Ok I should get flamed for this post a bit. I had a suggestion, but didn't feel like making an account to post it on the wiki. Sorry, and apologies in advance.
My suggestion is to add an option for the player to configure the maximum number of villagers. I would like to be able to limit it to a bit less than the current maximum.
Thank you for all your great work on a great mod. This is tied for my favorite. This and IC are absolutely awesome!
Local merchants only travel between active towns, sry.
Is this documented somewhere? I can't find it in the notes or the wiki.
If this is the behavior, it really stinks. I presume you need to expand the radius that a town stays active, and risk the danger of having fix, six, or even a dozen lumbermen active (if you are engaging in trade between more than just two towns) and need a very beefy computer or are content with 1 fps video.
I've been trying to figure out how to get the local merchants to travel between towns and they never seem to, so I guess this makes sense after a fashion. IMHO it is something that somehow ought to be "fixed" in some way so the village can remain frozen but merchants can switch inns for villages that are slightly more distant than the standard 300 meters before the village is frozen.
I presume you have villages that are within visual sight distance of each other for this to work? (aka they can see each other's town halls when standing on the top of those respective buildings.)
Ok I should get flamed for this post a bit. I had a suggestion, but didn't feel like making an account to post it on the wiki. Sorry, and apologies in advance.
My suggestion is to add an option for the player to configure the maximum number of villagers. I would like to be able to limit it to a bit less than the current maximum.
Thank you for all your great work on a great mod. This is tied for my favorite. This and IC are absolutely awesome!
If you go into the settings and set the generate villages to False, then no more villages can be made.
But if you're going to defend the thief who stole the mod for the NOW pack, save your breath. You have better things to do than try to defend scum with no excuse.
Thanks.
and yeah i know about the thing for defending the NOW mod pack!!!
0.8.2 - 16/06/11
- Support for beds. They will now be built as new upgrades in all inhabited buildings, including of course players' houses. They are however cosmetic as far as villagers are concerned - they will not use them. Villagers will only make beds from white wool.
- Varied fixes and tweaks to buildings, new upgrades for the Guest House.
- Fixed bug where cider and calva would never get made in villages without lumbermen (even if cider apples were sold by the player at the tavern), thanks to sent saved game
- Fixed bug where a building project lacking resources of a kind could prevent villagers from picking resources of any kind from town halls, also thanks to a sent saved game
Rollback Post to RevisionRollBack
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
kinniken, when do you think that a "proper fix" for the bug will be released?
because 0.8.1b was just a workaround fix or something :wink.gif:
don't want to push you or anything, just want to know when i can expect it :tongue.gif:
Unfortunately, I'm at a loss on that one. I haven't been able to reproduce it, and analysing the saved games that people sent didn't help - I can see some buildings have wrong tags, but not why.
Everybody having this issue (which shows as villagers praying or drinking in non-churchs and foreign merchants appearing in non-markets mostly), please report it with all the details you can, maybe that will help me find a way.
Rollback Post to RevisionRollBack
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
Is this documented somewhere? I can't find it in the notes or the wiki.
If this is the behavior, it really stinks. I presume you need to expand the radius that a town stays active, and risk the danger of having fix, six, or even a dozen lumbermen active (if you are engaging in trade between more than just two towns) and need a very beefy computer or are content with 1 fps video.
I've been trying to figure out how to get the local merchants to travel between towns and they never seem to, so I guess this makes sense after a fashion. IMHO it is something that somehow ought to be "fixed" in some way so the village can remain frozen but merchants can switch inns for villages that are slightly more distant than the standard 300 meters before the village is frozen.
I presume you have villages that are within visual sight distance of each other for this to work? (aka they can see each other's town halls when standing on the top of those respective buildings.)
Actually, from a small bit of playing around in a version 0.7.8 I've been doing while working on a custom building [mainly using INVEdit to give myself a ton of resources to sell then checking what each level of upgrades looks like in-game as this is not currently on the wiki] I've had a merchant from a frozen Gros Bourg move into the Inn in the small Ecclesiastic village that I'd been using as my test bed several times. He's taken Cider Apples and Wood each time [much more of the former than the latter] and presumably if I were to travel to where the Gros Bourg generated [it's near the edges of my map; I was looking for a horse from DrZhark's Mo' Creatures mod at the time and haven't been back that way since] I'd be able to see that same merchant depositing the items that he's "traded" from my test village.
He might even take different items from the Ecclesiastic village after that, too! =P
Edit: Minor change for readability; the first sentence is still a bit of a daunting wall of text with all of the parenthetical clauses, but this cannot be fixed without gutting the post and rewriting it from scratch.
Suggestion: A gros bourg type village should check to make sure it has all 3 hamlets nearby, and if not, to attempt to create the missing hamlets until it does. Generating a gros bourg via Town Wand gives you the center town but none of the hamlets, in my experience.
eversince the 1.6 update i get a crash to desktop everytime i try to load it it really sucks and i dont know what im doing wrong ive been doing this since the 1.3 update and nothing ever webt wrong is it because i have an unlicensed copy?
I have been using your mod for a long while now, and may i say it is AWESOME, i have never had a problem with it before, but after the latest update I was testing the right click on the head of the village add on you did where you can see your reputation with the village, and so i started attacking people until the started trying to attack me and while the head of village guy was running at me I right clicked him to see what it now said for the reputation and the game goes to a screen saying "Saving Chunks" then it crashes. Can you please come up with a solution to this? Thanks!
Yes
My suggestion is to add an option for the player to configure the maximum number of villagers. I would like to be able to limit it to a bit less than the current maximum.
Thank you for all your great work on a great mod. This is tied for my favorite. This and IC are absolutely awesome!
Is this documented somewhere? I can't find it in the notes or the wiki.
If this is the behavior, it really stinks. I presume you need to expand the radius that a town stays active, and risk the danger of having fix, six, or even a dozen lumbermen active (if you are engaging in trade between more than just two towns) and need a very beefy computer or are content with 1 fps video.
I've been trying to figure out how to get the local merchants to travel between towns and they never seem to, so I guess this makes sense after a fashion. IMHO it is something that somehow ought to be "fixed" in some way so the village can remain frozen but merchants can switch inns for villages that are slightly more distant than the standard 300 meters before the village is frozen.
I presume you have villages that are within visual sight distance of each other for this to work? (aka they can see each other's town halls when standing on the top of those respective buildings.)
Version 2.1 now updated for MC 1.6.2
If you go into the settings and set the generate villages to False, then no more villages can be made.
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
That is not what I mean. I'm talking about the ability to limit the number of villagers in any given village. Not limit the number of villages.
Thanks.
and yeah i know about the thing for defending the NOW mod pack!!!
- Support for beds. They will now be built as new upgrades in all inhabited buildings, including of course players' houses. They are however cosmetic as far as villagers are concerned - they will not use them. Villagers will only make beds from white wool.
- Varied fixes and tweaks to buildings, new upgrades for the Guest House.
- Fixed bug where cider and calva would never get made in villages without lumbermen (even if cider apples were sold by the player at the tavern), thanks to sent saved game
- Fixed bug where a building project lacking resources of a kind could prevent villagers from picking resources of any kind from town halls, also thanks to a sent saved game
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
Unfortunately, I'm at a loss on that one. I haven't been able to reproduce it, and analysing the saved games that people sent didn't help - I can see some buildings have wrong tags, but not why.
Everybody having this issue (which shows as villagers praying or drinking in non-churchs and foreign merchants appearing in non-markets mostly), please report it with all the details you can, maybe that will help me find a way.
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
Actually, from a small bit of playing around in a version 0.7.8 I've been doing while working on a custom building [mainly using INVEdit to give myself a ton of resources to sell then checking what each level of upgrades looks like in-game as this is not currently on the wiki] I've had a merchant from a frozen Gros Bourg move into the Inn in the small Ecclesiastic village that I'd been using as my test bed several times. He's taken Cider Apples and Wood each time [much more of the former than the latter] and presumably if I were to travel to where the Gros Bourg generated [it's near the edges of my map; I was looking for a horse from DrZhark's Mo' Creatures mod at the time and haven't been back that way since] I'd be able to see that same merchant depositing the items that he's "traded" from my test village.
He might even take different items from the Ecclesiastic village after that, too! =P
Edit: Minor change for readability; the first sentence is still a bit of a daunting wall of text with all of the parenthetical clauses, but this cannot be fixed without gutting the post and rewriting it from scratch.