1. Hired villagers only seem to harvest wheat, ignoring potatoes and carrots. It would be nice to be able to get them to harvest other crops as well. Even better if that included pumpkin, sugar cane, melon, cocoa beans, netherwort.
2. Also, farming villagers only seem to increment a single inventory slot, sometimes pushing it beyond the usual 64 item stack size. Occasionally this causes it to reset to zero, making it look like the farmer did no work at all other than consume some hoe durability.
3. If you click on the "COOKING" menu for your spouse, and then hit the back arrow to the previous menu, it's possible to have your spouse do any of the other chores you'd have your kids do. This is probably unintentional, but I would argue that it SHOULD be possible; making the spouse only be able to cook or breed seems to me an unnecessary limitation. I much prefer the spouse to be more a full partner to the player. There is very little time saved by having a spouse do the cooking, since the time it takes to place cookable items and fuel in their inventory is more than the time it takes just to right-click on a furnace directly.
4. The mining chore seems to check for when a pick is finally consumed, and terminates on that check, which means you can set someone to mining indefinitely if you take the pick out of their inventory after they've started. Also, it would be nice if you could give them several picks in advance; as it is, they stop working when the first pick breaks, instead of switching to another one in their inventory.
5. I like that you can make villagers wear armour now, but I've noticed that they don't render with it on until after you've checked their inventory. It seems to stay on them until you sleep or leave the chunk. Speaking of armour and equipment, it would be nice if you didn't have to have access to a villager's inventory to give them armour or tools/weapons. If I give (gift) a guard a piece of armour or a weapon, and they don't already have it, they should be able to equip it. I'd love to be able to just go give dyed leather uniforms to all the guards in a village, without having to hire them.
6. There still seems to be a problem with the vanilla trading mechanism, and it's a pretty severe one for my purposes: the first tier trades just don't show up at all. Most of the renewable things you sell to villagers to get emeralds are in the first tier: wool, coal, wheat, potatoes, carrots, paper. Having to depend on books, iron and diamonds is a huge impediment.
7. I note that villagers can ride horses, but for some reason I can't get them into boats or mine carts. For that matter, they don't seem to recognize villager beds anymore, even when those beds are very close to their designated home point.
8. May be a Forge issue and not MCA specifically, but I've noticed I can no longer craft larger scale maps; I'm limited to the first, smallest scale.
9. Is there a reason why MCA villagers must be hired with gold and not emeralds? It seems incongruous to me.
That's all that comes to mind at the moment. I very much enjoy the mod.
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For philosophy, law, science, religion and other topics: A Blog of Tom
1. Hired villagers only seem to harvest wheat, ignoring potatoes and carrots. It would be nice to be able to get them to harvest other crops as well. Even better if that included pumpkin, sugar cane, melon, cocoa beans, netherwort.
2. Also, farming villagers only seem to increment a single inventory slot, sometimes pushing it beyond the usual 64 item stack size. Occasionally this causes it to reset to zero, making it look like the farmer did no work at all other than consume some hoe durability.
3. If you click on the "COOKING" menu for your spouse, and then hit the back arrow to the previous menu, it's possible to have your spouse do any of the other chores you'd have your kids do. This is probably unintentional, but I would argue that it SHOULD be possible; making the spouse only be able to cook or breed seems to me an unnecessary limitation. I much prefer the spouse to be more a full partner to the player. There is very little time saved by having a spouse do the cooking, since the time it takes to place cookable items and fuel in their inventory is more than the time it takes just to right-click on a furnace directly.
4. The mining chore seems to check for when a pick is finally consumed, and terminates on that check, which means you can set someone to mining indefinitely if you take the pick out of their inventory after they've started. Also, it would be nice if you could give them several picks in advance; as it is, they stop working when the first pick breaks, instead of switching to another one in their inventory.
5. I like that you can make villagers wear armour now, but I've noticed that they don't render with it on until after you've checked their inventory. It seems to stay on them until you sleep or leave the chunk. Speaking of armour and equipment, it would be nice if you didn't have to have access to a villager's inventory to give them armour or tools/weapons. If I give (gift) a guard a piece of armour or a weapon, and they don't already have it, they should be able to equip it. I'd love to be able to just go give dyed leather uniforms to all the guards in a village, without having to hire them.
6. There still seems to be a problem with the vanilla trading mechanism, and it's a pretty severe one for my purposes: the first tier trades just don't show up at all. Most of the renewable things you sell to villagers to get emeralds are in the first tier: wool, coal, wheat, potatoes, carrots, paper. Having to depend on books, iron and diamonds is a huge impediment.
7. I note that villagers can ride horses, but for some reason I can't get them into boats or mine carts. For that matter, they don't seem to recognize villager beds anymore, even when those beds are very close to their designated home point.
8. May be a Forge issue and not MCA specifically, but I've noticed I can no longer craft larger scale maps; I'm limited to the first, smallest scale.
9. Is there a reason why MCA villagers must be hired with gold and not emeralds? It seems incongruous to me.
That's all that comes to mind at the moment. I very much enjoy the mod.
1. They will farm just about everything as long as the appropriate farm type is set.
2. Noted, will look into this.
3. Actually found this recently, will be fixed.
4. Noted.
5. Noted, thanks for the suggestion.
6. Ensure you have the latest update on 1.9 or 1.7.10.
7. Noted villager bed issue. Villagers will not use boats or carts.
8. Not sure what that's about, but MCA doesn't affect any vanilla crafting recipes.
9. MCA's been around since Minecraft 1.0, where emeralds did not exist, and we haven't changed hiring to use them instead. With the upcoming update, emeralds may make hiring too expensive.
Well true that Emerald can be only mined in the Mountain Biome and also found as Loot in Pyramids, but since you are in a Village and if you are lucky enough to have Villagers in the Village to trade Emerald for Wool/Coal/etc., i think it might be some point even to cheap? So if you ask me, Emerald is a quite unstable Item to use for hiring.
Why not use Rose Gold maybe for hiring since there is a lot of it like Gold. (and i don't know what else to do with it besides Rings..)
1. They will farm just about everything as long as the appropriate farm type is set.
2. Noted, will look into this.
3. Actually found this recently, will be fixed.
4. Noted.
5. Noted, thanks for the suggestion.
6. Ensure you have the latest update on 1.9 or 1.7.10.
7. Noted villager bed issue. Villagers will not use boats or carts.
8. Not sure what that's about, but MCA doesn't affect any vanilla crafting recipes.
9. MCA's been around since Minecraft 1.0, where emeralds did not exist, and we haven't changed hiring to use them instead. With the upcoming update, emeralds may make hiring too expensive.
1. They will CREATE a farm of whatever type, but when I assign them to harvest, they only seem to go for the wheat. Is it perhaps because I built the farm for them, instead of asking them to create it first?
3. Thanks. Allow me to express my hope that "will be fixed" means to make it possible for spouses to do all chores, instead of limiting it to cooking.
6. I am using MCA 5.1.3 with Minecraft 1.9, which thrilled me because it fixed the problem of trades not renewing or adding tiers. For all my existing villagers, it properly updated and added second tier trades based on profession. But when I created a new world, I noticed that all the villagers (except my spouse, notably) were spawned in with only the second tier of trades, missing the first. I wonder if it's something with the overwriting of testificates?
9. I can assure you that, unless you are doing something to mess with the availability of emeralds, hiring a villager for one emerald will NOT be too expensive. Even with the bugs identified above, hiring a single farmer on a well-designed wheatfield can yield more than enough wheat to pay the farmer's wages and leave you with a profit. It requires a bit of management, but that's as it should be.
My usual style of play is to cultivate the heck out of a village, to create a reliable renewable source of emeralds through trade. I then don't have to use diamonds on breastplates, picks, swords or axes, which I get with known enchantments besides. At a first approximation, yeah, emerald trading doesn't look very profitable, but if you focus on cash crops and economies of scale, it really can pay off. (Though I wish I could buy diamond hoes and shovels, and the rest of the armour ensemble, but that's not an MCA issue.)
(Another thing I like to do, which MCA is fantastic for, is shift my role play focus from Steve. If I'm going to go mining, I get a Miner villager to follow me. If I'm tending livestock, the shepherd follows me. Gives me an incentive to grow my villages and breed/recruit one of every profession.)
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For philosophy, law, science, religion and other topics: A Blog of Tom
1. They will CREATE a farm of whatever type, but when I assign them to harvest, they only seem to go for the wheat. Is it perhaps because I built the farm for them, instead of asking them to create it first?
3. Thanks. Allow me to express my hope that "will be fixed" means to make it possible for spouses to do all chores, instead of limiting it to cooking.
6. I am using MCA 5.1.3 with Minecraft 1.9, which thrilled me because it fixed the problem of trades not renewing or adding tiers. For all my existing villagers, it properly updated and added second tier trades based on profession. But when I created a new world, I noticed that all the villagers (except my spouse, notably) were spawned in with only the second tier of trades, missing the first. I wonder if it's something with the overwriting of testificates?
9. I can assure you that, unless you are doing something to mess with the availability of emeralds, hiring a villager for one emerald will NOT be too expensive. Even with the bugs identified above, hiring a single farmer on a well-designed wheatfield can yield more than enough wheat to pay the farmer's wages and leave you with a profit. It requires a bit of management, but that's as it should be.
My usual style of play is to cultivate the heck out of a village, to create a reliable renewable source of emeralds through trade. I then don't have to use diamonds on breastplates, picks, swords or axes, which I get with known enchantments besides. At a first approximation, yeah, emerald trading doesn't look very profitable, but if you focus on cash crops and economies of scale, it really can pay off. (Though I wish I could buy diamond hoes and shovels, and the rest of the armour ensemble, but that's not an MCA issue.)
(Another thing I like to do, which MCA is fantastic for, is shift my role play focus from Steve. If I'm going to go mining, I get a Miner villager to follow me. If I'm tending livestock, the shepherd follows me. Gives me an incentive to grow my villages and breed/recruit one of every profession.)
1. Unable to reproduce this on 1.7.10. May be specific to 1.8+, will check that.
3. Nope, that's what children are for.
6. Acknowledged, properly allowing for trades on 1.9 is different than how it's done in previous versions. I'll see what's up there.
9. With the next update, you'll spend 1 emerald to hire a villager for 1 hour (real-time). Hiring multiple for an extended period of time may be too expensive.
9. With the next update, you'll spend 1 emerald to hire a villager for 1 hour (real-time). Hiring multiple for an extended period of time may be too expensive.
3. It is, of course, your mod and your vision for it. But here's a suggestion that I think might satisfy both our aesthetics.
First, make it so that using the Procreate option always puts the baby object in the hands of the NPC spouse. (Adopting a baby through a cleric, or having a PC spouse would still give you a baby object.) But make it so that NPCs can do no chores so long as they have a baby object in hand. (I noticed that they can when I gave a cake to the farmer couple I'd hired, and the wife started using her baby girl as a hoe.) You might also extend this so that the spouse can only cook while there are young children.
Oh, here's another idea that just occurred to me! If you're going to be redoing the "gift" function, I wonder if it could be integrated with the "hire" function. I presume that hiring a villager sets a "hired" flag with a timer, and so long as that flag is set the "work" menu is enabled, and you gain access to the NPC's inventory. Well, you already have a number of different effects triggered by "gift", such as gifts of clothes or cake; what if a gift of an emerald simply hired an employable NPC? And then, instead of having a separate "WORK" button, you accessed the work menu with a gift of a food item.
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For philosophy, law, science, religion and other topics: A Blog of Tom
Customizing the materials used in creating the crystal ball village would be an enormous plus. I know that I can't be alone in adding different mods to make the game more difficult, and a few of those mods change how the villages generate too.
There's a necromancy mod that adds a graveyard and necromancer to villages.
A brew and ale mod that adds a brewery and (you guessed it) brewer.
And of course the glaring underground biomes mod you have to hunt unofficial version of. That one changes the materials of random generated buildings to custom stone types (different types of cobble to match the underground stones, all of which have different hardness, i.e granite vs soapstone).
Which is useful for natural protection against the tornadoes that eat wood villages for breakfast. Not to mention Mo'creatures ogres which go on rampages and break down walls when you sleep, or coro's zombie awareness hell that build up hordes and bust down your doors, ect, ect.
The thing is that the default village generated is just too weak. I could go mining and come back to the smoking remains of what was once my wife, child and buddy Frank.
There's this mod that generates cities/ruins/super dungeons that lets you (albeit not user friendly) edit the material types used to generate the structures to get different results. The .config file was massive and difficult, but was rewarding in seeing the crazy stuff the generator shot out. It would be super amazing if you could include something like that for this mod. I know you've done so much already but an initial user custom village, even if it was one safe building w/ a torch, would be like a legendary start in worlds bent on your destruction.
I like this mod, But I would like to know how to make a villager your relative in MCA for Minecraft 1.9. I don't see the family tree when I use the villager editor.
Yee-ha! Forge just released a recommended build for 1.9.4, build 1976!
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
is there a way to make the spouse fight monsters? (#dumbquestion)
#i need a new username
i made this username when i was 9 xD
if i dont type correctly, its because my h and g dont work #rip in peace
In the next update, there will be.
Best mod since emerald mods!
Noticed a couple of issues.
1. Hired villagers only seem to harvest wheat, ignoring potatoes and carrots. It would be nice to be able to get them to harvest other crops as well. Even better if that included pumpkin, sugar cane, melon, cocoa beans, netherwort.
2. Also, farming villagers only seem to increment a single inventory slot, sometimes pushing it beyond the usual 64 item stack size. Occasionally this causes it to reset to zero, making it look like the farmer did no work at all other than consume some hoe durability.
3. If you click on the "COOKING" menu for your spouse, and then hit the back arrow to the previous menu, it's possible to have your spouse do any of the other chores you'd have your kids do. This is probably unintentional, but I would argue that it SHOULD be possible; making the spouse only be able to cook or breed seems to me an unnecessary limitation. I much prefer the spouse to be more a full partner to the player. There is very little time saved by having a spouse do the cooking, since the time it takes to place cookable items and fuel in their inventory is more than the time it takes just to right-click on a furnace directly.
4. The mining chore seems to check for when a pick is finally consumed, and terminates on that check, which means you can set someone to mining indefinitely if you take the pick out of their inventory after they've started. Also, it would be nice if you could give them several picks in advance; as it is, they stop working when the first pick breaks, instead of switching to another one in their inventory.
5. I like that you can make villagers wear armour now, but I've noticed that they don't render with it on until after you've checked their inventory. It seems to stay on them until you sleep or leave the chunk. Speaking of armour and equipment, it would be nice if you didn't have to have access to a villager's inventory to give them armour or tools/weapons. If I give (gift) a guard a piece of armour or a weapon, and they don't already have it, they should be able to equip it. I'd love to be able to just go give dyed leather uniforms to all the guards in a village, without having to hire them.
6. There still seems to be a problem with the vanilla trading mechanism, and it's a pretty severe one for my purposes: the first tier trades just don't show up at all. Most of the renewable things you sell to villagers to get emeralds are in the first tier: wool, coal, wheat, potatoes, carrots, paper. Having to depend on books, iron and diamonds is a huge impediment.
7. I note that villagers can ride horses, but for some reason I can't get them into boats or mine carts. For that matter, they don't seem to recognize villager beds anymore, even when those beds are very close to their designated home point.
8. May be a Forge issue and not MCA specifically, but I've noticed I can no longer craft larger scale maps; I'm limited to the first, smallest scale.
9. Is there a reason why MCA villagers must be hired with gold and not emeralds? It seems incongruous to me.
That's all that comes to mind at the moment. I very much enjoy the mod.
Hi there, is there a way to remove the generated structure from the Crystal Ball? I need it for server usage.
I don't know how I got Curse Premium but I'm not questioning it because hey, free stuff.
1. They will farm just about everything as long as the appropriate farm type is set.
2. Noted, will look into this.
3. Actually found this recently, will be fixed.
4. Noted.
5. Noted, thanks for the suggestion.
6. Ensure you have the latest update on 1.9 or 1.7.10.
7. Noted villager bed issue. Villagers will not use boats or carts.
8. Not sure what that's about, but MCA doesn't affect any vanilla crafting recipes.
9. MCA's been around since Minecraft 1.0, where emeralds did not exist, and we haven't changed hiring to use them instead. With the upcoming update, emeralds may make hiring too expensive.
Well true that Emerald can be only mined in the Mountain Biome and also found as Loot in Pyramids, but since you are in a Village and if you are lucky enough to have Villagers in the Village to trade Emerald for Wool/Coal/etc., i think it might be some point even to cheap? So if you ask me, Emerald is a quite unstable Item to use for hiring.
Why not use Rose Gold maybe for hiring since there is a lot of it like Gold. (and i don't know what else to do with it besides Rings..)
1. They will CREATE a farm of whatever type, but when I assign them to harvest, they only seem to go for the wheat. Is it perhaps because I built the farm for them, instead of asking them to create it first?
3. Thanks. Allow me to express my hope that "will be fixed" means to make it possible for spouses to do all chores, instead of limiting it to cooking.
6. I am using MCA 5.1.3 with Minecraft 1.9, which thrilled me because it fixed the problem of trades not renewing or adding tiers. For all my existing villagers, it properly updated and added second tier trades based on profession. But when I created a new world, I noticed that all the villagers (except my spouse, notably) were spawned in with only the second tier of trades, missing the first. I wonder if it's something with the overwriting of testificates?
9. I can assure you that, unless you are doing something to mess with the availability of emeralds, hiring a villager for one emerald will NOT be too expensive. Even with the bugs identified above, hiring a single farmer on a well-designed wheatfield can yield more than enough wheat to pay the farmer's wages and leave you with a profit. It requires a bit of management, but that's as it should be.
My usual style of play is to cultivate the heck out of a village, to create a reliable renewable source of emeralds through trade. I then don't have to use diamonds on breastplates, picks, swords or axes, which I get with known enchantments besides. At a first approximation, yeah, emerald trading doesn't look very profitable, but if you focus on cash crops and economies of scale, it really can pay off. (Though I wish I could buy diamond hoes and shovels, and the rest of the armour ensemble, but that's not an MCA issue.)
(Another thing I like to do, which MCA is fantastic for, is shift my role play focus from Steve. If I'm going to go mining, I get a Miner villager to follow me. If I'm tending livestock, the shepherd follows me. Gives me an incentive to grow my villages and breed/recruit one of every profession.)
1. Unable to reproduce this on 1.7.10. May be specific to 1.8+, will check that.
3. Nope, that's what children are for.
6. Acknowledged, properly allowing for trades on 1.9 is different than how it's done in previous versions. I'll see what's up there.
9. With the next update, you'll spend 1 emerald to hire a villager for 1 hour (real-time). Hiring multiple for an extended period of time may be too expensive.
How can we change that to allow structures to be created using the Crystal Ball?
This will be configurable in the 5.2.0 update.
3. It is, of course, your mod and your vision for it. But here's a suggestion that I think might satisfy both our aesthetics.
First, make it so that using the Procreate option always puts the baby object in the hands of the NPC spouse. (Adopting a baby through a cleric, or having a PC spouse would still give you a baby object.) But make it so that NPCs can do no chores so long as they have a baby object in hand. (I noticed that they can when I gave a cake to the farmer couple I'd hired, and the wife started using her baby girl as a hoe.) You might also extend this so that the spouse can only cook while there are young children.
Oh, here's another idea that just occurred to me! If you're going to be redoing the "gift" function, I wonder if it could be integrated with the "hire" function. I presume that hiring a villager sets a "hired" flag with a timer, and so long as that flag is set the "work" menu is enabled, and you gain access to the NPC's inventory. Well, you already have a number of different effects triggered by "gift", such as gifts of clothes or cake; what if a gift of an emerald simply hired an employable NPC? And then, instead of having a separate "WORK" button, you accessed the work menu with a gift of a food item.
will the 5.2.0 update be available on 1.7.10? I am working on a modpack that includes your mod.
What happens if a villager dies? Is there any possible way to make them respawn?
Customizing the materials used in creating the crystal ball village would be an enormous plus. I know that I can't be alone in adding different mods to make the game more difficult, and a few of those mods change how the villages generate too.
There's a necromancy mod that adds a graveyard and necromancer to villages.
A brew and ale mod that adds a brewery and (you guessed it) brewer.
And of course the glaring underground biomes mod you have to hunt unofficial version of. That one changes the materials of random generated buildings to custom stone types (different types of cobble to match the underground stones, all of which have different hardness, i.e granite vs soapstone).
Which is useful for natural protection against the tornadoes that eat wood villages for breakfast. Not to mention Mo'creatures ogres which go on rampages and break down walls when you sleep, or coro's zombie awareness hell that build up hordes and bust down your doors, ect, ect.
The thing is that the default village generated is just too weak. I could go mining and come back to the smoking remains of what was once my wife, child and buddy Frank.
There's this mod that generates cities/ruins/super dungeons that lets you (albeit not user friendly) edit the material types used to generate the structures to get different results. The .config file was massive and difficult, but was rewarding in seeing the crazy stuff the generator shot out. It would be super amazing if you could include something like that for this mod. I know you've done so much already but an initial user custom village, even if it was one safe building w/ a torch, would be like a legendary start in worlds bent on your destruction.
Just thought I would inform you, if you hadn't noticed yet, that Forge has just released a recommended build for 1.9.4.
[URL=http://doctorwho.ikingssgc.com/]
Is there a way to make villagers with specific skins spawn in specific villages? Or do you have to change everything manually
Like to select an area and select a specific folder to generate skins from
I like this mod, But I would like to know how to make a villager your relative in MCA for Minecraft 1.9. I don't see the family tree when I use the villager editor.
Thanks
Yee-ha! Forge just released a recommended build for 1.9.4, build 1976!
How to make your wife equip a weapon in 1.7.10?