
Recruits Living Villages
This adds AI villages which expand, fight and thrive amongst other villages completely independently!
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Список изменений
Recruits: Living Villages 1.0.6
Added
- Mines. Villages dig their own ore once they have an armour smith. What comes up depends on the miner's rank — mostly gold at Novice, iron as he learns, diamond at Master. Each mine has a sealed ladder shaft that goes 12 blocks deeper per rank, and is rebuilt to a bigger design on every promotion.
- Weapon smith. A second forge turning the mine's metal into swords and axes. It gets one part in nine of the ore, the armourer eight.
- Epic Knights support. Each troop type wears its own kit: chainmail for archers, plate for crossbowmen, knight's armour for shieldmen, jousting armour for cavalry, ceremonial for a King. They carry the mod's weapons too. All of it iron, and expensive.
- Helmet crests. Set per troop type. Shieldmen wear a decorated armet by default, their King a decorated ceremonial armet.
- Faction shields. Shieldmen and cavalry carry the village banner on their shields. With Epic Knights each faction gets its own shield shape.
- Musket Mod support. Crossbowmen carry muskets instead. Double the price and as rare as cavalry.
- House upgrades. A village that runs out of room rebuilds its houses larger, sleeping twice as many.
- Villages arrive already developed. A village you've never visited is now credited for the ore it would have dug and the armour it would have forged, paid out the moment its buildings go up.
- Configurable currency. Emeralds by default; set it to gold, iron nuggets, or anything else.
Polished
- Treasuries and material stores now have a cap, so villages stop hoarding tens of thousands of emeralds they can't spend.
- A full treasury means no tax collection, and workers go 20% faster instead.
- Epic Knights ore output doubled and the armour smith is faster at every rank. A 40-man company is fully armoured in 3–4 hours instead of 7.
- Armour sets and their iron costs are configurable per troop type.
Fixed
- Villages created at night stayed asleep for their whole generated history. No farming, no taxes, no forge, and they never trained a butcher far enough to unlock an armour smith.
- A faction at war shut down work in all of its villages, even ones far from the fighting. Only the village actually under attack stops now.
- Stepping a village forward from the console did nothing after dark.
Updating: delete world/serverconfig/recruitsvillages-server.toml. The armour smith speed and Epic Knights ore table changed, and existing settings are never overwritten.
Файлы
recruitsvillages-1.0.6.jar(480.04 KiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.0.6
Загрузчики
Forge
Версии игры
1.20.1
Загрузок
118
Дата публикации
15.08.2026
