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Details
1.0.3
Compatibility
Changes
Version 1.0.3 greatly expands autonomous settlement growth while making construction more reliable, visible, and performance-friendly.
New settlement life
- Villages can now build tiered churches with craftable Altars, Pulpits, Copper Bells, and copper-stair roofs.
- Staffed churches hold services every eight Minecraft days during the full moon, followed by a village rest day.
- Completed church interiors act as sanctuaries: intentional attacks deal no damage, and hostile mobs stop targeting creatures inside.
- Villages progressively renovate damaged generated buildings by clearing cobwebs and restoring missing doors, beds, walls, roofs, windows, fences, and farmland without overwriting solid player changes.
- Housing upgrades with civic tier, including a new two-story, four-bed Duplex.
Smarter construction
- Villages now rank their three most urgent projects based on housing, security, missing professions, and proximity to completion.
- Priority projects appear first in the Trade Board and settlement overlay.
- Unattended settlements can begin more of their own profession buildings instead of waiting for players to place every workstation.
- Workers handle foundations, sloped terrain, temporary access paths, deep supports, and obstructed work sites more reliably.
- Finished structures remain complete instead of reopening because of optional blocks or later blueprint changes.
- Construction planning, previews, material accounting, and server-time budgets have received substantial reliability and performance improvements.
Demolition and civic management
- A new Demolition Writ allows Creative players or the single-player owner to condemn Live Villages structures.
- Condemned buildings receive a visible notice, stop being repaired, and are dismantled gradually by settlement workers.
- Trade Board project information and civic controls have been expanded.
- Settlement removal now cleans up routes, homes, assignments, construction records, and other dependent data more thoroughly.
Trade and simulation
- Trade goods can travel through multiple connected settlements rather than requiring a direct route.
- Regional overproduction now lowers prices while preserving construction supplies and settlement reserves.
- Portal-linked and dimension-aware route foundations have been added.
- Early Nether settlement support includes Nether-aware terrain, materials, food needs, construction palettes, farms, mining, and safe settlement teleportation.
- Farmers, miners, gardeners, livestock workers, beekeepers, scribes, carpenters, and road builders received expanded autonomous behavior.
- Livestock workers manage pens, gates, breeding populations, animal retrieval, and overcrowding more carefully.
- Settlements can spin one wool into four string, helping Peaceful worlds produce slings, candles, and loom supplies without spiders.
New blocks and conveniences
- Altar
- Pulpit
- Copper Bell
- Copper Stairs
- Waxed Copper Stairs
- Demolition Writ
- Dedicated Live Villages Creative inventory tab
- Safe /tp <settlement name> and /teleport <settlement name> support for Creative or cheat-enabled players
Fixes and performance
- Fixed stalled or incorrectly selected construction tasks.
- Fixed completed buildings sometimes appearing stuck at 99%.
- Fixed settlement discovery loading or generating chunks merely to inspect them.
- Improved worker pathing, task retention, project fairness, and recovery from unreachable blocks.
- Bounded several loaded-world searches, caches, and simulation passes to reduce server load.
- Corrected negative-coordinate calculations and extreme support-score calculations.
- Added extensive regression coverage for construction, persistence, trade, economy, routes, housing, professions, and settlement cleanup.
Existing worlds remain supported. Backing up important worlds before updating any gameplay mod is still recommended.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:eNf0f4m6:FkcjmKUw"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:eNf0f4m6:FkcjmKUw"
}

