Is there a way to change the merchant trades? I have set up medieval town with a marketplace and am trying to have a baker, but my merchants will not buy or sell any type of food.
I got an idea. How about if you put a map inside a guild hall, it will allow you to tell the villagers that work there where to work!
(Basically, a command system. Maybe you could also use it to select how big the village is, which house is which, and so on.)
Rollback Post to RevisionRollBack
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
This is an AMAZING mod! I have a few suggestions if you think any would be reasonable to implement. First, be able to post Soldiers/Archers somewhere (Like an archer on a tower or soldier at a gate). Designating an a place for a miner to dig would also be a cool feature. Also, the Merchant trades may need tweaking. I liked the old trades (except the unlocking part) but I realize i'm one of very few who do. The trade system in helpful villagers though can easily be taken advantage of. For example, I gave some villagers diamond gear, the merchant then sold diamond blocks for $188, and I was able to buy those, sell them back for more, then buy even more diamond blocks. Villager trading was also my main source of arrows and bottles o' enchanting, among other things. Lastly, setting a home for a villager as a feature. I have a few ideas for new classes which are:
Blacksmith- Repairs villager's equipment (like if you give a soldier a enchanted sword) if there are materials in the guild chests. Can also smelt items (like iron ore into iron)
Alchemist- Will enchant items for a price, makes books if there is sugarcane, and will make queued potions if materials are placed in guild chest.
Cook- Cooks and creates food from guild chests
Again, great mod! For sure one of my must haves, and cannot wait for a 1.8 version! keep up the great work.
I just found out that this actually works with the Villagers Noses mod. It's a goofy but extremely useful little mod that lets you shear off a villager's nose and plant it like a seed and grow new villagers.
When you shear off a nose the nose-less villager will turn into a vanilla farmer without a nose and he will be upset and won't trade with you. But when his nose grows backhe'll return to being a Helpful Villagers' villager, only he'll now have the big nose of a vanilla villager. Also planted noses will grow modded villagers. While they are growing the villagers will look like various vanilla villagers (say that three times fast) or they might even look like villagers from other mods if other mods are also installed (like the blue and yellow robed villager from Butterfly Mania), but when they grow up they'll turn into Helpful Villagers' villagers.
It also works with Just A Few Fish and the fishermen can use the mod fishing rods too.
The Millenaire mod is compatible too. They didn't recognize the town as a village at first, but later they did and now I have soldiers racing around part of the town at all hours. But I wouldn't use certain jobs because they would no doubt interfere. Like the rancher and farmer stealing livestock and crops and the lumberjack chopping down houses and the archers accidentally shooting townsfolk. Mostly I'm just letting them fish and fight mobs. The Millenaire structures are too sparsely scattered for the entire town to be registered as a village by vanilla standards, but I originally planted some noses right next to the main structure so they're guarding that part of town and they're expanding their range as the town adds structures and fills in.
Hello! I am having a problem with frequent crashes. So far I've been save + quit and copying the save folder every two minutes or so to keep playing but it would be really nice if I could fix whatever I did wrong I'm using other mods but by process of elimination I've figured out that it's HV crashing :C The report it gave is below:
---- Minecraft Crash Report ----
// There are four lights!
Time: 5/17/16 9:19 AM
Description: Ticking entity
java.lang.StackOverflowError: Ticking entity
at net.minecraft.crash.CrashReport$1.<init>(CrashReport.java:65)
at net.minecraft.crash.CrashReport.func_71504_g(CrashReport.java:64)
at net.minecraft.crash.CrashReport.<init>(CrashReport.java:55)
at net.minecraft.crash.CrashReport.func_85055_a(CrashReport.java:442)
at net.minecraft.world.World.func_147439_a(World.java:350)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:110)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
(I deleted a million lines here)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.crash.CrashReport$1.<init>(CrashReport.java:65)
at net.minecraft.crash.CrashReport.func_71504_g(CrashReport.java:64)
at net.minecraft.crash.CrashReport.<init>(CrashReport.java:55)
at net.minecraft.crash.CrashReport.func_85055_a(CrashReport.java:442)
at net.minecraft.world.World.func_147439_a(World.java:350)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:110)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
(I deleted a million 'at java:121' lines here
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
-- Entity being ticked --
Details:
Entity Type: helpfulvillagers.Miner (mods.helpfulvillagers.entity.EntityMiner)
Entity ID: 32
Entity Name: Miner
Entity's Exact location: -350.47, 56.92, 205.54
Entity's Block location: World: (-351,56,205), Chunk: (at 1,3,13 in -22,12; contains blocks -352,0,192 to -337,255,207), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Entity's Momentum: -0.03, -0.16, -0.06
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1892)
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:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- Affected level --
Details:
Level name: Superflat Base
All players: 1 total; [EntityPlayerMP['KimHartley24'/59, l='Superflat Base', x=-404.74, y=75.00, z=163.78]]
Chunk stats: ServerChunkCache: 2163 Drop: 0
Level seed: 4074047700353186909
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 2;7,5x12,57,5x129,5x21,5x73,5x14,10x56,10x15,10x16,10x1,7x3,2;2;village,decoration
Level spawn location: World: (0,4,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 51727 game time, 34871 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 86871 (now: false), thunder time: 6592 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
can you add a hunger need for the villagers in this mod. i love the mod already. but would like to see the farmer have a better use in the village besides just get you food.
Needs to be 1.9 cuz game is updating fast and 2.0 is next and this mod is still 1.7 and 1.8
That sounds an awful lot like a rule breaking demand for an update... Video games are fun, but life in general is more important than anything you can find in some video game, so the modder will go at whatever pace they darn well want to. Crying "I demand more and make it snappy" will not make the modder work faster. It can only leave a bad taste in their mouth and turn them away. They are working on these mods because they like Minecraft, not because it's "their job". Modders are players like you and me, not employees. They are under no obligation to continuing working on their mods. The worse case scenario is a modder who gives up on modding or even Minecraft entirely to be rid of all the impatient, nagging, little jerks. It's happened before, so please don't turn into one of those people. If a player just doesn't want to deal with it anymore they might give up on the mod, so don't demand more and take the fun out of it.
You want to see more? Give ideas and discuss what has already been released and hunt down bugs to report to help the modder, but whatever you do don't turn into a pushy, nagging jerk.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/3/2012
Posts:
55
Member Details
anyone know why this don't seem to work with FTB Infinity Evolved modpack for 1.7.10? The regular version crashes me but the beta's load. Only thing is that the villagers are still the old villagers and I can't seem to make them do anything. Am I doing something wrong? When I log in it says "we have taught your villagers new tricks" or whatever but when I right click them they still only want to trade the normal stuff. I really want to use this.
anyone know why this don't seem to work with FTB Infinity Evolved modpack for 1.7.10? The regular version crashes me but the beta's load. Only thing is that the villagers are still the old villagers and I can't seem to make them do anything. Am I doing something wrong? When I log in it says "we have taught your villagers new tricks" or whatever but when I right click them they still only want to trade the normal stuff. I really want to use this.
It always says "we have taught your villagers new tricks". I think that it's just to get you to check for updates so don't think anything of it. Just look at the filename of your download and compare it to the one being offered. And click on view all 25 downloads. There might be a higher update available where the other updates are listed. For example, the original topic here for this mod is so out of date that it doesn't even have a spoiler for the builders yet and there is an update that now includes the builders. That has gotten me many times on many mods. Always look at the other downloads because there might be a more up to date download.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/3/2012
Posts:
55
Member Details
ok it seems like I got something to work. I just kept spawning villagers and after about 12 a "farmer" popped out. I have a guild hall so I set him to be a farmer. I gave him a hoe and now he runs around but don't seem to be farming the farms I have already grown. Still working on it. The rancher just sits there. I have my ranch set up with a little house in the middle with 4 pastures to the corners of the house. The fence isn't connected to the house though... is that a problem? I have relogged a few times trying to get him to do something (anything) but he still stands there 2 blocks in front of the guild hall. I guess I will try lumberjack next.
ok it seems like I got something to work. I just kept spawning villagers and after about 12 a "farmer" popped out. I have a guild hall so I set him to be a farmer. I gave him a hoe and now he runs around but don't seem to be farming the farms I have already grown. Still working on it. The rancher just sits there. I have my ranch set up with a little house in the middle with 4 pastures to the corners of the house. The fence isn't connected to the house though... is that a problem? I have relogged a few times trying to get him to do something (anything) but he still stands there 2 blocks in front of the guild hall. I guess I will try lumberjack next.
I think the pasture needs to be connected to the house. If it's too much bigger than the kind attached to the vanilla village butcher shop he seems to not register it as a pasture, so I tend to use the butcher shop and extend the pasture to be as wide as the building. I also use the butcher shop for both the rancher and the farmer, because the rancher will use the crops harvested by the farmer to breed the livestock. The same goes with putting archers and soldiers together because they each tend to pick up dropped items that the other can use, like an archer putting swords in the chest when he goes to restock on arrows or a soldier dropping off arrows and bows when he needs a new sword.
I got some suggestion for you coal miner, :
+Soldier and archer should be still in the outside when night comes.
+rancher can auto breed and shaving animals.
+villagers can trade each other without told.
-> example like if rancher need fish to breed ocelot he will ask for trade to fisherman
+More Interaction like dialogue at the top of the menu.
+rancher will kill a few or one of his animals if told by player to take it's meat.
+better barter system at the merchant i have use it and chest is worth of 152 $ and an enchanted sword just worth as 200+ $ c'mon
+since we are like a mayor that told everyone what to do... what about if we expand the village, some strangers would come and become your villagers.
+ Add a bank villager that used like enderchest but with infinite size chest, to be fair, add price for each time you open the bank.
And also :
-Never add daily bills from villager (villagers have rights too)
-Never add villager flags.. it would be buggy (villagers could start a war in one village)
-Never add a banker Villager
That's all :v and also update it pls to 1.9.4
P.S: sorry my english is bad..
I got some suggestion for you coal miner, :
+Soldier and archer should be still in the outside when night comes.
+rancher can auto breed and shaving animals.
+villagers can trade each other without told.
-> example like if rancher need fish to breed ocelot he will ask for trade to fisherman
+More Interaction like dialogue at the top of the menu.
+rancher will kill a few or one of his animals if told by player to take it's meat.
+better barter system at the merchant i have use it and chest is worth of 152 $ and an enchanted sword just worth as 200+ $ c'mon
+since we are like a mayor that told everyone what to do... what about if we expand the village, some strangers would come and become your villagers.
+ Add a bank villager that used like enderchest but with infinite size chest, to be fair, add price for each time you open the bank.
And also :
-Never add daily bills from villager (villagers have rights too)
-Never add villager flags.. it would be buggy (villagers could start a war in one village)
-Never add a banker Villager
That's all :v and also update it pls to 1.9.4
P.S: sorry my english is bad..
There already is a miner.
Soldiers and archers are outside no matter the weather or time of day. You would know this if you played the game. They run outside all day and all night long and in all weather.
Ranchers already kill an animal when there are 5 or more, they breed adult farm animals (livestock) up to that number, and they will use anything of use to them found within the chests. So have your farmer use the same building as your rancher for their guildhall and the rancher will use the wheat and carrots from the farmer's chest to breed the livestock. Also if provided with shears they will "shear" (shaving) sheep. Just put shears in the rancher's chest. As for ocelots, you would have to be lucky enough to find a village within range of a jungle or start one yourself for breeding ocelots to be worth coding in if it is not already, but the same would be true of the fisherman as it is of the farmer. Have the fisherman share a guildhall and the rancher will use the fish he catches straight from his chests. But if a building is used for more that one guildhall I suggest you add more doors so each guild has its own door. Otherwise all of the villagers will be trying to rush through the same door at night. They will also generally use the chest closest to their guild door. Plus the chests can be stacked up to head height and they will still use them.
Wolves might interact with ranchers too, but both ocelots and wolves will kill livestock so would you really want the rancher taking them home to wipe out your chickens and sheep? And what would happen to the rancher when he tries to cull that 5th wolf? Actually you've peaked my interest with this. I'll be running off to play with ranchers and wolves after this!
Why would there be a villager taxing system? It just sounds a little strange. What would they do to a villager that couldn't pay? Banish him to be eaten by zombies? How would the villagers make any money? Would the villagers all need to sell their wares to the merchant and then you would have to buy everything from the merchant? Or would the villagers have to sell their stuff to you and each other? That would sink... No more chests full of stuff to collect. Instead you have to buy everything. There are other mods like that, but the current system is supposed to be more fun and laid back so you never have to worry about something like this happening.
Why would adding flags start a war unless it was coded that way? Do you think that the villagers will develop intelligence beyond their coding? Another thing you will not have to worry about. Flags don't start wars, people start wars.
I am not mocking your english with any work corrections, just showing you the right word for future use.
If you have played the game are use using a current update and are you using spawned villages (villages found) or villages that you have made yourself? Sometimes when you make the village yourself the villagers don't want to work. So if you have tried playing the game and you are only using villages that you have made yourself then maybe that is why you have not seen all of this before.
Is there a way to change the merchant trades? I have set up medieval town with a marketplace and am trying to have a baker, but my merchants will not buy or sell any type of food.
I got an idea. How about if you put a map inside a guild hall, it will allow you to tell the villagers that work there where to work!
(Basically, a command system. Maybe you could also use it to select how big the village is, which house is which, and so on.)
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
An option to set a villagers "home" would be lovely. So they don't just wander around all the time.
This is an AMAZING mod! I have a few suggestions if you think any would be reasonable to implement. First, be able to post Soldiers/Archers somewhere (Like an archer on a tower or soldier at a gate). Designating an a place for a miner to dig would also be a cool feature. Also, the Merchant trades may need tweaking. I liked the old trades (except the unlocking part) but I realize i'm one of very few who do. The trade system in helpful villagers though can easily be taken advantage of. For example, I gave some villagers diamond gear, the merchant then sold diamond blocks for $188, and I was able to buy those, sell them back for more, then buy even more diamond blocks. Villager trading was also my main source of arrows and bottles o' enchanting, among other things. Lastly, setting a home for a villager as a feature. I have a few ideas for new classes which are:
Blacksmith- Repairs villager's equipment (like if you give a soldier a enchanted sword) if there are materials in the guild chests. Can also smelt items (like iron ore into iron)
Alchemist- Will enchant items for a price, makes books if there is sugarcane, and will make queued potions if materials are placed in guild chest.
Cook- Cooks and creates food from guild chests
Again, great mod! For sure one of my must haves, and cannot wait for a 1.8 version! keep up the great work.
I just found out that this actually works with the Villagers Noses mod. It's a goofy but extremely useful little mod that lets you shear off a villager's nose and plant it like a seed and grow new villagers.
When you shear off a nose the nose-less villager will turn into a vanilla farmer without a nose and he will be upset and won't trade with you. But when his nose grows backhe'll return to being a Helpful Villagers' villager, only he'll now have the big nose of a vanilla villager. Also planted noses will grow modded villagers. While they are growing the villagers will look like various vanilla villagers (say that three times fast) or they might even look like villagers from other mods if other mods are also installed (like the blue and yellow robed villager from Butterfly Mania), but when they grow up they'll turn into Helpful Villagers' villagers.
It also works with Just A Few Fish and the fishermen can use the mod fishing rods too.
The Millenaire mod is compatible too. They didn't recognize the town as a village at first, but later they did and now I have soldiers racing around part of the town at all hours. But I wouldn't use certain jobs because they would no doubt interfere. Like the rancher and farmer stealing livestock and crops and the lumberjack chopping down houses and the archers accidentally shooting townsfolk. Mostly I'm just letting them fish and fight mobs. The Millenaire structures are too sparsely scattered for the entire town to be registered as a village by vanilla standards, but I originally planted some noses right next to the main structure so they're guarding that part of town and they're expanding their range as the town adds structures and fills in.
Ice and Fire: Dragons in a whole new light
Hello! I am having a problem with frequent crashes. So far I've been save + quit and copying the save folder every two minutes or so to keep playing but it would be really nice if I could fix whatever I did wrong I'm using other mods but by process of elimination I've figured out that it's HV crashing :C The report it gave is below:
---- Minecraft Crash Report ----
// There are four lights!
Time: 5/17/16 9:19 AM
Description: Ticking entity
java.lang.StackOverflowError: Ticking entity
at net.minecraft.crash.CrashReport$1.<init>(CrashReport.java:65)
at net.minecraft.crash.CrashReport.func_71504_g(CrashReport.java:64)
at net.minecraft.crash.CrashReport.<init>(CrashReport.java:55)
at net.minecraft.crash.CrashReport.func_85055_a(CrashReport.java:442)
at net.minecraft.world.World.func_147439_a(World.java:350)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:110)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
(I deleted a million lines here)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.crash.CrashReport$1.<init>(CrashReport.java:65)
at net.minecraft.crash.CrashReport.func_71504_g(CrashReport.java:64)
at net.minecraft.crash.CrashReport.<init>(CrashReport.java:55)
at net.minecraft.crash.CrashReport.func_85055_a(CrashReport.java:442)
at net.minecraft.world.World.func_147439_a(World.java:350)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:110)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
(I deleted a million 'at java:121' lines here
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
at mods.helpfulvillagers.util.ResourceCluster.buildCluster(ResourceCluster.java:121)
-- Entity being ticked --
Details:
Entity Type: helpfulvillagers.Miner (mods.helpfulvillagers.entity.EntityMiner)
Entity ID: 32
Entity Name: Miner
Entity's Exact location: -350.47, 56.92, 205.54
Entity's Block location: World: (-351,56,205), Chunk: (at 1,3,13 in -22,12; contains blocks -352,0,192 to -337,255,207), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Entity's Momentum: -0.03, -0.16, -0.06
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1892)
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:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- Affected level --
Details:
Level name: Superflat Base
All players: 1 total; [EntityPlayerMP['KimHartley24'/59, l='Superflat Base', x=-404.74, y=75.00, z=163.78]]
Chunk stats: ServerChunkCache: 2163 Drop: 0
Level seed: 4074047700353186909
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 2;7,5x12,57,5x129,5x21,5x73,5x14,10x56,10x15,10x16,10x1,7x3,2;2;village,decoration
Level spawn location: World: (0,4,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 51727 game time, 34871 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 86871 (now: false), thunder time: 6592 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 141250848 bytes (134 MB) / 567169024 bytes (540 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: 0, tcache: 0, allocated: 0, tallocated: 0
FML: Minecraft 1.7.10 MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 Optifine OptiFine_1.7.10_HD_U_D3 7 mods loaded, 7 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA EasyCrafting{1.7.10-2.0.1.16} [Easy Crafting] (EasyCrafting-1.7.10-2.0.1.16.jar)
UCHIJAAAA helpfulvillagers{1.4.0b5} [Helpful Villagers] (helpfulvillagers-1.7.10-1.4.0b5.jar)
UCHIJAAAA harvestcraft{1.7.10g} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10h.jar)
UCHIJAAAA VillagersNose{1.3a} [Villager's Nose] (VillagersNose-1.7.10-1.3c.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
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['KimHartley24'/59, l='Superflat Base', x=-404.74, y=75.00, z=163.78]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
OptiFine Version: OptiFine_1.7.10_HD_U_D3
Render Distance Chunks: 15
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
OpenGlVersion: 4.5.0 NVIDIA 364.72
OpenGlRenderer: GeForce GTX 970M/PCIe/SSE2
OpenGlVendor: NVIDIA Corporation
CpuCount: 8
Excuse me, but I have a request. Could you add a feature where when you name a villager its skin goes to the player skin that is on the name tag
Plz update for 1.9 and above cuz my forge only works with 1.9, plz update this is a good mod but that is the only thing
can you add a hunger need for the villagers in this mod. i love the mod already. but would like to see the farmer have a better use in the village besides just get you food.
Needs to be 1.9 cuz game is updating fast and 2.0 is next and this mod is still 1.7 and 1.8
It's not 2.0 it's 1.10 ._.
That sounds an awful lot like a rule breaking demand for an update... Video games are fun, but life in general is more important than anything you can find in some video game, so the modder will go at whatever pace they darn well want to. Crying "I demand more and make it snappy" will not make the modder work faster. It can only leave a bad taste in their mouth and turn them away. They are working on these mods because they like Minecraft, not because it's "their job". Modders are players like you and me, not employees. They are under no obligation to continuing working on their mods. The worse case scenario is a modder who gives up on modding or even Minecraft entirely to be rid of all the impatient, nagging, little jerks. It's happened before, so please don't turn into one of those people. If a player just doesn't want to deal with it anymore they might give up on the mod, so don't demand more and take the fun out of it.
You want to see more? Give ideas and discuss what has already been released and hunt down bugs to report to help the modder, but whatever you do don't turn into a pushy, nagging jerk.
And the next update is 1.10.
Ice and Fire: Dragons in a whole new light
anyone know why this don't seem to work with FTB Infinity Evolved modpack for 1.7.10? The regular version crashes me but the beta's load. Only thing is that the villagers are still the old villagers and I can't seem to make them do anything. Am I doing something wrong? When I log in it says "we have taught your villagers new tricks" or whatever but when I right click them they still only want to trade the normal stuff. I really want to use this.
It always says "we have taught your villagers new tricks". I think that it's just to get you to check for updates so don't think anything of it. Just look at the filename of your download and compare it to the one being offered. And click on view all 25 downloads. There might be a higher update available where the other updates are listed. For example, the original topic here for this mod is so out of date that it doesn't even have a spoiler for the builders yet and there is an update that now includes the builders. That has gotten me many times on many mods. Always look at the other downloads because there might be a more up to date download.
Ice and Fire: Dragons in a whole new light
I have tried 1.4.0b4 and b5 both don't seem to work for me. I can't figure out why.
ok it seems like I got something to work. I just kept spawning villagers and after about 12 a "farmer" popped out. I have a guild hall so I set him to be a farmer. I gave him a hoe and now he runs around but don't seem to be farming the farms I have already grown. Still working on it. The rancher just sits there. I have my ranch set up with a little house in the middle with 4 pastures to the corners of the house. The fence isn't connected to the house though... is that a problem? I have relogged a few times trying to get him to do something (anything) but he still stands there 2 blocks in front of the guild hall. I guess I will try lumberjack next.
I think the pasture needs to be connected to the house. If it's too much bigger than the kind attached to the vanilla village butcher shop he seems to not register it as a pasture, so I tend to use the butcher shop and extend the pasture to be as wide as the building. I also use the butcher shop for both the rancher and the farmer, because the rancher will use the crops harvested by the farmer to breed the livestock. The same goes with putting archers and soldiers together because they each tend to pick up dropped items that the other can use, like an archer putting swords in the chest when he goes to restock on arrows or a soldier dropping off arrows and bows when he needs a new sword.
Ice and Fire: Dragons in a whole new light
I made a German mod review.
I got some suggestion for you coal miner, :
+Soldier and archer should be still in the outside when night comes.
+rancher can auto breed and shaving animals.
+villagers can trade each other without told.
-> example like if rancher need fish to breed ocelot he will ask for trade to fisherman
+More Interaction like dialogue at the top of the menu.
+rancher will kill a few or one of his animals if told by player to take it's meat.
+better barter system at the merchant i have use it and chest is worth of 152 $ and an enchanted sword just worth as 200+ $ c'mon
+since we are like a mayor that told everyone what to do... what about if we expand the village, some strangers would come and become your villagers.
+ Add a bank villager that used like enderchest but with infinite size chest, to be fair, add price for each time you open the bank.
And also :
-Never add daily bills from villager (villagers have rights too)
-Never add villager flags.. it would be buggy (villagers could start a war in one village)
-Never add a banker Villager
That's all :v and also update it pls to 1.9.4
P.S: sorry my english is bad..
There already is a miner.
Soldiers and archers are outside no matter the weather or time of day. You would know this if you played the game. They run outside all day and all night long and in all weather.
Ranchers already kill an animal when there are 5 or more, they breed adult farm animals (livestock) up to that number, and they will use anything of use to them found within the chests. So have your farmer use the same building as your rancher for their guildhall and the rancher will use the wheat and carrots from the farmer's chest to breed the livestock. Also if provided with shears they will "shear" (shaving) sheep. Just put shears in the rancher's chest. As for ocelots, you would have to be lucky enough to find a village within range of a jungle or start one yourself for breeding ocelots to be worth coding in if it is not already, but the same would be true of the fisherman as it is of the farmer. Have the fisherman share a guildhall and the rancher will use the fish he catches straight from his chests. But if a building is used for more that one guildhall I suggest you add more doors so each guild has its own door. Otherwise all of the villagers will be trying to rush through the same door at night. They will also generally use the chest closest to their guild door. Plus the chests can be stacked up to head height and they will still use them.
Wolves might interact with ranchers too, but both ocelots and wolves will kill livestock so would you really want the rancher taking them home to wipe out your chickens and sheep? And what would happen to the rancher when he tries to cull that 5th wolf? Actually you've peaked my interest with this. I'll be running off to play with ranchers and wolves after this!
Why would there be a villager taxing system? It just sounds a little strange. What would they do to a villager that couldn't pay? Banish him to be eaten by zombies? How would the villagers make any money? Would the villagers all need to sell their wares to the merchant and then you would have to buy everything from the merchant? Or would the villagers have to sell their stuff to you and each other? That would sink... No more chests full of stuff to collect. Instead you have to buy everything. There are other mods like that, but the current system is supposed to be more fun and laid back so you never have to worry about something like this happening.
Why would adding flags start a war unless it was coded that way? Do you think that the villagers will develop intelligence beyond their coding? Another thing you will not have to worry about. Flags don't start wars, people start wars.
I am not mocking your english with any work corrections, just showing you the right word for future use.
If you have played the game are use using a current update and are you using spawned villages (villages found) or villages that you have made yourself? Sometimes when you make the village yourself the villagers don't want to work. So if you have tried playing the game and you are only using villages that you have made yourself then maybe that is why you have not seen all of this before.
Ice and Fire: Dragons in a whole new light