I think it has to be generated villages, I don't think I've tried with a player-made village yet, I'll see.
Ok, so the merchant works now. The item frame with the emerald is not even next to the door, it is just on the building I made, but I still can't get any of the other professions to work yet, if anything works, I'll update.
Update: Now I can't make more merchants any more...
Awesome mod, I was having issues with the miner not doing anything as well...Also i had minecraft crash I'll put the crash report below. Lots of potential with this mod keep it up!
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 11/8/15 5:07 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at mods.helpfulvillagers.village.HelpfulVillage.isInRange(HelpfulVillage.java:312)
at mods.helpfulvillagers.util.AIHelper.isInRangeOfAnyVillage(AIHelper.java:416)
at mods.helpfulvillagers.entity.EntityLumberjack.shouldPlantSapling(EntityLumberjack.java:188)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:166)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mods.helpfulvillagers.village.HelpfulVillage.isInRange(HelpfulVillage.java:312)
at mods.helpfulvillagers.util.AIHelper.isInRangeOfAnyVillage(AIHelper.java:416)
at mods.helpfulvillagers.entity.EntityLumberjack.shouldPlantSapling(EntityLumberjack.java:188)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:166)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
-- Entity being ticked --
Details:
Entity Type: helpfulvillagers.Lumberjack (mods.helpfulvillagers.entity.EntityLumberjack)
Entity ID: 116
Entity Name: entity.helpfulvillagers.Lumberjack.name
Entity's Exact location: 220.55, 67.00, 205.06
Entity's Block location: World: (220,67,205), Chunk: (at 12,4,13 in 13,12; contains blocks 208,0,192 to 223,255,207), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: villages united
All players: 1 total; [EntityPlayerMP['TheRealStalker'/225, l='villages united', x=227.05, y=67.00, z=213.31]]
Chunk stats: ServerChunkCache: 764 Drop: 0
Level seed: -770290065
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (104,64,252), Chunk: (at 8,4,12 in 6,15; contains blocks 96,0,240 to 111,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 56112 game time, 99320 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 67826 (now: false), thunder time: 59154 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (x86) version 6.3
Java Version: 1.8.0_31, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 135995736 bytes (129 MB) / 330981376 bytes (315 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 15, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.85.1291 Minecraft Forge 10.13.2.1291 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1291} [Forge Mod Loader] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1291} [Minecraft Forge] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
helpfulvillagers{1.3.1} [Helpful Villagers] (helpfulvillagers-1.7.10-1.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['TheRealStalker'/225, l='villages united', x=227.05, y=67.00, z=213.31]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Could you make it so maybe only some of the villagers in a town become helpful villagers? I actually like the trade system of Vanilla minecraft... a Bit. It'd be good to have that choice.
_________________
I have clashes with my mods, will put in the issue tracker if I could - basically it never loads with forge. I have a lot of mods, I'll list them in the issue tracker.
Are miners a bit less stupid?
the above suggestion is a need for compat
Rollback Post to RevisionRollBack
Frustrated with a mod and need help?, Then click here
sans avatar i get it before you just go out and yell undertale fanboy at me tell me 1 good reason why that's terrible
if it's too lighthearted the game gets more dark and serious in the later parts and genocide
The thing I would like to see in this mod, is more available skins for the villagers.
Each villager can have 1 skin only, and all look exactly the same.
If you find the way to automatically reskin the villagers you can get more that 1 skin.
For example you can have 10 different models for each proffesion (Archer01, Archer02... Archer 03) or with dynamic proggraming you can put more that 1 skins on the same model.
The thing I would like to see in this mod, is more available skins for the villagers.
Each villager can have 1 skin only, and all look exactly the same.
If you find the way to automatically reskin the villagers you can get more that 1 skin.
For example you can have 10 different models for each proffesion (Archer01, Archer02... Archer 03) or with dynamic proggraming you can put more that 1 skins on the same model.
I think you can understand me.
Multiple skins per profession is definitely an easy feature to add but the problem is actually creating several skins that look good and easily identify the villager's profession. If I can find someone willing to put together multiple skins for each profession and all future professions I will definitely consider adding this feature. For now, if you're looking for more diverse skins for your villagers, take a look at some of the resources packs other users have created in the Helpful Villagers resource packs thread. A link to it should be at the top of this thread.
Multiple skins per profession is definitely an easy feature to add but the problem is actually creating several skins that look good and easily identify the villager's profession. If I can find someone willing to put together multiple skins for each profession and all future professions I will definitely consider adding this feature. For now, if you're looking for more diverse skins for your villagers, take a look at some of the resources packs other users have created in the Helpful Villagers resource packs thread. A link to it should be at the top of this thread.
Thanks for the reply.
The resource pack is again 1 skin per proffesion.
I have plenty of skins (not made by proffession) but if you make the label with the proffesion under the name, what the point of special clothing.
You have an interesting mod, though.
I have some issues with this mode. Can anyone help me, please?
1. Miners can't find ores from Advent Of Ascension Mod. But Farmers can farm crops from it. How can I configure miners ?
Also limberjacks don't want to chop trees from Thaumcraft
2. Yesterday I tried to install last versions to test it again. (1.3.0, 1.3.1, 1.4.0b). In all versions miners just took pickaxes and stay on one place! Is it because I test it in my old village?.
Can you only build guild halls in generated villages or is there a way to use a player built village houses?
Thanks in Advance
Hello. As I know, you know build your own village, bringing villagers from other or healing from zombies. Read more on Minecraft Wiki about building a village.
Greetings, dear WeaselNinja. Your mod is awesome, this is what i need)
And i have some suggestions
1. Can you made in config that i can disable a certain job?
2. Can you made that lumberjack after harvesting tree will replant it?
3. Can you made villager taming? That after i select one of them for job, another player could not take him away?
Best regards, Drusvak.
1. Great suggestion, I will definitely consider adding this feature.
2. Lumberjacks will typically try to replant any saplings they pick up. If your lumberjacks are not doing this it is probably because they cannot find a proper place to plant it.
3. Better player/villager interaction is planned
Hello. As I know, you know build your own village, bringing villagers from other or healing from zombies. Read more on Minecraft Wiki about building a village
I made my own village before getting this mod, and after installing the mod, I couldn't assign professions. After reading through this forum, I noticed someone saying it only works on the npc village buildings. I have yet to try this, but I was wondering if I created the same buildings the villages have if that might work. I was able to assign a merchant one time, but then I couldn't do it again, so I think I only did that due to a glitch.
Ok, so the merchant works now. The item frame with the emerald is not even next to the door, it is just on the building I made, but I still can't get any of the other professions to work yet, if anything works, I'll update.
Update: Now I can't make more merchants any more...
Awesome mod, I was having issues with the miner not doing anything as well...Also i had minecraft crash I'll put the crash report below. Lots of potential with this mod keep it up!
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 11/8/15 5:07 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at mods.helpfulvillagers.village.HelpfulVillage.isInRange(HelpfulVillage.java:312)
at mods.helpfulvillagers.util.AIHelper.isInRangeOfAnyVillage(AIHelper.java:416)
at mods.helpfulvillagers.entity.EntityLumberjack.shouldPlantSapling(EntityLumberjack.java:188)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:166)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mods.helpfulvillagers.village.HelpfulVillage.isInRange(HelpfulVillage.java:312)
at mods.helpfulvillagers.util.AIHelper.isInRangeOfAnyVillage(AIHelper.java:416)
at mods.helpfulvillagers.entity.EntityLumberjack.shouldPlantSapling(EntityLumberjack.java:188)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:166)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
-- Entity being ticked --
Details:
Entity Type: helpfulvillagers.Lumberjack (mods.helpfulvillagers.entity.EntityLumberjack)
Entity ID: 116
Entity Name: entity.helpfulvillagers.Lumberjack.name
Entity's Exact location: 220.55, 67.00, 205.06
Entity's Block location: World: (220,67,205), Chunk: (at 12,4,13 in 13,12; contains blocks 208,0,192 to 223,255,207), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: villages united
All players: 1 total; [EntityPlayerMP['TheRealStalker'/225, l='villages united', x=227.05, y=67.00, z=213.31]]
Chunk stats: ServerChunkCache: 764 Drop: 0
Level seed: -770290065
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (104,64,252), Chunk: (at 8,4,12 in 6,15; contains blocks 96,0,240 to 111,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 56112 game time, 99320 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 67826 (now: false), thunder time: 59154 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (x86) version 6.3
Java Version: 1.8.0_31, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 135995736 bytes (129 MB) / 330981376 bytes (315 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 15, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.85.1291 Minecraft Forge 10.13.2.1291 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1291} [Forge Mod Loader] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1291} [Minecraft Forge] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
helpfulvillagers{1.3.1} [Helpful Villagers] (helpfulvillagers-1.7.10-1.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['TheRealStalker'/225, l='villages united', x=227.05, y=67.00, z=213.31]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
how do u craft the builder guild hall.
Item frame with shovel. Currently Builders will also need a shovel equipped to work.
the above suggestion is a need for compat
Frustrated with a mod and need help?, Then click here
sans avatar i get it before you just go out and yell undertale fanboy at me tell me 1 good reason why that's terrible
if it's too lighthearted the game gets more dark and serious in the later parts and genocide
sweet thanks
The thing I would like to see in this mod, is more available skins for the villagers.
Each villager can have 1 skin only, and all look exactly the same.
If you find the way to automatically reskin the villagers you can get more that 1 skin.
For example you can have 10 different models for each proffesion (Archer01, Archer02... Archer 03) or with dynamic proggraming you can put more that 1 skins on the same model.
I think you can understand me.
Multiple skins per profession is definitely an easy feature to add but the problem is actually creating several skins that look good and easily identify the villager's profession. If I can find someone willing to put together multiple skins for each profession and all future professions I will definitely consider adding this feature. For now, if you're looking for more diverse skins for your villagers, take a look at some of the resources packs other users have created in the Helpful Villagers resource packs thread. A link to it should be at the top of this thread.
Thanks for the reply.
The resource pack is again 1 skin per proffesion.
I have plenty of skins (not made by proffession) but if you make the label with the proffesion under the name, what the point of special clothing.
You have an interesting mod, though.
I have some issues with this mode. Can anyone help me, please?
1. Miners can't find ores from Advent Of Ascension Mod. But Farmers can farm crops from it. How can I configure miners ?
Also limberjacks don't want to chop trees from Thaumcraft
2. Yesterday I tried to install last versions to test it again. (1.3.0, 1.3.1, 1.4.0b). In all versions miners just took pickaxes and stay on one place! Is it because I test it in my old village?.
Can you only build guild halls in generated villages or is there a way to use a player built village houses?
Thanks in Advance
Hello. As I know, you know build your own village, bringing villagers from other or healing from zombies. Read more on Minecraft Wiki about building a village.
Hi. Did you solve the problem? I know only that on 1.2.4 miners worked normally (but merchants didn't).
This mod is what i have been looking for for years! I'll try it later today!!!!!!
here
Will builders read from building schematics? Please say yes...
It is a planned feature but not currently in progress.
Greetings, dear WeaselNinja. Your mod is awesome, this is what i need)
And i have some suggestions
1. Can you made in config that i can disable a certain job?
2. Can you made that lumberjack after harvesting tree will replant it?
3. Can you made villager taming? That after i select one of them for job, another player could not take him away?
Best regards, Drusvak.
1. Great suggestion, I will definitely consider adding this feature.
2. Lumberjacks will typically try to replant any saplings they pick up. If your lumberjacks are not doing this it is probably because they cannot find a proper place to plant it.
3. Better player/villager interaction is planned
Thanks for reply)
This is good news. And will try do something with my lamberjack)
Have a good time!
I made my own village before getting this mod, and after installing the mod, I couldn't assign professions. After reading through this forum, I noticed someone saying it only works on the npc village buildings. I have yet to try this, but I was wondering if I created the same buildings the villages have if that might work. I was able to assign a merchant one time, but then I couldn't do it again, so I think I only did that due to a glitch.