Addon for Recruits that introduces autonomous villages with their own center, faction, roles, and internal logic. Settlements organize themselves, manage recruits, and function as self‑sustaining communities without player intervention.
Recruits: Village Expansion is an addon for Recruits that introduces a fully autonomous village system. Each settlement has its own center, faction, and internal logic, allowing villages to function as living communities capable of organizing themselves, growing, and defending their territory without player involvement.
Villages created by this addon are not static structures: they are active entities that manage recruits, assign roles, maintain their identity, and react to world events. Each village can expand, build functional structures, establish territory, and maintain internal balance between civilians, soldiers, and resources.
The goal is to turn villages into autonomous factions, consistent and believable, interacting dynamically with the world and the player. The result is a more alive, emergent, and strategic experience that integrates seamlessly with Recruits.
NEW UPDATE:NEW BETA VERSION THAT COULD HAVE PROBLEMS.SAY GOODBYE TO TERRAIN FLATTENING AND HILLS (you can re enable them in the config) AS NOW THE VILLAGE WILL TRY TO ADAPT TO THE TERRAIN.
ADD NEW BUILDINGS INSTRUCTIONS
# How to Make Custom Structures for the Village Recruits Addon
This guide explains how to build and save your own structures so they show up in
villages. There are **two kinds** of structure you can make:
1. **Tower replacements** – the big central building of a village (the "town hall").
2. **Normal buildings** – the ordinary houses and workplaces scattered around it.
Each kind has its own rules. Read the rule box for the kind you are making. If you
get the rules wrong, your village will spawn broken (no soldiers, no villagers, or
duplicate town halls), so please follow them carefully.
> **You do not need to know how to code.** Everything here is done in‑game with the
> vanilla **Structure Block**. The only "special" parts are two blocks and one
> command, all explained below.
---
## The two special blocks you need to know
| Block | Where it comes from | What it does | Item/ID |
|---|---|---|---|
| **Recruit block** | The base **Recruits** mod | Turns into a soldier (recruit) for the village | `recruits:recruit_block` |
| **Villager spawn block** | This addon | Pops out **16 villagers** to populate the village, then disappears | `village_recruits:basic_villager_spawner` |
You place these blocks inside your build like normal blocks. When the village is
generated in a real game, they automatically turn into the recruit / villagers.
> ⚠️ **The villager spawn block self‑destructs!**
> The moment it ticks in the world, the villager spawn block spawns its villagers
> and **removes itself**. If you try to save a structure with it still in place, it
> will already be gone — your structure ends up with no villagers. The fix is one
> command, explained in **Step 0** below. Do this *first*, every time.
---
## Step 0 — Freeze the villager spawn block (DO THIS FIRST)
Before you place a villager spawn block in your build, run this command once:
```
/vr disable_spawner
```
This stops every villager spawn block from activating, so it will **sit still** in
the world and let you save it into your structure. You will see a message:
*"Spawner disabilitato."* (= spawner disabled).
When you are completely finished saving all your structures, you can turn it back on
with:
```
/vr enable_spawner
```
(You only need it enabled when actually playing — for building/saving, keep it
**disabled**.)
---
## Building a TOWER REPLACEMENT
> ### ✅ Tower rules (must follow)
> 1. **Exactly one Recruit block** (`recruits:recruit_block`) placed in the **middle**
> of the structure (center X/Z). The tower is generated centered on that spot, so
> the middle is where the village's first soldier appears.
> 2. **At least one Villager spawn block** (`village_recruits:basic_villager_spawner`)
> placed **anywhere** inside the structure (a hidden corner or basement is fine).
> 3. **Recommended size: max 11 × 11 blocks** (length × width). Height is up to you,
> but keep the footprint at 11×11 or smaller so it fits the village layout.
- **Normal building:** **never** a Recruit block → save (use `/vr disable_spawner`
first only if it contains a villager spawn block).
Compatible mods
1. ewewukek's Musket Mod gives muskets to crossbowman that will spawn more frequently than normal when added guns are more rare after the economy nerf mod link: here
2. Craftable turrets to help you protect your villages mod link: here
Upcoming Updates
These features are planned and will arrive in future releases:
- Rebellions Done - Villages work even when they are not in loaded chunks without making the game lag Done - More advanced structure building:improve the current one - Balancing improvements
Recommended optimization mods
These mods are highly recommended to improve performance and reduce lag(the game will lag a bit at the start but it will stabilize):