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Villager Recruits: Village Expansion

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Villager Recruits: Village Expansion 1.0.7.22

1.0.7.22
20 окт. 2026 г.452Minecraft: 1.20.1forge
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beta

Villager Recruits: Village Expansion 1.0.7.21

1.0.7.21
5 окт. 2026 г.553Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.7.20

1.0.7.20
2 сент. 2026 г.1,2 тыс.Minecraft: 1.20.1forge
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Some fixes
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Villager Recruits: Village Expansion 1.0.7.19

1.0.7.19
29 авг. 2026 г.164Minecraft: 1.20.1forge
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I recommend backing up your world before playing as a lot of changes have been made on how abstract recruits are stored to make abstract battles possible to reduce loaded recruits wich can ruin server performance.
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Villager Recruits: Village Expansion 1.0.7.18

1.0.7.18
26 авг. 2026 г.356Minecraft: 1.20.1forge
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You can see the changes by looking at the test builds
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Villager Recruits: Village Expansion 1.0.7.17

1.0.7.17
22 авг. 2026 г.157Minecraft: 1.20.1forge
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Villages now spawn outside of render distance too so you can now play at a low render distance also a tip i recommend getting all the elites in the index
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Villager Recruits: Village Expansion 1.0.7.16

1.0.7.16
22 авг. 2026 г.23Minecraft: 1.20.1forge
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Unlock all the leaders in the index for a prize next update will add a prize for discovering all elite recruits and it will be very very
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Villager Recruits: Village Expansion 1.0.7.14

1.0.7.14
21 авг. 2026 г.71Minecraft: 1.20.1forge
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https://github.com/magarellivito09-boop/Village-Recruits-Issues/releases/tag/1.0.7.93TC-108
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Villager Recruits: Village Expansion 1.0.7.13

1.0.7.13
20 авг. 2026 г.81Minecraft: 1.20.1forge
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Custom tech with /vrtech editor          and some fixes
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Villager Recruits: Village Expansion 1.0.7.12

1.0.7.12
19 авг. 2026 г.46Minecraft: 1.20.1forge
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Changelog in the in game wiki.
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Villager Recruits: Village Expansion 1.0.7.10.11

1.0.7.10.11
9 авг. 2026 г.354Minecraft: 1.20.1forge
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Made it easier to understand who is an enemy in battles sieges... and who is winning made the leader menu with ui (no more chat buttons) and some armory improvements.
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Villager Recruits: Village Expansion 1.0.7.10.9

1.0.7.10.9
6 авг. 2026 г.120Minecraft: 1.20.1forge
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Fixed the new abstaract building wich makes the addon more optimized
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Villager Recruits: Village Expansion 1.0.7.10.5

1.0.7.10.5
4 авг. 2026 г.81Minecraft: 1.20.1forge
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SKY VILLAGES! airconvoys now need a airfield (Sky Hangar) to produce and field airframes for trade (Part two will include Military Airframes) Commissions! You can request the village leader to make your very own personal airframe! Tank factory fixes + Old save healing stuffs Other fixes to musketmod
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Villager Recruits: Village Expansion 1.0.7.10

1.0.7.10
1 авг. 2026 г.104Minecraft: 1.20.1forge
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# The Battle Tank Update **Villages can now build armour, crew it, and send it to war.** Not as a number on a screen: as a factory you can walk into, a crew you can talk to, shells you can steal, and a vehicle that drives itself to the fight. > ⚠️ **Requires TWO mods, not one:** **[Laendli Transportation](https://www.curseforge.com/minecraft/mc-mods/laendli-transportation)** for the vehicles, and its **Laendli Recruits Compat** bridge addon (`laendli_recruits_compat`), which is what lets an NPC crew one. > > Without the vehicles, both technologies are hidden and nothing here applies. **Without the bridge the tanks exist and cannot be driven** — the worse failure of the two, because everything looks correctly installed. The login message names both, and says whether the reflective bridge actually *resolved* rather than merely whether the mods are present. **No new world needed.** Existing villages pick up factories as they grow. --- ## Two technologies **Battle Tanks** — armour plate, tracks and a gun carriage. 800 wood, 700 stone, 160 iron and **45,000 research points**: five to ten Minecraft days depending on how big your faction is, because research speed is driven by population. Armour is something a faction *grows into*. **Armor Piercing** — hardened shot, 2,600 points, one step to the right of Musketry. The only thing that lets a faction's muskets hurt a vehicle, and it does nothing else: against an unarmoured target the ball hits exactly as before. **Arrows never hurt a tank.** No research changes that. A village that answers armour with more archers is doing the one thing that provably cannot work. --- ## The tank factory A village that researches Battle Tanks builds a **tank factory** — one per village, and tanks are built there or not at all. * **The shells are real.** Iron and gunpowder become ammunition in the factory's own chests and barrels — the whole building is the magazine. You can walk in and count them, and so can someone who shouldn't. * **A hull takes half a Minecraft day on the line**, and costs iron and gold only — never wood or stone, so a village saving for armour doesn't stop putting up houses. * **Production is passive**, so an unvisited village keeps making shells. The crew isn't what makes it happen; the crew is what makes it pay better. * A load of ammunition is **withdrawn when a tank rolls out**. Fuel and water are free; the shells are not. ## Four machinists, and the difference between them is the point * **Foreman** — a gate, not a share. Without him the others work unsupervised at **25%**. * **Machinist** ×3 — 25% each. * **Senior Machinist** — 50%, and *earned*, not hired. There is no senior post to fill. A machinist becomes one after **two and a half Minecraft days of service**, and the longest-serving qualifier is the veteran — so a raid on your factory destroys the *experience*, not just the bodies. The rebuilt crew runs at 75% until somebody puts the days in. The **Foreman** carries a read-only report screen: efficiency, every post and its occupant's service or respawn countdown, shells against the cap, iron and gunpowder against the next batch, research, shed, and the next hull's progress. He also places **orders** that the village merchant pays for. Ordinary machinists answer in chat. ## The guards Two soldiers post themselves inside — **one at the entrance, one over the stores** — drawn from the garrison rather than added to it, so a village that posts guards is a village with two fewer men on patrol. A crossbowman carrying a firearm is preferred; failing that, one melee and one ranged. Elites are preferred within their class. **You can place the posts yourself.** Put a diamond block on the floor in creative and it is consumed — the post is remembered by the factory, not by the block, so it survives being broken, stolen, pushed by a piston or blown up. Declare one and the other is still worked out from the building; declare a third and a third guard is posted for it. ## Who gets past them Standing with the faction decides it: * **40+** — you may walk the floor and stock the chests. * **???** — the faction stops pretending the crates are for fence posts and tells you what they're for. * **0 to 40** — turned away. Told to leave, and given **fifteen seconds** to do it before they open fire. * **Below 0** — shot. Below −20 you aren't even told why. **Members of another faction are judged by the treaty, not by their standing.** An ally walks in. A neutral faction's member is warned like anyone else, and his faction is declared war on if he ignores it. A faction already at war skips the wait — there's nothing left to declare. A new **Factory Supply** contract pays outsiders to keep the line fed. **When somebody unwelcome is on the floor, the crew clears out.** They're unarmed couriers and the guards are about to open fire in the room they work in. They walk out, walk back when it's clear, and only a genuinely stuck one is teleported. The machinists also raise the alarm — and if nobody's left on the door, the village itself answers. ## Robbing the place **A tank factory is not a safe.** Its chests and barrels open for anyone; the guards are the lock, not the latch. Reach into one and they open fire immediately, no grace period, and war is declared on your faction. That's the point of the shells being real items in real containers: raiding a factory is something you can actually do, at a price. It's also the only way to hurt an armoured faction that has already out-teched you. --- ## In the field A tank goes to **field battles and sieges**, crewed by a Crewmember who can't be hurt in his seat — an intact machine standing still because its driver died is worse than losing it outright. * **It arrives behind its own line**, 56 blocks back, not in no-man's-land where it would be in contact before finishing mounting. * **It only fires at what it can see.** The gun fires along the hull, so a target picked by distance alone means shelling the hill in front of it. With no shot it keeps advancing rather than waiting behind a rise. * **It outranges infantry** — 120 blocks by default, up to 256. * **If it can't kill what it's shooting at, it drives closer.** A shell can land short or splash where the enemy no longer is, and none of that reads as failure, so it would otherwise reload at the same target forever. * **It doesn't bulldoze your village.** Ramming destroys no blocks, and shells spare containers and village centre markers — a crater in terrain is fine, a crater where the stores were is not. * A tank that survives goes home. One that's destroyed is gone. That asymmetry is the risk of fielding one. ## Armour changes how factions think Tanks used to be invisible to every strategic decision in the mod: a village could build an armoured column and read as exactly as strong as the day it had none. Now armour counts toward military strength and toward the per-village figure the attack AI compares — including tanks currently out at a fight. **What a tank is worth depends on who's looking.** A faction that can answer armour weighs it at face value. One that can't weighs it double, because for them it isn't a strong unit, it's an unanswerable one. **A faction that meets a tank researches an answer to it** — either a round bouncing off, or a tank acquiring a target, and it starts pushing toward Armor Piercing or Battle Tanks, whichever it can actually reach. A tank on the field puts a **tank icon** on the map in place of the weapon icon, and a gold *Armour on the field* line in the tooltip — read from the deployment record rather than an entity sweep, so it's right even for a battle nobody has walked to. --- ## Commands **`/vrtanks`** (operator) reports what the Laendli bridge resolved, the nearest faction's research and parked count, the factory's state, the crew and their service, the guards and their posts, the door's verdict on everyone standing inside, what armour is worth to the strategic AI, and whether the faction is reacting to armour it has met. * `/vrtanks spawn` — a tank and crew at your feet, as a real deployment * `/vrtanks build` — parks one in the nearest village for free * `/vrtanks factory` — makes the next build a tank factory * `/vrtanks posts [clear]` — list or clear declared guard posts * `/vrtanks clear` — removes every tank on the field and refunds the ones a village paid for `spawn` and `build` skip the material cost but **not** the research. Config lives in `military.toml → [tanks]`. --- ## Fixes along the way Getting tanks to actually work took most of this arc. * **They couldn't move, turn or shoot.** Steering belongs to the *rider*, not the vehicle, and has to be written every tick; the firing call had the wrong arguments, and the light tank — the one actually fielded — doesn't fire through a procedure at all. * **They immobilised themselves** with Slowness VII from a dry boiler, because the vehicle's slots are reached through a Forge capability rather than a method, so every restock was a silent no-op. * **They killed themselves and their own infantry** with their own shell's blast. * **They never turned up at sieges** — eight separate gates each refused silently and looked identical from outside. `/vrtanks` now reports which one it was. * **Logging out mid-fight destroyed the tank**, leaving an undriveable, invulnerable hulk and a shed permanently one short. An orphaned tank now goes home. * **A tank sent to defend a siege never despawned** if the siege ended while nobody was near. * Tanks path around obstacles, take 90% less fall damage, and are lit by the last-defender glow along with everyone else. **And in the factory:** * A city plan was **not a pure function of its seed**, which slid already-built plots off their ground and left a 31-wide factory overlapping its neighbours. Existing worlds repair themselves. * A factory could be planted **on a road**, turning a street into a dead end. * **The fifteen-second warning was unreachable.** A player who has never met a faction reads standing 0, and the boundary was *at or below 0 means shoot* — so every stranger was warned and shot in the same tick, while the grace applied only to somebody who had already earned standing. * **One post meant both guards stood on it**, leaving the stores watched by nobody, and a newly posted guard always went to the door whatever you'd marked. * **The crew couldn't leave** — the village-wide worker evacuation was putting them back to work about once a second. * **One man standing in a doorway stopped an entire village working**: a hostile player counted as an assault unconditionally, so every worker ran to the centre and held there, worker respawn was suspended and the builder froze. * **The theft the guards exist to punish couldn't be committed** — the containers refused the click while the guards shouted about it. --- ## Compatibility Battle Tanks reports at login like every other integration — and reports whether the **reflective bridge actually resolved**, not merely whether Laendli is installed. A change on their side would otherwise surface as a tank that quietly never fires.
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Villager Recruits: Village Expansion 1.0.7.9.6

1.0.7.9.6
31 июл. 2026 г.80Minecraft: 1.20.1forge
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Bug fixes the most important is no more invisible recruits when teleported And also it will be easier to find the remaining recruits when you can't find them while attacking a village
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Villager Recruits: Village Expansion 1.0.7.9

1.0.7.9
29 июл. 2026 г.75Minecraft: 1.20.1forge
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# Village Recruits Addon 1.0.7.21 — Resource Convoys **Recommended for everyone.** Alongside the new feature this release fixes several faults that quietly broke villages in long-running worlds — missing roads, builders and merchants that never came back, and villages that behaved as though permanently under siege. Existing worlds repair themselves; nothing needs to be rebuilt. Coming from **1.0.7.4 or earlier?** Scroll to *Everything added since 1.0.7.4* — a great deal has landed since, including contracts, field battles, firearms, fog of war and three new village workers. --- # New in 1.0.7.21: Resource Convoys Villages now physically carry supplies to each other. A Workers **courier** and an escort of guards walk a real load of materials, metals, hides and food from one village to another — and it only arrives if it gets there. - **Where they go.** A faction supplies its own outposts, and supplies **allies that are at war**.   Everyday trade is untouched: auto-sell and AI-to-AI barter still happen instantly and invisibly,   because nobody would ride out to protect a routine sale. Convoys carry the loads where the journey   is the point. Player factions send them automatically as their situation demands — a faction whose   leader is offline is exactly the one whose outposts need supplying. - **Ally war shipments.** An ally that is fighting gets metal, hides and coal — what armour, weapons   and, where a firearm mod is installed, guns are actually bought with. Planks are not what loses a   war. - **Wealth decides the whole convoy.** A poor village sends a courier, a spear and a token load; a   rich one sends a column with a shipment behind it — both the escort and the size of the cargo climb   with the faction's treasury. Guards carry the firearms their faction has actually **researched**. - **Raids.** Enemy factions send raiders after convoys, and factionless **bandits** hit them   regardless of who is at war — so even a faction at peace has to guard its own supplies. What a   faction seizes goes straight into its own storage; bandits simply destroy it. - **You can rob one.** Kill the courier and the whole load spills on the ground as real items — and   the faction you robbed remembers it, at the same weight as assassinating one of its officers. - **You can be paid to protect one.** A new Noble contract, **Convoy Escort**: paid on arrival, with   a bonus for every raider you kill, and nothing at all if the convoy is lost. You get a clickable   teleport to catch up with it, and `/vrconvoy` reports what it is carrying and how far it has got. - **On the map.** A moving chest icon at the head of the convoy. Cyan is the one you are being paid   to escort, green is yours or an ally's, red is an enemy's — a target. Hover for the cargo. Config lives in `economy.toml → [convoy]`. `convoyEnabled = false` turns the whole system off. ## Also fixed in 1.0.7.21 These repair damage that had already accumulated in existing saves. - **Roads a village recorded as built but never actually laid are re-laid.** The only thing that   ever retried was the building path, so a village that had finished its plots kept its gaps   forever. The repairman now fixes roads as well as terrain, a few stretches at a time, on villages   you are near. On one test world this was 3 villages out of 7 with every plot built and still 9, 10   and 22 missing stretches of road each. - **"The builder never respawns."** Two villages of the same faction closer together than 64 blocks   could not tell whose builder was whose — the neighbour adopted it, and discarded the other   village's own as a duplicate. So one village was left permanently without a builder while its   replacement was killed every few seconds. Village workers now carry the village they belong to.   Same fix for the repairman. - **Two villages sharing one garrison fielded two officer corps**, commanding the same soldiers and   buying armour twice. One village now commands each garrison. - **A commander whose last known position stayed unloaded waited for it forever**, leaving a road   with an empty officer slot for the life of the save. - **Merchants, commanders and production workers** could get a respawn timer that never elapsed   after a world was restored from a backup. - **Battles and skirmishes are fought on land**, not in lakes. The site used to be judged on a single   block, so a point one step past a shore passed — and then most of two armies was set down in the   water. - **Recruits teleported into blocks and suffocated** when joining a defence or an attack. Every hard   teleport in the mod now guarantees the body fits where it lands. - **A convoy vanished while you were escorting it.** Whether a convoy travelled for real or on paper   was decided by whether the chunk under it was simulating — which is not the same as whether anyone   can see it. A convoy crosses loaded but non-ticking ground constantly, and on that ground its   guards were despawned and only the map marker was left, in front of the player escorting it. It   now asks whether a player is nearby. - **Raiders and convoy guards fought without hurting each other.** Two lines of men swinging with   nothing happening: the base mod refuses damage between recruits that share an owner, and every   village-spawned body carries the same one. Ambushes now resolve properly. Raiders also stopped   being offered for hire to the person they were ambushing. --- # Everything added since 1.0.7.4 If you are upgrading from an older build, this is what has arrived in between. ## Being a free agent: contracts and reputation *(1.0.7.5, 1.0.7.12)* Belonging to no faction is now a playable role. Sneak-click a village's **Noble Villager** for a **contract board** — monster culls, night watches, supply runs, bounties, breaking a siege — with work offered only when the village genuinely needs it, so an empty board is real information about that village. Doing the work builds **reputation** with that faction; killing its people costs it, officers most of all. Standing unlocks better contracts and a **Quartermaster shop** where standing itself is the currency, and falling far enough gets you barred, hunted, and attacked on sight. A village with no Noble now spawns one at its recruit table rather than waiting forever. ## Knowing where anyone lives: intelligence and fog of war *(1.0.7.5)* An AI faction can no longer read a neighbour's garrison from across the map. Noticing a stranger sends out a **scouting party** that has to walk there before that village can be attacked at all, and what it saw is frozen at the moment it looked — so a village that re-arms after being scouted keeps the surprise. **Fog of war** now applies to this mod's own map markers: a village you have never seen is not on your map, and one you saw long ago is drawn faded with its age. ## War in the open: field battles *(1.0.7.5, 1.0.7.5.1, 1.0.7.6, 1.0.7.7, 1.0.7.10, 1.0.7.17)* Armies now meet **outside the walls** before anyone besieges anything. **Skirmishes** thin a garrison; **battlefields** decide whether a siege happens at all, with the winner marching on the village reinforced. Both sides are the villages' real soldiers, so the casualties are men who will not be on the wall. Players get a clickable **[JOIN]** invite for either side, and `/vrbattles` reports readiness village by village. Battles now field 20 troops, bring Elites and Commanders, and give a village its own garrison reserve rather than borrowing the siege one. ## Guns *(1.0.7.5, 1.0.7.11, 1.0.7.13)* AI factions can equip **firearms** from musketmod, Warium and TACZ, unlocked through the research tree and paid for out of the village's own industry. Guns are priced from their **real crafting recipe**, so a gun pack's own balance reaches the AI. The join message now reports which firearm mods are installed and whether their Recruits bridge addon is present — with the guns there but the bridge missing, everything looks correct and recruits simply never fire. ## Research and the Armory *(1.0.7.5, 1.0.7.6, 1.0.7.8, 1.0.7.12)* The technology tree gained **parallel research** for large factions and a free **starter technology** for every faction. A player faction's own village leader keeps research going while its leader is offline, and members can **request** a project. Two new technologies: **Elite Training** (soldiers rise to Elite through service, not only promotion) and **Battle Medics** (elites throw healing potions at the wounded once out of contact). The **Armory** troop customizer lets a leader dress each rank as a paper doll with a live recruit in it, filed per rank × troop kind × tier, with armour authored as matched sets — and it now reaches Commanders and Leaders too. ## Trade and the village economy *(1.0.7.5, 1.0.7.14)* Every village has a **merchant** that buys what it needs and pays emeralds, with prices driven by real need. Leaders get stock tools, per-resource reserves, a recruit-hire tax and **auto-sell**: surplus always converts to emeralds, at a reduced rate when no neighbour wants it, with the proceeds landing on the merchant that held the goods. ## Three new village workers *(1.0.7.13, 1.0.7.17)* - **Fisherman** — villages beside deep water build a **fishery** and row out in a real boat; the   catch feeds the village's meat store. - **Cook** — works a new **kitchen**, turning raw food into more food. - **Smith** — mans the **forge**. Both the kitchen and the forge keep running while a village is unloaded and simply yield more with a worker present, so an unvisited village still makes ingots. ## Critical fixes worth knowing about - **1.0.7.16 — AI villages could be built on BEDROCK.** The tower's ground search descended through   air with no limit but the bottom of the world, and an ungenerated chunk reads as air everywhere —   exactly what happens for villages founded far from any player. - **1.0.7.20 — no village tower had generated naturally since 1.0.7.16.** The bedrock fix measured   its limit from the spawner's own position, but a natural spawner starts high in the sky and the   descent is what brings the tower down. Every natural tower gave up ~200 blocks above the ground,   silently. Worlds carrying a stranded spawner repair themselves. - **1.0.7.19 — a village founded from a hand-placed recruit table laid its plots inside its own   tower.** Existing villages repair themselves; anything already built is kept, not demolished. - **1.0.7.9 — settlers were buried alive** by the tower of the village they had just founded.   Anything standing in a tower's volume is now moved clear first, players included. - **1.0.7.18 — nine config options generated in the wrong section** and so could not be found where   the documentation said they were. Values you had already tuned are carried across for you. - **1.0.7.15 — the fisherman deposited his catch into a decorative barrel** instead of the chest. ## Version by version - **1.0.7.5** — Noble contracts and standing, intelligence and fog of war, field battles, firearms,   parallel research and starter technology, village merchants and auto-sell. - **1.0.7.5.1** — Field battle fixes: no troops in water, no battlefield in a lake, battle parties no   longer make a village rebuild its officers. - **1.0.7.6** — A field battle must be won before a siege; ordering an attack starts that battle. The   Armory's paper-doll gear editor. - **1.0.7.7** — Battles get their own garrison reserve; `/vrbattles` shows readiness. - **1.0.7.8** — Research continues while a leader is away; members can request projects; Elite   Training and Battle Medics; the Armory reaches Commanders and Leaders. - **1.0.7.9** — Settlers no longer buried by their own tower. - **1.0.7.10** — Clickable [JOIN] invites for field battles. - **1.0.7.11** — Startup reports TACZ/Warium and whether their bridge addon is installed. - **1.0.7.12** — Nobles are spawned when a village has none; Armory picks priced from their recipe. - **1.0.7.13** — The FISHERY and the Workers fisherman; guns priced from their crafting recipe. - **1.0.7.14** — Auto-sell revamped; per-second jobs spread out to smooth the server tick. - **1.0.7.15** — Fishery uses the Workers fisherman house; catch goes to the right chest. - **1.0.7.16** — CRITICAL: no more villages on bedrock; none in ice biomes. - **1.0.7.17** — The COOK and the SMITH; bigger, better-officered field battles. - **1.0.7.18** — Nine config options generate in their documented sections. - **1.0.7.19** — Hand-founded villages no longer build inside their own tower. - **1.0.7.20** — CRITICAL: natural village towers generate again. - **1.0.7.21** — Resource Convoys, plus the road, builder, commander and teleport fixes above. --- # Notes for existing worlds - Convoys are **on by default**. If you would rather not have them, set `convoyEnabled = false` in   `config/village_recruits/economy.toml`. - ⚠️ **If you ran any 1.0.7.21 test build**, open `economy.toml → [convoy]` and raise   `convoyKeepAtHome` — early test builds shipped it at `32`, and Forge will not overwrite a value   your config already has. Too low a floor lets convoys carry off materials your villages are saving   up for. The shipped default is `256`. - Stranded convoy guards and leftover raiders from test builds are cleaned up automatically as their   chunks load. - Requires the **Recruits** and **Villager Workers** mods. Firearms need musketmod, Warium or TACZ   *and* their Recruits bridge addon — the startup message tells you which of the two you are missing.
beta

Villager Recruits: Village Expansion 1.0.7.5TC-27

1.0.7.5beta
27 июл. 2026 г.79Minecraft: 1.20.1forge
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Adds new things in the faction menu and reputation for villages with their own reputation shops contracts to gain reputation for factionless players if you kill to many villagers or recruits of a village they will hate you and come for you or put you up for bounty added battles that are different for village attacks nerfed expansion
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Villager Recruits: Village Expansion 1.0.7.3

1.0.7.3
22 июл. 2026 г.215Minecraft: 1.20.1forge
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Added merchants you can sell them resources for emeralds the less they have the more emeralds you get Added cheaper recruits for leaders and taxes for faction members for player factions You can configure a lot of stuff as a leader in a player faction when interacting with a merchant such as: 1.How many of 1 materials a player needs to give for 1 emeralds (global for all villages of the faction) 2.Deposit emeralds for that merchat (not global) so players can sell their items or to store emeralds (you can also withdraw them) but if he dies he drops all the emerald he has so be careful! 3.Manage the recruit tax the base value is for example base recruit is 4 so leader pays 2(4/2) and the tax is 2(4/2) so when a player buys a recruit the nearest merchant gets 2 emeralds that you can then withdraw (also happens when you buy villager from the village leader but it has no discounts). 4.Tired of needing to look in all the chest to find what you need or the village spent all of the diamonds you wanted to grab? well now you can withdraw resources from the merchant (grabs resources from all the villages of your faction) and you can set a value wich if the faction has less than the chosen value it won't spend that resource. There are also more interactions as the player leader of a faction with village leaders where you can manage who can open chest (they can grab aterials from the chest then sell them to the merchant then grab again so be careful on who you trust)And who can build in a village.
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Villager Recruits: Village Expansion 1.0.7.2

1.0.7.2
20 июл. 2026 г.86Minecraft: 1.20.1forge
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Fixed some bugs Vanilla villages also spawn Changed the center structure New /vrstructure command to make new buildings  in game also making a datapack still not perfect and will be improved 
release

Villager Recruits: Village Expansion 1.0.7.1

1.0.7.1
19 июл. 2026 г.56Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.7.0

1.0.7.0
17 июл. 2026 г.74Minecraft: 1.20.1forge
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Что нового
Fixed automatic diplomacy 
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Villager Recruits: Village Expansion 1.0.6.9plus

1.0.6.9plus
17 июл. 2026 г.36Minecraft: 1.20.1forge
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Make your custom factions!( for now no special buildings for a singular faction will be added later) to start creating a faction do /vrfaction (everything is explained in the game after you do the command) also if you don't have items and wanna exit the menu just press esc grab what you need and then redo /vrfaction even tho it is explained in game its better to know that your progress will be kept after exiting the faction creating menu. to test your special faction do /vrspecial next then the tips should tell you what to write and after doing it the next village to spawn will have your special faction!
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Villager Recruits: Village Expansion 1.0.6.8

1.0.6.8
15 июл. 2026 г.82Minecraft: 1.20.1forge
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FROM 1.0.6.2 to 1.0.6.8 changes 1.revamped building sistem no more flattening or hills (can be re enabled in configs) 2.villages now need to gather real materials to build and equip and feed their soldiers (expansion still uses point but it will be changed soon) 3.revamped patrol sistem for the new villages that are built
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Villager Recruits: Village Expansion 1.0.6.2

1.0.6.2
9 июл. 2026 г.131Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.6

1.0.6
2 июл. 2026 г.154Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.NerfedEconomy

1.0.NerfedEconomy
2 июл. 2026 г.17Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.groupsfix

1.0.groupsfix
29 июн. 2026 г.71Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.api2

1.0.api2
29 июн. 2026 г.25Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.targeting

1.0.target
28 июн. 2026 г.32Minecraft: 1.20.1forge
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Что нового
For some reason EVERY SECOND a recruit choses A RANDOM TARGET IGNORING HOW FAR AWAY THEY ARE wich is very bad in my opinion so i modified it to fix the problem.
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Villager Recruits: Village Expansion 1.0.optimization

1.0.optimization
27 июн. 2026 г.41Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.playerleaders

1.0.playerleaders
27 июн. 2026 г.23Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.5

1.0.5
26 июн. 2026 г.37Minecraft: 1.20.1forge
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Villager Recruits: Village Expansion 1.0.fixed?

1.0.fixihope
25 июн. 2026 г.35Minecraft: 1.20.1forge
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Что нового
I hope all the bugs are gone.
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Villager Recruits: Village Expansion 1.0.addons

1.0.addons
5 июн. 2026 г.215Minecraft: 1.20.1forge
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