOnlyBeInFactionClaim | Restrict Work-Area placement to faction claims |
ShouldOnlyPlacingBuildingsBePossible | Limit building to placement only |
AnimalPenMaxAnimals | Default/maximum animals per Animal Farm |
BuildMode | Free, Preset, or Faction-Preset (see BuildMode) |
WorkersReplaceAllay | Whether workers replace Allay-based behaviour |
MinerPickup, MinerIgnore | Miner pickup behaviour / ignored blocks |
AnimalFarmerPickup, FarmerPickup, LumberjackPickup, FishermanPickup | Per-profession pickup behaviour |
My worker isn't doing anything. Check that (1) a matching Work Area is placed and within range, (2) the worker has access to it (ownership/faction settings), and (3) there is a Storage Area nearby with the materials it needs.
My worker keeps stopping and walking off. It is probably fetching a Needed Item from storage. If it can't find the item, you'll get an owner message — restock the storage.
Why is my worker slow? Low morale. Give it a home, keep it fed/paid, and morale will recover.
Can workers feed/re-equip themselves? Yes — assign a Storage Area as their upkeep source and they will restock food, tools and payment from the relevant chests.
mods/ folderJoin the community on Discord for support, bug reports, and suggestions.
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Hire your villagers. Automate your village. Dominate your economy.

Adds hireable villager workers that can farm, mine or even fish for you!