Productivity
Villagers work at a human pace rather than a machine’s.
Productivity is how readily a villager takes on work it has just noticed. A ripe crop is picked up on an unhurried pass rather than the instant it ripens, and what a villager passes over is left to pile up until it comes back to it. After a stretch of tasks it takes a break.
It changes how readily they start, never how fast they work. A villager that has taken a job on sees it through at its usual speed. A farmer walking to a plot is not walking any slower.
The dial
productivity runs from 0 to 1, and you can set it for the whole village or per profession — see Customization → Configuration.
| Set it to | What you get |
|---|---|
1 | Every task the moment it appears, and no breaks. The behaviour the mod had before any of this. |
0.7 | The default. Villagers get the day’s work done without pouncing on it. |
| Lower | Work piles up visibly and gets done in longer, later stretches, with more time spent idle between them. |
0 | A villager that never starts new work at all. It will stand at a fully stocked station doing nothing. |
Lowering it also brings the breaks sooner and makes them longer, so a lazy villager both starts less often and rests more once it has.
What it does not touch
Deliveries and deposits are never paced. Once a villager is carrying something a customer ordered, it takes it there. Otherwise a blocked station would wait on a villager that could not be bothered to walk over with the item that unblocks it.
Haulers are not paced either. Allays and hauling villagers run on their own rules — see Logistics.
An animal already in hand is never treated as new work, so a butcher walking a cow to its smoker always finishes the walk.
What productivity changes is how the work there is gets spread across the day.