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Copperstead beta
Ben's village mod for Minecraft. Three steps and you're in.
tango.mc.plabs.cloud
1 Install Fabric for Minecraft 26.2
Fabric is the free mod loader. It adds a new profile to your normal launcher and leaves everything else alone.
Get the Fabric installer- Download it (Windows: the .exe. Mac or Linux: the .jar) and open it.
- Keep Client selected. Set Minecraft Version to 26.2. Leave the loader version alone.
- Click Install. Done when it says so.
2 Put the mod in your mods folder
Download the mods (2.6 MB zip)- Open the zip. It has two files:
fabric-api-0.159.0+26.2.jarandcopperstead-0.11.0.jar. - Open your Minecraft folder. Windows: press Win+R, type
%appdata%\.minecraft, press Enter. Mac:~/Library/Application Support/minecraft. - If there is no mods folder in there, make one. Copy both jar files into it.
Already have other mods in that folder? Move them out for now. This beta only works with these two.
3 Play
- Open the Minecraft launcher. Bottom left, next to Play, pick the profile called fabric-loader-26.2. Press Play.
- Multiplayer, Add Server, address
tango.mc.plabs.cloud, Done, then join it.
Says "requires mods" or "incompatible"? Step 1 or 2 was skipped. "Can't connect"? The server may be off. Tell Ben.
What to do once you're in
- Ask Ben for creative mode if you'd rather not gather. Open the creative inventory and search town, marker, token or settler to find everything from the mod.
- Place a Town Hall (survival recipe: 8 copper blocks around an emerald). That founds your village. Right-click it any time for a report.
- Put a Storage Marker next to a chest with some bread in it. That chest is the village pantry and warehouse.
- Put a Farm Marker beside crops and a Lumber Marker beside trees. Place a few beds: one settler per bed.
- Spawn settlers with the spawn egg (or let a happy village grow them). Right-click one with a token to give it a job: Farmer, Lumberjack or Guard.
- Right-click any settler with an empty hand. It tells you what it's doing, or in red why it's stuck.
- Once the village has 3 or more settlers, some nights a Necromancer attacks with zombies and skeletons. Guards fight. Kill it for emeralds.
- Chat commands:
/copperstead status,/copperstead settlers, and/copperstead bug <what happened>to report a problem from inside the game. - Full guide, every block and rule explained: How to play Copperstead.
Found a bug?
Tell Ben four things: what you did, what you expected, what happened, and roughly when. If the game crashed, the file in your Minecraft folder under crash-reports helps a lot.
New in 0.11.0: Copperstead is a game now. Jobs are learned, not handed out: a token enrols a settler as an Apprentice, who trains 3 to 5 minutes at the job's school for a tuition paid from the village's stock — five things counted in real chests, Food, Wood, Stone, Iron and Emeralds, see /copperstead stock — before graduating into the job. The village grows by having children instead of free adults (8 Food, half-size, 20 minutes fed to grow up), and a new Town Hall placed 64 blocks from any other brings two founders. Raids now have a rank and a roster of undead unit types (grunts, archers, door-breaking Brutes, wall-climbing Hounds, armoured Knights), roll only once the village is a Hamlet and a player is within 96 blocks, and guards harden with +1 armour for every raid they survive. Sneak-click a settler to have it follow you, then right-click a banner to post it there or a bell to muster everyone at the Town Hall. A Forge smelts ore and forges guard kit from what the armoury is short of, and the village's Age (Camp, Hamlet, Village, Town) is read live off what stands in it and announced as you climb. The Engineer now arrives 5 minutes after founding instead of a few days after your first Home, hands out the first token of every job in the order that teaches the game, and is replaced if he dies. See the guide.
New in 0.10.1: lamps, the armoury, and archers. Builders now keep the village lit: when nothing else needs building, one walks the village on an 8-block grid and puts a torch on every dark patch, using torches from the Storage Room, and the Town Hall report says whether the village is lit. Guards no longer get gear for free: any chest inside the Barracks is the armoury (the Storage Room when there is no Barracks), and a guard with nothing to fight goes there and takes whatever beats what it carries, armour for every slot and a better weapon, putting the old piece back in the chest. Stock a bow and arrows and a guard becomes an archer: 32 arrows at a time, a shot every 2 seconds, each one costing an arrow. The world was reset on 8 September 2026. You now spawn beside the Town Hall of a complete demonstration village with a sign on every building saying how to make your own; look round it, then build yours a good distance away. See the guide.
New in 0.10.0: an Engineer turns up and tells you what to build. Leave a village standing a few days with a Home in it and he walks in, claims a lectern as his podium, and hands out the building plans one at a time — Home, then Storage Room, then Farm, then Well, then whatever your village has earned. Each plan is a book you can carry, keep or give away; put one on the lectern and your Build Markers offer that plan instead of cycling all nine. Nobody has to read a website to know what to do next: ask the man at the podium.
New in 0.9.3: your settlers stay in your village. Their idle wandering used to walk them out past the edge, and a settler standing outside its own village counts for nothing: it drops out of the population, stops taking a job, and a builder wanders off the site it is working on. Settlers now only wander inside the village, anyone who ends up outside walks back to the Town Hall, an explorer finds a gap in your wall from wherever it is standing instead of only from the row in front of it, and a visitor waits by the bell for its token instead of drifting away. Nobody has to do anything: it is the same village, behaving.
New in 0.9.2: builders build the whole village now. A Build Marker offers nine blueprints instead of three: Small Home, Storage Room, Barracks, Farm, Trading Post, Well, Watchtower, Road segment and Wall segment. Each one finishes by planting its own marker, so a builder-made Storage Room, Barracks, Farm or Trading Post is recognised and working the moment the last block goes in. See the guide.
New in 0.9.1: a full fix pass over everything below. The Trader no longer promises emeralds it does not have and reaches chests and bells above the floor; the Explorer finds gates in your wall, keeps its links and maps across a restart, and puts maps in a sorted chest; guards muster only while the raid lasts and give Home beds back; builders never double-spend materials, repair with the block the wall is made of, and the village wall now grows with the village. See the guide.
New in 0.9.0, four new things at once. The Trader (Trader Token) sorts your Storage Room and sells its surplus through the normal villager trade screen at a Trading Post (a Trade Marker next to a bell). The Explorer (Explorer Token) leaves from the village edge and comes back with a map, a visitor you can hire with any token, or a link to another village; an Outpost hut lets it go farther. A Barracks (Guard Marker in a room with beds) is where guards sleep, and a bell rings when the dead come. Builders (Builder Token) raise a Small Home, a Watchtower or a wall from a Build Marker, and /copperstead wall walls the whole village. Everything is explained in the guide.