Thanks so much for this mod, it has been a GREAT help. Village Info mod and Rei's Minimap won't play nice with each other in this update, They both have the same name class file, asc.class, is there a workaround for this or do I need to load them seperately as needed ? Again, thanks, Village Info has been a wonderful tool.
You're welcome.
See "for use with other mods". The file contains a merged asc.class, i.e. install reis minimap as usual, then this one and you should have both mods.
This mod seems like it would be insanely useful - except for some reason, it won't work for me.
I'm on Minecraft 1.4.2, with Forge 6.0.1.338 or something installed.
I also have Autoswitcher Mod and Thembozens API (Probably misspelt that...)
When I press F3, it says 'No Village Found.' despite the fact I was stood in the middle of one.
For starters, it was a dead village - so I spawned two villagers from eggs and reloaded the world... Still nothing. If you have any idea whats causing this, I'll say thanks in advance - because I'm loving the idea of this!
Er...ok...
I tried to install your mod on a plain 1.4.2 install and put the asc.class file in minecraft.jar, replacing the old asc.class. I also deleted Meta-Inf. However, I forgot to delete the original minecraft.jar and rename the new one from minecraft to minecraft.jar. I opened minecraft and it froze on the Updating screen. I realized my mistake and deleted both of them and hit force update. After force updating it stuck on the Mojang screen. I deleted the entire bin folder, and again, no matter what I do, it freezes on the Mojang screen. Now I can't even play vanilla minecraft. Any ideas?
I was wondering why Village generation seems so slow, then I noticed there appears to be no connection between the Structure/NPC generation and the code that forms it into a village collection. Is it just me, or is it really scanning part of every newly generated chunk looking for new doors and villagers, and wasting CPU time ?
Anyway, I like the way Millénaire has signs with village stats, so would like the same thing for NPC villages. Guess the well is the only constant in generated towns.
Er...ok...
I tried to install your mod on a plain 1.4.2 install and put the asc.class file in minecraft.jar, replacing the old asc.class. I also deleted Meta-Inf. However, I forgot to delete the original minecraft.jar and rename the new one from minecraft to minecraft.jar. I opened minecraft and it froze on the Updating screen. I realized my mistake and deleted both of them and hit force update. After force updating it stuck on the Mojang screen. I deleted the entire bin folder, and again, no matter what I do, it freezes on the Mojang screen. Now I can't even play vanilla minecraft. Any ideas?
That's weird. Have you tried deleting your whole .minecraft folder making a backup of your saves beforehand?
I was wondering why Village generation seems so slow, then I noticed there appears to be no connection between the Structure/NPC generation and the code that forms it into a village collection. Is it just me, or is it really scanning part of every newly generated chunk looking for new doors and villagers, and wasting CPU time ?
Anyway, I like the way Millénaire has signs with village stats, so would like the same thing for NPC villages. Guess the well is the only constant in generated towns.
Not sure what you mean by village generation being slow. Are you referring to the terrain/structure generation or to the internal village generation (displayed by the mod)?
That's true, there's no real link between structure/NPC generation and village generation. Basically, the structure/NPC generator merely adds some blocks and entities hoping it will be recognized as a village.
Village generation is triggered by villagers. Every few ticks (120 on average) each villager sends his position to the village collection. The village collection can only hold up to 64 positions (if that limit is reached, further positions will be ignored). Every tick, the collection processes only one position, i.e. it scans a certain area around the oldest position for wooden doors. Then, the collection determines whether they already belong to a village and if not, it determines whether they qualify as a house and then either puts them into an exisiting village or creates a new one.
So no, I doubt that that process is very CPU-intensive. However, if there are lots of (!) players on a server (many chunks / villages loaded at the same time), there might be issues with villages/houses being dropped because houses (and thus villages) can "time-out" if they aren't scanned by the collection for a while (because of the 1 scan / tick limit). Also, it may lead to slower village generation.
determines whether they already belong to a village and if not, it determines whether they qualify as a house
Is this why, when destroying the roof over an existing house, for example, or placing more roof blocks that negate the ones on the other side, it's still treated as a house until you break the door down? Recently I've noticed that even relogging does not fix it, you have to break the door.
Yep, the house check is only done when the door is first added to the village. Afterwards, it merely checks if the door is still there and if it was refreshed (scanned) recently (by a nearby villager).
Relogging doesn't work anymore in 1.4, because for some reason villages are now stored in level.dat. So if you log in and out the old state is restored. However, they still will be removed and need to be regenerated when you unload the chunk (walk far away).
However, they still will be removed and need to be regenerated when you unload the chunk (walk far away).
What does it take for a chunk to become unloaded? I thought it was just based on your render distance, but I'm on normal (128 blocks) and I went more than twice that (256 blocks from center) and returned, and my non-houses were still counting as houses. However a bit farther out, at around 300 blocks from center, the display switched from "Distant Village found" to "No Village found," and then when I returned again, the non-houses were not counted this time.
Also, a minor nitpick, if you're interested: when the display says "Nearby Village found" (etc.), either "found" should probably have a capital letter, or else "Village" should not. The way it is now, makes it seem like Village is supposed to be a proper noun.
I don't know exactly, the mod should give you a good idea though. I think it depends on the view distance server settings. Not sure how it's handled in single player.
Keep in mind though that the chunks around the spawn point are always loaded. Haven't tested it yet, but it might allow for some quirky stable villages.
Thanks for the hint, it does seem weird. I'll change that with next update.
This mod conflicts with Show Monsters. [Edit: at least the version I'm using. Looks like there's a v3 of that mod but I don't use forge -- don't even know what it is, actually -- and so I'm stuck using v2.] I'm using Magic Launcher, and whichever of the two is placed later in the list overrides the other one. Is there any fix for this?
[Edit again: Well it looks like forge is just another sort of modloader-type thing, seems easy enough so I got a copy of it. With Show Monsters v3 there is no conflict except a bit of overlapping text, but also the display for that one is toggled with F4 and not F3 so I can just turn one off if I need to read the other. So I guess there is no problem here after all :)]
What does it take for a chunk to become unloaded? I thought it was just based on your render distance, but I'm on normal (128 blocks) and I went more than twice that (256 blocks from center) and returned, and my non-houses were still counting as houses. However a bit farther out, at around 300 blocks from center, the display switched from "Distant Village found" to "No Village found," and then when I returned again, the non-houses were not counted this time.
Also, a minor nitpick, if you're interested: when the display says "Nearby Village found" (etc.), either "found" should probably have a capital letter, or else "Village" should not. The way it is now, makes it seem like Village is supposed to be a proper noun.
Congratulations
See "for use with other mods". The file contains a merged asc.class, i.e. install reis minimap as usual, then this one and you should have both mods.
You rock! Thank you very much.
Can you try it without the other mods?
Download the zip in the front post and then add it to magiclauncher just like any other mod.
I tried to install your mod on a plain 1.4.2 install and put the asc.class file in minecraft.jar, replacing the old asc.class. I also deleted Meta-Inf. However, I forgot to delete the original minecraft.jar and rename the new one from minecraft to minecraft.jar. I opened minecraft and it froze on the Updating screen. I realized my mistake and deleted both of them and hit force update. After force updating it stuck on the Mojang screen. I deleted the entire bin folder, and again, no matter what I do, it freezes on the Mojang screen. Now I can't even play vanilla minecraft. Any ideas?
Anyway, I like the way Millénaire has signs with village stats, so would like the same thing for NPC villages. Guess the well is the only constant in generated towns.
That's weird. Have you tried deleting your whole .minecraft folder making a backup of your saves beforehand?
Not sure what you mean by village generation being slow. Are you referring to the terrain/structure generation or to the internal village generation (displayed by the mod)?
That's true, there's no real link between structure/NPC generation and village generation. Basically, the structure/NPC generator merely adds some blocks and entities hoping it will be recognized as a village.
Village generation is triggered by villagers. Every few ticks (120 on average) each villager sends his position to the village collection. The village collection can only hold up to 64 positions (if that limit is reached, further positions will be ignored). Every tick, the collection processes only one position, i.e. it scans a certain area around the oldest position for wooden doors. Then, the collection determines whether they already belong to a village and if not, it determines whether they qualify as a house and then either puts them into an exisiting village or creates a new one.
So no, I doubt that that process is very CPU-intensive. However, if there are lots of (!) players on a server (many chunks / villages loaded at the same time), there might be issues with villages/houses being dropped because houses (and thus villages) can "time-out" if they aren't scanned by the collection for a while (because of the 1 scan / tick limit). Also, it may lead to slower village generation.
Is this why, when destroying the roof over an existing house, for example, or placing more roof blocks that negate the ones on the other side, it's still treated as a house until you break the door down? Recently I've noticed that even relogging does not fix it, you have to break the door.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Relogging doesn't work anymore in 1.4, because for some reason villages are now stored in level.dat. So if you log in and out the old state is restored. However, they still will be removed and need to be regenerated when you unload the chunk (walk far away).
What does it take for a chunk to become unloaded? I thought it was just based on your render distance, but I'm on normal (128 blocks) and I went more than twice that (256 blocks from center) and returned, and my non-houses were still counting as houses. However a bit farther out, at around 300 blocks from center, the display switched from "Distant Village found" to "No Village found," and then when I returned again, the non-houses were not counted this time.
Also, a minor nitpick, if you're interested: when the display says "Nearby Village found" (etc.), either "found" should probably have a capital letter, or else "Village" should not. The way it is now, makes it seem like Village is supposed to be a proper noun.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Keep in mind though that the chunks around the spawn point are always loaded. Haven't tested it yet, but it might allow for some quirky stable villages.
Thanks for the hint, it does seem weird. I'll change that with next update.
[Edit again: Well it looks like forge is just another sort of modloader-type thing, seems easy enough so I got a copy of it. With Show Monsters v3 there is no conflict except a bit of overlapping text, but also the display for that one is toggled with F4 and not F3 so I can just turn one off if I need to read the other. So I guess there is no problem here after all :)]
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
I'm a grammar stickler too, haha.
Glad you appreciate the mod
Updated