People with a face, a home and a memory - for other mods to put to work.
Every mod that needs a shopkeeper, a customer or a police officer ends up building its own half a person. Tycoon Citizens builds the whole person once: how they look, where they live, what they do all day, how they grow up and grow old, how they talk and what they remember about you. It knows no trade and no job - what someone sells, buys or does is up to the mod that uses them.
On its own it puts nobody into your world. It is the foundation that other mods and modpacks build their people on. If a mod you play asks for it, this is why.
No fixed skins. Every person is put together from eight layers - body, face, trousers, shoes, top, beard, hair and work outfit - each in its own colour, with a slim or wide build and a height of their own. Thousands of different people from a few dozen parts, and a job still shows: an apron, a hi-vis vest, a hard hat, a lab coat or a peaked cap is only worn by those whose role hands it out. First names fit the build, last names are shared within a family.
Each person finds a free bed nearby and claims it, goes to work in the morning, takes a break at noon and comes home in the evening - each a few minutes earlier or later than the next, so the street does not move as one. They walk on paths rather than across fields, never jump off a ledge, meet at the bell or the campfire, stand and look at a workbench or a lectern, look for a roof when it rains, and stop to chat with their neighbours. Come by at ten at night and the shop is shut - and its owner is at home.
People are babies, children, teenagers, adults and seniors, and they age on the shared date of Tycoon Calendar - compressed, so a whole life fits into about a year and a half of calendar time. Children are smaller and grow, stay close to home and go to bed early; hair turns grey; seniors retire and walk slower. One day they pass away, and the family mourns. Children inherit their parents' skin tone, eyes and hair.
What people say appears for a few seconds in a bubble above their head, for everyone nearby, in each player's own language. Every person has a tone - curt, friendly, boastful or tired - and a mood that the weather, a night in their own bed, a punch or a chat can change, and they sound like it. The same line never comes twice in a row.
Every person remembers the players they meet: how often you came by, when they last saw you and what they think of you. Talking makes you known, but only deeds make you a friend. And word gets around: what you did to one person reaches their neighbours as a rumour, which fades with time while their own experience stays.
data/<mod>/citizens/<role>.json sets the look, the name list,
the day plan, the lines and the tone. No Java needed.tycooncitizens:walkways, gathering, interesting)./citizen spawn <role> and /citizen info for testing.CitizenAPI spawns a person, changes their role while keeping the same face and memory, sets home
and work, sends them somewhere (goTo, follow, attend), lets them speak or shows a bubble of
your own, stores your mod's data on them, counts things in their memory and tells you what they
think of a player. CitizenEvent tells you when someone is right-clicked - that is where your mod
opens its own screen - and about every tick, shift change, new life stage, role change and death.
Everything is decided on the server; the client only draws.
Server and client, singleplayer and multiplayer.
This mod was built with substantial help from AI. The design decisions, the playtesting and the direction are mine; a large share of the code, the textures and this text was written with an AI assistant. I would rather say that plainly than have you wonder.
Questions, bug reports, ideas, or just want to show what you built? Join the Discord - that is where I answer fastest, and where the next version gets shaped.