Witchery, Thaumcraft, Mystcraft, they all have their own horribly long nosed villagers.
It would be interesting if MCA had at least an addon for modded villagers. A fine example is the Avatar Mod, I think it would be amusing to have bending guards.
I think it would also be cool if there were options for the MCA, I say options because, I can see not everyone liking these ideas.
1) Seasons/Aging: There is a mod called minecraft seasons, which creates a seasonal cycle in minecraft, spring, summer, etc. I think each season is around 30 minecraft days. An interesting idea is that villagers/children age in tandem with the seasonal changes
2)Old Age: Just as children grow up, why not have the adults grow old. Old Age would be signified by the villager hunching over and/or their skin's colors being a faded version. At the same time children could have a more vibrant version of their skin's colors to signify youth.
3) Hunger: In so much as it would be interesting if villagers actually had a need for their farms, if they farmed, cooked and ate food, you know, had some semblance of village life. Of course one would need some manner of marker to keep them out of your own farm, like a sign with your name on it on a fence.
4) Quests: The same way you ask villagers for things, they may also have possible requests for you, such killing, a certain amount of mobs, get some apples, etc.
I wanted to check my understanding of MCA's zombie mechanics -- is the following all correct?
1. Once infected and their skin changes, your villagers are effectively zombie villagers despite keeping their names.
2. The only way to cure them is the standard vanilla way, they don't recover like you do.
3. But being named, they don't despawn?
I'm wondering if I missed a bet or two on the way to depopulation. Does MCA enforce opposite genders to have a kid? My only remaining villager is a male guard. I'm also male. :-( . Not that I have the gold for rings yet... Abandoned mineshaft directly under my house at level 30. So much for branch mining.
You know, it would be good if villagers gained the sense to run away from and hide from zombies. Not huddle in front of the door that's holding them out. And maybe even teleport home if they're stuck away from heir home point at nightfall, or if chunk is reloaded into night?
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
It's merely a toggle. You go from bug reports to feature requests. Once you fix the bugs, they have to pause and think about their next feature requests. Once you build the features, they have to report all the new bugs.
While we're throwing features requests out there, I think it would be interesting if I actually had to feed my family... Not that they'd die right and left on me, but they'd start complaining about being hungry, and start losing hearts towards me, until they eventually either die or run away.
Of course, they'd need to have the ability to feed themselves in that case, pull food from chests and harvest from farms, and this attribute need only apply to player-owned villagers, as in, your family. Otherwise you just have to keep their inventory supplied with food, which makes it a bit micromanagy.
Much like survival, you have to feed yourself and not die. Except, you have a family. And you have to feed them and not let them get killed. That'll make survival more interesting! Especially if your family keeps growing... and growing... and growing...
I sorta still have the problem with the "Being interacted with this Villager allready". Even when i try right click the villager with the Villager Editor, it won't let me clear the flag. This bug seemed to be fixed in the version before but it came back.
Just a Quick Question. Me and my wife would like to play this mod With each other. we both have laptops and what i normaly do it just open an LAN in options and we play together but we seem to be having trouble Doing this with this mode. is it possible to play 2 player with this mod ? through a Open LAN in minecraft ?.... the trouble is every time she tries to connect it tells he a Fatal Error has happened Connection terminated an ideas ?
Edit== She was able to login after a few tries but when either of us try to use the orb to start a family it Boots her and the building dont span in right
I play on this version of MCA with my husband over LAN. It can be a little picky, but I think that may have more to do with my internet connection.
I started the world first on my own, be sure you have cheats enabled as you may need them. I generated an MCA village and then opened the world up to my guy for LAN. It is very important that you are both using the *exact same modded configuration.* I basically just copied my .minecraft folder into his computer (after backing up his personal save games, then re-adding them).
I set the MCA config file so that new players do not start with a crystal ball. I found that if I didn't, he would start with a new crystal ball *every time* he logged in. He was still able to play and all that without using the crystal ball, but he wasn't a "person" as far as MCA was concerned and we couldn't get
married or anything. I gave him one with creative mode and he set himself up as a single user with no family. I would do that rather than have her generate any buildings or anything. I married him after we found enough gold and had our first baby... but for some reason our kids think I'm their dad and call me his name (haha). It's uh, QUIRKY, but it works. Just remember: Exact Same Modded Configuration, very important!
I play on this version of MCA with my husband over LAN. It can be a little picky, but I think that may have more to do with my internet connection.
I started the world first on my own, be sure you have cheats enabled as you may need them. I generated an MCA village and then opened the world up to my guy for LAN. It is very important that you are both using the *exact same modded configuration.* I basically just copied my .minecraft folder into his computer (after backing up his personal save games, then re-adding them).
I set the MCA config file so that new players do not start with a crystal ball. I found that if I didn't, he would start with a new crystal ball *every time* he logged in. He was still able to play and all that without using the crystal ball, but he wasn't a "person" as far as MCA was concerned and we couldn't get
married or anything. I gave him one with creative mode and he set himself up as a single user with no family. I would do that rather than have her generate any buildings or anything. I married him after we found enough gold and had our first baby... but for some reason our kids think I'm their dad and call me his name (haha). It's uh, QUIRKY, but it works. Just remember: Exact Same Modded Configuration, very important!
Thanks a bunch galindorf Your right it is Quirky after playing around a bit my wife married anther man =( and they had a baby i was off in a mine and the baby and GUI popped up lol i thought i got a baby out of a pice of or lol tell she said that she thinks it was her's( i was hosting) anyway thanks we been playing it together its Great Mod thanks for the tips guys.
The Meaning of Life, the Universe, and Everything.
Location:
Anchorage
Join Date:
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Posts:
66
Member Details
Glad to see the updates for 1.8.9!
I will be able to resume my quest to build a nice big town. Despite the zombie sieges. I am still having a few issues, and will check the bug list, but some feedback!
1) Guards still going inside houses and hiding there.
2) If a villager is by a village bed, they will sleep in that bed instead of the villager who was set for that ot be their home. I have had issues with a few of these villagers assigned to that bed wandering off: Example) Villagers A1 and A2 (a married couple) are set home in one house, with their beds. Villager B decides to be social and come visit them! Villager B already has a set home point. Night comes. And villager B decides to sleep in Villager A2's bed. Villager A2 either hangs around or wanders off, and Villager B now is in that bed, every single night. Of course, i write this off to Villager A2 not giving their spouse enough loving and there fore having an affair, but... Trying to monitor and reassign spawn points is a bit tedious.
3) When utilizing the furniture mod, by McCrayfish. I've noticed if I put down carpets or cobblestone paths atop my roads, the villagers just stand there, bounce and dance on one spot, instead of just walking like normal people. The guards do the same thing. Even the animals get wonky. But this might be something to address with McCrayfish instead. It's almost as if they see the stone path as an object to fixate on?
On a side note, i love that after marrying a villager or making them like you more, it's a lot easier to get a kiss or a flirt from them. This is much more realisitic. I would like to see different developments where there is your social rep, and then your romantic rep (thus allowing you to screw up and get friend zoned). But all in all I think the current rep system is amazingly done.
Any word on bringing polygamy back to the game? That was a neat feature.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/28/2011
Posts:
62
Location:
Michigan, USA
Minecraft:
OctavianCloud
Member Details
3) When utilizing the furniture mod, by McCrayfish. I've noticed if I
put down carpets or cobblestone paths atop my roads, the villagers just
stand there, bounce and dance on one spot, instead of just walking like
normal people. The guards do the same thing. Even the animals get wonky.
But this might be something to address with McCrayfish instead. It's
almost as if they see the stone path as an object to fixate on?
Theres a mod called roadblocks that makes for good roads with adjustable speed boost that seems at last in my modded minecraft to work well enough with this mod, only problem ive had with it is that you cant build the roadblocks up to a door or staircase as they are slightly smaller than a normal block and youll be unable to get inside the building or up the stairs, easily fixed by putting a normal block of the same appearance such as using stone bricks and roadblock stone bricks, use regular ones as the stop point infront of stairs and buildings and use the roadblock ones as the travel between areas.
I have the same issues as 1 and 2 though but im also only using 1.7.10 still (many of my favorite mods still are not updated yet and i have my game all stable and without much weirdness going on with well over 100 mods).
I was playing the mod with version 5.1.1.2 and forge 11.14.3.1446. To upgrade, I installed forge 11.15.1.1722 and copied the new MCA and RadixCore jar files into my mods folder. When I open up one of my existing worlds, I see it for a second, but when I move the screen goes blue and crashes. Did I upgrade incorrectly?
I had three worlds created with MCA. The two creatives are crashing as soon as I open them, but the survival is working. If I create a new creative world, that one works fine, so it's only the creative worlds I created with the older version that are crashing. Help please!
Here is my crash report:
---- Minecraft Crash Report ----
// Don't do that.
Time: 3/31/16 8:18 PM
Description: Rendering Block Entity
java.lang.NullPointerException: Rendering Block Entity
at mca.client.render.RenderTombstone.renderTombstoneAt(RenderTombstone.java:63)
at mca.client.render.RenderTombstone.func_180535_a(RenderTombstone.java:80)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_178469_a(TileEntityRendererDispatcher.java:136)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_180546_a(TileEntityRendererDispatcher.java:114)
at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:678)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1315)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1229)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1057)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1051)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:349)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mca.client.render.RenderTombstone.renderTombstoneAt(RenderTombstone.java:63)
at mca.client.render.RenderTombstone.func_180535_a(RenderTombstone.java:80)
-- Block Entity Details --
Details:
Name: TileTombstone // mca.tile.TileTombstone
Block type: ID #206 (tile.null // mca.blocks.BlockTombstone)
Block data value: 8 / 0x8 / 0b1000
Block location: World: (94,64,326), Chunk: (at 14,4,6 in 5,20; contains blocks 80,0,320 to 95,255,335), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Actual block type: ID #206 (tile.null // mca.blocks.BlockTombstone)
Actual block data value: 8 / 0x8 / 0b1000
Stacktrace:
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_178469_a(TileEntityRendererDispatcher.java:136)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_180546_a(TileEntityRendererDispatcher.java:114)
at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:678)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1315)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1229)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityPlayerSP['Meep62'/14662, l='MpServer', x=88.30, y=64.90, z=327.59]]
Chunk stats: MultiplayerChunkCache: 10, 10
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: 172.00,64.00,252.00 - World: (172,64,252), Chunk: (at 12,4,12 in 10,15; contains blocks 160,0,240 to 175,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 396490 game time, 625693 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: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 23 total; [EntityBat['Bat'/14405, l='MpServer', x=65.16, y=18.06, z=337.75], EntityPlayerSP['Meep62'/14662, l='MpServer', x=88.30, y=64.90, z=327.59], EntityZombie['Zombie'/14382, l='MpServer', x=71.50, y=51.63, z=314.34], EntityBat['Bat'/14383, l='MpServer', x=67.63, y=57.09, z=316.75], EntityZombie['Zombie'/14384, l='MpServer', x=66.13, y=52.00, z=319.13], EntityZombie['Zombie'/14385, l='MpServer', x=70.53, y=51.06, z=319.31], EntityHuman['Honey'/14418, l='MpServer', x=88.44, y=65.00, z=331.22], EntityZombie['Zombie'/14386, l='MpServer', x=71.53, y=52.22, z=318.38], EntityHuman['Bielle'/14419, l='MpServer', x=86.88, y=64.00, z=325.69], EntityCreeper['Creeper'/14387, l='MpServer', x=71.69, y=51.22, z=316.75], EntityHuman['Niall'/14420, l='MpServer', x=89.69, y=65.00, z=330.19], EntityZombie['Zombie'/14388, l='MpServer', x=71.69, y=51.00, z=317.56], EntityHuman['Paolo'/14421, l='MpServer', x=86.00, y=64.00, z=320.81], EntityZombie['Zombie'/14389, l='MpServer', x=70.00, y=51.00, z=310.41], EntityHuman['Abby'/14422, l='MpServer', x=89.09, y=65.00, z=325.69], EntityZombie['Zombie'/14390, l='MpServer', x=68.47, y=51.00, z=309.63], EntityHuman['Andy'/14423, l='MpServer', x=89.47, y=64.00, z=322.75], EntityHuman['Fran'/14424, l='MpServer', x=91.28, y=64.00, z=325.41], EntityHuman['Briley'/14425, l='MpServer', x=90.38, y=65.00, z=327.63], EntityHuman['Tate'/14426, l='MpServer', x=85.31, y=64.00, z=325.41], EntityHuman['Alicia'/14427, l='MpServer', x=95.28, y=64.00, z=320.03], EntityHuman['Jade'/14428, l='MpServer', x=91.69, y=64.00, z=324.25], EntityHuman['Edith'/14429, l='MpServer', x=88.06, y=65.00, z=325.69]]
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:347)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2536)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:370)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Mac OS X (x86_64) version 10.10.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 319075912 bytes (304 MB) / 721760256 bytes (688 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.19 Powered by Forge 11.15.1.1722 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAAAAAAAAAAAAAAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAAAAAAAAAAAAAAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.1.1722.jar)
UCHIJAAAAAAAAAAAAAAAAAAA Forge{11.15.1.1722} [Minecraft Forge] (forge-1.8.9-11.15.1.1722.jar)
UCHIJAAAAAAAAAAAAAAAAAAA RadixCore{1.8.9-2.1.0} [RadixCore] (RadixCore-1.8.9-2.1.0-universal.jar)
UCHIJAAAAAAAAAAAAAAAAAAA MCA{1.8.9-5.1.2} [Minecraft Comes Alive] (MCA-1.8.9-5.1.2-universal.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '2.1 NVIDIA-10.4.2 310.41.35f01' Renderer: 'NVIDIA GeForce GT 755M OpenGL Engine'
Launched Version: 1.8.9-forge1.8.9-11.15.1.1722
LWJGL: 2.9.2
OpenGL: NVIDIA GeForce GT 755M OpenGL Engine GL version 2.1 NVIDIA-10.4.2 310.41.35f01, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz
MCA has been updated to 5.1.1.2 on 1.7.10 and 1.8. This is a bugfix update that fixes a couple of exceedingly annoying problems such as villagers stuck in interaction mode and the inability to cure infected children.
Please reduce the speed of the villagers they are very fast and that this very disturbing
So question, If I use this mod on an existing 1.7.10 LAN world, what would happen? Would it play nice with us? Or is there a certain method I could use to get this mod running without having to start a new world?
Did...did I really fix everything? Where is everyone?
Can u please support some mods adding new Villagers?
Witchery, Thaumcraft, Mystcraft, they all have their own horribly long nosed villagers.
It would be interesting if MCA had at least an addon for modded villagers. A fine example is the Avatar Mod, I think it would be amusing to have bending guards.
I think it would also be cool if there were options for the MCA, I say options because, I can see not everyone liking these ideas.
1) Seasons/Aging: There is a mod called minecraft seasons, which creates a seasonal cycle in minecraft, spring, summer, etc. I think each season is around 30 minecraft days. An interesting idea is that villagers/children age in tandem with the seasonal changes
2)Old Age: Just as children grow up, why not have the adults grow old. Old Age would be signified by the villager hunching over and/or their skin's colors being a faded version. At the same time children could have a more vibrant version of their skin's colors to signify youth.
3) Hunger: In so much as it would be interesting if villagers actually had a need for their farms, if they farmed, cooked and ate food, you know, had some semblance of village life. Of course one would need some manner of marker to keep them out of your own farm, like a sign with your name on it on a fence.
4) Quests: The same way you ask villagers for things, they may also have possible requests for you, such killing, a certain amount of mobs, get some apples, etc.
We're in the process of doing something really awesome with quests, actually.
I wanted to check my understanding of MCA's zombie mechanics -- is the following all correct?
1. Once infected and their skin changes, your villagers are effectively zombie villagers despite keeping their names.
2. The only way to cure them is the standard vanilla way, they don't recover like you do.
3. But being named, they don't despawn?
I'm wondering if I missed a bet or two on the way to depopulation. Does MCA enforce opposite genders to have a kid? My only remaining villager is a male guard. I'm also male. :-( . Not that I have the gold for rings yet... Abandoned mineshaft directly under my house at level 30. So much for branch mining.
You know, it would be good if villagers gained the sense to run away from and hide from zombies. Not huddle in front of the door that's holding them out. And maybe even teleport home if they're stuck away from heir home point at nightfall, or if chunk is reloaded into night?
It's merely a toggle. You go from bug reports to feature requests. Once you fix the bugs, they have to pause and think about their next feature requests. Once you build the features, they have to report all the new bugs.
While we're throwing features requests out there, I think it would be interesting if I actually had to feed my family... Not that they'd die right and left on me, but they'd start complaining about being hungry, and start losing hearts towards me, until they eventually either die or run away.
Of course, they'd need to have the ability to feed themselves in that case, pull food from chests and harvest from farms, and this attribute need only apply to player-owned villagers, as in, your family. Otherwise you just have to keep their inventory supplied with food, which makes it a bit micromanagy.
Much like survival, you have to feed yourself and not die. Except, you have a family. And you have to feed them and not let them get killed. That'll make survival more interesting! Especially if your family keeps growing... and growing... and growing...
But hey, it's just a thought.
I sorta still have the problem with the "Being interacted with this Villager allready". Even when i try right click the villager with the Villager Editor, it won't let me clear the flag. This bug seemed to be fixed in the version before but it came back.
Really cool mod I create this logo:
I hope you like it
Just a Quick Question. Me and my wife would like to play this mod With each other. we both have laptops and what i normaly do it just open an LAN in options and we play together but we seem to be having trouble Doing this with this mode. is it possible to play 2 player with this mod ? through a Open LAN in minecraft ?.... the trouble is every time she tries to connect it tells he a Fatal Error has happened Connection terminated an ideas ?
Edit== She was able to login after a few tries but when either of us try to use the orb to start a family it Boots her and the building dont span in right
I play on this version of MCA with my husband over LAN. It can be a little picky, but I think that may have more to do with my internet connection.
I started the world first on my own, be sure you have cheats enabled as you may need them. I generated an MCA village and then opened the world up to my guy for LAN. It is very important that you are both using the *exact same modded configuration.* I basically just copied my .minecraft folder into his computer (after backing up his personal save games, then re-adding them).
I set the MCA config file so that new players do not start with a crystal ball. I found that if I didn't, he would start with a new crystal ball *every time* he logged in. He was still able to play and all that without using the crystal ball, but he wasn't a "person" as far as MCA was concerned and we couldn't get
married or anything. I gave him one with creative mode and he set himself up as a single user with no family. I would do that rather than have her generate any buildings or anything. I married him after we found enough gold and had our first baby... but for some reason our kids think I'm their dad and call me his name (haha). It's uh, QUIRKY, but it works. Just remember: Exact Same Modded Configuration, very important!
my.... Art
Thanks a bunch galindorf Your right it is Quirky after playing around a bit my wife married anther man =( and they had a baby i was off in a mine and the baby and GUI popped up lol i thought i got a baby out of a pice of or lol tell she said that she thinks it was her's( i was hosting) anyway thanks we been playing it together its Great Mod thanks for the tips guys.
Where is SheWolfDeadly?
Glad to see the updates for 1.8.9!
I will be able to resume my quest to build a nice big town. Despite the zombie sieges. I am still having a few issues, and will check the bug list, but some feedback!
1) Guards still going inside houses and hiding there.
2) If a villager is by a village bed, they will sleep in that bed instead of the villager who was set for that ot be their home. I have had issues with a few of these villagers assigned to that bed wandering off: Example) Villagers A1 and A2 (a married couple) are set home in one house, with their beds. Villager B decides to be social and come visit them! Villager B already has a set home point. Night comes. And villager B decides to sleep in Villager A2's bed. Villager A2 either hangs around or wanders off, and Villager B now is in that bed, every single night. Of course, i write this off to Villager A2 not giving their spouse enough loving and there fore having an affair, but... Trying to monitor and reassign spawn points is a bit tedious.
3) When utilizing the furniture mod, by McCrayfish. I've noticed if I put down carpets or cobblestone paths atop my roads, the villagers just stand there, bounce and dance on one spot, instead of just walking like normal people. The guards do the same thing. Even the animals get wonky. But this might be something to address with McCrayfish instead. It's almost as if they see the stone path as an object to fixate on?
On a side note, i love that after marrying a villager or making them like you more, it's a lot easier to get a kiss or a flirt from them. This is much more realisitic. I would like to see different developments where there is your social rep, and then your romantic rep (thus allowing you to screw up and get friend zoned). But all in all I think the current rep system is amazingly done.
Any word on bringing polygamy back to the game? That was a neat feature.
Theres a mod called roadblocks that makes for good roads with adjustable speed boost that seems at last in my modded minecraft to work well enough with this mod, only problem ive had with it is that you cant build the roadblocks up to a door or staircase as they are slightly smaller than a normal block and youll be unable to get inside the building or up the stairs, easily fixed by putting a normal block of the same appearance such as using stone bricks and roadblock stone bricks, use regular ones as the stop point infront of stairs and buildings and use the roadblock ones as the travel between areas.
I have the same issues as 1 and 2 though but im also only using 1.7.10 still (many of my favorite mods still are not updated yet and i have my game all stable and without much weirdness going on with well over 100 mods).
I was playing the mod with version 5.1.1.2 and forge 11.14.3.1446. To upgrade, I installed forge 11.15.1.1722 and copied the new MCA and RadixCore jar files into my mods folder. When I open up one of my existing worlds, I see it for a second, but when I move the screen goes blue and crashes. Did I upgrade incorrectly?
Here is my crash report:
// Don't do that. Time: 3/31/16 8:18 PM
Description: Rendering Block Entity java.lang.NullPointerException: Rendering Block Entity
at mca.client.render.RenderTombstone.renderTombstoneAt(RenderTombstone.java:63)
at mca.client.render.RenderTombstone.func_180535_a(RenderTombstone.java:80)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_178469_a(TileEntityRendererDispatcher.java:136)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_180546_a(TileEntityRendererDispatcher.java:114)
at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:678)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1315)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1229)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1057)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1051)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:349)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) A detailed walkthrough of the error, its code path and all known details is as follows:
--------------------------------------------------------------------------------------- -- Head --
Stacktrace:
at mca.client.render.RenderTombstone.renderTombstoneAt(RenderTombstone.java:63)
at mca.client.render.RenderTombstone.func_180535_a(RenderTombstone.java:80) -- Block Entity Details --
Details:
Name: TileTombstone // mca.tile.TileTombstone
Block type: ID #206 (tile.null // mca.blocks.BlockTombstone)
Block data value: 8 / 0x8 / 0b1000
Block location: World: (94,64,326), Chunk: (at 14,4,6 in 5,20; contains blocks 80,0,320 to 95,255,335), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Actual block type: ID #206 (tile.null // mca.blocks.BlockTombstone)
Actual block data value: 8 / 0x8 / 0b1000
Stacktrace:
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_178469_a(TileEntityRendererDispatcher.java:136)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_180546_a(TileEntityRendererDispatcher.java:114)
at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:678)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1315)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1229) -- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityPlayerSP['Meep62'/14662, l='MpServer', x=88.30, y=64.90, z=327.59]]
Chunk stats: MultiplayerChunkCache: 10, 10
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: 172.00,64.00,252.00 - World: (172,64,252), Chunk: (at 12,4,12 in 10,15; contains blocks 160,0,240 to 175,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 396490 game time, 625693 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: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 23 total; [EntityBat['Bat'/14405, l='MpServer', x=65.16, y=18.06, z=337.75], EntityPlayerSP['Meep62'/14662, l='MpServer', x=88.30, y=64.90, z=327.59], EntityZombie['Zombie'/14382, l='MpServer', x=71.50, y=51.63, z=314.34], EntityBat['Bat'/14383, l='MpServer', x=67.63, y=57.09, z=316.75], EntityZombie['Zombie'/14384, l='MpServer', x=66.13, y=52.00, z=319.13], EntityZombie['Zombie'/14385, l='MpServer', x=70.53, y=51.06, z=319.31], EntityHuman['Honey'/14418, l='MpServer', x=88.44, y=65.00, z=331.22], EntityZombie['Zombie'/14386, l='MpServer', x=71.53, y=52.22, z=318.38], EntityHuman['Bielle'/14419, l='MpServer', x=86.88, y=64.00, z=325.69], EntityCreeper['Creeper'/14387, l='MpServer', x=71.69, y=51.22, z=316.75], EntityHuman['Niall'/14420, l='MpServer', x=89.69, y=65.00, z=330.19], EntityZombie['Zombie'/14388, l='MpServer', x=71.69, y=51.00, z=317.56], EntityHuman['Paolo'/14421, l='MpServer', x=86.00, y=64.00, z=320.81], EntityZombie['Zombie'/14389, l='MpServer', x=70.00, y=51.00, z=310.41], EntityHuman['Abby'/14422, l='MpServer', x=89.09, y=65.00, z=325.69], EntityZombie['Zombie'/14390, l='MpServer', x=68.47, y=51.00, z=309.63], EntityHuman['Andy'/14423, l='MpServer', x=89.47, y=64.00, z=322.75], EntityHuman['Fran'/14424, l='MpServer', x=91.28, y=64.00, z=325.41], EntityHuman['Briley'/14425, l='MpServer', x=90.38, y=65.00, z=327.63], EntityHuman['Tate'/14426, l='MpServer', x=85.31, y=64.00, z=325.41], EntityHuman['Alicia'/14427, l='MpServer', x=95.28, y=64.00, z=320.03], EntityHuman['Jade'/14428, l='MpServer', x=91.69, y=64.00, z=324.25], EntityHuman['Edith'/14429, l='MpServer', x=88.06, y=65.00, z=325.69]]
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:347)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2536)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:370)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) -- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Mac OS X (x86_64) version 10.10.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 319075912 bytes (304 MB) / 721760256 bytes (688 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.19 Powered by Forge 11.15.1.1722 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAAAAAAAAAAAAAAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAAAAAAAAAAAAAAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.1.1722.jar)
UCHIJAAAAAAAAAAAAAAAAAAA Forge{11.15.1.1722} [Minecraft Forge] (forge-1.8.9-11.15.1.1722.jar)
UCHIJAAAAAAAAAAAAAAAAAAA RadixCore{1.8.9-2.1.0} [RadixCore] (RadixCore-1.8.9-2.1.0-universal.jar)
UCHIJAAAAAAAAAAAAAAAAAAA MCA{1.8.9-5.1.2} [Minecraft Comes Alive] (MCA-1.8.9-5.1.2-universal.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '2.1 NVIDIA-10.4.2 310.41.35f01' Renderer: 'NVIDIA GeForce GT 755M OpenGL Engine'
Launched Version: 1.8.9-forge1.8.9-11.15.1.1722
LWJGL: 2.9.2
OpenGL: NVIDIA GeForce GT 755M OpenGL Engine GL version 2.1 NVIDIA-10.4.2 310.41.35f01, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported. Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz
this is a cool mod
Please reduce the speed of the villagers they are very fast and that this very disturbing
So question, If I use this mod on an existing 1.7.10 LAN world, what would happen? Would it play nice with us? Or is there a certain method I could use to get this mod running without having to start a new world?