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Citizen

ruhuna95 edited this page Oct 30, 2026 · 1 revision

Citizen

Home | Garments

Citizens are customizable people for streets, shops, and fashion displays. They can wear apparel, follow routes, and discover new outfits.

Create a Citizen

Use a Smart Phone on an adult or baby Villager. The phone is reusable. The Citizen keeps the Villager's position, custom name, and adult or child category, and receives an appearance and outfit from the available presets.

Conversion is one-way. Villager professions, trades, and village behavior do not carry over. Keep Villagers you want to use for trading, including Tailors, as Villagers.

Creative players can also use the Citizen Spawn Egg.

Customize a Citizen

Use a Smart Phone on a Citizen to open its settings.

Tab What you can change
Garment Equipped garments and their supported wearing styles.
Appearance Body profile, skin tone, hairstyle, hair color, and eye appearance.
Behavior Movement mode, facing, and District-related controls.

Adult and child categories are not changed in this menu. Clothing changes must keep the Citizen's upper and lower body covered. Exchange garments directly or add a suitable replacement before removing the last covering garment.

The Citizen pauses and faces you while its Smart Phone or Camera menu is open, then resumes its behavior when you close it. One player can use either of these menus on a given Citizen at a time.

Behavior modes

Mode Behavior
Stand Stay in place.
Wander Move around using ordinary walkable terrain.
Follow Follow the assigned player.
Walk Move through your connected Route Markers.

Walk needs a usable route network. Markers guide movement; Citizens still need safe, passable terrain between them. Temporary trips, such as shopping, can use routes even when the normal behavior is another mode.

The Behavior tab also offers a wander-radius setting and facing options for Stand. Follow uses the player who selects that mode; a Citizen can teleport to safe ground near its target when far away, similarly to a following pet.

Build a walking route

Hold a Smart Phone in your main hand to edit routes. A phone in the off hand displays the routes without enabling route edits.

  1. Sneak-right-click the top of solid, dry ground to place a Route Marker in the empty space above it.
  2. Right-click a marker to select it.
  3. Right-click another marker to connect them in both directions. Select the first marker again to cancel selection.
  4. Sneak-right-click a marker to open its settings. Adjust its area or type, or delete it.
  5. Set a nearby Citizen to Walk.

To remove a connection, aim at its displayed line and sneak-right-click with the phone. Removing a marker or its supporting ground also removes its connections.

Each marker represents an area around it rather than a single exact footstep. Set the horizontal radius and height tolerance to fit your paths. Routes can be displayed while a phone is held in either hand.

Marker types

  • Normal markers provide ordinary route points.
  • Crossing markers can gate a crossing using redstone or a configured block-state condition. Both ends of a Crossing connection must allow passage before a Citizen starts crossing.
  • Gateway markers provide entry and exit points for District transfers. They rely on valid Districts and Gauge links; placing two Gateways alone does not create a working transfer.

Route diagnostics use dashed slate lines for unloaded connections, purple for known navigation failures, and temporary orange lines for removed connections. Check obstacles and loaded terrain if Citizens cannot follow a connection.

Manage District population

Citizen Gauges control District populations and movement between linked Districts. Route Markers control physical walking paths; Gauge links connect the population system.

Set up a District

  1. Hold a Citizen Gauge and sneak-use the top of the ground to record the District center.
  2. Place the recorded Gauge on a wall. Up to four Gauges fit on one wall block.
  3. Open the Gauge, choose a name, radius, and target population, and save.
  4. Use Add new connection and select another wall Gauge to link them.

Gauges must face the same way, lie on the same wall plane, and be less than 16 blocks apart to make a new link. Each panel supports up to nine links.

Radius is measured along X and Z: radius 1 covers a 3 by 3 square. The supported radius is 1–256, and the target population can be set from zero up to the radius. Where District ranges overlap, ground columns belong to the nearest center. Hold a Gauge to see nearby boundaries.

Markers receive their District from their location. A Citizen's displayed District is its population membership, which can differ from where it is currently standing.

Supply and remove population

A Gauge placed without a recorded center acts as an Influx or Outflow source. Select its role in the menu and save it, then link it into your network.

  • Influx supplies Citizens to help linked Districts reach their targets.
  • District links allow population to move between connected Districts.
  • Outflow prioritizes transfers and removes surplus residents only when every linked District meets its target.

Population changes take time and depend on valid links and movement conditions. Target population is not an instant spawn command.

Use Relocate this gauge to move a panel while keeping its District and links. To clear a recorded Gauge item, craft it alone; this also releases its recorded center reservation.

Individual controls

Refuse transfers prevents a Citizen from being selected for population transfers while keeping its District membership. Independent removes it from managed population.

Outfit lock, in the Garment tab, stops automatic fashion observation, shop visits, and purchases for that Citizen. Use it for outfits you want to preserve.

Fashion and shopping

Citizens can notice other Citizens, mannequins, and advertisements, then visit a linked clothing shop. Preferences and local climate influence their interest, so a display does not guarantee a sale.

See Other for setting up a shop and advertising it.

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