I have the same issue wight he miners, and after i built them stairs to get out the population went into overdrive. i took every door of the village and they just keep spawning
there seems to be bug with the miners a.i. it breaks its own stairs and traps itself in their mine, other than that i love the mod! btw i think the farmers should be able to create their own farms
The next update will reduce the chance of miners getting stuck and I am planning on giving villagers the ability to create farms from scratch sometime after the next major update.
I have the same issue wight he miners, and after i built them stairs to get out the population went into overdrive. i took every door of the village and they just keep spawning
The last update should have solved the population problem, are you sure you have version 1.1.8 installed?
So sometimes I get a crash when giving items to villagers. It's a harmless crash, a reboot of the game fixes it nicely. But it is still quite annoying. If I get the crash report i'll post it here.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Hey how do I change the rate the villagers mate then keep mating all the time
The more guild halls there are in a village the more villagers will breed until a limit is reached. If you are experiencing overpopulation problems upgrade to version 1.1.8.
This is a great mod and I love it. But I have some suggestions and stuff:
Can you tweak the archer AI so that it doesn't shoot if there are allies between it and its target? Also, will you tweak the 1.8 villager AI so they can share extra equipment? This would be really useful as I don't have to run around giving them the stuff, I can just chuck the stuff down at anyone one villager and it seeks out those who need it when its not busy.
It would be really awesome if you can become some sort of commander/general once you gain enough popularity in the village. Yes, we can control their careers and stuff, but I was think of something like wolves. When I attack something, all soldiers within a certain radius attacks it. When I shoot arrows, all archers within a certain distance shoot in the same direction and angle.
I think the range of archers and soldiers should be tweaked. They shouldn't be able to detect mobs from the other side of the village. I propose that they only have a range of 16-32 blocks and will only rush towards it when it or other villagers see them directly. Villagers will emit a sound when it sees such a target. And they sort of transmit this information maybe? Also, villagers should be able to see further away the higher up it it is. Maybe +8 blocks for every 16 blocks up with a limit of 128 blocks? And archers should have the same range. They are hurting allies more than helping them right now.
This is a great mod and I love it. But I have some suggestions and stuff:
Can you tweak the archer AI so that it doesn't shoot if there are allies between it and its target? Also, will you tweak the 1.8 villager AI so they can share extra equipment? This would be really useful as I don't have to run around giving them the stuff, I can just chuck the stuff down at anyone one villager and it seeks out those who need it when its not busy.
It would be really awesome if you can become some sort of commander/general once you gain enough popularity in the village. Yes, we can control their careers and stuff, but I was think of something like wolves. When I attack something, all soldiers within a certain radius attacks it. When I shoot arrows, all archers within a certain distance shoot in the same direction and angle.
I think the range of archers and soldiers should be tweaked. They shouldn't be able to detect mobs from the other side of the village. I propose that they only have a range of 16-32 blocks and will only rush towards it when it or other villagers see them directly. Villagers will emit a sound when it sees such a target. And they sort of transmit this information maybe? Also, villagers should be able to see further away the higher up it it is. Maybe +8 blocks for every 16 blocks up with a limit of 128 blocks? And archers should have the same range. They are hurting allies more than helping them right now.
First off I want to say these are all great suggestions and I thank you for your input. I admit the Archers didn't turn out the way I expected and part of the reason is just from the limited functions available in the Minecraft code. However, I have been recently tweaking the code to make both Archers and Soldiers respond quicker to immediate threats to villagers which should make them more effective and also add a bit more realism to the mod. You also suggested having the player be able to command Soldiers and Archers. I've actually been toying with this idea myself and I expect I may add this feature along with other major improvements to combat professions when I re-implement the player popularity aspect (that way I think there could be some potential for "warring villages" which could be a lot fun). Finally, you'll be pleased to know that the next update will not only allow villagers to share items among various guild halls, but also make villagers of certain professions able to craft new tools for themselves and for other villagers automatically.
This mod is fairly resource intensive but I've never come across anyone having this particular problem even on lower end computers, and the exception doesn't point to any part of the code that should cause any major problem. My best guess is that with the number of mods you have installed Helpful Villagers was the straw that broke the camel's back so to speak, or (though less likely) there is some hardware issue causing problems.
This mod is fairly resource intensive but I've never come across anyone having this particular problem even on lower end computers, and the exception doesn't point to any part of the code that should cause any major problem. My best guess is that with the number of mods you have installed Helpful Villagers was the straw that broke the camel's back so to speak, or (though less likely) there is some hardware issue causing problems.
That's so strange, I'm thinking maybe MoVillages is conflicting in some way. I have been having an issue where my server runs 100% cpu usage on multicraft (SpartanHost) but after I took this out it seems to run around 1% - 15% CPU usage. Maybe I'll figure out what was going on in the future, if so I'll come back and post.
That's so strange, I'm thinking maybe MoVillages is conflicting in some way. I have been having an issue where my server runs 100% cpu usage on multicraft (SpartanHost) but after I took this out it seems to run around 1% - 15% CPU usage. Maybe I'll figure out what was going on in the future, if so I'll come back and post.
I had the same experience and sadly removed Helpful Villagers from my pack. I did not have a lot of chance to dig into the issues involved, but not only was there a server-side drag, but it seemed like a lot of unnecessary packet activity between the server and client. I hope to give it another try soon and I'll run things through a profiler to get a better picture of what's going on. Sorry I'm so lean on details, but know that you're not the only one seeing this issue.
the miners are a bit buggy. They'll mine down and make a stairway of some sort but then when they get to where they need to be,they mine and then run around like crazy and never come back up. And lumber jacks go into mines alot for some reason not all the time but its like 76% of the time.
Very good mod though.
~Also, a new feature is to let the miners use the furnace and maybe add a builder,(which can get items from lumber jacks and miners to build houses with).
Heya, I've been playing on the newset version for a while now on a new world and found that if I make villagers follow me to a town I'm making, tell them to unfollow and construct guild halls that once I have finished building the rooms, doors, signs, and placing the tools in they won't register the guild hall, I didn't seem to have this problem in 1.17. I tried destroying the buildings and re-building them, getting new villagers in, the only thing that seems to work is if I spawn in villagers via creative.
Heya, I've been playing on the newset version for a while now on a new world and found that if I make villagers follow me to a town I'm making, tell them to unfollow and construct guild halls that once I have finished building the rooms, doors, signs, and placing the tools in they won't register the guild hall, I didn't seem to have this problem in 1.17. I tried destroying the buildings and re-building them, getting new villagers in, the only thing that seems to work is if I spawn in villagers via creative.
Currently villagers will only recognize the area where they were first spawned (either naturally or by egg) as their home village and will only recognize guild halls in that area. The ability to transfer villagers to a new village will be available in a future update.
I noticed you can't give the villagers tools and weapons from mods. It's nice that they can wear mod armor, though. Is there some kind of list for me to change to make those items are acceptable?
The next update will reduce the chance of miners getting stuck and I am planning on giving villagers the ability to create farms from scratch sometime after the next major update.
The last update should have solved the population problem, are you sure you have version 1.1.8 installed?
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
The more guild halls there are in a village the more villagers will breed until a limit is reached. If you are experiencing overpopulation problems upgrade to version 1.1.8.
Edit: Never mind. Just (re-)read the OP. I guess I'll have to wait for said mods to get updated to 1.7.10.
Can you tweak the archer AI so that it doesn't shoot if there are allies between it and its target? Also, will you tweak the 1.8 villager AI so they can share extra equipment? This would be really useful as I don't have to run around giving them the stuff, I can just chuck the stuff down at anyone one villager and it seeks out those who need it when its not busy.
It would be really awesome if you can become some sort of commander/general once you gain enough popularity in the village. Yes, we can control their careers and stuff, but I was think of something like wolves. When I attack something, all soldiers within a certain radius attacks it. When I shoot arrows, all archers within a certain distance shoot in the same direction and angle.
I think the range of archers and soldiers should be tweaked. They shouldn't be able to detect mobs from the other side of the village. I propose that they only have a range of 16-32 blocks and will only rush towards it when it or other villagers see them directly. Villagers will emit a sound when it sees such a target. And they sort of transmit this information maybe? Also, villagers should be able to see further away the higher up it it is. Maybe +8 blocks for every 16 blocks up with a limit of 128 blocks? And archers should have the same range. They are hurting allies more than helping them right now.
First off I want to say these are all great suggestions and I thank you for your input. I admit the Archers didn't turn out the way I expected and part of the reason is just from the limited functions available in the Minecraft code. However, I have been recently tweaking the code to make both Archers and Soldiers respond quicker to immediate threats to villagers which should make them more effective and also add a bit more realism to the mod. You also suggested having the player be able to command Soldiers and Archers. I've actually been toying with this idea myself and I expect I may add this feature along with other major improvements to combat professions when I re-implement the player popularity aspect (that way I think there could be some potential for "warring villages" which could be a lot fun). Finally, you'll be pleased to know that the next update will not only allow villagers to share items among various guild halls, but also make villagers of certain professions able to craft new tools for themselves and for other villagers automatically.
http://pastebin.com/3QxBad5y
This mod is fairly resource intensive but I've never come across anyone having this particular problem even on lower end computers, and the exception doesn't point to any part of the code that should cause any major problem. My best guess is that with the number of mods you have installed Helpful Villagers was the straw that broke the camel's back so to speak, or (though less likely) there is some hardware issue causing problems.
That's so strange, I'm thinking maybe MoVillages is conflicting in some way. I have been having an issue where my server runs 100% cpu usage on multicraft (SpartanHost) but after I took this out it seems to run around 1% - 15% CPU usage. Maybe I'll figure out what was going on in the future, if so I'll come back and post.
I had the same experience and sadly removed Helpful Villagers from my pack. I did not have a lot of chance to dig into the issues involved, but not only was there a server-side drag, but it seemed like a lot of unnecessary packet activity between the server and client. I hope to give it another try soon and I'll run things through a profiler to get a better picture of what's going on. Sorry I'm so lean on details, but know that you're not the only one seeing this issue.
Very good mod though.
~Also, a new feature is to let the miners use the furnace and maybe add a builder,(which can get items from lumber jacks and miners to build houses with).
1. Guard: a powerful unit that is slower, has more health, and does more damage per hit but does attacks less
2. Biulder: builds village house's of any type on command.
3. Troop: not as powerful but is faster and does more hits to Hostile Mobs.
4. Mechanic: makes Golems when lack of Protection in home Village
5. Huntsman: hunts peaceful mobs
6. Assasin: is stealthy, kills Endermen and Spiders
7. Terrorist: a rare villager that has a 20/100 chance of spawning in a Village and will place Many Traps to try and kill villagers
Good Job on making this
Currently villagers will only recognize the area where they were first spawned (either naturally or by egg) as their home village and will only recognize guild halls in that area. The ability to transfer villagers to a new village will be available in a future update.