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Minecraft: Java Edition
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BetterWorld Mod Introduction BetterWorld is a life simulation and town simulation mod for Minecraft 1.20.1. It doesn't just add a few profession blocks; rather, it attempts to connect residents, families, finances, professions, assets, buildings, and town expansion into a continuously functioning small society.
The main storyline of this mod can be summarized as:
Resident Life -> Family Relationships -> Town-Level Finance -> Professional Production -> Asset Ownership -> Building Expansion
- Resident & AI Life System The core resident entity in BetterWorld is Steve. They are not static NPCs; they continuously live, work, move, spend money, save, marry, and give birth in the world.
What the Resident Life System Can Do Residents have a complete daily routine, working during the day, returning home, sleeping, and wandering around.
Residents change based on age stages, with different states for children, young adults, adults, and the elderly.
Residents perform different work tasks based on their profession, rather than all doing the same thing.
Residents find homes and workplaces, and record their own home / work bindings.
Residents engage in basic spending, carry food, manage inventory, and handle personal funds.
Residents use improved pathfinding logic to minimize collisions with houses, doors, and walls.
Currently Supported Major Professions Farmer: Responsible for farming, harvesting, storing, and selling crops.
Merchant: Responsible for purchasing, pricing, selling, restocking, and inventory adjustment.
Artisan: Responsible for consuming materials and producing finished goods based on recipes.
Resource Worker: Responsible for gathering, processing, or simple production at resource points.
Banker: Responsible for bank positions, fund transfers, and some financial activities.
Guard: Responsible for guard positions and basic security roles.
Civil Servant / Town Personnel: Responsible for town blocks, administrative positions, and the town system.
- Personality & Individual Differences System Residents in BetterWorld are not completely homogeneous template characters. The mod already has a personality and individual differences layer, which works together with AI, social interactions, professions, and families to influence resident behavior.
What the Personality System Can Do Different residents have different personality tendencies; not all Steves live in the same way.
Personality influences a resident's daily behavior style, such as being more active, conservative, stable, or socially inclined.
Personality affects how residents interact with each other, making conversations, romances, and relationship development non-uniform.
Personality works together with professional behavior, causing differences among residents in the same profession.
Personality influences a resident's life trajectory alongside the family system, making marriage, cohabitation, and post-growth performance more individualized.
Personality affects a resident's social initiative; some people are more likely to actively approach others, while others prefer solitude or take time to warm up.
Personality affects work and life preferences, such as being more diligent, more steady, or more prone to frequent outings.
Personality influences some spending and asset tendencies, making residents behave differently in spending, saving, moving, and taking over properties.
The significance of this layer is not to create a complex psychological simulation, but to ensure that residents are not just "the same AI with different names," but gradually exhibit individual differences.
- Economic System The economic system in BetterWorld is not simply "sell an item to a block"; it revolves around residents, shops, workshops, banks, and town finances working together.
What the Economic System Can Do Merchants adjust prices based on the previous day's sales; fast-selling items can be priced higher, and they will restock more aggressively.
Merchants adjust purchase quantities based on inventory pressure and demand, rather than always buying fixed amounts.
Farmers plant, harvest, store food, and sell surplus agricultural products to merchants.
Workshops consume raw materials and produce goods according to recipes; production is no longer just for show.
Resource points produce resources according to their own rules, which then enter the inventory and capital circulation.
Residents have their own money, earning, spending, buying food, buying houses, renting, and taking over businesses.
Town finances have their own pool of funds, used to pay administrative expenses, support expansion, and collect some revenue.
The banking system supports basic financial data such as cash, deposits, loans, and interest.
The wage system is already integrated into multiple positions; residents are not purely free labor.
The semantics of owner / staff have been separated; owners can hold businesses without necessarily working there themselves.
- Family & Life Cycle System BetterWorld already has a continuously running family relationship system. Residents are not just "individual labor units"; they form families, marriages, parent-child relationships, and inheritance ties.
What the Family System Can Do Residents can develop romantic relationships.
When romance reaches certain conditions, they can propose and get married.
After marriage, the system attempts to arrange for the couple to live together.
Residents can have children, who then enter the family and housing system.
Children grow up, gradually progressing from infancy to being able to work and live independently.
Adult children attempt to find their own housing and are not permanently stuck in their parents' home.
Upon death, the inheritance process is triggered; housing, businesses, and some financial assets are transferred to the heir.
If there is no suitable heir, assets enter a handling process for unclaimed inheritance, rather than being left in limbo.
Current Family Rules in Housing The homeowner has property rights.
Spouses and children can legally live together.
Cohabitation does not automatically imply joint ownership.
If family members are living in a private property, the system prevents it from being listed for sale directly.
After inheritance, the living rights semantics for family members and siblings try to remain continuous and do not become invalid immediately.
- Housing System Housing is no longer just a "sleeping spot"; it is one of the most important assets and family nodes in BetterWorld.
What the Housing System Can Do Housing supports custom display names and default random names.
Housing supports complete data including beds, occupants, containers, family members, and property rights.
Housing supports three property right states: unowned / public / private.
Private properties can register a homeowner, transfer property rights, and be listed for sale.
Public housing can have tenants and lease periods, no longer just an empty shell.
Housing records asset value and connects to dynamic valuation.
Housing can derive selling price and daily rent automatically based on valuation.
Post-marriage cohabitation, family relocation, and adult independent housing searches all follow housing binding logic.
Upon the homeowner's death, housing enters inheritance, conversion to public housing, vacancy, or reallocation logic.
The town government and automatic expansion system can now proactively reallocate uninherited housing.
- Business & Asset System One of the most important changes in this phase of BetterWorld is that both housing and workplaces have entered the semantic realm of "assets."
Which Blocks Have Currently Been Assetized Housing
Farm
Merchant Block
Workshop
Resource Point
Bank
Guard Post
Town Block
What the Asset System Can Do Each type of asset can have a display name.
Each type of asset can record an owner or responsible person.
Each type of asset can record an assetValue.
Workplaces support listing, takeover price, and transfer logic.
Housing supports property rights, house prices, rent, and inheritance.
Businesses support operating funds, employee bindings, and owner identity.
Assets can be inherited upon death, not simply disappearing with the entity.
Uninherited businesses are now automatically cleared of old bindings and listed, waiting for future takeover.
Automatic expansion prioritizes taking over these ownerless businesses rather than blindly building new ones.
- Dynamic Valuation System BetterWorld has officially integrated dynamic valuation into major asset blocks. The goal is not to create a particularly complex stock market model, but first to establish that "value changes, and it can be explained."
What Dynamic Valuation Can Do Housing valuation changes based on beds, containers, occupants, and property rights status.
Farm valuation changes based on farmland, containers, personnel, and funds.
Shop valuation changes based on inventory variety, inventory value, personnel, and funds.
Workshop valuation changes based on recipes, work orders, inventory, personnel, and funds.
Resource point valuation changes based on production rules, inventory, personnel, and funds.
Bank valuation changes based on cash, deposits, loans, interest, and personnel.
Town block valuation changes based on finances, residents, subordinate buildings, subordinate assets, and activity level.
The GUI now allows viewing the sources of valuation, not just seeing a final number.
Effects of Valuation House prices are no longer fixed values but are related to the house's own condition.
Takeover prices can automatically follow the current valuation.
This lays the foundation for future real estate, business takeovers, and family asset accumulation.
- Banking & Finance System Banks and town finances are no longer just decorative buildings; they have been integrated into the entire economic system.
What the Banking System Can Do Records resident accounts, demand deposits, time deposits, and loan data.
Participates in the inheritance process; bank assets and debts enter inheritance processing upon a resident's death.
The bank itself is also a valueless, ownable, transferable asset.
Bank positions can bind bankers and participate in the professional cycle.
What the Town Finance System Can Do The town block maintains the town's financial pool.
Town finances can provide budgets for initial generation, automatic expansion, resident attraction, and some systemic behaviors.
The town government now participates in the recirculation of unclaimed assets, such as taking over the redistribution process of ownerless housing and ownerless businesses.
The town block is also an asset node, recording residents, buildings, finances, and activity levels.
- Initial Town Generation System The initial town in BetterWorld is no longer just "arranging a circle of buildings"; it attempts to generate a small town that can start running directly as a closed loop.
What Initial Town Generation Can Do Generates the town center building and the town block.
Generates main roads, a square, and the main road skeleton.
Generates plots based on the roads, then places buildings according to the plots.
Generates buildings such as housing, farms, shops, workshops, resource points, and banks.
Generates the mayor, civil servants, bank personnel, and basic industrial residents.
Provides starting funds for town finances, residents, and industrial buildings.
Adds road decorations and streetlights after building completion to reduce coverage issues.
Current Generation Style Emphasizes a main road skeleton rather than many tiny, fragmented paths everywhere.
The square is the road hub, and the main road defines the overall shape of the town.
Plots are derived along the main road and the square's edges, then buildings choose suitable locations.
Housing, commercial areas, and work areas already show initial distribution tendencies.
Side roads now extend more closely from the main network, no longer scattered everywhere.
- Building Template & Plot System Current building generation in BetterWorld is no longer about "finding an empty space and forcing a template in."
What the Building Template System Can Do Templates support the separation of logical anchor points and placement origins.
Templates support orientation control.
Templates support foundation depth and optional foundation blocks.
Templates support random 90-degree rotation.
Buildings with stairs, entrances, and foundations can fit the ground more naturally.
What the Plot System Can Do Roads and squares first generate plot candidates.
Different building types preferentially choose plots more suitable for themselves.
Main road sides, square sides, outer work areas, and neighborhood streets have different building tendencies.
The town block now allows viewing information related to plots, nodes, and expansion.
- Automatic Expansion System Automatic expansion is one of the most important long-term development frameworks in BetterWorld. The goal is not to achieve perfect realism immediately, but first to establish that "towns really do grow on their own."
What Automatic Expansion Can Do Now The town block supports an automatic expansion toggle.
Automatic expansion checks housing pressure, unemployment rate, finances, and template availability.
The system can decide whether to build new housing, farms, shops, workshops, or resource points.
Expansion now includes construction orders, budgets, contractors, material procurement, and completion processes.
If materials are missing or time runs out, a failed construction site appears, rather than nothing happening.
Failed construction sites now support basic closed-loop actions like repair / continue / rebuild / abandon.
Automatic expansion prioritizes revitalizing vacant businesses after uninherited events.
Automatic expansion proactively reallocates habitable housing that is uninherited.
Only when existing assets are insufficient does it continue building new structures and attracting new residents.
Current Direction of Automatic Expansion Government provides funding.
Contractors accept orders.
Procure materials.
Construct buildings.
Complete and accept.
Currently, this chain has a basic closed loop but is not yet the most refined version.
- What Can Players Experience From a practical experience perspective, BetterWorld brings not a single feature, but a world that becomes increasingly alive:
Towns and villages are no longer just static buildings; they have residents, jobs, families, and asset relationships.
Houses are no longer just sleeping spots; they can be owned, inherited, rented, listed, and reallocated.
Workplaces are no longer just profession binders; they can become real business assets.
Towns no longer just "generate once"; they expand, repair, take over, and relocate.
Players can see a world gradually transitioning from life simulation to asset simulation and town simulation.
- One-Sentence Summary The most important characteristic of BetterWorld right now is not "one more block added," but rather:
Residents live, families change, assets are inherited, businesses circulate, and towns expand on their own.
Minecraft Version: 1.20.1
Mod Loader: Forge
Multiplayer: Supported (requires installation on the server side)
BetterWorld Mod 介绍
BetterWorld 是一个面向 Minecraft 1.20.1 的生活模拟与城镇模拟模组。
它不只是增加几个职业方块,而是尝试让居民、家庭、财政、职业、资产、建筑和城镇扩张连接成一个会持续运转的小社会。
当前这套模组的主线可以概括为:
居民生活 -> 家庭关系 -> 镇级财政 -> 职业生产 -> 资产持有 -> 建筑扩张
1. 居民与 AI 生活系统
BetterWorld 的核心居民实体是 Steve。
他们不是静止 NPC,而是会在世界里持续生活、工作、移动、消费、存钱、结婚、生育。
居民生活系统能做什么
- 居民有完整的日常作息,会在白天工作、回家、睡觉、闲逛。
- 居民会根据年龄阶段变化,儿童、青年、成年人、老人有不同状态。
- 居民会根据职业执行不同工作内容,而不是所有人都做同样的事。
- 居民会寻找家和工作地点,并记录自己的
home / work绑定。 - 居民会进行基本消费、携带食物、整理库存、处理个人资金。
- 居民会使用改进后的寻路逻辑,尽量减少在房屋、门口、墙边乱撞的情况。
当前支持的主要职业
- 农民:负责耕种、收割、储存和出售农作物。
- 商人:负责采购、定价、售卖、补货和库存调整。
- 工匠:负责根据配方消耗材料并生产成品。
- 资源工:负责资源点的采集、加工或简单生产流程。
- 银行家:负责银行岗位、资金流转和部分金融行为。
- 守卫:负责守卫岗位与基础治安角色。
- 公务员 / 镇级人员:负责镇方块、行政岗位与镇级系统。
2. 性格与个体差异系统
BetterWorld 里的居民并不是完全同质化的模板人。
模组中已经有性格与个体差异这一层,它会和 AI、社交、职业、家庭一起影响居民表现。
性格系统能做什么
- 不同居民会拥有不同性格倾向,不是所有 Steve 都按同一种方式生活。
- 性格会影响居民的日常行为风格,比如更活跃、保守、稳定或更偏社交的表现。
- 性格会影响居民之间的相处过程,使聊天、恋爱、关系发展不完全一致。
- 性格会和职业行为一起作用,让不同居民在同一职业下也能出现差异。
- 性格会和家庭系统一起影响居民的人生轨迹,使婚恋、同住、成长后的表现更有个体感。
- 性格会影响居民的社交积极度,有的人更容易主动接触别人,有的人更偏向独处或慢热。
- 性格会影响工作与生活偏好,比如更勤快、更稳妥、或者更容易频繁外出活动。
- 性格会影响部分消费与资产倾向,让居民在花钱、存钱、换房、接盘上的表现不完全一致。
这一层的意义,不是做复杂心理学模拟,而是让居民不只是“同一套 AI 换名字”,而是逐渐具有个人差异。
3. 经济系统
BetterWorld 的经济系统不是简单“卖一个东西给一个方块”,而是围绕居民、商铺、工坊、银行和镇财政一起运转。
经济系统能做什么
- 商人会根据前一天商品出售情况调整价格,卖得快的货会更敢提价,也会更积极补货。
- 商人会根据库存压力和需求情况调整采购量,不是永远按固定数量买东西。
- 农民会种植、收割、保存粮食,并把多余农产品卖给商人。
- 工坊会根据配方消耗原料并制作产品,生产不再只是摆设。
- 资源点会按自己的规则产出资源,并进入库存与资金循环。
- 居民有自己的钱,会赚钱、花钱、买食物、买房、租房、接盘产业。
- 镇财政拥有自己的资金池,可以支付行政支出、支持扩张、收取部分收入。
- 银行系统支持现金、存款、贷款、利息等基础金融数据。
- 工资系统已经接入多个岗位,居民不是纯免费劳动力。
owner / staff语义已经分开,老板可以持有产业但不一定亲自干活。
4. 家庭与人生系统
BetterWorld 已经有一套持续运行的家庭关系系统。
居民不只是“单个劳动力”,而是会形成家庭、婚姻、亲子、继承关系。
家庭系统能做什么
- 居民可以发展恋爱关系。
- 恋爱达到条件后可以求婚、结婚。
- 结婚后系统会尝试安排双方同住。
- 居民可以生育子女,孩子会进入家庭和住宅系统。
- 子女会成长,从幼年逐步进入可工作、可独立居住阶段。
- 成年子女会尝试独立找房,不会永远被卡在父母家里。
- 死亡后会触发继承流程,住房、产业、部分金融资产会转给继承人。
- 如果没有合适继承人,资产会进入无人继承后的处理逻辑,而不是直接悬空。
当前住宅中的家庭规则
- 房主拥有产权。
- 配偶和子女可以合法同住。
- 同住不等于自动共同所有。
- 私产房仍有家属居住时,系统会阻止直接挂牌出售。
- 继承后,家属和兄弟姐妹的居住权语义会尽量保持连续,不会立刻失效。
5. 住宅系统
住宅已经不再只是“睡觉点”,而是 BetterWorld 里最重要的资产和家庭节点之一。
住宅系统能做什么
- 住宅支持自定义显示名和默认随机命名。
- 住宅支持床位、住户、容器、家属、产权等完整数据。
- 住宅支持
无主 / 公产 / 私产三种产权状态。 - 私产房可以登记房主、转移产权、挂牌出售。
- 公房可以设置租户和租期,不再只是空壳状态。
- 住宅会记录资产价值,并接入动态估值。
- 住宅可以根据估值自动推导房价和日租。
- 婚后合住、家庭搬迁、成年独立找房,都会走住宅绑定逻辑。
- 房主死亡后,住宅会进入继承、转公房、空置或重新分配逻辑。
- 镇政府和自动扩张系统现在已经可以主动重新分配无人继承后的住宅。
6. 产业与资产系统
BetterWorld 这一阶段最重要的变化之一,就是住宅和工作点一起进入了“资产”语义。
当前哪些方块已经资产化
- 住宅
- 农场
- 商人方块
- 工坊
- 资源点
- 银行
- 守卫点
- 镇方块
资产系统能做什么
- 每类资产都可以拥有显示名。
- 每类资产都可以记录 owner 或负责人。
- 每类资产都可以记录
assetValue资产价值。 - 工作点支持挂牌、接盘价和转移逻辑。
- 住宅支持产权、房价、租金和继承。
- 产业支持经营资金、员工绑定和老板身份。
- 资产死亡后可以继承,不会简单跟着实体一起消失。
- 无人继承的产业现在会自动清空旧绑定并挂牌,等待后续接盘。
- 自动扩张会优先接管这些无主产业,而不是一味新建。
7. 动态估值系统
BetterWorld 已经把动态估值正式接入主要资产方块。
它的目标不是做一个特别复杂的股市模型,而是先让“价值会变,而且能解释”这件事成立。
动态估值能做什么
- 住宅会根据床位、容器、住户和产权状态变化估值。
- 农场会根据耕地、容器、人员和资金变化估值。
- 商铺会根据库存种类、库存价值、人员和资金变化估值。
- 工坊会根据配方、排单、库存、人员和资金变化估值。
- 资源点会根据生产规则、库存、人员和资金变化估值。
- 银行会根据现金、存款、贷款、利息和人员变化估值。
- 镇方块会根据财政、居民、下属建筑、下属资产和活跃度变化估值。
- GUI 中已经能查看估值来源,不再只是看到一个最终数字。
估值带来的效果
- 房价不再是死值,而是和房子本身状态有关。
- 接盘价可以自动跟随当前估值。
- 后续房地产、企业接盘、家族资产积累就有了基础。
8. 银行与财政系统
银行和镇财政现在已经不再只是装饰建筑,而是纳入了整个经济系统。
银行系统能做什么
- 记录居民账户、需求存款、定期存款和贷款数据。
- 参与继承流程,居民死亡后银行资产和债务会进入继承处理。
- 银行本身也是一种可估值、可持有、可转移的资产。
- 银行岗位可以绑定银行家,并参与职业循环。
镇财政系统能做什么
- 镇方块维护镇财政资金。
- 镇财政可为初始生成、自动扩张、居民吸引和部分系统行为提供预算。
- 镇政府现在会参与无人资产的重新流转,比如接管无主住宅与无主产业的再分配流程。
- 镇方块同时也是资产节点,会记录居民、建筑、财政和活跃度。
9. 初始城镇生成系统
BetterWorld 现在的初始城镇已经不再只是“摆一圈建筑”,而是在尝试生成一个能直接跑起来的小镇起步闭环。
初始城镇生成能做什么
- 生成镇中心建筑和镇方块。
- 生成主路、广场和主干道路骨架。
- 根据道路生成地块,再根据地块摆放建筑。
- 生成住宅、农场、商铺、工坊、资源点、银行等建筑。
- 生成镇长、公务员、银行人员和基础产业居民。
- 为镇财政、居民、产业建筑提供起步资金。
- 在建筑完成后再补道路装饰和路灯,减少覆盖问题。
当前生成风格
- 更强调主路骨架,而不是到处都是细碎小路。
- 广场是道路枢纽,主路负责定义镇子整体形状。
- 地块会沿主路和广场边推导,再让建筑挑选合适位置。
- 住宅、商业区、工作区已经开始有初步分布倾向。
- 支路现在会更贴主网延伸,不再四处分散。
10. 建筑模板与地块系统
BetterWorld 当前的建筑生成已经不再是“找到空地就硬塞一个模板”。
建筑模板系统能做什么
- 模板支持逻辑锚点和放置原点分离。
- 模板支持朝向控制。
- 模板支持地基深度和可选地基方块。
- 模板支持随机 90 度旋转。
- 带楼梯、门口、地基的建筑能更自然地贴合地面。
地块系统能做什么
- 道路和广场会先生成地块候选。
- 不同类型建筑会优先选择更适合自己的地块。
- 主路边、广场边、外侧工作区、邻里街会有不同建筑倾向。
- 现在镇方块里已经能查看地块、节点和扩张相关信息。
11. 自动扩张系统
自动扩张是 BetterWorld 当前最重要的长期发展框架之一。
它的目标不是一下子做到最真实,而是先让“镇子真的会自己长大”。
自动扩张现在能做什么
- 镇方块支持自动扩张开关。
- 自动扩张会检查住房压力、失业率、财政和模板情况。
- 系统可以决定是否新建住宅、农场、商铺、工坊、资源点。
- 扩张现在带有施工订单、预算、承包者、材料采购和完成流程。
- 缺料或超时后,会出现失败工地,而不是直接无事发生。
- 失败工地现在支持
repair / continue / rebuild / abandon等基础闭环。 - 自动扩张会优先盘活无人继承后的空产业。
- 自动扩张会主动重新分配无人继承后的可住住宅。
- 当现成资产不够用时,才继续新建建筑和吸引新居民。
当前自动扩张的方向
- 政府出钱。
- 承包者接单。
- 采购材料。
- 施工建造。
- 验收落地。
当前这条链已经有基础闭环,但还没有做到最精细版本。
12. 玩家能体验到什么
从实际体验上说,BetterWorld 带来的不是单一功能,而是一个会越来越活的世界:
- 村镇不再只是静态房屋,而是有居民、有岗位、有家庭、有资产关系。
- 房子不再只是睡觉点,而是可以持有、继承、租赁、挂牌和重新分配。
- 工作点不再只是职业绑定器,而是能变成真正的产业资产。
- 小镇不再只会“生成一次”,而是会扩张、修复、接盘、重新安置。
- 玩家能看到一个从生活模拟逐渐过渡到资产模拟和城镇模拟的世界。
13. 一句话总结
BetterWorld 当前最重要的特点不是“又多了一个方块”,而是:
居民会生活,家庭会变化,资产会继承,产业会流转,小镇会自己扩张。
Minecraft 版本:1.20.1
模组加载器:Forge
多人游戏:支持(服务端需安装)


