Village Names

The Village Names mod assigns randomized names to villages and villagers, and also to structures like mineshafts, strongholds, fortresses, and so on.


Odyssey Update: Version 2.0


Village Names is a mod I designed for ancillary use in my let's play series, Galaxy Odyssey. My server is  1.7.10 because many really good mods have not updated past that version. As a result, much of the new stuff in Village Names 2.0 is specific to the 1.7.10 version. However, there's something new for everyone, even up through 1.12.2.


Here is the changelog:


▪ Added naming for Galacticraft's Moon Villages and Alien Villagers (uses new "Alien Village" and "Alien Villager" syllable pools).

▪ Added naming for Galacticraft 4's abandoned asteroid mining bases (uses "Alien Village" pool).

Notice: Galacticraft 4 village/structure bounding boxes are a little bananas: e.g. Moon Villagers or the Codex might have trouble producing a book. Try different locations within the structure when making a book.

▪ (1.7.10–1.11.2) Back-ported Concrete, Concrete Powder, and Glazed Terracotta.

▪ Village wells now decorate with a Glazed Terracotta pattern in the roof, and a concrete rim around the well perimeter.

▪ (1.7.10–1.11.2) "Hardened Clay" is renamed to "Terracotta" to match 1.12

▪ Added naming for More Planets's Nibiru/Fronos villagers (uses "Hobgoblin" syllable pool) and villages (uses "Alien Village" syllable pool).

▪ Added naming for More Planets's Koentus villagers and villages ("Alien Villager" and "Alien Village" syllable pool).

▪ Added naming for Witchery's Village Guards, Witch Hunters, and Vampires (uses "Villager" syllable pool).

▪ Added naming for Witchery's Hobgoblins (uses "Hobgoblin" syllable pool).

▪ Added naming for Hardcore Ender Expansion Towers and Island Fortresses (uses "End City" syllable pool)

▪ (1.7.10) Back-ported Prismarine, absorbent Sponges, and Ocean Monument generation.

▪ Village "colors" (previously only used for clay under signs) can now be any of the 16 colors. Though, all are of different rarity.

Notice: A bug in OptiFine prevents structure data from saving properly in local games (thankfully, server games seem unaffected because servers don't boot OptiFine). As a result, it seems like names generated using the Codex aren't always permanent.

▪ Bugfix (maybe?): Biomes O'Plenty should no longer cause a crash when generating a village.

▪ You can add a custom career tag for nitwit villagers to display if addJobToName is true.

▪ You can rename villagers with name tags if you're in Creative mode regardless of if nameVillagers is true.

▪ Bugfix: Two-letter names are now NEVER the same two letters, rather than ALWAYS the same two letters (stupid code mistake on my part).

▪ Added OP command for generating name lists: vn_name <nameType> [numberToMake]

▪ Bugfix: Default Blacksmith career tag is now called "Blacksmith" and not "Armorer"

▪ Notice: vn_othermods.cfg has renamed its categories, so if you changed these values from their defaults, you may need to do that again and delete the vestigial categories.

▪ Change: You can't make a Codex while crouched. This will prevent the double-Codex bug.

▪ Change: The Monument Book icon is different.

▪ Bugfix: Fixed crash related to village books created by non-vanilla villagers.


v1.1b (1.12 only)

Critical update: Forge overhauled its registry system starting at forward, and this caused version 1.1a to crash.



▪ Added Lunarin Style Iron Brick.
Bugfix (1.8.9 and up): Functionality such as random villager names and Codex creation now works if your Language setting is not English!
Bugfix (1.11.2 and 1.12): Using a name tag on a villager does not permanently rename them (unless "Name villagers"=false, as intended)
Bugfix (1.7.10, 1.11.2, 1.12): Item names now display properly.


▪ When writing a Village Book, villagers can add a second page that hints at the location of an interesting structure to explore.

▪ Added a new item: the Codex. Right-click this while also owning a blank book to discover and record the name of a structure you're in (Village, Temple, Mansion, End City, etc).

▪ Names for all structures draw from different syllable pools and are configurable.

▪ To obtain a Codex, right-click a named Librarian/Cartographer while holding an emerald or iron/gold ingots.

▪ There is now a config option to add/remove a villager's career to their name when you talk to them (off by default).

▪ There is now a config option to handle and include villagers from other mods so that they can generate structure hints and display careers with their name tags.

Bugfix: non-cobblestone wells should now generate signs and rim slabs.

Bugfix (1.7.10): stopped console from spewing out "PopulateChunkEvent triggered."

▪ Generated village books are now dropped directly into the player's inventory (configurable).

Bugfix (1.9.4 and 1.10.2): sneak-right-clicking a book onto a villager does not consume two and produce two Village Books.

Change: villagers don't create a Village Book if you have negative reputation in that village.

Bugfix: generated villages now correctly save the color of their clay sign base. This color info may be used in the future.

▪ Village wells generate with signs on them and slabs around the rim (configurable).

▪ Right-clicking a villager reveals its name (configurable).

▪ Right-clicking a book onto a villager causes it to record the village's name, location, population, and radius into a Village Book.

▪ Syllables in village and villager name pools are configurable.


Version 2.0 features:

Much of 2.0's features are to allow you to name creatures and features from mods that I like.


You can now name Galacticraft's Moon Villages, Alien Villagers, and abandoned asteroid mining bases:

If you have the More Planets add-on, you can name Nibiru, Fronos, and Koentus villagers and villages:

Village Guards, Vampire Hunters, Vampires, and Hogoblins from Witchery can all be named:


You can even name End Towers and Island Fortresses from Hardcore Ender Expansion:


...but some of the new stuff involves playing with back-ported blocks!


In all versions, 1.7.10 up through 1.12.2, village wells generate with 1.12 Concrete and Glazed Terracotta decorations instead of the old stained hardened clay base beneath the sign:

Yes, this means that I've backported Glazed Terracotta and Concrete for your enjoyment!

Note that I don't know how to make G.T. unresponsive to sticky pistons. You'll just have to live with it.




In 1.7.10, you can now find 1.8-style Ocean Monuments constructed from gorgeous Prismarine:

I've only core-ported the monument generation, and not the Guardian mobs. That's quite an undertaking and I don't know if I'll ever do it. For now consider Prismarine to be a finite resource.



 Similarly, I probably won't back-port woodland mansions because they're no fun without their unique mobs or the Totem item.



Version 1.1a features:


1.1a only adds one new "feature," the Lunarin Iron Block:

 ...however, this new feature was just an excuse to motivate me to upload a bugfix: If you were not using English language settings, villager names and Codexes would not generate for versions 1.8.9 and up! This issue should be fixed as of 1.1a.


Here is a mod showcase video I did to cover all the general stuff the mod can do up through v1.1:




Version 1.1 features:




You can add the villager's career to their displayed name:

Villagers only respond to changes in this config setting when you interact with them.

Nitwits do not display any career by default, but you can add your own string in the configs.


When your reputation is high enough, a villager may write a second page when writing you a Village Book. This second page gives a hint about the location of a structure such as a Mineshaft or a Temple!

The generation of this second page is not random, and it's also not guaranteed. It depends on the villager you talk to, your reputation, and the proximity of certain structures. For example, a Butcher will only tell you about temples or other Villages. A Librarian will tell you about Strongholds or Mansions.


For those of you interested in the exact machinery involved in writing a second page, check here:

A villager will generate a "hint page" if its search radius contains a structure of the correct type.


The structure types each villager profession* can find are:
Farmer (not Fisherman): Village

Fisherman: Ocean Monument

Librarian: Stronghold or Mansion

Priest: Temple

Blacksmith: Mineshaft

Butcher: Temple or Village

Nitwit: Any of the above

*With the exception of Farmer/Fisherman, a villager's Career subtype is irrelevant.

The search radius around the villager, in blocks, is:

[Player's reputation] × sqrt[(Number of trades the villager offers) + 1] × 64

1.8.9 and up:
[Player's reputation] × sqrt[(Number of trades the villager offers)/2 + 1] × 64

Since the Nitwit does not offer trades, his search radius is different:

[Player's reputation] × 160

The search radius for Strongholds specifically is the above times sqrt(2) ≈ 0.7 for all versions (effectively, half search area compared to other structures).

The villager will always report the nearest valid structure.

A villager will only generate a "hint page" if he's named.

A villager that's a child, or that's not in a village, will not write a Village Book and so won't report a structure, even if there is a valid one. A villager also will not write you a book if you have negative reputation.

Fun development note and disclaimer regarding player reputation in villages:

While making this mod I discovered a bug in vanilla Minecraft that's been in place for as long as 1.9, and probably still exists: whenever a server gets restarted, all player reputations for every village are reset to 0. This is to do with the changeover from username to UUID, and went unnoticed for so long because player rep was hardly used in the vanilla game. LexManos tried to fix it on Forge's end but I don't think it was properly repaired, so I have a band-aid custom reputation handler in place. As a result, player reputation isn't always 100% accurate between server restarts for the mod's 1.9.4 and later versions.


Right-clicking a stack of emeralds, iron ingots, or gold ingots onto a Librarian or Cartographer (white robe) villager allows them to create the new Codex item.

Here is the Codex in-hand:


Generally, a Codex will cost about 4 emeralds, and you can substitute  up to one emerald with about 3 gold or 6 iron. The exact details are below for anyone who's interested:

If you have 0 reputation with the village:
Right-clicking with an emerald stack consumes 5 emeralds.
Right-clicking with an iron ingot stack consumes 4 emeralds and 8 iron.
Right-clicking with a gold ingot stack consumes 4 emeralds and 4 gold.

If you have 10 reputation (max) with the village:
Right-clicking with an emerald stack consumes 3 emeralds.
Right-clicking with an iron ingot stack consumes 2 emeralds and 4 iron.
Right-clicking with a gold ingot stack consumes 2 emeralds and 2 gold.

The villager will refuse you if you have negative reputation.

Each time a villager makes you a Codex, there's a 50% chance your reputation will increase by 1.

If you right-click the Codex and you have an ordinary book in your inventory, both will be consumed and you will receive a written book containing the name and coordinates of the structure you're in!

Here I've visited Vinria, as per the hint given to me in the earlier Village Book. I've used the Codex to generate a Temple Book (in hand):

A villager does not need to have discovered a structure before you! Here I've used the Codex to discover the name of this Stronghold:

The Codex can even be used in the Nether and the End to record the long-lost names of Fortresses and End Cities!

Be careful: the Codex can be used in villages! Don't waste a freshly-obtained one by accident!

Names for Villages, Villagers, Mineshafts, Temples, Strongholds, Monuments, Mansions, Fortresses, and End Cities all have their own unique syllable pools in order to lend a different feeling to these features (e.g. Fortresses tend to sound Greek-like). These are completely configurable.

Lastly, version 1.1 allows the above features to be accessible to mod villagers by way of a config file. The default config values and explanation are below:

The Brewer and Apiarist villagers from Growthcraft use Profession IDs 10 and 14 by default. When they write Village Books, they will behave like a Farmer and a Butcher, respectivey: that is, the Brewer will only report other villages, and the Apiarist will report either villages or temples.

Warning! These default values have only been tested for 1.7.10. But as these arrays can be modified, you can fix incorrect values or add functionality for other mods' custom villagers.


Version 1.0 features:


This mod patches up a shortcoming that I'm surprised that nobody else has addressed.

Whenever a village is generated, it also generates a sign nearby the well:

An option in the configs changes the well's rim to slabs so that villagers and players won't get stuck inside.



Anyway, that sign shows a randomly generated name for the village:



Whenever you interact with a villager (i.e., open the trading GUI), the villager will reveal its name to you:



The village's sign can be broken, or may accidentally not generate (they do not generate on SuperFlat for 1.7.10 or 1.8.9!); or you may install this mod after a village has generated, but this mod has no retrogen. In any of these cases you might think that affected villages won't have names. But don't worry:



If you right-click a book onto a villager, it will record the village's name and location into it!


This of course will also work even if the village has a sign by the well. Anyway, according to this Village Book, there is a fourth villager that we haven't discovered.


Ah, there s/he is.



The village and villager names are generated from a pool of many hundreds of real-world and fantasy town/character names that are split apart and reassembled, resulting in so many possible combinations that honestly I can't be bothered to calculate the number. These name pieces are accessible in the config files.


Lastly, since this is my first (and only) modding project, I had to learn Java/Eclipse/Forge—absolutely everything from scratch. As a result of the many tutorials I browsed, I did make one custom decorative block:

This is a shapeless recipe. Just six gold ingots.



Here's an imgur gallery of all the pics above and a number of others showcasing more random names I generated during the testing processes.


On modpacks:

This mod was designed with other exploration/adventure mods in mind. Please, use this in modpacks. Just don't be untoward about it.



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About This Project

  • Project ID
  • Created
    Feb 8, 2017
  • Last Released File
    Jan 31, 2019
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