Etho's Modded Minecraft S2 #8: NPC Planning

Who's that? It's me! Today we delve into the uncanny valley as we explore the possibilities available to us with NPC mods. Making decisions is hard so please tell me what to do.

Minecraft: v1.16.5
Seed: -8643623643821936147
Shaders: Complementary Shaders (v4.3.3)

Main Mods Used:
Forge, AdHooks, AlexsMobs, AppleSkin, Aquaculture, ArchitectsPalette, Atmospheric, Autumnity, BagOfYurting, BambooBlocks, BetterEndForge, BetterMineshafts, BiomesOPlenty, Botania, BuzzierBees, CosmicNPCs, CraftingTweaks, Create, CustomNPCs, Cyclic, DarkerDepths, DarkUtilities, DecorativeBlocks, DungeonsGear, DungeonsMobs, DungeonsPlus, DynamicSurroundings, EnchantWithMob, Endergetic, EndRemasteredForge, EnhancedMushrooms, EntityCulling, Environmental, FallingLeaves, FarmersDelight, FerriteCore, FinsAndTails, FramedBlocks, GoblinTraders, Gravestone, GuardVillagers, HandCannon, ImmersiveEngineering, ImmersivePetroleum, InfernalExpansion, InventoryPets, JEI, JER, Journeymap, MarketCrates, Mekanism, MoreMinecarts, Neapolitan, NethersDelight, OptiFine, PneumaticCraftRepressurized, PSI, RemovePotionsIcons, Quark, SavageAndRavage, SophisticatedBackpacks, Spiders2.0, StorageDrawers, Supplementaries, Tetra, Turtlemancy, TwilightForest, UntamedWilds, UpgradeAquatic, ValhelsiaStructures, VisualWorkbench

Note: Many of these mods also require additional library mods not mentioned. Forge should give you a list of these needed when you start up the game.

I want to give a special thanks to the mod makers and the modding community for all your excellent hard work.

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