Villager Pickup
Sneak-right-click an adult or baby villager with an empty main hand to pick them up as a profession-styled player head item. Full NBT — profession, level, XP, trades, gossip, name, inventory — is preserved.
Wandering traders work the same way — sneak-right-click to capture, with the despawn countdown frozen while held and resumed on placement. Each leashed trader llama drops its lead and stays put rather than chasing the captured trader.
Right-click the head item on a block to place the villager or trader back, facing toward you. Villager pickup is blocked during raids, while another player is trading with them, or while they are following someone. Trader pickup is blocked only while another player is trading with them.
Config: enableVillagerPickup, pickupXpCost (default 5 XP)
Villager Names
Every villager and wandering trader is auto-named on spawn from a biome-themed pool: English in Plains/Forest, Arabic in Desert, Nordic in Taiga, Mesoamerican in Jungle, African in Savanna, Old English in Swamp, Western in Badlands.
Names always render above the villager or trader. Player-applied nametags override the generated name. Names survive pickup, world reloads, and dimension changes. Datapacks can override or extend pools via data/mercantile/villager_names/<category>.json.
Config: enableNames
Follow Mode
Sneak-right-click a villager while holding an emerald to make them follow you. They pathfind toward the player at ~6 blocks distance, ignore schedule goals (workstation, bed, wandering), and refuse mob-to-mob collision pushes.
Cyan particles trail at their feet while following. They auto-release if you move more than 32 blocks away. A villager already following one player cannot be recruited by another. Not persisted — cleared on logout, unload, or restart.
Sent home on release: sneak-right-click with an emerald again to dismiss, and the villager walks back to its bed (or workstation, if it has no bed) instead of standing where you left it. Taking damage cancels the trip. Toggle with enableSendHome.
Config: enableFollowMode, maxFollowingVillagers (default 3), enableSendHome
Boosted Healing
Splash and lingering potions of healing restore double the normal HP when they hit a villager. Splash and lingering regeneration potions apply double the normal duration. Tipped arrows are unaffected.
Tune the multiplier (1.0×–10.0×) to make raid recovery easier or stricter.
Config: enableHealing, healingMultiplier (default 2.0)
Baby Feeding
Right-click a baby villager with villager food — bread, carrot, potato, or beetroot — to feed it and shave a percentage off its remaining growth time (default 10% per bread; lower-value foods scale down). The growing countdown shown by Jade natively (or by Mercantile's WTHIT line) reflects every feed immediately.
Each baby caps out at a configurable share of its total growth time (default 50%); once capped, further food is refused and not consumed.
Config: enableBabyFeeding, babyFeedPercentPerFeed (default 10), babyFeedMaxReductionPercent (default 50)
Profession Lock
After any completed trade, a villager's profession becomes permanently locked. Their trade offers survive even if the workstation is broken, moved, or destroyed. They will still claim a same-type workstation if one is available nearby.
A lock icon appears in the trade GUI header. Jade/WTHIT tooltips show "Profession: Locked" vs "Profession: Unlocked".
Config: enableProfessionLock
Work Orders
Stop playing workstation roulette. Sneak-right-click an unemployed adult villager while holding a profession workstation item — a lectern, smithing table, composter, any job-site block — and it walks to the nearest unclaimed workstation of that type and claims it, taking the matching profession. The held item only identifies the job and is never consumed; the workstation block itself must already be placed in the world.
Each accepted order costs a small emerald fee (default 1, waived in creative), answered with a villager "yes" and happy particles; the profession-tinted workstation link mote then shows the new binding. If no free workstation of that type is within range the order is refused with an action-bar message and nothing is charged. Employed villagers, nitwits, and babies ignore the interaction entirely, and the job is resolved from the block's point-of-interest registration, so modded professions work automatically. One vanilla quirk carries over: while the claim is still in progress, a nearby established villager of the matching profession that lost its own workstation can inherit it.
Config: enableWorkOrders, workOrderEmeraldCost (default 1)
Villager Mood
Each villager tracks a mood from its living conditions — a claimed bed, a workstation, recent sleep, a stocked food inventory, staying unharmed, and not witnessing another villager's death. The score drifts gradually toward what conditions dictate and settles into one of four tiers: Miserable, Unhappy, Content, or Happy.
Mood is a gentle nudge, not a gate: Happy villagers offer a small discount and restock sooner; Miserable ones add a small markup and restock later. The current tier shows in Jade/WTHIT tooltips and the trade-GUI info panel, and the price effect appears as its own "Mood" line in the demand price breakdown — stacking with, never replacing, gossip and reputation. Happy villagers occasionally emit happy particles; Miserable ones emit angry ones.
Mood belongs to the villager and is the same for every player; it persists across save/reload and pickup/place.
Config: enableMood, moodPriceModifierPercent (default 5), moodRestockSpeedPercent (default 20), moodAmbientParticles
Memorials, Mourning & Fear
Villager deaths carry weight. When a named villager dies, it drops a memorial keepsake — a custom skull glyph whose tooltip records the villager's name, profession, level, and how they died. A keepsake, not a resurrection token; unnamed villagers drop nothing.
Nearby villagers mourn: for a few seconds they stop what they're doing, turn toward where their neighbor fell, and shed pale-blue grief tears. Purely cosmetic — no AI or schedule changes.
And villages remember who did it. Killing several villagers in the same village within a short window (default 3 kills in 10 minutes) makes that village's survivors afraid of you: a price markup (default 25% of base price) applies to the killer only, in that village only — keyed to the village bell — and fades linearly over a few in-game days. It shows as its own red "Fear" line in the price breakdown, on top of the reputation penalty.
Config: enableMemorials, enableMourning, enableFearMarkup, fearKillThreshold, fearKillWindowMinutes, fearMarkupPercent, fearMarkupDurationDays
Smarter Pathfinding
Villagers properly open fence gates and double doors, navigate multi-step staircases and slab transitions, climb ladders when the path calls for it, and prefer dry routes over water.
Each fix is independently toggleable.
Config: enablePathfindingFixes, enablePathfindingDoors, enablePathfindingStairs, enablePathfindingLadders, enablePathfindingWater