There are no current plans to continue development of this mod.
I tried to make a huge village once. I couldn't sit on top of a mountain and look down upon my minions. They stopped moving if I got too far away. They all wanted to live in the same house. I fought the game mechanics for a while, and they won. So I changed them.
This is the result.
Render distance before & after:
Mob crowding before & after:
Village before and after:
Cave Villagers:
In for the night:
In love, awww:
Villagers on roofs:
Features
- SMP/LAN compatible.
- Highly configurable - be sure to check Revamp.cfg.
- Mobs are visible when you're far away, will still be active at farther distances, and will wander more often. (Is more CPU intensive.)
- Mobs won't stare at you when you are invisible.
- Can apply name tags and leads to adult villagers, or tempt them with an emerald.
- 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 pathfinding code gets applied to them so they can better escape the zombies. (NOTE! Can be memory-intensive!)
- Villagers won't open 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! See tips section below.
- Villagers make better use of the doors around them and spread out around the village. They will try to return to the same house night-after-night (assuming no zombies start chasing them..) With a pre-existing village, this may take a few in-game days or require you to manually move villagers to abandoned parts of town.
- Villagers take advantage of bigger houses and spread around inside instead of clustering near the door.
- Villagers are better at finding new doors and ignore those they can't actually get to.
- Villagers require light to stay in a house.
- Villagers can establish homes underground. If you have a door that cannot see the sky for the 5 blocks on either side, and has a roof of 6 solid blocks, this counts as an underground house. At night, the testificates will move toward the side of the door with the most light (using the same 5 blocks in front and behind the door). Breeding and everything else works just like a regular village.
- Villagers can have twins.
- Villagers in non-raining biomes (eg, desert) will not move indoors when it rains during the day.
- Doors-per-villager setting. No more tacky doors everywhere!
- Villager-per-Iron Golem setting. Every villager can have a personal body guard! (Requires 21 doors for first golem to spawn.)
Thanks Garrett for the mod showcase!
Installation:
- Requires Forge
- Put Revamp.jar into your mods folder
- Tweak .minecraft/config/Revamp.cfg as desired
You may include Revamp in your modpack without explicit permission. Dropping me a note to let me know you're doing so is appreciated, though.
Tips for ladders & trapdoors:
- 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.
Compatibility:
- View and tracking distances will apply to most mods that add creatures.
- MCA, Millenaire: Fully compatible, but AI routines (climbing ladders, door selection) will not be applied to the mods' villagers. I do not think you can create an MCA village undergound, but someone should try.
- Village-up: Compatible with Forge version.
- Defensive Villagers: Partially compatible. Must set B:useCustomBreeding to false in Revamp.cfg. This also disables the villagers-per-door setting.
Plans:
- Pin villagers to beds
- Revisit door linking for cleaner code, more accuracy, and better performance
- Make villagers "roof" and "basement" aware and have them seek shelter from zombies there instead of just inside the house to help with Hard-mode zombies)
- Make iron golems smarter
- Nether/End villagers?
Known Issues:
- Sometimes villagers stay out longer at night until they get to their door. If you find your villagers running around a lot at night, check the light level in your houses or reduce the minimumHomeLight value in Revamp.cfg.
- Cave villagers being chased by a lot of zombies will lead to a lot of lag! I think this is exacerbated by the general performance issues in 1.6.2.
- Villagers yo-yo on ladders, like spiders do on walls.
- The opening of the trapdoors needs some work, they get stuck a little too much.
- Cannot disable villagersUseLadders without also disabling avoidZombies.
Change Log:
- 05/03/2015 - 1.3.1 - Bug fixes: Villagers got stuck in water; Iron golems did not stop spawning
- Missing Changelogs
- 08/18/2013 - 1.2.2 - Bug fixes: crash when setting villagersUseLadders to false; iron golem infinite spawning. Backported golem fix to 1.1.0b for Minecraft 1.5.2.
- 08/01/2103 - 1.2.1 - Bug fix: crash while trading with villagers.
- 07/31/2013 - 1.2.0 - Added: Villagers climb ladders, use trapdoors, and are better at avoiding zombies. Can apply name tags and leads to adult villagers. Reduced zombie's path-finding range; increased villager's.
- 07/03/2013 - 1.1.1 - Updated for Minecraft 1.6.1.
- 06/15/2013 - 1.1.0 - Cleaned up light detection (it's much better now!); changed lighting configuration to numeric value instead of true/false.
- 06/09/2013 - 1.0.0 - Added: non-raining biome villages ignore daytime rain, mobs don't stare at you if you're invisible. Major internal rewrites for performance, door selection, and wandering.
- 05/27/2013 - 0.6.1 - Added configuration open for disabling custom breeding. Used for compatibility with other mods that affect villager breeding (such as Defensive Villagers).
- 04/14/2013 - 0.6 - Added: light detection; villagers leave dark houses. Changed chicken-riding default to false.
- 03/23/2013 - 0.5 - Updated for Minecraft 1.5.0. Removed debug messages.
- 12/27/2012 - 0.4.1 - Bug fix for occasional crashes when sleeping in bed, replaced missing mcmod.info
- 12/23/2012 - 0.4 - Updated for Minecraft 1.4.6. Reworked pinned doors, so they are a little better now. Miscellaneous tweaks.
- 12/08/2012 - 0.3 - Added: Pinned doors for villagers (reset on world load), villagers have twins, wander distance applied to all possible creature types. Removed: Setting to disable custom wander (due to fixing the bug).
- 12/07/2012 - 0.2 - Added: Villagers follow emeralds, iron golem per villager setting, villagers can live underground
- 12/03/2012 - 0.1.2 - Fixed typos breaking SMP/LAN
- 12/03/2012 - 0.1 - Initial release
Special Thanks:
- My wife, for her infinite patience while I work on this.
- aspade01, SVGK, SirTulip - great suggestions!
- valakas46, providing a test world.
- WildBamaBoy (author of MCA), providing code.
- chicken_bones, AtomicStryker, denoflions for providing open source code for their excellent mods.
- trunkz for his Villager Info mod and IronMagus for his excellent post on villager mechanics.
- Numerous other posters across the forums who posted the tidbits I pieced together in making this.
Legalese:
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with or alters the Minecraft software to extend, add, change or remove original capabilities.
MODPACK - A collection of MODs released in a bundle
MOJANG - Mojang AB
OWNER - Rivvest, original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.USER - End user of the mod, person installing the mod. (You!)
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME. PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be individually distributed with permission of the OWNER. Inclusion in MODPACKS is expressly permitted without permission. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
- Villager-per-Iron Golem setting. Every villager can have a personal body guard! (You are still required to have a total of 21 doors in your village before the first golem will spawn. I couldn't find a way around this behavior.) Found in revamp.cfg.
- Villagers can establish villages without the normal contraint of needing to see the sky. If you have a door that cannot see the sky for the 5 blocks on either side, this counts as an underground village. At night, the testificates will move toward the side of the door with the most light (using the same 5 blocks in front and behind the door). This works in dense jungles and forests too!
- Villagers will follow you if you hold out an emerald. Great for redistributing your villagers, leading them to new houses, and moving them undergound.
- Villager-per-Iron Golem setting. Every villager can have a personal body guard! (You are still required to have a total of 21 doors in your village before the first golem will spawn. I couldn't find a way around this behavior.) Found in revamp.cfg.
- Villagers can establish villages without the normal contraint of needing to see the sky. If you have a door that cannot see the sky for the 5 blocks on either side, this counts as an underground village. At night, the testificates will move toward the side of the door with the most light (using the same 5 blocks in front and behind the door). This works in dense jungles and forests too!
- Villagers will follow you if you hold out an emerald. Great for redistributing your villagers, leading them to new houses, and moving them undergound.
Great idea with the emeralds. I'll test this soon...kinda just got a 50" tv and plan on destroying people on BF3 first though.
- Villagers linked with doors. For optimal villager distribution, each villager will a choose a door and return to it each night. (Note, this is reset on each world load.) As new doors are added to the village, those villagers which share a house will look for a new home. You can choose between this and my original door selection in Revamp.cfg.
- Wandering code has been extended into all creatures that use the default AI wander algorithm. This should apply to any other mods which use this as well.
- Villagers might have twins!
- I believe the ConcurrentModificationException bug is fixed, so have removed the option replaceOriginalAI - it shouldn't be needed now.
Hi
Great mod I'm using it on my server for me and some buddies! Thank you for making it, it is sorely needed for the villager AI.
If you don't mind suggestions then I have a few,
1) Maybe make villagers distribute using the volume of a house or the floor space (using all levels). I have some houses that really aren't filling up. (this could be related to point 2, if you think it is likely that this is the case, then please disregard this.)
2) Config setting to increase/decrease the wander range of villagers would also be good, the way my town is laid out right now there is a building with alot of doors(think apartment complex) and it seems to be too far away from the rest of the village for people to move in to the rest of the houses.
3) Villagers try to find houses that are close to key profession items
Farmers close to tilled soil, librarian close to bookshelves(maybe sugarcane,cows),blacksmith close to furances and iron blocks,butcher close to animals, priest in/close to buildings with really high ceilings and/or glowstone blocks and/or glass.
Generic villagers in houses that don't meet these settings.
4) Female villagers, family structure, childern ALWAYS find the house their parents are in, till they grow up.
5) A block to help control villagers, this could range from a "baitblock" to a block that allows you to assign a house to one or more villagers villagers.
6) The ability for villagers to restore a house, when it changes from something other then the player.
I know this is a lot of ideas some of them would take a crazy amount of work, but they are just ideas, thank you for all your hard work up to this point and beyond.
Hey its working great. I think it may be causing spawners to temporarily turn to pig spawners though (turns back after reload).
Its either this, optifine, or a vanilla bug. Either way no big bugs so far and like I said works great.
Hey its working great. I think it may be causing spawners to temporarily turn to pig spawners though (turns back after reload).
Its either this, optifine, or a vanilla bug. Either way no big bugs so far and like I said works great.
Hm, I have two cave spider spawners under my village, and they are both working fine. What kind of spawners are you seeing this with? There's one piece of code that I have which might be inadvertently affecting them, but I really hope not.
1) Maybe make villagers distribute using the volume of a house or the floor space (using all levels). I have some houses that really aren't filling up. (this could be related to point 2, if you think it is likely that this is the case, then please disregard this.)
I've been thinking about this, but have a feeling it become very resource-intensive. I should have a better feel when I start messing with the cave village lighting code (it's basically the same thing).
2) Config setting to increase/decrease the wander range of villagers would also be good, the way my town is laid out right now there is a building with alot of doors(think apartment complex) and it seems to be too far away from the rest of the village for people to move in to the rest of the houses.
Unfortunately, the path finding algorithm seems to be limited to a 16 block radius. I poked at it a bit before, and have a few work-arounds in the mod that try to get around it already. Would you mind sharing your map with me so I can see why they aren't working or if I can improve them?
3) Villagers try to find houses that are close to key profession items
Farmers close to tilled soil, librarian close to bookshelves(maybe sugarcane,cows),blacksmith close to furances and iron blocks,butcher close to animals, priest in/close to buildings with really high ceilings and/or glowstone blocks and/or glass.
Generic villagers in houses that don't meet these settings.
4) Female villagers, family structure, childern ALWAYS find the house their parents are in, till they grow up.
5) A block to help control villagers, this could range from a "baitblock" to a block that allows you to assign a house to one or more villagers villagers.
I'll keep these in mind for the future, but I think they stray a bit too far from Vanilla. 4) Sounds like the mod MCA, you might want to check that out.
1,2) I agree that calculating the volume/floor space of a house could be resource intensive, but I think it would only need to be done once a day. Something like do a check each new dawn and if something has changed then the villagers can redistribute.
My world is here, http://www.sendspace.com/file/bi3e20 village is at 400,250.
6) The ablity for villagers to repair a damaged house, obviously it would be bad if this kicked in when you were building/addingon/changing a house, so it would have to only happen if a monster/fire/lava caused the damage.
I know this is probably non-trivally, I think the best bet would be to save the blocklayout for each house, then watch for explosions/fire updates in a "box" around each house, then if there is a change to the layout after the explosion/fire then have the villagers fix it at dawn.
Hm, I have two cave spider spawners under my village, and they are both working fine. What kind of spawners are you seeing this with? There's one piece of code that I have which might be inadvertently affecting them, but I really hope not.
It has to do with a couple blaze spawners I have powering a blaze farm. They occasionally turn to pig spawners after either traveling far from them or traveling out of the nether and back. Reloading the world fixes it.
Oh yeah if you are interested in my overall ideas here's a link to my suggestion thread for vanilla minecraft. Its more comprehensive than the mod request I had made.
I don't know if this is possible, but if you can add an option to tie villager breeding to the number of beds instead of doors I would be most thankful.
I've always been confused as to why villages aren't done like this by default, its not like beds are an end game item.
I don't know if this is possible, but if you can add an option to tie villager breeding to the number of beds instead of doors I would be most thankful.
I've always been confused as to why villages aren't done like this by default, its not like beds are an end game item.
Making trap doors count could be useful as well.
I'm redoing the pinned doors right now, and as part of that have had to restructure the mod in such a way that adding beds and/or trapdoors to villager counts should be trivial (once I get it working. )
I'm redoing the pinned doors right now, and as part of that have had to restructure the mod in such a way that adding beds and/or trapdoors to villager counts should be trivial (once I get it working. )
Love the idea of this mod, thanks for doing it. Just wondering, is there any definitive way to check if the mod is working? Not sure if I installed correctly...
If you left the default settings, you'll be able to see mobs from farther away, and they'll continue to wander even when you're more than 40 blocks away. You should be able to check quickly in creative mode (see the 2nd set of screenshots in the post).
I tried to make a huge village once. I couldn't sit on top of a mountain and look down upon my minions. They stopped moving if I got too far away. They all wanted to live in the same house. I fought the game mechanics for a while, and they won. So I changed them.
This is the result.
Render distance before & after:
Mob crowding before & after:
Village before and after:
Cave Villagers:
In love, awww:
Villagers on roofs:
Features
- SMP/LAN compatible.
- Highly configurable - be sure to check Revamp.cfg.
- Mobs are visible when you're far away, will still be active at farther distances, and will wander more often. (Is more CPU intensive.)
- Mobs won't stare at you when you are invisible.
- Can apply name tags and leads to adult villagers, or tempt them with an emerald.
- 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 pathfinding code gets applied to them so they can better escape the zombies. (NOTE! Can be memory-intensive!)
- Villagers won't open 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! See tips section below.
- Villagers make better use of the doors around them and spread out around the village. They will try to return to the same house night-after-night (assuming no zombies start chasing them..) With a pre-existing village, this may take a few in-game days or require you to manually move villagers to abandoned parts of town.
- Villagers take advantage of bigger houses and spread around inside instead of clustering near the door.
- Villagers are better at finding new doors and ignore those they can't actually get to.
- Villagers require light to stay in a house.
- Villagers can establish homes underground. If you have a door that cannot see the sky for the 5 blocks on either side, and has a roof of 6 solid blocks, this counts as an underground house. At night, the testificates will move toward the side of the door with the most light (using the same 5 blocks in front and behind the door). Breeding and everything else works just like a regular village.
- Villagers can have twins.
- Villagers in non-raining biomes (eg, desert) will not move indoors when it rains during the day.
- Doors-per-villager setting. No more tacky doors everywhere!
- Villager-per-Iron Golem setting. Every villager can have a personal body guard! (Requires 21 doors for first golem to spawn.)
Thanks Garrett for the mod showcase!
Installation:
- Requires Forge
- Put Revamp.jar into your mods folder
- Tweak .minecraft/config/Revamp.cfg as desired
You may include Revamp in your modpack without explicit permission. Dropping me a note to let me know you're doing so is appreciated, though.
Current Download:
version 1.7.10
Old Downloads:
- Revamp 1.2.2 for Minecraft 1.6.2
- Revamp 1.1.0b for Minecraft 1.5.2
- Revamp 1.2.1 for Minecraft 1.6.2
- Revamp 1.2.0 for Minecraft 1.6.2
- Revamp 1.1.1b for Minecraft 1.6.1/1.6.2 - Forge 8.9.0.763 and newer
- Revamp 1.1.1 for Minecraft 1.6.1 - Forge 8.9.0.762 and older
- Revamp 1.1.0 for Minecraft 1.5.x
- Revamp 1.0.0 for Minecraft 1.5.x
- Revamp 0.6.1 for Minecraft 1.5.x
- Revamp 0.6 for Minecraft 1.5.1
- Revamp 0.5 for Minecraft 1.5/1.5.1
- Revamp 0.4.1 for Minecraft 1.4.6/1.4.7
- Revamp 0.3 for Minecraft 1.4.5
Tips for ladders & trapdoors:
- 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.
Compatibility:
- View and tracking distances will apply to most mods that add creatures.
- MCA, Millenaire: Fully compatible, but AI routines (climbing ladders, door selection) will not be applied to the mods' villagers. I do not think you can create an MCA village undergound, but someone should try.
- Village-up: Compatible with Forge version.
- Defensive Villagers: Partially compatible. Must set B:useCustomBreeding to false in Revamp.cfg. This also disables the villagers-per-door setting.
Plans:
- Pin villagers to beds
- Revisit door linking for cleaner code, more accuracy, and better performance
- Make villagers "roof" and "basement" aware and have them seek shelter from zombies there instead of just inside the house to help with Hard-mode zombies)
- Make iron golems smarter
- Nether/End villagers?
Known Issues:
- Sometimes villagers stay out longer at night until they get to their door. If you find your villagers running around a lot at night, check the light level in your houses or reduce the minimumHomeLight value in Revamp.cfg.
- Cave villagers being chased by a lot of zombies will lead to a lot of lag! I think this is exacerbated by the general performance issues in 1.6.2.
- Villagers yo-yo on ladders, like spiders do on walls.
- The opening of the trapdoors needs some work, they get stuck a little too much.
- Cannot disable villagersUseLadders without also disabling avoidZombies.
Change Log:
- Missing Changelogs
- 08/18/2013 - 1.2.2 - Bug fixes: crash when setting villagersUseLadders to false; iron golem infinite spawning. Backported golem fix to 1.1.0b for Minecraft 1.5.2.
- 08/01/2103 - 1.2.1 - Bug fix: crash while trading with villagers.
- 07/31/2013 - 1.2.0 - Added: Villagers climb ladders, use trapdoors, and are better at avoiding zombies. Can apply name tags and leads to adult villagers. Reduced zombie's path-finding range; increased villager's.
- 07/03/2013 - 1.1.1 - Updated for Minecraft 1.6.1.
- 06/15/2013 - 1.1.0 - Cleaned up light detection (it's much better now!); changed lighting configuration to numeric value instead of true/false.
- 06/09/2013 - 1.0.0 - Added: non-raining biome villages ignore daytime rain, mobs don't stare at you if you're invisible. Major internal rewrites for performance, door selection, and wandering.
- 05/27/2013 - 0.6.1 - Added configuration open for disabling custom breeding. Used for compatibility with other mods that affect villager breeding (such as Defensive Villagers).
- 04/14/2013 - 0.6 - Added: light detection; villagers leave dark houses. Changed chicken-riding default to false.
- 03/23/2013 - 0.5 - Updated for Minecraft 1.5.0. Removed debug messages.
- 12/27/2012 - 0.4.1 - Bug fix for occasional crashes when sleeping in bed, replaced missing mcmod.info
- 12/23/2012 - 0.4 - Updated for Minecraft 1.4.6. Reworked pinned doors, so they are a little better now. Miscellaneous tweaks.
- 12/08/2012 - 0.3 - Added: Pinned doors for villagers (reset on world load), villagers have twins, wander distance applied to all possible creature types. Removed: Setting to disable custom wander (due to fixing the bug).
- 12/07/2012 - 0.2 - Added: Villagers follow emeralds, iron golem per villager setting, villagers can live underground
- 12/03/2012 - 0.1.2 - Fixed typos breaking SMP/LAN
- 12/03/2012 - 0.1 - Initial release
Special Thanks:
- My wife, for her infinite patience while I work on this.
- aspade01, SVGK, SirTulip - great suggestions!
- valakas46, providing a test world.
- WildBamaBoy (author of MCA), providing code.
- chicken_bones, AtomicStryker, denoflions for providing open source code for their excellent mods.
- trunkz for his Villager Info mod and IronMagus for his excellent post on villager mechanics.
- Numerous other posters across the forums who posted the tidbits I pieced together in making this.
Legalese:
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with or alters the Minecraft software to extend, add, change or remove original capabilities.
MODPACK - A collection of MODs released in a bundle
MOJANG - Mojang AB
OWNER - Rivvest, original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.USER - End user of the mod, person installing the mod. (You!)
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME. PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be individually distributed with permission of the OWNER. Inclusion in MODPACKS is expressly permitted without permission. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
http://www.minecraft...ob-performance/
What do you think about linking villagers to doors?
Great to have my work confirmed! I am mulling over ways to do the linking, and have one in mind that I'll try out in the next few days.
http://www.minecraft...ob-performance/
- Villager-per-Iron Golem setting. Every villager can have a personal body guard! (You are still required to have a total of 21 doors in your village before the first golem will spawn. I couldn't find a way around this behavior.) Found in revamp.cfg.
- Villagers can establish villages without the normal contraint of needing to see the sky. If you have a door that cannot see the sky for the 5 blocks on either side, this counts as an underground village. At night, the testificates will move toward the side of the door with the most light (using the same 5 blocks in front and behind the door). This works in dense jungles and forests too!
- Villagers will follow you if you hold out an emerald. Great for redistributing your villagers, leading them to new houses, and moving them undergound.
http://www.minecraft...ob-performance/
Great idea with the emeralds. I'll test this soon...kinda just got a 50" tv and plan on destroying people on BF3 first though.
- Villagers linked with doors. For optimal villager distribution, each villager will a choose a door and return to it each night. (Note, this is reset on each world load.) As new doors are added to the village, those villagers which share a house will look for a new home. You can choose between this and my original door selection in Revamp.cfg.
- Wandering code has been extended into all creatures that use the default AI wander algorithm. This should apply to any other mods which use this as well.
- Villagers might have twins!
- I believe the ConcurrentModificationException bug is fixed, so have removed the option replaceOriginalAI - it shouldn't be needed now.
http://www.minecraft...ob-performance/
YES!!!
Great mod I'm using it on my server for me and some buddies! Thank you for making it, it is sorely needed for the villager AI.
If you don't mind suggestions then I have a few,
1) Maybe make villagers distribute using the volume of a house or the floor space (using all levels). I have some houses that really aren't filling up. (this could be related to point 2, if you think it is likely that this is the case, then please disregard this.)
2) Config setting to increase/decrease the wander range of villagers would also be good, the way my town is laid out right now there is a building with alot of doors(think apartment complex) and it seems to be too far away from the rest of the village for people to move in to the rest of the houses.
3) Villagers try to find houses that are close to key profession items
Farmers close to tilled soil, librarian close to bookshelves(maybe sugarcane,cows),blacksmith close to furances and iron blocks,butcher close to animals, priest in/close to buildings with really high ceilings and/or glowstone blocks and/or glass.
Generic villagers in houses that don't meet these settings.
4) Female villagers, family structure, childern ALWAYS find the house their parents are in, till they grow up.
5) A block to help control villagers, this could range from a "baitblock" to a block that allows you to assign a house to one or more villagers villagers.
6) The ability for villagers to restore a house, when it changes from something other then the player.
I know this is a lot of ideas some of them would take a crazy amount of work, but they are just ideas, thank you for all your hard work up to this point and beyond.
Its either this, optifine, or a vanilla bug. Either way no big bugs so far and like I said works great.
Hm, I have two cave spider spawners under my village, and they are both working fine. What kind of spawners are you seeing this with? There's one piece of code that I have which might be inadvertently affecting them, but I really hope not.
http://www.minecraft...ob-performance/
I've been thinking about this, but have a feeling it become very resource-intensive. I should have a better feel when I start messing with the cave village lighting code (it's basically the same thing).
Unfortunately, the path finding algorithm seems to be limited to a 16 block radius. I poked at it a bit before, and have a few work-arounds in the mod that try to get around it already. Would you mind sharing your map with me so I can see why they aren't working or if I can improve them?
I'll keep these in mind for the future, but I think they stray a bit too far from Vanilla. 4) Sounds like the mod MCA, you might want to check that out.
Can you elaborate on what you mean here? I don't understand.
http://www.minecraft...ob-performance/
My world is here, http://www.sendspace.com/file/bi3e20 village is at 400,250.
6) The ablity for villagers to repair a damaged house, obviously it would be bad if this kicked in when you were building/addingon/changing a house, so it would have to only happen if a monster/fire/lava caused the damage.
I know this is probably non-trivally, I think the best bet would be to save the blocklayout for each house, then watch for explosions/fire updates in a "box" around each house, then if there is a change to the layout after the explosion/fire then have the villagers fix it at dawn.
It has to do with a couple blaze spawners I have powering a blaze farm. They occasionally turn to pig spawners after either traveling far from them or traveling out of the nether and back. Reloading the world fixes it.
Oh yeah if you are interested in my overall ideas here's a link to my suggestion thread for vanilla minecraft. Its more comprehensive than the mod request I had made.
http://www.minecraftforum.net/topic/1558146-village-ideas/
I've always been confused as to why villages aren't done like this by default, its not like beds are an end game item.
Making trap doors count could be useful as well.
I'm redoing the pinned doors right now, and as part of that have had to restructure the mod in such a way that adding beds and/or trapdoors to villager counts should be trivial (once I get it working. )
http://www.minecraft...ob-performance/
I'm looking forward to it.
You're awesome and don't you forget it.
- Updated for Minecraft 1.4.6
- Added extended door checking - villagers will now find doors twice as far away.
- Rewrote the door linking, added a hackish check for doors that are unreachable.
- I'm sure there was something else I'm not remembering...
http://www.minecraft...ob-performance/
If you left the default settings, you'll be able to see mobs from farther away, and they'll continue to wander even when you're more than 40 blocks away. You should be able to check quickly in creative mode (see the 2nd set of screenshots in the post).
http://www.minecraft...ob-performance/