I downloaded this mod, and I think it's great! Just one EXTREMELY annoying bug. Whenever I look at one of the NPCs, the world and the NPC both get screwed up.
Every time I whistle my family, they often spawn stuck together, and every time there stuck altogether, they say this villager is being interacted. When I right click them with the villager editor, it just keeps saying that their being interacted. Or is that how it works?
nvm its not resizing the skin its cropping the skin... i thought i was resizing it but its just cropping. figured the parts not shown in cropping would just make the skin not work properly but it apparently doesnt matter if they show or not sorta
Ignore Below
VVVVVVVVV
what program or site can i use to resize multiple skins from 64x64 to 64x32 that resizes them properly where they will work in mca w/o looking glitched and w/o having its transparency replaced with white.
im trying to add a good number of skins to the mod to add more variety and decrease the repetitiveness but i cant find a program that will resize multiple images successfully.
as far as i can tell all skindex skins are 64x64 but to work on mca they need to be 64x32. ive tryed using gimp, MIR, an image resizing website and even paint and so far the only one that has done it simi successfully is paint but its a pain and losses transparency.
i go into the other programs and paint and goto resize and set it to 64x32 and it gives me the same image but resized. when used in game they look glitched.
but if i use paint and click the resize squares around the image and mess around with it until they show the size as 64x32 it resizes the skin properly moving the image around in whatever way that it works in mca. the problem with paint other than it being a clunky slow and painful process to line up the box to just the right place is that the image looses its transparency.
i successfully made a new priestess whos skin fit w/o looking glitched but her face was all white since it was done in paint.
Don't display a villagers name until after you've Greeted the villager, at which point they will introduce themselves. Then their name will be displayed. Helps you keep track of which villagers you've actually met.
We've released a bugfix MCA update for 1.7.10 and 1.8. Users of 1.8 will be happy to know that this will fix the crashing that occurs when using existing worlds with MCA.
Among other things, this also fixes a few exploits and performance issues on servers. If you run an MCA server, we'd highly recommend you update now to ensure you aren't affected by these exploits or performance problems.
Hey ive been having a slight problem. I would really apprecitate it if you could help. Ok so there are different skins for the villagers when they r asleep or awake. I have discovered that only the head changes its texture, so when i added a skin of my own in there, the rest of the body was different in night and day but in the game it stayed the same. only the head changed. Is there a way I can make it change it completely. (including the rest of the body)
Some ideas for when the Royalty aspect gets added back to the mod. Borrow elements from the Minecolony and Tale of Kingdoms mod. Beware, this is going to be long...
When you become king again and you make people a peasant or knights, get an economy going particularly between your peasants, maybe even become able to craft a throne block, using a crown in the recipe, to manage your economy, keep track of it and sit on it (it is a throne. You could construct buildings and assign your peasants and their families to them and upgrade them. If a peasant marries another villager, they become your peasants and so do their children. The economy's currency would be coins, gold coins made from gold nuggets, with peasants s
Like the Minecolony's mod have a grid outlining the biggest the building can go and have that these grid can't over lap (optional visibility)
The buildings would be marked by special chests, or mailboxes to be somewhat original. The mailboxes would have an input and output section in their UI. They would also have UI for each family in a house. The basic buildings would be...
Households (Where your peasants and their families would be assigned to stay in each of the bed/bedroom) Peasants would go to work and return here at night. They would have off days for story progression.
Farmhouses, buildings with farms fenced of in the back (would require crops like seeds, carrots, potatoes, or be used for raising animals, like cows, chickens, pigs, horses, sheep and either breeding them, or in the case of non horses, breeding and farming them, the sheep would just be used to get wool) Upon upgrading the farmlands get bigger.
Mining Base (miners go to build mine shafts below the surface and deposit their findings in a chest, require pickaxes)
Fishing Base (Fishers go to work, require fishing pools, must be near a body of water)
Church/Temple (Where priests go, to hold weddings etc, give a )
Black Smiths (Crafts armor or tools, smelts materials, requires resources
Warehouse (Where all things from business are stored, Librarians are upgraded to overseers and work here, Mailmen and Builders Work here. It is also where people pay taxes and receive wages)
Military Base (For guards, they are trained to be soldiers, archers and Calvary). It would also be were criminals are kept, in dungeons below.
Bakeries: Bakers craft food items from crops. Recipes from other mods could be given to them.
School: Run by librarians, peasant children go here to play during the day. (I've noticed several lets plays that make schools)
Orphanage: for Children whose parents are both dead, run by a priest.
Funeral Home: Run by a priest, who goes about taking up dead bodies, or receives them and digs their graves and makes their tombstones.
Mansion: A large home, bigger than the largest normal house. Used only by Nobles.
Apartments: A house the size of one Mansion that holds several families.
Palace: Where ever you put down your throne is where the palace goes. It also has a dungeon
Job Upgrades
Once a villager becomes a peasant, their job can be upgraded by the king player. With these upgrades a peasant can still do the functions of their prior jobs.
Farmers can be made into Builders, who can build, upgrade and repair buildings,
Mailmen, who transport items to and from the warehouse. They receive work orders or deliver documents, which have a output input section. The output takes items from one place and deposits them in another. If the input is not the warehouse, then they would deposit whatever is programmed for the specific building. They would go through several documents in order of chronology, skipping what isn't available, and resetting each morning.
Librarians become Overseers, who basically alter you to any problems in the flow of the economy, give taxes to peasants and maybe even develop deliver documents for mailmen.
Priests can become Mages, who besides throwing fireballs at mobs, join the military, can also enchant items brought to them (require an enchanting table).
They could also become doctors and heal infected villagers.
They can also deal with dead bodies.
Guards can become Soldiers, who are based at a military base. The difference between guards and soldiers is that the player can order them about in mass with a special item and have them attack mobs, npcs and other players. Soldiers will behave like guards unless ordered about by the command item.
Archers are a subgroup, who use bows and arrows and are stationed at watchtowers and at mobs and enemy NPCs
Calvary ride tamed horses and are thus faster, may use bow or arrows, but are designed for warfare
Praetorian: Special elite guards, they are soldiers assigned to protect the king or one of his relatives and are with them at all times. Can ride horses. They do not have a family.
The Economy
Based on coins and food. Both of these determine happiness overall for peasants. The happier a population, the less likely they are to rebel. A rebel peasant will not obey the player and will even attack them. For each household, there would be an exchange of coins and food. Both eventually go down and up as money is made, spent, food is purchased and used. If a household's require food level is not met, the family becomes unhappy, if their happiness drops below a certain level, they start to rebel. If enough peasants become unhappy, the player and his family may have to move for their safety. A rebel leader could appear and attempt to take the throne becoming an enemy king.
At the end of each night, when npcs go home, their food levels go down. When they wake up, they go the Warehouse, where the overseer(s) stays and buy food (which raised their food levels back home) pay taxes and receive payment.
The price of items is based on scarcity, beginning with a starting price, how common something determines it extra price. If it is common, like wheat and bread, the extra price goes into the negative. If it is rare like items from the nether, then the extra price increases. Also the value of your coin is determined by how much product is on the market. If you have a low production of items and a large amount of coins, you will have inflation which adds to the cost of items and makes it harder to buy things.
Children do not pay taxes until they become adults nor do Nobles. If a peasant can't pay taxes they may become a criminal. Also, normal villagers do not pay taxes. Priests, mages and Soldiers, etc, also would not pay taxes meaning the player could not just build a massive army without some fore thought.
As the king, you can determine off days, during which non military peasants do not work. This is how many days peasants work before taking a day off.
Criminals
If a peasant, can't pay taxes, and/or if there is no food to eat, they will may become a criminal. A criminal peasant will attack not just you, but other villagers and peasants to take their belongings and food. They only attack at night, during the day, they behave like proper NPCs. If a guard/soldier sees them at night, they will attack a criminal. If a criminal is unarmed and there is an unused cell in said guard's, they will be sent there. If not, they will be killed on sight. Criminals are just Rebels deeper into the minus.
Nobility
As part of story mode, other villagers may rise up to become a king, getting their own peasants, their own guards and economy etc. Any relative of a king, living or dead, is a noble with their children becoming princes or princesses. If the npc is female, they become a queen and their spouse is a Prince (that's how it works in real life, I didn't make that rule).
King's maybe hostile or friendly depending on their personality and an arranged marriage between their children and yours is one way to secure an alliance.
Also, as a King, or queen, your children and relatives become nobles.
Nobles don't work but receive taxes and wages, so having a lot of them, may not be a good thing. Also your kids may fight over who becomes the heir and may kill each other (because family drama never gets old), this is especially true if you have a child that doesn't like you. Make one of those kids your heir and you may go to bed one night and be awoken by the kid trying to kill you. If they succeed, a hostile king. A villager on the way to becoming a king or queen would have Mayor in front of their name. One way to become a king is to marry the king's child and after the ruler's...sudden accident, the oldest child become the next monarch, until they come down to your spouse, where you become king or queen. If the king had no children their spouse becomes ruler.
Another way is just the old fashion way, kill the king and all of his relatives and click on the the throne. Just know that if they were well like, the peasants that now become yours are going to like you less. This option also closes the marriage option, if you haven't married one of their heirs already.
Death
When a peasant dies, they leave behind a dead body. Said body is like a chest, with their villager's skin and holding all the items they had at the time of their death. If left alone, a dead body will eventually become a zombie, immediately so if they were infected. The sight of a body would also make any peasant who saw them unhappy and make the household unhappy. Also the death of a member of a household will cause its happiness to drop, unless they are a priest
So you basically want MCA to become Millénaire with additions.
I don't 'want' it to become anything, I had an idea, well a lot of ideas, and I threw them out there. i seriously don't expect all if any to be implemented, I could have said nothing, and not helped, or I could have said something and maybe have helped, time will tell.
Im sure this has already been asked but I have 4 villagers that have been infected by zombies. how do I cure them? Do i need to make potions or is there another way within MCA? thanks
Im sure this has already been asked but I have 4 villagers that have been infected by zombies. how do I cure them? Do i need to make potions or is there another way within MCA? thanks
try making a "villager editor" and click on the villager with it. Then click "next" and change the infected section to "no"
Im sure this has already been asked but I have 4 villagers that have been infected by zombies. how do I cure them? Do i need to make potions or is there another way within MCA? thanks
I've got another silly question. Is there a way to turn off or down the amount of criminals that spawn. Every new biome i explore there are criminals everywhere. I end up getting swarmed and killed constantly. Sry for the good question I don't know how to do so
Has anyone else had an issue with villagers getting duplicated?
Like I went mining, and I come back to the village and I drop down to 0-1 fps and all I could see was a huge group of villagers in one spot.
and by huge, I mean somehow everyone got replicated multiple times.
I have many mods installed, so i'm going to go through and get rid of some and see what I can figure out.
I tried searching to see if anyone else has had this issue, and went through a few pages of the forum, but I didn't see anything.
I'm having a bug where sometimes a zombie killing an MCA villager will crash the game. Tested it in smp and ssp and with only the MCA mod installed.
:Edit:
Disabling zombie villager infection seems to have fixed the issue.
I downloaded this mod, and I think it's great! Just one EXTREMELY annoying bug. Whenever I look at one of the NPCs, the world and the NPC both get screwed up.
Here is a screenshot of the issue
Every time I whistle my family, they often spawn stuck together, and every time there stuck altogether, they say this villager is being interacted. When I right click them with the villager editor, it just keeps saying that their being interacted. Or is that how it works?
nvm its not resizing the skin its cropping the skin... i thought i was resizing it but its just cropping. figured the parts not shown in cropping would just make the skin not work properly but it apparently doesnt matter if they show or not sorta
Ignore Below
VVVVVVVVV
what program or site can i use to resize multiple skins from 64x64 to 64x32 that resizes them properly where they will work in mca w/o looking glitched and w/o having its transparency replaced with white.
im trying to add a good number of skins to the mod to add more variety and decrease the repetitiveness but i cant find a program that will resize multiple images successfully.
as far as i can tell all skindex skins are 64x64 but to work on mca they need to be 64x32. ive tryed using gimp, MIR, an image resizing website and even paint and so far the only one that has done it simi successfully is paint but its a pain and losses transparency.
i go into the other programs and paint and goto resize and set it to 64x32 and it gives me the same image but resized. when used in game they look glitched.
but if i use paint and click the resize squares around the image and mess around with it until they show the size as 64x32 it resizes the skin properly moving the image around in whatever way that it works in mca. the problem with paint other than it being a clunky slow and painful process to line up the box to just the right place is that the image looses its transparency.
i successfully made a new priestess whos skin fit w/o looking glitched but her face was all white since it was done in paint.
Here is a thought, if its easy to implement.
Don't display a villagers name until after you've Greeted the villager, at which point they will introduce themselves. Then their name will be displayed. Helps you keep track of which villagers you've actually met.
We've released a bugfix MCA update for 1.7.10 and 1.8. Users of 1.8 will be happy to know that this will fix the crashing that occurs when using existing worlds with MCA.
Among other things, this also fixes a few exploits and performance issues on servers. If you run an MCA server, we'd highly recommend you update now to ensure you aren't affected by these exploits or performance problems.
See the changelog for details. Download here.
Happy New Year!
Hey ive been having a slight problem. I would really apprecitate it if you could help. Ok so there are different skins for the villagers when they r asleep or awake. I have discovered that only the head changes its texture, so when i added a skin of my own in there, the rest of the body was different in night and day but in the game it stayed the same. only the head changed. Is there a way I can make it change it completely. (including the rest of the body)
From the people of your server we request that MrCrayFish Furniture Mod could be added to boost the experience of the server
Should totally add MrCrayFish Furniture Mod to the server
Some ideas for when the Royalty aspect gets added back to the mod. Borrow elements from the Minecolony and Tale of Kingdoms mod. Beware, this is going to be long...
When you become king again and you make people a peasant or knights, get an economy going particularly between your peasants, maybe even become able to craft a throne block, using a crown in the recipe, to manage your economy, keep track of it and sit on it (it is a throne. You could construct buildings and assign your peasants and their families to them and upgrade them. If a peasant marries another villager, they become your peasants and so do their children. The economy's currency would be coins, gold coins made from gold nuggets, with peasants s
Like the Minecolony's mod have a grid outlining the biggest the building can go and have that these grid can't over lap (optional visibility)
The buildings would be marked by special chests, or mailboxes to be somewhat original. The mailboxes would have an input and output section in their UI. They would also have UI for each family in a house. The basic buildings would be...
Job Upgrades
Once a villager becomes a peasant, their job can be upgraded by the king player. With these upgrades a peasant can still do the functions of their prior jobs.
The Economy
Based on coins and food. Both of these determine happiness overall for peasants. The happier a population, the less likely they are to rebel. A rebel peasant will not obey the player and will even attack them. For each household, there would be an exchange of coins and food. Both eventually go down and up as money is made, spent, food is purchased and used. If a household's require food level is not met, the family becomes unhappy, if their happiness drops below a certain level, they start to rebel. If enough peasants become unhappy, the player and his family may have to move for their safety. A rebel leader could appear and attempt to take the throne becoming an enemy king.
At the end of each night, when npcs go home, their food levels go down. When they wake up, they go the Warehouse, where the overseer(s) stays and buy food (which raised their food levels back home) pay taxes and receive payment.
The price of items is based on scarcity, beginning with a starting price, how common something determines it extra price. If it is common, like wheat and bread, the extra price goes into the negative. If it is rare like items from the nether, then the extra price increases. Also the value of your coin is determined by how much product is on the market. If you have a low production of items and a large amount of coins, you will have inflation which adds to the cost of items and makes it harder to buy things.
Children do not pay taxes until they become adults nor do Nobles. If a peasant can't pay taxes they may become a criminal. Also, normal villagers do not pay taxes. Priests, mages and Soldiers, etc, also would not pay taxes meaning the player could not just build a massive army without some fore thought.
As the king, you can determine off days, during which non military peasants do not work. This is how many days peasants work before taking a day off.
Criminals
If a peasant, can't pay taxes, and/or if there is no food to eat, they will may become a criminal. A criminal peasant will attack not just you, but other villagers and peasants to take their belongings and food. They only attack at night, during the day, they behave like proper NPCs. If a guard/soldier sees them at night, they will attack a criminal. If a criminal is unarmed and there is an unused cell in said guard's, they will be sent there. If not, they will be killed on sight. Criminals are just Rebels deeper into the minus.
Nobility
As part of story mode, other villagers may rise up to become a king, getting their own peasants, their own guards and economy etc. Any relative of a king, living or dead, is a noble with their children becoming princes or princesses. If the npc is female, they become a queen and their spouse is a Prince (that's how it works in real life, I didn't make that rule).
King's maybe hostile or friendly depending on their personality and an arranged marriage between their children and yours is one way to secure an alliance.
Also, as a King, or queen, your children and relatives become nobles.
Nobles don't work but receive taxes and wages, so having a lot of them, may not be a good thing. Also your kids may fight over who becomes the heir and may kill each other (because family drama never gets old), this is especially true if you have a child that doesn't like you. Make one of those kids your heir and you may go to bed one night and be awoken by the kid trying to kill you. If they succeed, a hostile king. A villager on the way to becoming a king or queen would have Mayor in front of their name. One way to become a king is to marry the king's child and after the ruler's...sudden accident, the oldest child become the next monarch, until they come down to your spouse, where you become king or queen. If the king had no children their spouse becomes ruler.
Another way is just the old fashion way, kill the king and all of his relatives and click on the the throne. Just know that if they were well like, the peasants that now become yours are going to like you less. This option also closes the marriage option, if you haven't married one of their heirs already.
Death
When a peasant dies, they leave behind a dead body. Said body is like a chest, with their villager's skin and holding all the items they had at the time of their death. If left alone, a dead body will eventually become a zombie, immediately so if they were infected. The sight of a body would also make any peasant who saw them unhappy and make the household unhappy. Also the death of a member of a household will cause its happiness to drop, unless they are a priest
Oh yes!
Simuctaft has an intereting "Relation" thing to add too.
hehe
I don't 'want' it to become anything, I had an idea, well a lot of ideas, and I threw them out there. i seriously don't expect all if any to be implemented, I could have said nothing, and not helped, or I could have said something and maybe have helped, time will tell.
Im sure this has already been asked but I have 4 villagers that have been infected by zombies. how do I cure them? Do i need to make potions or is there another way within MCA? thanks
try making a "villager editor" and click on the villager with it. Then click "next" and change the infected section to "no"
Same way you cure zombies in regular Minecraft.
Will you be adding back in the king thing in to 1.7.10
I like the idea I never could get that mod to work, or in english
I've got another silly question. Is there a way to turn off or down the amount of criminals that spawn. Every new biome i explore there are criminals everywhere. I end up getting swarmed and killed constantly. Sry for the good question I don't know how to do so
Oh it must be another mod I have loaded then. I assumed it was MCA since they look like the villagers
Amazing mod !!
https://www.youtube.com/channel/UC4XfTQTf4bXze4qVX0upVhQ
Has anyone else had an issue with villagers getting duplicated?
Like I went mining, and I come back to the village and I drop down to 0-1 fps and all I could see was a huge group of villagers in one spot.
and by huge, I mean somehow everyone got replicated multiple times.
I have many mods installed, so i'm going to go through and get rid of some and see what I can figure out.
I tried searching to see if anyone else has had this issue, and went through a few pages of the forum, but I didn't see anything.