Yes, I can confirm this works with Biomes O' Plenty. I installed them together anyway and so far no issues. However, how do I get villages not to spawn in the sky? This has been an issue for me since earlier releases.
I have 8 (so basically max) memory dedicated to minecraft. Whenever I look at gravestones or try to revive a dead villager or even interact with their item it crashes. Happens with and without other mods installed (reinforces the lack of issue with memory.. 1.9.4.
---- Minecraft Crash Report ----
WARNING: coremods are present:
CodeChickenCorePlugin (CodeChickenCore-1.9.4-2.0.4.71-universal.jar)
BCModPlugin (Backpacks 1.9.4 - 3.1.1.jar)
CCCDeobfPlugin (unknown)
CCLCorePlugin (CodeChickenLib-1.9.4-2.1.2.42-universal.jar)
NEICorePlugin (NotEnoughItems-1.9.4-2.0.1.132-universal.jar)
Contact their authors BEFORE contacting forge
java.lang.NullPointerException: Unexpected error
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:1938)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1331)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1230)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1039)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1077)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:369)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:1938)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1331)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1230)
CCLCorePlugin (CodeChickenLib-1.9.4-2.1.2.42-universal.jar)
codechicken.lib.asm.ClassHeirachyManager
codechicken.lib.asm.RenderHookTransformer
NEICorePlugin (NotEnoughItems-1.9.4-2.0.1.132-universal.jar)
codechicken.nei.asm.NEITransformer
GL info: ' Vendor: 'Intel' Version: '4.2.0 - Build 10.18.10.3496' Renderer: 'Intel(R) HD Graphics 4400'
CodeChickenCore: ignoreInvalidMCVersion state: false
Launched Version: 1.9.4-forge1.9.4-12.17.0.2051
LWJGL: 2.9.4
OpenGL: Intel(R) HD Graphics 4400 GL version 4.2.0 - Build 10.18.10.3496, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: net.minecraft.client.Minecraft$15@3490bfed
---- Minecraft Crash Report ----
WARNING: coremods are present:
CodeChickenCorePlugin (CodeChickenCore-1.9.4-2.0.4.71-universal.jar)
BCModPlugin (Backpacks 1.9.4 - 3.1.1.jar)
CCCDeobfPlugin (unknown)
CCLCorePlugin (CodeChickenLib-1.9.4-2.1.2.42-universal.jar)
NEICorePlugin (NotEnoughItems-1.9.4-2.0.1.132-universal.jar)
Contact their authors BEFORE contacting forge
java.lang.NullPointerException: Unexpected error
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:1938)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1331)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1230)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1039)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1077)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:369)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:1938)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1331)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1230)
CCLCorePlugin (CodeChickenLib-1.9.4-2.1.2.42-universal.jar)
codechicken.lib.asm.ClassHeirachyManager
codechicken.lib.asm.RenderHookTransformer
NEICorePlugin (NotEnoughItems-1.9.4-2.0.1.132-universal.jar)
codechicken.nei.asm.NEITransformer
GL info: ' Vendor: 'Intel' Version: '4.2.0 - Build 10.18.10.3496' Renderer: 'Intel(R) HD Graphics 4400'
CodeChickenCore: ignoreInvalidMCVersion state: false
Launched Version: 1.9.4-forge1.9.4-12.17.0.2051
LWJGL: 2.9.4
OpenGL: Intel(R) HD Graphics 4400 GL version 4.2.0 - Build 10.18.10.3496, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: net.minecraft.client.Minecraft$15@3490bfed
Failed to actually post last time I tried to comment, to lazy to type out again. tl;dr 1.9.4. with or without other mods, crashing, decidedly not a memory issue, with or without vbos jvm arguments etc, happens when looking at gravestones, triggered also by interacting with dead children's toys, please help me.
WildBamaBoy, There is a serious bug where i gift cake to two married villagers, They say something witty, But the female is too lazy to grow up the baby. I'm not bumping, I'm just sick of this bug.
Post the issue to GitHub please.
To anyone posting bugs/glitches, keep in mind I cannot support any versions except 1.7.10 and 1.10.2. If you have a problem on any other version, you need to switch to one of the two I can support.
To anyone posting bugs/glitches, keep in mind I cannot support any versions except 1.7.10 and 1.10.2. If you have a problem on any other version, you need to switch to one of the two I can support.
But I don't do github. And why would I sign up just to report the bug?
You are bumping and BamaBoi hasn't commented for a while in this thread.
Wow, You seriously think i'm bumping? I just didn't know that widbamaboy has not commented. I was just letting him know. I wasn't intending to bump, I never try that. If you think that, I'm very sorry. Jeez.
What I mean is after I report the bug GitHub will be pretty useless. (No pun intended) OR I could make a private modification which fixes it.
It will be useful the next time you find a bug in a mod, and the time after that. I've reported a bunch of bugs over the last few weeks. Personally, I've resisted joining the Forge forums (because Yet Another Site), but after running into two Forge issues in a week or so, I'm starting to reconsider. I've reconsidered and registered so I could report the latest one.
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.
What I mean is after I report the bug GitHub will be pretty useless. (No pun intended) OR I could make a private modification which fixes it.
It's not useless at all...I specifically request GitHub for reporting since all issues I need to work through are organized, and we can talk one on one about the issue instead of on a forum page where it can be buried under other posts. You can also be notified when I fix it, rather than having to check the forums. And if I need for you to reproduce something for me that I can't, which happens often, I can get in contact with you.
Can someone detail the hiring and special ability mechanics or direct me where to find that info? I looked all over but besides a few brief mentions in the changelog I couldn't find any info on the official website, faq, or guide where they discuss this.
What are all of the different special abilities? What types of villagers can be hired, and what are their functions? What are the requirements to hire villagers or use their special abilities? What causes different types to spawn? Is it possible to adjust the spawn rates for different types of villagers, if for example, I want a lot of warriors/archers in a specific village?
I've also seen mention of a taxation system. Is this still implemented?
Sorry for the wall of text but I really like this mod and want to get the most out of it.
Can someone completely detail the hiring mechanics or direct me where to find that info? I looked all over but besides a few brief mentions in the changelog I couldn't find any info on the official website, faq, or guide where they discuss the hiring mechanics.
What types of villagers can be hired? How are they hired? And most importantly, how often do these hirable villagers spawn and what causes them to spawn?
My friends trying to get this running on his server, and as far as we can tell hirable villagers have to be spawned manually. But I can't find any info on the hiring mechanics so I'm not sure if it's a technical issue on our end or if that's an intentional feature.
Villagers of a certain profession can all be hired - they don't have to be spawned. Farmers, Miners, and Warriors are all hireable via the Special button in their interaction menu. You'll hire them with gold ingots.
Reinstalled the mod and everything is functioning correctly now, It was an installation issue on our end but thanks for the fast reply.
I just have a couple questions left, you say villagers of a certain profession, so I'm assuming that not all professions are hireable? And can I increase the spawn rates for a specific profession, like warriors/archers?
I've also seen mention of a taxation system. Is this still implemented?
I can tell you about the taxation system: If you get your town's happiness up near 100%, you can become a Baron. You can ask a Librarian for current happiness, under Special. You then get an extra Interaction button for "Baron", which lets you ask for taxes. These will get you a few ingots of iron or nuggets of gold per villager (so far, nobody's paid "in kind" or with emeralds). Each villager can be taxed every 20 minutes. However (and I got burned by this from not reading carefully), while the messages from your victim will be pragmatic, this will drop hearts not only of that villager but of any nearby villagers. So you probably want to pull villagers out of the way to request your kickbacks....
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.
I can tell you about the taxation system: If you get your town's happiness up near 100%, you can become a Baron. You can ask a Librarian for current happiness, under Special. You then get an extra Interaction button for "Baron", which lets you ask for taxes. These will get you a few ingots of iron or nuggets of gold per villager (so far, nobody's paid "in kind" or with emeralds). Each villager can be taxed every 20 minutes. However (and I got burned by this from not reading carefully), while the messages from your victim will be pragmatic, this will drop hearts not only of that villager but of any nearby villagers. So you probably want to pull villagers out of the way to request your kickbacks....
Yo this honeslty sounds really fun, and would love to take advantage of it. How is village happiness determined? Does it only depend on interactions with players? If not are there ways to increase it aside from the basic interactions: Chat, Joke, Flirt, Marry etc. for example say a bob the butcher gives you a quest to fetch raw steak? Also does that mean 'village happiness' is relative to each player on SMP? For example if all the villagers in a villager are "100% happy" with me from all my schmoozing and sweet talking, but another player just isn't as popular with the farmers daughters as I am, who would be eligible to tax them? Would only the player with the highest happiness be a Baron, or could a village have more than one Baron. Sorry for the wall of text. This mod adds a lot of RP depth to the bland vanilla villagers and I'd like to try out all the features.
That also brings me to a second question if someone could answer, it would be greatly appreciated: I would like to keep some of the custom vanilla villagers (immobile shop vendors with custom trades) I made in my current SMP world. In the config file there is an option to override vanilla villagers, setting this to true also converted my custom ones and erased all trade/profession info, but if set to false, MCA villagers can only be spawned using creative mode (Male/Female spawn egg, or MCA villager spawner). Is there a way to either keep custom vanilla villagers or spawn MCA villagers with custom trades using /summon command or playing around with the NBT tags? Again sorry for the great wall of words. Would def like to implement this mod on my SMP world for my friends.
To anyone posting bugs/glitches, keep in mind I cannot support any versions except 1.7.10 and 1.10.2. If you have a problem on any other version, you need to switch to one of the two I can support.
Yo this honeslty sounds really fun, and would love to take advantage of it. How is village happiness determined? Does it only depend on interactions with players? If not are there ways to increase it aside from the basic interactions: Chat, Joke, Flirt, Marry etc. for example say a bob the butcher gives you a quest to fetch raw steak? Also does that mean 'village happiness' is relative to each player on SMP? For example if all the villagers in a villager are "100% happy" with me from all my schmoozing and sweet talking, but another player just isn't as popular with the farmers daughters as I am, who would be eligible to tax them? Would only the player with the highest happiness be a Baron, or could a village have more than one Baron. Sorry for the wall of text. This mod adds a lot of RP depth to the bland vanilla villagers and I'd like to try out all the features.
I have no idea how happiness works in multiplayer; I would hope that only one player can be baron for a given village. AFAIK, it only depends on player actions. I would love to see "quests", but I don't think they're implemented. From my SSP experience, "happiness" is simply the sum/average of all villager's "heart" rating for you, ranging from 0 through 5 red hearts (5) to 5 gold hearts (10), the librarian will express it as a percentage. You can only marry a villager if you have 5 gold hearts with them.
The only way to influence the hearts is through interactions (though I think trading might help too), but for some villagers ("odd" and "sensitive" personalities, IIRC), the usual interactions are unreliable. You can see your chances of success by pressing the control key in the interaction screen; if "Shake Hands" starts at 80% instead of 95%, you've got one of the tricky ones. (All the chances will go down each time you interact with a given villager, it takes a few minutes for them to recover.)
The exception here is gifts, which almost always work (though I think repetition can make even gifts fail). Gifts mostly have to be vanilla items (or MCA's rose gold); MCA's rings have special functions (matchmaking, engagement, marriage) and cakes will encourage a couple to have a baby (for an unmarried villager, cake is just a pretty-good gift). This source code file has a list of gifts and their potential rewards (search the file for "addObjectAsGift"), where 10 points are 1 heart. Note that after giving a gift, if you don't back all the way out of the interaction screen, you'll get a free chance to shake hands or do something else, with better success chance (except for those tricky personalities, which still max out at 80%).
From the list, you can see that most common objects are small change, while diamonds and other precious stuff are worth a lot more. A few items stand out: Emeralds are really good, if you can manage to acquire them; however with the current trading bug (no tier I trades), the only normally-farmable stuff I've been able to trade to MCA villagers are pumpkins (farmers and villagers), and books (librarians). However, if you can grow cocoa beans and/or find some melon seeds, cookies or melon slices make great gifts: both of them are cheap to produce in quantity, and they're an easy heart apiece. Warning: Vanilla tools and weapons are giftable items, so be careful not to accidentally give away your own equipment! Best to keep it out of the hotbar entirely while you're handing out gifts.
The spawning issues are well beyond my expertise. I note that according to the MCA site, mod villagers aren't supposed to be overwritten, but in fact at least EvilCraft's "werewolves" do in fact get converted to MCA villagers.
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.
I am having a minor issue with this mod but never the less it is a problem. I can't seem to change my skin when using it. Would you know how or what would be causing it?
Awww... don't we get engagement gifts anymore? I just gave my chosen an engagement ring -- when I tried to follow it up with a kiss (supposedly at 95%), I got "Now that we're married I can tell you how lousy you are at kissing". And I have the Procreate button. None of the villagers I've tried offered gifts (or showed any extra buttons). I'm already a baron, does that make a difference?
PS: Even as a baron, I'm still getting the hint message about becoming a baron if your village happiness is above 80%.
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.
Awww... don't we get engagement gifts anymore? I just gave my chosen an engagement ring -- when I tried to follow it up with a kiss (supposedly at 95%), I got "Now that we're married I can tell you how lousy you are at kissing". And I have the Procreate button. None of the villagers I've tried offered gifts (or showed any extra buttons). I'm already a baron, does that make a difference?
PS: Even as a baron, I'm still getting the hint message about becoming a baron if your village happiness is above 80%.
The engagement ring just means that when you then give a proper wedding band (the one WITHOUT the gemstone), all the villagers will give you gifts.
It is REALLY worthwhile to get everyone up to as many hearts as possible before you do this, as the gifts they give you reflect how much they like you. A big, happy village will give you diamond gear and other goodies.
Rollback Post to RevisionRollBack
For philosophy, law, science, religion and other topics: A Blog of Tom
Yes, I can confirm this works with Biomes O' Plenty. I installed them together anyway and so far no issues. However, how do I get villages not to spawn in the sky? This has been an issue for me since earlier releases.
Thanks.
Foe
This is fixed in 1.10.2, you need to update.
Post the issue to GitHub please.
To anyone posting bugs/glitches, keep in mind I cannot support any versions except 1.7.10 and 1.10.2. If you have a problem on any other version, you need to switch to one of the two I can support.
But I don't do github. And why would I sign up just to report the bug?
Wow, You seriously think i'm bumping? I just didn't know that widbamaboy has not commented. I was just letting him know. I wasn't intending to bump, I never try that. If you think that, I'm very sorry. Jeez.
What I mean is after I report the bug GitHub will be pretty useless. (No pun intended) OR I could make a private modification which fixes it.
Ignore this post. Just read the one above.
It will be useful the next time you find a bug in a mod, and the time after that. I've reported a bunch of bugs over the last few weeks. Personally, I've resisted joining the Forge forums (because Yet Another Site), but after running into two Forge issues in a week or so,
I'm starting to reconsider.I've reconsidered and registered so I could report the latest one.It's not useless at all...I specifically request GitHub for reporting since all issues I need to work through are organized, and we can talk one on one about the issue instead of on a forum page where it can be buried under other posts. You can also be notified when I fix it, rather than having to check the forums. And if I need for you to reproduce something for me that I can't, which happens often, I can get in contact with you.
Can someone detail the hiring and special ability mechanics or direct me where to find that info? I looked all over but besides a few brief mentions in the changelog I couldn't find any info on the official website, faq, or guide where they discuss this.
What are all of the different special abilities? What types of villagers can be hired, and what are their functions? What are the requirements to hire villagers or use their special abilities? What causes different types to spawn? Is it possible to adjust the spawn rates for different types of villagers, if for example, I want a lot of warriors/archers in a specific village?
I've also seen mention of a taxation system. Is this still implemented?
Sorry for the wall of text but I really like this mod and want to get the most out of it.
Villagers of a certain profession can all be hired - they don't have to be spawned. Farmers, Miners, and Warriors are all hireable via the Special button in their interaction menu. You'll hire them with gold ingots.
Reinstalled the mod and everything is functioning correctly now, It was an installation issue on our end but thanks for the fast reply.
I just have a couple questions left, you say villagers of a certain profession, so I'm assuming that not all professions are hireable? And can I increase the spawn rates for a specific profession, like warriors/archers?
Hireable villagers are Farmers, Miners, and Warriors. Others are not.
Spawn rates for profession are also random and cannot be changed.
I can tell you about the taxation system: If you get your town's happiness up near 100%, you can become a Baron. You can ask a Librarian for current happiness, under Special. You then get an extra Interaction button for "Baron", which lets you ask for taxes. These will get you a few ingots of iron or nuggets of gold per villager (so far, nobody's paid "in kind" or with emeralds). Each villager can be taxed every 20 minutes. However (and I got burned by this from not reading carefully), while the messages from your victim will be pragmatic, this will drop hearts not only of that villager but of any nearby villagers. So you probably want to pull villagers out of the way to request your kickbacks....
Got it. And thanks for the awesome mod, I decided to jump on Minecraft again just because of it.
Yo this honeslty sounds really fun, and would love to take advantage of it. How is village happiness determined? Does it only depend on interactions with players? If not are there ways to increase it aside from the basic interactions: Chat, Joke, Flirt, Marry etc. for example say a bob the butcher gives you a quest to fetch raw steak? Also does that mean 'village happiness' is relative to each player on SMP? For example if all the villagers in a villager are "100% happy" with me from all my schmoozing and sweet talking, but another player just isn't as popular with the farmers daughters as I am, who would be eligible to tax them? Would only the player with the highest happiness be a Baron, or could a village have more than one Baron. Sorry for the wall of text. This mod adds a lot of RP depth to the bland vanilla villagers and I'd like to try out all the features.
That also brings me to a second question if someone could answer, it would be greatly appreciated: I would like to keep some of the custom vanilla villagers (immobile shop vendors with custom trades) I made in my current SMP world. In the config file there is an option to override vanilla villagers, setting this to true also converted my custom ones and erased all trade/profession info, but if set to false, MCA villagers can only be spawned using creative mode (Male/Female spawn egg, or MCA villager spawner). Is there a way to either keep custom vanilla villagers or spawn MCA villagers with custom trades using /summon command or playing around with the NBT tags? Again sorry for the great wall of words. Would def like to implement this mod on my SMP world for my friends.
I can't update. All my other mods are still old.
I have no idea how happiness works in multiplayer; I would hope that only one player can be baron for a given village. AFAIK, it only depends on player actions. I would love to see "quests", but I don't think they're implemented. From my SSP experience, "happiness" is simply the sum/average of all villager's "heart" rating for you, ranging from 0 through 5 red hearts (5) to 5 gold hearts (10), the librarian will express it as a percentage. You can only marry a villager if you have 5 gold hearts with them.
The only way to influence the hearts is through interactions (though I think trading might help too), but for some villagers ("odd" and "sensitive" personalities, IIRC), the usual interactions are unreliable. You can see your chances of success by pressing the control key in the interaction screen; if "Shake Hands" starts at 80% instead of 95%, you've got one of the tricky ones. (All the chances will go down each time you interact with a given villager, it takes a few minutes for them to recover.)
The exception here is gifts, which almost always work (though I think repetition can make even gifts fail). Gifts mostly have to be vanilla items (or MCA's rose gold); MCA's rings have special functions (matchmaking, engagement, marriage) and cakes will encourage a couple to have a baby (for an unmarried villager, cake is just a pretty-good gift). This source code file has a list of gifts and their potential rewards (search the file for "addObjectAsGift"), where 10 points are 1 heart. Note that after giving a gift, if you don't back all the way out of the interaction screen, you'll get a free chance to shake hands or do something else, with better success chance (except for those tricky personalities, which still max out at 80%).
From the list, you can see that most common objects are small change, while diamonds and other precious stuff are worth a lot more. A few items stand out: Emeralds are really good, if you can manage to acquire them; however with the current trading bug (no tier I trades), the only normally-farmable stuff I've been able to trade to MCA villagers are pumpkins (farmers and villagers), and books (librarians). However, if you can grow cocoa beans and/or find some melon seeds, cookies or melon slices make great gifts: both of them are cheap to produce in quantity, and they're an easy heart apiece. Warning: Vanilla tools and weapons are giftable items, so be careful not to accidentally give away your own equipment! Best to keep it out of the hotbar entirely while you're handing out gifts.
The spawning issues are well beyond my expertise. I note that according to the MCA site, mod villagers aren't supposed to be overwritten, but in fact at least EvilCraft's "werewolves" do in fact get converted to MCA villagers.
I am having a minor issue with this mod but never the less it is a problem. I can't seem to change my skin when using it. Would you know how or what would be causing it?
Awww... don't we get engagement gifts anymore? I just gave my chosen an engagement ring -- when I tried to follow it up with a kiss (supposedly at 95%), I got "Now that we're married I can tell you how lousy you are at kissing". And I have the Procreate button. None of the villagers I've tried offered gifts (or showed any extra buttons). I'm already a baron, does that make a difference?
PS: Even as a baron, I'm still getting the hint message about becoming a baron if your village happiness is above 80%.
The engagement ring just means that when you then give a proper wedding band (the one WITHOUT the gemstone), all the villagers will give you gifts.
It is REALLY worthwhile to get everyone up to as many hearts as possible before you do this, as the gifts they give you reflect how much they like you. A big, happy village will give you diamond gear and other goodies.