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Programmable villager desc
Programmable villagers
Programmable villager wiring ui
Programmable villager add phrase
Programmable villager store
Programmable villager mood neutral

Neutral mood (0)

Programmable villager mood happy

Happy mood (1)

Programmable villager mood angry

Angry mood (2)


Basic Information

The Programmable Villager is a wireable block that can be placed down to spawn a customizable human NPC with a random appearance. They can be used for purely decorative purposes with custom appearance and dialogue, or they can be given a "job", in which case, they will periodically give the player loot upon interaction if the conditions for the selected job are met. New jobs have to be unlocked by finding the corresponding Villager Upgrade Chip, by either finding a wild Villager with the job and completing their event, or by finding the upgrade chip in a Treasure Chest.

No Villager will actually make any modifications to your world - a Logger will not chop down any trees, and a Miner will not make ore nodes disappear, they will simply occasionally give you loot.

How to obtain

The main way of obtaining Programmable Villagers is finding naturally-spawning Villagers and completing their events. Each completed event will give 1-3 Programmable Villagers as a reward.

Alternatively, Programmable Villagers can be purchased from the Store in packs of 5 or 25, or purchased as part of a building kit for a Blueprint. Buying them as part of a Blueprint is currently the cheaper option.

Programmable Villagers cannot be crafted, nor are they available in Creator Mode.

General usage

Programmable Villagers can be placed into the game world by putting (a stack of) them into your quickbar, selecting the according quickslot and clicking the right mouse button while pointing at a spot in the game world with your cursor. Placing a Programmable Villager will place a flat base block, which will then spawn the Villager on top of it.

The base of the Programmable Villager can be rotated into all directions by pressing and holding R and then pointing the mouse cursor at the block and moving the mouse while holding the left mouse button. However, this will not rotate the spawned NPC. This can be used to hide the NPC base from plain view.

Like most other placeable blocks, the base of Programmable Villagers can be painted. They can also be put into displays, where they will be shown at a reduced size - only the base will be displayed, no NPC will spawn inside the display.

You won't need any Power Cells (Mining Cell) to pick up Programmable Villagers that have been placed into the game world. Of course you won't be able to pick up such objects on game worlds, on player claims or in Adventures where your Permission rank is not sufficient (mainly when you are merely a visitor), which can only be changed by the owner of the game world, claim owner or Adventure creator.

How to customize/wire

To customize the appearance, behavior or job of your Programmable Villager, you need to equip a Wiring Tool, aim at the base of the Programmable Villager (not the villager itself), and press 'N'. This will open up the wiring UI with several fields and buttons:

  • Name: this field allows you to give your Programmable Villager a name. This name will be shown both when the Villager is aimed at, and as a prefix before any phrase the Villager says.
  • Customize: clicking this button will open up the character customization UI, similar to the one for customizing the appearance for you own character. You can customize the appearance, colors and costumes for your Villagers here. Only costumes you own can be selected.
  • Mood: the value of this input determines the facial expression and body language of the Villager. Current valid values are 0 - neutral, 1 - happy, 2 - angry. 
    • Mode is selectable for the "Mood" input, either an Event Mode, where the value comes from some other device (like a Number Pad or other activation device), or a Value Mode, where you can enter a specific number, if you simply want your villager to always have a specific mood.
  • Wander Percent: the value of this input determines how much the Villager walks around. Valid values are 0-100, where 0 means the Villager will not walk around, and 100 means they will be constantly moving unless a player enters their detection range.
    • Mode is selectable for the "Wander Percent" input, either an Event Mode, where the value comes from some other device (like a Number Pad or other activation device), or a Value Mode, where you can enter a specific number, if you simply want your villager to always have a specific chance of wandering around. It is highly likely you will want to use this in value mode.
  • Dialogue style: this allows you to select between interact-style and broadcast-style dialogue. Interact-style dialogue means a player will have to aim at the Villager and press 'F' to make them say something, while broadcast-style dialogue means a player will see a message as soon as they come into the range of the Villager, although they can still interact with the Villager for additional dialogue. Neither option will do anything if there are no phrases configured.
    • Broadcast-style dialogue will not work if the player is in Creator Mode.
    • Broadcast-style dialogue will not work if the player teleports too close to the Villager (inside the Villager's detection area) - in this case, going a small distance away and returning will make the dialogue also start working.
  • Message: the value of this input will decide which of the configured phrases the Villager will say. The Villager will say a random phrase whose index value matches with the value of this input. If no such configured phrase exists, the Villager will say nothing. If this field is left empty, the Villager will say a random phrase form any of its configured phrases.
    • Mode is selectable for the "Message" input, either an Event Mode, where the value comes from some other device (like a Number Pad or other activation device), or a Value Mode, where you can enter a specific number, if you simply want your villager to always say a specific phrase. You will most likely want to use this input in Event Mode, since if you simply want to always say a single message, you can simply configure only one message.
  • Archetype: this allows you to select the job of the Villager. At first, the only possible value will be "None". To unlock additional values, you have to find the corresponding Villager Upgrade Chips, either from Treasure Chests or by completing the corresponding Villager event. When you select a job from the list, a description of the area requirements for the Villager to give loot is given under the dropdown. If the requirements are met, the Villager will give you loot approximately once every in-game day. See the next section for more details about the different archetypes.
  • Add phrase: this button allows you to add dialogue to your Villager. Clicking the button will open a new UI with a small and a large input field. The phrase you want the Villager to say goes into the large field, and a numeric index for your phrase goes into the small field. If you do not plan to use the "Message" input, the value in the small field does not matter. If you do use the "Message" input, the value of the "Message" input will have to match the value of the index for this phrase to be used. You can have more than one phrase with the same index, in which case, a random one is used.
    • You can use {PlayerName} in your phrase to show the player's name in the phrase.
    • You can have up to 18 phrases for one Villager.

Archetypes

If a Villager has an archetype selected, they will give you loot approximately once every 15 (real time) minutes if the necessary conditions are met. There are currently six different archetypes: Logger, Miner, Chef, Researcher, Apothecary and Treasure Hunter. Each of these needs to be unlocked by obtaining the corresponding upgrade chip, either from completing Villager events or from Treasure Chests. If you approach a Villager who is ready to give loot, they will wave at you.

For all archetypes, if two Villagers with the same archetype are too close (same or neighboring chunks), neither will give loot, so take care not to place them close together.

Known issue: if you teleport too close to a Villager, you may need to go some distance away and return for them to actually give you loot.

Programmable villager logger desc

Logger

The Logger archetype can be unlocked by finding a Logger Villager in Taigas and completing their event, or by finding the Villager Upgrade: Logger chip in a Stone Treasure Chest or Obsidian Treasure Chest (around 3% chance).

A Logger will give loot if there are any surface wood blocks nearby (in the current or any neighboring chunk). Having at least 128 of the same wood gives a chance for more loot. If there is more than one sort of wood nearby, which loot you will get is random.

As loot, a Logger will give Wood, Leaves and Flowers corresponding to the wood type nearby, and may also give Beeswax and Queen Bees.

Programmable villager miner desc

Miner

The Miner archetype can be unlocked by finding a Miner Villager in Stalactite layer caves near Mineral Water and completing their event, or by finding the Villager Upgrade: Miner chip in a Stone Treasure Chest or Obsidian Treasure Chest (around 3% chance).

A Miner will give loot if there are any ore nodes (except Coal) nearby (in the current or any neighboring chunk). Having at least 9 of the same ore in the area will double the amount of loot. Unlike the Logger, if there are more than one sort of ore nodes in the area, the highest ore tier takes precedence, so if there are both obsidian and iron nodes in range, you will only get iron as loot. Note that due to the large range of the Miner, it is likely that you will get iron loot from a miner on the surface, and can get lumite loot from the lower parts of the Stalactite layer.

The different loots you can get from a Miner are:

Programmable villager chef desc

Chef

The Chef archetype can be unlocked by finding a Chef Villager in Duness near oases and completing their event, or by finding the Villager Upgrade: Chef chip in a Iron Treasure Chest or Diamond Treasure Chest (around 0.8% chance).

A Chef will give loot if there are the following blocks nearby (in the same or neighboring chunk):

Having no Dirt, Mud, Sand, Tallgrass nor any related blocks or variation (including processed versions like slopes, stairs, slabs, and also the Retro versions) in the same chunk will double the amount of loot.

As loot, a Chef will give 6-24 of any Food that can be cooked at a Cooking Station, and can also give Questionable Jerky.

Researcher desc-0

Researcher

The Researcher archetype can only be unlocked by finding the Villager Upgrade: Researcher chip in a Iron Treasure Chest or Diamond Treasure Chest (around 1.9% chance).

A Researcher will give loot if there are the following blocks nearby (in the same or neighboring chunk):

Having no other Programmable Villagers nearby will increase the amount and variety of loot.

As loot, a Researcher will give Notes and Data Chips.

Npc archetype potionmaker

Apothecary/PotionMaker

The Apothecary/PotionMaker archetype can only be unlocked by finding the Villager Upgrade: Apothecary chip in a Stone Treasure Chest, Obsidian Treasure Chest, Iron Treasure Chest or Diamond Treasure Chest (around 2-6% chance, best are obsidian and iron).

An Apothecary will give loot during the day if there are the following blocks nearby (in the same or neighboring chunk):

As loot, the Apothecary will give the following 4-16 of the following potions:

If you have at least 16 of each the required blocks above, and 16 blocks of Bog Water as well, you will also get loot during the night: 4-32 of any of the potions mentioned above, or 1-8 of any Perfume. Note that it is likely that what matters is the time of day during which the loot is generated, not when it is picked up, so if you wander into the Apothecary's range during the day, you will probably get daytime loot even if you actually pick it up at night.

Npc archetype treasurehunter

Treasure Hunter

The Treasure Hunter archetype can only be unlocked by finding the Villager Upgrade: Treasure Hunter chip in a Stone Treasure Chest, Obsidian Treasure Chest, Iron Treasure Chest or Diamond Treasure Chest (around 2-6% chance, best are obsidian and iron).

A Treasure Hunter will give loot placeable Treasure Chests as loot depending on its surroundings. The Treasure Hunter will always give the best loot that matches it's surroundings, meaning if you match the conditions for both diamond and stone treasure chests, you will always get diamond treasure chests. The possible loot conditions are:

Known issues: Having a (pet) Thing near the Treasure Hunter is supposed to make it give 2 treasure chests instead of 1, but that does not currently seem to be working. The Treasure Hunter is also only supposed to give loot in the dark, but it seems to be ignoring that requirement for now.

Npc archetype repairer
Repairer window

Repairer

The Repairer archetype can only be unlocked by finding the Villager Upgrade: Repairer chip in a Iron Treasure Chest or Diamond Treasure Chest (around 0.7% chance from diamond).

A Repairer will allow repairing one Armor piece, Weapon or Power Cell to full durability around every 15 minutes if there are the following blocks nearby (same or neighboring chunk):

If the Repairer is ready to repair an item, interacting with it will open a window that shows all equipment that is either equipped or in the inventory of the player. To repair an item, either drag it to the item slot on the right, or right-click on the item you wish to repair.

Known issues: Repairing a non-equipped piece of equipment will still show the repaired item as damaged until it is put into a chest or the player logs out. Rocket Packs are shown in the Repairer window even though they cannot be repaired.

Npc archetype machinist

Machinist

The Machinist archetype can only be unlocked by finding the Villager Upgrade: Machinist chip in a Iron Treasure Chest or Diamond Treasure Chest (around 2% chance from diamond).

A Machinist will give loot if there are the following blocks nearby (in the same or neighboring chunk):

Since ordinary LEDs count as both arctek-related blocks and LEDs, the easiest way to meet these conditions is to have at least 32 ordinary LED blocks nearby. Having one of each sort of Keepa nearby gives a chance for double loot.

As loot, a Machinist will give different wireable items like Switches, Fans, Logic Gates etc.

Npc archetype gardener

Gardener

The Gardener archetype can only be unlocked by finding the Villager Upgrade: Gardener chip in a Stone Treasure Chest, Obsidian Treasure Chest or Iron Treasure Chest (best chance is obsidian treasure chests with a chance of around 5.5%).

A gardener will give loot if there is at least one Crop nearby (Wheat, Crisphead Lettuce, Turnip, Horned Melon, Bamboo, Prickly Pal Cactus, Big Pokey Cactus, Desert Succulent, Brown Mushroom, Red Mushroom, Glowing Mushroom). The growth stage of the crop does not matter, having seeds or spores nearby is enough, even if they are fallow. Having at least 9 of a specific crop will give double loot for that type of crop. If there is more than one crop nearby, which will be used for calculating loot is random. As loot, the Gardener gives the type of seeds and crops that grow nearby.

Unlike most other NPC archetypes, there can be up to 4 Gardeners in the same area before they stop giving loot.

Npc archetype rancher

Rancher

The Rancher archetype can only be unlocked by finding the Villager Upgrade: Rancher chip in a Stone Treasure Chest, Obsidian Treasure Chest or Iron Treasure Chest (best chance is obsidian treasure chests with a chance of around 5.5%).

The Rancher will give loot if there are 1-3 of the same type of Creatures nearby, whether as pets or natural mobs. As loot, they will give the same type of loot as a tamed creature of the same type. When there are up to 2 of the same type of creatures nearby, the amount of loot will be 8 times what you would get from a tamed creature, and when there are 3 creatures of the same type nearby, the amount of loot will be 16 times what you would get from a tamed creature.

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