I like the direction it's going in but, due to several problems with Forge, I have gone to the "Plan B" use of Modloader. I'll either have to just not use this mod or figure out why my forge all of a sudden, doesn't like me.
But great mod! Have an axe as my stamp of approval, even if my opinion doesn't matter!
Out of curiosity, will this mod work with Millenaire and his Village Revamp mod? (http://millenaire.org/ for references' sake). I really love what you've done with yours, I was just hoping to be able to get both working.
Out of curiosity, will this mod work with Millenaire and his Village Revamp mod? (http://millenaire.org/ for references' sake). I really love what you've done with yours, I was just hoping to be able to get both working.
Thanks for all the hard work you do!
You're welcome! The two are indeed compatible, but my mod won't affect the behavior of Millenaire villagers. It will increase their render/active distance, though.
This has to be one of my favorite mods. You did an awesome job. I just stumbled onto your thread right after having almost given up on making my village work right, or to get a decent view of the darn thing. A few mins later everything was golden. My villagers immediately started to utilize the giant village I built for them as opposed to all trying to crowd into the same house. I went from 3 iron golems to 10 or so in no time. And the views? Spectacular! You can get so far up and still see them. The little derpy fools look like ants. I highly recommend this to everyone I meet.
Fyi: Using forge I was up and running in just a few mins. Cake! I'm new to PcMc(I converted from xbox), and have only been modding my game for about a month now so the easy install was nice.
Love the mod! I like this a bit more the millenaire mod! mostly because YOU build the houses, and that they move underground!
edit 1: i found something i would like fixed, when you try to lure villagers away with an emerald if another villager is near, it will look at him and stop following. and luring one villager at a time underground is pretty hard because the villager currently underground will have nothing to interact with and leave. should i block off the underground village completely and desert the overworld?
Great mod!! It's a lot better than vanilla, however i'm planning on using a combination of vanilla and this in survival. Vanilla so they stay in the same area, they sometimes take roadtrips with this mod lol. How exactly does the iron golem spawn work? If I have 22 villagers, will I have 2 golems or will I have 22 golems?
Like many others, I have a few suggestions:
- problem with magic launcher; it says no mods found, but it still works anyway.
- Problem with forge; in mod description, nothing pops up.
- Name tags working on adult villagers.
- Make doors more safe - my villagers get hit by zombies through doors.
- Villagers not getting killed by leaving home in early morning before zombies burn.
- Villagers running from house after zombies enters said house
- Getting iron golems to attack zombies/enemies more frequently, they don't always.
- Getting iron golems to patrol the darker, more dangerous areas of a village - zombies slip past them sometimes.
Btw, do you have a banner? I'll sport one for this mod, cause it's just that good.
Love the mod! I like this a bit more the millenaire mod! mostly because YOU build the houses, and that they move underground!
edit 1: i found something i would like fixed, when you try to lure villagers away with an emerald if another villager is near, it will look at him and stop following. and luring one villager at a time underground is pretty hard because the villager currently underground will have nothing to interact with and leave. should i block off the underground village completely and desert the overworld?
Thanks! I'll have to take a look at the code that does the luring.. I basically just applied the existing code to villagers so I'm not actually sure how all it works. I'd build a few homes down there first, them lure them down. Block 'em in with a fence gate or something.
Great mod!! It's a lot better than vanilla, however i'm planning on using a combination of vanilla and this in survival. Vanilla so they stay in the same area, they sometimes take roadtrips with this mod lol. How exactly does the iron golem spawn work? If I have 22 villagers, will I have 2 golems or will I have 22 golems?
Like many others, I have a few suggestions:
- problem with magic launcher; it says no mods found, but it still works anyway.
- Problem with forge; in mod description, nothing pops up.
- Name tags working on adult villagers.
- Make doors more safe - my villagers get hit by zombies through doors.
- Villagers not getting killed by leaving home in early morning before zombies burn.
- Villagers running from house after zombies enters said house
- Getting iron golems to attack zombies/enemies more frequently, they don't always.
- Getting iron golems to patrol the darker, more dangerous areas of a village - zombies slip past them sometimes.
Btw, do you have a banner? I'll sport one for this mod, cause it's just that good.
I actually have a new version almost ready that has a lot of this stuff, so it's kinda funny you mention them. I'm keeping it a surprise until it's totally ready. I will say I have done a lot of work around zombie-avoidance.
Golems need 21 doors to start spawning. If you use the mod default (10 villagers per golem, same as vanilla), you should end up with 2 golems once you have 22 villagers... but you can change this ratio in the config file to whatever you want.
Magic Launcher - I don't think I've ever seen a mod that said otherwise. I haven't use it in a few months, though.
Forge - Forgot the mod description when I rushed out the latest release.
Thanks! I'll have to take a look at the code that does the luring.. I basically just applied the existing code to villagers so I'm not actually sure how all it works. I'd build a few homes down there first, them lure them down. Block 'em in with a fence gate or something.
I actually have a new version almost ready that has a lot of this stuff, so it's kinda funny you mention them. I'm keeping it a surprise until it's totally ready. I will say I have done a lot of work around zombie-avoidance.
Golems need 21 doors to start spawning. If you use the mod default (10 villagers per golem, same as vanilla), you should end up with 2 golems once you have 22 villagers... but you can change this ratio in the config file to whatever you want.
Magic Launcher - I don't think I've ever seen a mod that said otherwise. I haven't use it in a few months, though.
Forge - Forgot the mod description when I rushed out the latest release.
I would love a banner!
Haha, Looking forward to the new release
Hmm. Q about the config file:
"# Number of villagers per iron golem. Still requires 20 doors to get started. Minecraft default=10, Mod default=10.
I:villagersPerGolem=10"
If I change the number to 9, what happens? 21villagers = 2 golem, then 27 villagers = 3 golems?
I'd offer to make you a banner, but I lack the knowledge concerning banners (especially good banners lol).
EDIT: another Q
I tried to make a village in the nether. It didn't seem to have been working, despite me meeting light requirements. Are nether villages not possible? What about end villages?
Things are going great in this mod, i moved part of the villagers underground and expanded everyday, so far this is where i am. I'm thinking about making it a map but you need to have simple things mod to really touch it up
Hmm. Q about the config file:
"# Number of villagers per iron golem. Still requires 20 doors to get started. Minecraft default=10, Mod default=10.
I:villagersPerGolem=10"
If I change the number to 9, what happens? 21villagers = 2 golem, then 27 villagers = 3 golems?
You got it.
EDIT: another Q
I tried to make a village in the nether. It didn't seem to have been working, despite me meeting light requirements. Are nether villages not possible? What about end villages?
Hmm.. there's no sky in the nether, so most of the villager AI stuff ends up aborting. Now I am intrigued.. and since you can push villagers through portals now (wasn't an option when I started this!), there could be another potential feature. I am guessing the end will act the same, but will have to do some research.
- Changed some defaults: Decreased wander frequency, not needed as much now that they can move farther. If you are upgrading, delete Revamp.cfg and reset any configuration afterwards.
- Cave roofs now need to be 6 blocks thick. I realized some default houses have 5-thick ceilings.
- Fixed giant bug in cave door detection (Not entirely sure how it was working at all!)
- Can apply name tags and leads to adult villagers.
- Villager path-finding range increased from 16 to 40. Zombie path-finding range REDUCED to 3/4 of the villager path-finding range (so down from 40 to 30 by default). This was primarily to fix the performance problems that occur near villages at night (with or without the mod!).
- Villagers don't derp around as much at night, the new long-distance path-finding code gets applied to them so they can better escape the zombies. (NOTE! Can be memory-intensive!)
- Villagers won't open the doors for zombies, and can "hear" them (no line-of-sight needed) -- survive those zombie sieges!
- Villagers can climb ladders! Mostly. They climb with their arms crossed, so they're pretty clumsy. You can help them, though:
-- Villagers can get stuck on ladders if the hinge of a trapdoor is on the same side as the ladder. Putting the hinge opposite the ladder works best. If you find one that keeps getting stuck, try changing the orientation, or just ditch the trapdoor.
-- Be sure the ladder at the top is surrounded on the 3 adjacent sides or they're likely to jump down instead.
-- They need to exit the ladder in the same direction they climbed onto it. This breaks default houses with ladders, but can be fixed by removing the fence adjacent to the ladder.
-- Doors immediately adjacent to ladders tend to go a bit crazy as the villager comes near. You can avoid this if you put the door one space away.
-- Villagers will jump down 3 blocks - so be sure your rooftop decks are safe or are high enough from the ground. They will jump down, even if zombies are around (for now).
-- They will not use trapdoors that are placed on the top of blocks, only ones placed at the bottom.
I can't seem to find any village with the new added village houses the mod is supposed to add. I also have not seen a cave village at all. Can someone tell me a seed and coordinates showing an example of a cave village and or some of the new houses?Also, could you add those new changes to a 1.5.2 version as well? It would be highly appreciated.
I can't seem to find any village with the new added village houses the mod is supposed to add. I also have not seen a cave village at all. Can someone tell me a seed and coordinates showing an example of a cave village and or some of the new houses?
Also, could you add those new changes to a 1.5.2 version as well? It would be highly appreciated.
This mod doesn't exactly add cave villages or any village really. It adds the ability for you to create cave village. Maybe i'm just crazy, but I don't think any new houses are added either.
@rivvest;
Thanks and update sounds pretty swell! Haven't tried it yet
Was testing this out and everything worked until I tried right clicking on a villager to trade with him at that point it crashes.
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 8/1/13 6:40 AM
Description: Unexpected error
java.lang.NullPointerException
at rivvest.Revamp.EntityEventHandler.onEntityInteract(EntityEventHandler.java:35)
at net.minecraftforge.event.ASMEventHandler_22_EntityEventHandler_onEntityInteract_EntityInteractEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.entity.player.EntityPlayer.func_70998_m(EntityPlayer.java:1239)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78768_b(PlayerControllerMP.java:467)
at net.minecraft.client.Minecraft.func_71402_c(Minecraft.java:1357)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1854)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:898)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:826)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at magic.launcher.Launcher.main(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at rivvest.Revamp.EntityEventHandler.onEntityInteract(EntityEventHandler.java:35)
at net.minecraftforge.event.ASMEventHandler_22_EntityEventHandler_onEntityInteract_EntityInteractEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.entity.player.EntityPlayer.func_70998_m(EntityPlayer.java:1239)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78768_b(PlayerControllerMP.java:467)
at net.minecraft.client.Minecraft.func_71402_c(Minecraft.java:1357)
I can't seem to find any village with the new added village houses the mod is supposed to add. I also have not seen a cave village at all. Can someone tell me a seed and coordinates showing an example of a cave village and or some of the new houses?
Also, could you add those new changes to a 1.5.2 version as well? It would be highly appreciated.
My mod doesn't add any new structures, just makes villagers behave normally in caves.
Most of the stuff I'm using in this update wasn't available in 1.5, so it'd be really hard to back-port, sorry.
Whoa, HUGE update, i think my underground village is screwed though.... i made them all 5 blocks thick.... let me fix that
EDIT: didn't take as long as i thought.....i just added stairs to make it six. it worked, and while doing that i found a random gap in the ground PACKED with villagers. apparently they breed a lot in there (awkward)
EDIT 2: the villagers seem to walk around faster and a lot more often. kind of annoying....
Whoa, HUGE update, i think my underground village is screwed though.... i made them all 5 blocks thick.... this isn't good.... I'll be back in the next 8 hours fixing that...
I can make this number configurable, but I won't able to get it out until later today.
But great mod! Have an axe as my stamp of approval, even if my opinion doesn't matter!
Thanks for all the hard work you do!
The playlist; https://www.youtube.com/playlist?feature=edit_ok&list=PLSX4XZv8UlqoXswpvEfvc3_8ZpbOOOQKT
You're welcome! The two are indeed compatible, but my mod won't affect the behavior of Millenaire villagers. It will increase their render/active distance, though.
http://www.minecraft...ob-performance/
The playlist; https://www.youtube.com/playlist?feature=edit_ok&list=PLSX4XZv8UlqoXswpvEfvc3_8ZpbOOOQKT
Fyi: Using forge I was up and running in just a few mins. Cake! I'm new to PcMc(I converted from xbox), and have only been modding my game for about a month now so the easy install was nice.
edit 1: i found something i would like fixed, when you try to lure villagers away with an emerald if another villager is near, it will look at him and stop following. and luring one villager at a time underground is pretty hard because the villager currently underground will have nothing to interact with and leave. should i block off the underground village completely and desert the overworld?
Like many others, I have a few suggestions:
- problem with magic launcher; it says no mods found, but it still works anyway.
- Problem with forge; in mod description, nothing pops up.
- Name tags working on adult villagers.
- Make doors more safe - my villagers get hit by zombies through doors.
- Villagers not getting killed by leaving home in early morning before zombies burn.
- Villagers running from house after zombies enters said house
- Getting iron golems to attack zombies/enemies more frequently, they don't always.
- Getting iron golems to patrol the darker, more dangerous areas of a village - zombies slip past them sometimes.
Btw, do you have a banner? I'll sport one for this mod, cause it's just that good.
Thanks! I'll have to take a look at the code that does the luring.. I basically just applied the existing code to villagers so I'm not actually sure how all it works. I'd build a few homes down there first, them lure them down. Block 'em in with a fence gate or something.
I actually have a new version almost ready that has a lot of this stuff, so it's kinda funny you mention them. I'm keeping it a surprise until it's totally ready. I will say I have done a lot of work around zombie-avoidance.
Golems need 21 doors to start spawning. If you use the mod default (10 villagers per golem, same as vanilla), you should end up with 2 golems once you have 22 villagers... but you can change this ratio in the config file to whatever you want.
Magic Launcher - I don't think I've ever seen a mod that said otherwise. I haven't use it in a few months, though.
Forge - Forgot the mod description when I rushed out the latest release.
I would love a banner!
http://www.minecraft...ob-performance/
Haha, Looking forward to the new release
Hmm. Q about the config file:
"# Number of villagers per iron golem. Still requires 20 doors to get started. Minecraft default=10, Mod default=10.
I:villagersPerGolem=10"
If I change the number to 9, what happens? 21villagers = 2 golem, then 27 villagers = 3 golems?
I'd offer to make you a banner, but I lack the knowledge concerning banners (especially good banners lol).
EDIT: another Q
I tried to make a village in the nether. It didn't seem to have been working, despite me meeting light requirements. Are nether villages not possible? What about end villages?
You got it.
Hmm.. there's no sky in the nether, so most of the villager AI stuff ends up aborting. Now I am intrigued.. and since you can push villagers through portals now (wasn't an option when I started this!), there could be another potential feature. I am guessing the end will act the same, but will have to do some research.
http://www.minecraft...ob-performance/
- Changed some defaults: Decreased wander frequency, not needed as much now that they can move farther. If you are upgrading, delete Revamp.cfg and reset any configuration afterwards.
- Cave roofs now need to be 6 blocks thick. I realized some default houses have 5-thick ceilings.
- Fixed giant bug in cave door detection (Not entirely sure how it was working at all!)
- Can apply name tags and leads to adult villagers.
- Villager path-finding range increased from 16 to 40. Zombie path-finding range REDUCED to 3/4 of the villager path-finding range (so down from 40 to 30 by default). This was primarily to fix the performance problems that occur near villages at night (with or without the mod!).
- Villagers don't derp around as much at night, the new long-distance path-finding code gets applied to them so they can better escape the zombies. (NOTE! Can be memory-intensive!)
- Villagers won't open the doors for zombies, and can "hear" them (no line-of-sight needed) -- survive those zombie sieges!
- Villagers can climb ladders! Mostly. They climb with their arms crossed, so they're pretty clumsy. You can help them, though:
-- Villagers can get stuck on ladders if the hinge of a trapdoor is on the same side as the ladder. Putting the hinge opposite the ladder works best. If you find one that keeps getting stuck, try changing the orientation, or just ditch the trapdoor.
-- Be sure the ladder at the top is surrounded on the 3 adjacent sides or they're likely to jump down instead.
-- They need to exit the ladder in the same direction they climbed onto it. This breaks default houses with ladders, but can be fixed by removing the fence adjacent to the ladder.
-- Doors immediately adjacent to ladders tend to go a bit crazy as the villager comes near. You can avoid this if you put the door one space away.
-- Villagers will jump down 3 blocks - so be sure your rooftop decks are safe or are high enough from the ground. They will jump down, even if zombies are around (for now).
-- They will not use trapdoors that are placed on the top of blocks, only ones placed at the bottom.
http://www.minecraft...ob-performance/
This mod doesn't exactly add cave villages or any village really. It adds the ability for you to create cave village. Maybe i'm just crazy, but I don't think any new houses are added either.
@rivvest;
Thanks and update sounds pretty swell! Haven't tried it yet
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 8/1/13 6:40 AM
Description: Unexpected error
java.lang.NullPointerException
at rivvest.Revamp.EntityEventHandler.onEntityInteract(EntityEventHandler.java:35)
at net.minecraftforge.event.ASMEventHandler_22_EntityEventHandler_onEntityInteract_EntityInteractEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.entity.player.EntityPlayer.func_70998_m(EntityPlayer.java:1239)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78768_b(PlayerControllerMP.java:467)
at net.minecraft.client.Minecraft.func_71402_c(Minecraft.java:1357)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1854)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:898)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:826)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at magic.launcher.Launcher.main(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at rivvest.Revamp.EntityEventHandler.onEntityInteract(EntityEventHandler.java:35)
at net.minecraftforge.event.ASMEventHandler_22_EntityEventHandler_onEntityInteract_EntityInteractEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.entity.player.EntityPlayer.func_70998_m(EntityPlayer.java:1239)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78768_b(PlayerControllerMP.java:467)
at net.minecraft.client.Minecraft.func_71402_c(Minecraft.java:1357)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['fhthagn'/137, l='MpServer', x=127.49, y=65.62, z=20.71]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (76,4,-13), Chunk: (at 12,0,3 in 4,-1; contains blocks 64,0,-16 to 79,255,-1), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Level time: 7628 game time, 7628 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 94 total; [EntityHorse['Donkey'/1, l='MpServer', x=-3.66, y=64.00, z=-52.66], EntityPig['Pig'/2, l='MpServer', x=-5.20, y=64.00, z=29.56], EntityPig['Pig'/5, l='MpServer', x=-14.97, y=64.00, z=122.84], EntityChicken['Chicken'/6, l='MpServer', x=3.06, y=64.00, z=-90.19], EntityChicken['Chicken'/7, l='MpServer', x=15.41, y=64.00, z=-19.59], EntityCreeper['Creeper'/8, l='MpServer', x=22.38, y=60.00, z=5.06], EntitySkeleton['Skeleton'/10, l='MpServer', x=17.38, y=38.00, z=48.55], EntitySkeleton['Skeleton'/11, l='MpServer', x=8.53, y=42.00, z=39.93], EntityHorse['Donkey'/17, l='MpServer', x=20.06, y=64.00, z=-81.53], EntitySquid['Squid'/19, l='MpServer', x=24.50, y=55.28, z=-15.50], EntityCreeper['Creeper'/18, l='MpServer', x=23.53, y=43.00, z=-1.00], EntitySquid['Squid'/21, l='MpServer', x=19.38, y=59.00, z=3.50], EntityCreeper['Creeper'/20, l='MpServer', x=25.00, y=43.00, z=1.63], EntitySkeleton['Skeleton'/23, l='MpServer', x=34.59, y=42.24, z=26.31], EntitySquid['Squid'/22, l='MpServer', x=16.
50, y=58.97, z=7.47], EntityCreeper['Creeper'/25, l='MpServer', x=28.50, y=42.00, z=42.00], EntitySkeleton['Skeleton'/30, l='MpServer', x=28.94, y=42.00, z=39.66], EntityZombie['Zombie'/34, l='MpServer', x=23.91, y=41.00, z=72.76], EntityZombie['Zombie'/33, l='MpServer', x=30.89, y=41.00, z=66.91], EntityCreeper['Creeper'/36, l='MpServer', x=28.69, y=41.00, z=66.25], EntityCreeper['Creeper'/37, l='MpServer', x=27.53, y=41.00, z=70.06], EntityZombie['Zombie'/42, l='MpServer', x=23.31, y=41.00, z=71.13], EntityCreeper['Creeper'/43, l='MpServer', x=27.68, y=39.00, z=82.38], EntityCreeper['Creeper'/40, l='MpServer', x=26.89, y=41.00, z=66.66], EntityCreeper['Creeper'/46, l='MpServer', x=27.35, y=39.00, z=84.16], EntityCreeper['Creeper'/47, l='MpServer', x=27.53, y=41.00, z=75.06], EntitySpider['Spider'/54, l='MpServer', x=33.47, y=38.00, z=16.72], EntityPig['Pig'/52, l='MpServer', x=37.13, y=64.00, z=-95.50], EntityZombie['Zombie'/295, l='MpServer', x=26.69, y=41.00, z=65.50], EntityZombie['Zombie'/296, l='
MpServer', x=27.53, y=41.00, z=57.75], EntityPig['Pig'/58, l='MpServer', x=57.66, y=64.00, z=56.22], EntityZombie['Zombie'/298, l='MpServer', x=30.47, y=39.00, z=82.50], EntitySpider['Spider'/56, l='MpServer', x=43.75, y=37.00, z=36.28], EntityEnderman['Enderman'/63, l='MpServer', x=41.00, y=41.00, z=78.66], EntityCreeper['Creeper'/61, l='MpServer', x=34.91, y=41.00, z=68.34], EntityCreeper['Creeper'/60, l='MpServer', x=36.69, y=41.00, z=69.59], EntityZombie['Zombie'/68, l='MpServer', x=41.91, y=40.00, z=85.38], EntityZombie['Zombie'/69, l='MpServer', x=35.67, y=41.06, z=69.15], EntityZombie['Zombie'/70, l='MpServer', x=40.22, y=41.00, z=76.89], EntityZombie['Zombie'/71, l='MpServer', x=38.50, y=41.00, z=77.91], EntityEnderman['Enderman'/65, l='MpServer', x=34.69, y=41.00, z=78.63], EntityZombie['Zombie'/66, l='MpServer', x=40.99, y=41.00, z=77.67], EntityCreeper['Creeper'/67, l='MpServer', x=33.69, y=41.00, z=66.47], EntitySkeleton['Skeleton'/77, l='MpServer', x=33.30, y=40.00, z=86.70], EntityZombie['
Zombie'/78, l='MpServer', x=34.78, y=40.00, z=99.13], EntityZombie['Zombie'/79, l='MpServer', x=36.53, y=40.00, z=94.06], EntityZombie['Zombie'/72, l='MpServer', x=44.69, y=42.00, z=87.00], EntityZombie['Zombie'/74, l='MpServer', x=44.56, y=41.00, z=93.84], EntityCreeper['Creeper'/75, l='MpServer', x=40.94, y=40.00, z=84.50], EntitySquid['Squid'/87, l='MpServer', x=49.25, y=61.28, z=-22.09], EntityPig['Pig'/86, l='MpServer', x=49.69, y=64.00, z=-70.13], EntityEnderman['Enderman'/81, l='MpServer', x=44.31, y=42.00, z=87.84], EntityCreeper['Creeper'/83, l='MpServer', x=33.69, y=40.00, z=85.84], EntitySkeleton['Skeleton'/82, l='MpServer', x=44.69, y=41.00, z=90.90], EntityZombie['Zombie'/92, l='MpServer', x=34.75, y=40.00, z=83.31], EntityPig['Pig'/95, l='MpServer', x=63.94, y=64.00, z=-63.03], EntityPig['Pig'/94, l='MpServer', x=87.03, y=64.00, z=-38.94], EntitySquid['Squid'/89, l='MpServer', x=56.50, y=60.00, z=-25.50], EntitySquid['Squid'/88, l='MpServer', x=53.63, y=60.00, z=-25.50], EntityZombie['Zombie'/
91, l='MpServer', x=56.06, y=41.00, z=77.44], EntityCreeper['Creeper'/90, l='MpServer', x=56.22, y=41.00, z=78.50], EntityVillager['Villager'/102, l='MpServer', x=125.63, y=65.00, z=53.78], EntityVillager['Villager'/103, l='MpServer', x=132.34, y=64.00, z=76.63], EntityVillager['Villager'/101, l='MpServer', x=101.31, y=64.00, z=24.70], EntityPig['Pig'/96, l='MpServer', x=65.81, y=64.00, z=50.63], EntitySquid['Squid'/97, l='MpServer', x=86.50, y=62.38, z=-13.50], EntityVillager['Villager'/110, l='MpServer', x=135.02, y=64.00, z=67.69], EntityItem['item.item.seeds'/111, l='MpServer', x=131.75, y=62.13, z=-21.72], EntityVillager['Villager'/108, l='MpServer', x=115.22, y=66.00, z=37.38], EntityVillager['Villager'/109, l='MpServer', x=127.55, y=64.60, z=57.51], EntityVillager['Villager'/106, l='MpServer', x=102.63, y=64.00, z=18.41], EntityVillager['Villager'/107, l='MpServer', x=132.31, y=64.62, z=31.09], EntityVillager['Villager'/104, l='MpServer', x=91.44, y=65.00, z=25.84], EntityVillager['Villager'/105, l='
MpServer', x=102.31, y=64.00, z=44.66], EntityVillager['Villager'/119, l='MpServer', x=132.57, y=64.70, z=67.69], EntitySpider['Spider'/835, l='MpServer', x=41.50, y=37.00, z=35.50], EntityVillager['Villager'/118, l='MpServer', x=146.30, y=65.00, z=26.50], EntityVillager['Villager'/117, l='MpServer', x=142.75, y=64.00, z=50.66], EntityVillager['Villager'/116, l='MpServer', x=163.28, y=64.00, z=26.69], EntityVillager['Villager'/115, l='MpServer', x=148.25, y=64.00, z=32.69], EntityVillager['Villager'/114, l='MpServer', x=146.50, y=64.00, z=41.69], EntityVillager['Villager'/113, l='MpServer', x=125.72, y=64.00, z=21.66], EntityVillager['Villager'/112, l='MpServer', x=143.50, y=65.00, z=37.25], EntityVillager['Villager'/124, l='MpServer', x=150.53, y=64.00, z=31.84], EntityCreeper['Creeper'/123, l='MpServer', x=155.22, y=22.11, z=-81.06], EntityVillager['Villager'/122, l='MpServer', x=109.72, y=64.00, z=84.22], EntityVillager['Villager'/121, l='MpServer', x=140.25, y=64.00, z=67.47], EntityVillager['Villager'/
120, l='MpServer', x=131.29, y=64.00, z=59.71], EntityClientPlayerMP['fhthagn'/137, l='MpServer', x=127.49, y=65.62, z=20.71], EntityCreeper['Creeper'/129, l='MpServer', x=170.00, y=55.00, z=95.47], EntityCreeper['Creeper'/128, l='MpServer', x=163.28, y=52.00, z=98.42], EntityZombie['Zombie'/131, l='MpServer', x=222.50, y=12.00, z=-4.97], EntityZombie['Zombie'/130, l='MpServer', x=173.25, y=28.14, z=111.59], EntityZombie['Zombie'/134, l='MpServer', x=239.69, y=20.91, z=51.26]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2298)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:851)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at magic.launcher.Launcher.main(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Linux (amd64) version 3.9.11-200.fc18.x86_64
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 593654448 bytes (566 MB) / 1011810304 bytes (964 MB) up to 1011810304 bytes (964 MB)
JVM Flags: 2 total; -Xms1024m -Xmx1024m
AABB Pool Size: 7726 (432656 bytes; 0 MB) allocated, 3 (168 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 Optifine OptiFine_1.6.2_HD_U_B4 54 mods loaded, 54 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.9.0.2} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.6.0.6} [Not Enough Items] (NotEnoughItems 1.6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Editable-Signs{1.7.2} [Editable Signs] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_bspkrsCore{v3.02(1.6.2)} [bspkrsCore] ([1.6.2]bspkrsCorev3.02.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_WMLL{Stable 57} [mod_WMLL] (WMLLStable57162.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_BACR{v4,0_12} [Better Animations Collection Revived] (BACR v4,0_12 MC1,6,2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.2]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ControlPack{5.9} [mod_ControlPack] (InfinitiesLoop.ControlPack.5.10.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{2.8.8.0} [Damage Indicators] (1.6.2 DamageIndicators v2.8.8.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Invedit{version 1.16 by mister_person} [mod_Invedit] (All-U-Want inventory editor 1.16a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BWG4{1.1.3} [Better World Generation 4] (BWG4_V113.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.3.4} [BiblioCraft] (BiblioCraft[v1.3.4].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ChatBubbles{3.1.4.4.0} [MamiyaOtaru's Chat Bubbles] (ChatBubbles1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-CraftableHorseArmor{1.0.2.1} [Craftable Horse Armor] (CraftableHorseArmor 1.0.2.1 - MC 1.6.2 - Forge (9.10.0.799).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
decraft{1.2.1} [Decraft] (Decraft 1.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights{1.2.4} [Dynamic Lights] (DynamicLights_1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_mobEquipment{1.0.0} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus{1.16.4} [Enchanting Plus] (EnchantingPlus-1.16.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnhancedBooks{1.0} [Enhanced Books] (Enhanced.Books.1.7.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnhancedCore{1.1.1} [EnhancedCore] (EnhancedCore_1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EP2{1.0.7 (Build: 27)} [EnhancedPortals 2] (EnhancedPortals-2_1.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NBTEdit{1.6.2.0} [In-game NBTEdit] (Forge_NBTEditv1.6.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PaintingSelGui{1.6.2.0} [PaintingSelectionGui] (Forge_PaintingSelectionGuiv1.6.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
kes5219_improvedfirstperson{1.5.2_r2} [Improved First Person View Mod] (ImprovedFirstPerson1.6.2r1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
kes5219_Utility{R1_MC1.5.2} [Kes5219 Utility Mods] (ImprovedFirstPerson1.6.2r1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.55} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.55-b56.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MAtmos{r25 for 1.6.2} [mod_MAtmos] (MAtmosClassesNDP_r25__1_6_2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCCapesExtra{1.6.2a} [MCCapes Extra] (MCCapesExtra_1.6.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_PF{r0 for 1.6.2} [mod_PF] (PFClassesNDP_r0__1_6_2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PetBat{1.2.2} [Pet Bat] (PetBat_1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartMoving{14.1} [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartRender{1.1} [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck{1.1.0} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chunkbase_villageinfo{2.0-b3} [Village Info] (VillageInfo_Forge_1.6.2_2.0-b3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ArmorStatusHUD{v1.12(1.6.2)} [ArmorStatusHUD] ([1.6.2]ArmorStatusHUDv1.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_DirectionHUD{v1.14(1.6.2)} [DirectionHUD] ([1.6.2]DirectionHUDv1.14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Schematica{1.5.3.44} [Schematica] ([1.6.2]Schematica.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_StatusEffectHUD{v1.14(1.6.2)} [StatusEffectHUD] ([1.6.2]StatusEffectHUDv1.14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_WorldStateCheckpoints{ML 1.6.2.r03} [WorldStateCheckpoints] ([1.6.2]WorldStateCheckpoints.ML.1.6.2.r03.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FriendsOverlay{3.2} [FriendsOverlay] ([MC1.6.2]FriendsOverlay_3.2-1307092009-8-e85ae43.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_FriendsOverlay{Not available} [mod_FriendsOverlay] ([MC1.6.2]FriendsOverlay_3.2-1307092009-8-e85ae43.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SkinUpdater{1.1} [SkinUpdater] ([MC1.6.2]SkinUpdater_1.1-1307091900-1-db23930.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LoginMessage{v0.4} [LoginMessage] ([forge_universal]LoginMessage_v0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.12.15} [Backpack] (backpack-1.12.15-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Revamp{1.2.0} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.6.2
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 6400M Series GL version 4.2.12217 Compatibility Profile Context 12.104, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: faithful32pack.zip
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1697 (95032 bytes; 0 MB) allocated, 26 (1456 bytes; 0 MB) used
I derped. Should be fixed now in 1.2.1.
My mod doesn't add any new structures, just makes villagers behave normally in caves.
Most of the stuff I'm using in this update wasn't available in 1.5, so it'd be really hard to back-port, sorry.
http://www.minecraft...ob-performance/
EDIT: didn't take as long as i thought.....i just added stairs to make it six. it worked, and while doing that i found a random gap in the ground PACKED with villagers. apparently they breed a lot in there (awkward)
EDIT 2: the villagers seem to walk around faster and a lot more often. kind of annoying....
I can make this number configurable, but I won't able to get it out until later today.
http://www.minecraft...ob-performance/