Just letting everyone know that I am still alive and working on the mod. Check the top of the thread for some information on the status of the mod.
This is a wonderful mod. From all of us I just want to say thank you for making it and thank you to everyone who assisted in its creation. It's an unparalleled survival tool for some amazingly hostile mods and I am not seeing it being utilized this way anywhere.
Well lets discuss it further and try to hammer out some details and come up with more stuff. Just because we post a crap ton of ideas doesn't mean we're demanding that they all be used, but we're more likely to come up with something plausible.
I was also thinking that there could be some universal benefits, such as an increase in health. When you breed two horses you can raise or lower their health, speed and jump height, but when two villagers breed their health could go up or down.
Another thought is a rank system, where in the title of "Grand Master" could be the highest rank. There would be any number of ranks leading up to grand master, but any child apprenticed under a tradesman of a specific rank will grow up into the next rank higher than their teacher. ALSO, in order to take on an apprentice, a tradesman must be a member of that guild for a specified length of time. Simply put, they must gain experience before they can teach. The length of time that a tradesman must spend gaining field experience will depend on their rank. The higher the rank the longer you must wait. Rank shown on the villager's menu.
Examples of abilities and boosts are more loot, (higher crops yields, more mob drops like from slaughtering farm animals and slaying mobs, more wood, rarer fishing loot), the previously mentioned universal increase in health with every rank, ranchers returning to where they found the last animal to continue their search, soldiers combining unenchanted armor and weapons that have below 50% durability in order to increase their life and save inventory space. . .
It's 2am, I have bronchitis, and if I found a mistake now I probably wouldn't see it if it jumped off the screen and bit me on the schnoz. Posting now.
No joke. It comes and goes, but the medication makes me woozy. So if I'm not comprehending something or if I say something strange you know why. My brain feels like it is doing back flips in there so I'm ending this now.
I think this is the same error happening over and over. It seems to revolve around the lumberjacks as near as I can tell. It's the only name I can find in the reports. This time it happened on a superflat, I plant a few trees to get the lumberjacks started, but it happens in default worlds too. And it's happening regardless of whether or not other mods are installed or if the village was spawned naturally or created. The only thing in common that I can think of is that I'm in creative mode when it happens. Is this happening to anyone else?
I pasted the whole thing into the spoiler so there wouldn't be a massive wall of text.
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 3/23/16 2:11 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at mods.helpfulvillagers.village.HelpfulVillage.isInRange(HelpfulVillage.java:312)
at mods.helpfulvillagers.util.AIHelper.isInRangeOfAnyVillage(AIHelper.java:416)
at mods.helpfulvillagers.entity.EntityLumberjack.shouldPlantSapling(EntityLumberjack.java:188)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:166)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mods.helpfulvillagers.village.HelpfulVillage.isInRange(HelpfulVillage.java:312)
at mods.helpfulvillagers.util.AIHelper.isInRangeOfAnyVillage(AIHelper.java:416)
at mods.helpfulvillagers.entity.EntityLumberjack.shouldPlantSapling(EntityLumberjack.java:188)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:166)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
-- Entity being ticked --
Details:
Entity Type: helpfulvillagers.Lumberjack (mods.helpfulvillagers.entity.EntityLumberjack)
Entity ID: 60
Entity Name: entity.helpfulvillagers.Lumberjack.name
Entity's Exact location: 1730.38, 17.00, -323.33
Entity's Block location: World: (1730,17,-324), Chunk: (at 2,1,12 in 108,-21; contains blocks 1728,0,-336 to 1743,255,-321), Region: (3,-1; contains chunks 96,-32 to 127,-1, blocks 1536,0,-512 to 2047,255,-1)
Entity's Momentum: 0.11, -0.08, -0.10
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: 7.10_Vllgr-MtntCr_tst-flt
All players: 1 total; [EntityPlayerMP['Crafty_Angyl'/112, l='7.10_Vllgr-MtntCr_tst-flt', x=1729.59, y=18.44, z=-368.05]]
Chunk stats: ServerChunkCache: 704 Drop: 0
Level seed: -4329805708689778205
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 2;7,15x1,2;1;village,biome_1,decoration,stronghold,mineshaft,lake,dungeon
Level spawn location: World: (1647,4,-261), Chunk: (at 15,0,11 in 102,-17; contains blocks 1632,0,-272 to 1647,255,-257), Region: (3,-1; contains chunks 96,-32 to 127,-1, blocks 1536,0,-512 to 2047,255,-1)
Level time: 84592 game time, 84592 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 92282 (now: false), thunder time: 18103 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 105273992 bytes (100 MB) / 302632960 bytes (288 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJAAAA helpfulvillagers{1.3.1} [Helpful Villagers] (helpfulvillagers-1.7.10-1.3.1.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Crafty_Angyl'/112, l='7.10_Vllgr-MtntCr_tst-flt', x=1729.59, y=18.44, z=-368.05]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I built my own building, spawned a villager using an egg, but he doents seem to respond at proffecion change.
I put the sign etc properly.
The same thing was happening to me and I couldn't figure it out. Restart the world. Just exit and reenter it. It gives the game a slap up the back of its head or something and makes it look over everything. It works just fine when I do that. Also it seems to work best when I just use a bunch of smaller builds like 5x5 houses instead of trying to stick a bunch of doors on one big build, but I can't seem to get some of them to go inside instead of lingering outside of their guild door near the frame so maybe I should be using slightly more spacious houses, like 7x7. A personal preference, but I try to space the builds at least 4 blocks apart, sometimes a bit scattered about like they're accommodating the land. And I found out that if you use tree trunks for pillars it sometimes confuses your lumberjacks. Mine were spinning about like they didn't know what to do until I replaced logs with cobblestone.
However, I would like to see support for Biomes O Plenty and Harvestcraft please.
Did you just advertise other mods? I bring up other mods sometimes because I like to mix mods, like pitting soldier villagers against mutant endermen, but NEVER Advertise!
The lumberjacks can cut any tree, including the jungle giants and the mega taigas, and the farmers not harvesting blocks like pumpkins, melons, and cane is understandable.
And you are asking for one modder to support another mod or is there something else going on that I'm just not getting? It's entirely possible that I'm not comprehending the situation, I'm sick and a bit loopy from the medication they prescribed.
I didn't realize that this was a question of compatibility... Sorry...
No, I asked for support. I think it would would be nice for the lumberjacks to cut any tree, or the farmers to be able to farm all the fruits and vegetables.
Later versions of the mod allow lumberjacks to cut most modded trees and farmers should be able to harvest most crops, although they don't always plant modded crops. I try to make the game logic broad enough to allow compatibility with other mods, but it all depends on how the other mod's code is set up. If you find a specific compatibility problem please submit a ticket on the issue tracker.
I really enjoy using the working features of this mod, but I'm having some problems. At first, I downloaded an outdated version for 1.7.10 and the miner didn't work (which I know, it's stated) and the lumberjacks kept crashing the game. Anyways, I got 1.4.0b3 and replaced the old version but now the villagers won't recognize guild halls. I had a few existing that they didn't register, so I tried breaking them and putting the item frames back down. That still didn't work, and it seems like the villagers are hovering around my horse stables (with literally 40+ doors). I tried replacing all the doors in the stables with fence gates and breaking and replacing the doors in the village, but nothing seems to be working. Will they not go in the generated village because I replaced the versions?
I really enjoy using the working features of this mod, but I'm having some problems. At first, I downloaded an outdated version for 1.7.10 and the miner didn't work (which I know, it's stated) and the lumberjacks kept crashing the game. Anyways, I got 1.4.0b3 and replaced the old version but now the villagers won't recognize guild halls. I had a few existing that they didn't register, so I tried breaking them and putting the item frames back down. That still didn't work, and it seems like the villagers are hovering around my horse stables (with literally 40+ doors). I tried replacing all the doors in the stables with fence gates and breaking and replacing the doors in the village, but nothing seems to be working. Will they not go in the generated village because I replaced the versions?
I just mentioned this in another comment, restart the world (exit and enter) and they will recognize your guild halls. If that doesn't work, then you're doing something that they don't like. That previous comment has a lot of information in it and it's just a page over, it might help you out. I'm also crashing with my lumberjacks, but I don't know why.
This is EXACTLY what my vision of minecraft has been missing.
I added your mod to my personal modpack and have only puttered around with it for like 30 minutes, and SHAZZAM! Im freekin HOOKED.
The ability to 'teach recipes' is chock full of win.
There are a few mods that I simply will not play without (Pam's, Chisel, Carpenter's, Backpacks...) and now yours is one of them.
Not only did you make my 'must have' list, but you got a new paetron at $2/mo recurring.
After watching about 6 or 7 youtubes about HV, I can see that this mod is VERY MUCH still being developed and improved. Therefore, even though I dont have the faintest coding sense and dont know the feasibility of my request, here it is; Can you make other mod's crops 'farmable'? (specifically Pam's Harvestcraft & Pam's Wee Flowers) All her crops/flowers have a unique seed, a unique plant and a unique drop/crop, and function exactly like the wheat mechanic.
Let me explain why?..... I build in survival, and your 'teach recipe' gives me the ability to have villagers craft tons of different mods' 'bricks and blocks' for building. But those mods require a LOT of dyes. Pam's wee flowers provides a way to grow masses of flowers that provide those dyes.
Anyway, fill that request or not, paetron is permanent, and Im a fan.
Hey I'm like suuuuper pumped for this mod cause my brother and I are doing this army faction thing with one of our worlds and the soldier villagers would be perfect but anyways I was just wondering when and if 1.8 was gonna come out because all my other mods are for 1.8 and yeah thanks for creating this amazing mod.
The miners don't work for me. They just sit there and do nothing with a pickaxe in their hand. I chose the miner profession, but they do nothing. Could you help?
I have an idea. How about a tool that allows you to tell villagers what building is which? Make a selection between two blocks.. And the villagers will classify that as a guild hall. BUT! To be allowed to tell the villagers what is a guild hall, you have to have already BUILT that guild hall.
Rollback Post to RevisionRollBack
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
The miners don't work for me. They just sit there and do nothing with a pickaxe in their hand. I chose the miner profession, but they do nothing. Could you help?
They can be tricky. At least for me. I have trouble getting them started too. Walk them out to some bare stone and then let them loose and see if they take interest. If not try another. Also try restarting the world when things seem to not want to work like that. Just exit and jump back in to refresh the system and make it look over everything again. Gives it a little slap up the back of the head to tell it that there's something new that it should be registering. They want to start mining where they can detect ore I think, but they are supposed to wander and search like lumberjacks to find a good spot.
I have an idea. How about a tool that allows you to tell villagers what building is which? Make a selection between two blocks.. And the villagers will classify that as a guild hall. BUT! To be allowed to tell the villagers what is a guild hall, you have to have already BUILT that guild hall.
. . . Build a building, stick the frame somewhere touching the edge of a door, put the appropriate item in the frame. That designates the guild hall. I will use the same building for the rancher and the farmer so the rancher has access to the crops for feeding the livestock.
Im having no luck whatsoever 'founding' a new village, even with a spawn egg.
Yes, a new village will be created..... populated by sparkly new hatched villagers. But no, the 'new' villagers wont recognize the new guild hall, and keep returning to the old one.
Then they forget about my beautiful new gardens in the new village and wont come back to tend them.
Please add a function / command similar to the one in MCA that allows [Set Home].
Im having no luck whatsoever 'founding' a new village, even with a spawn egg.
Yes, a new village will be created..... populated by sparkly new hatched villagers. But no, the 'new' villagers wont recognize the new guild hall, and keep returning to the old one.
Then they forget about my beautiful new gardens in the new village and wont come back to tend them.
Please add a function / command similar to the one in MCA that allows [Set Home].
Have you tried restarting? Just exit and re-enter. And what is MCA?
Just letting everyone know that I am still alive and working on the mod. Check the top of the thread for some information on the status of the mod.
This is a wonderful mod. From all of us I just want to say thank you for making it and thank you to everyone who assisted in its creation. It's an unparalleled survival tool for some amazingly hostile mods and I am not seeing it being utilized this way anywhere.
. . . (brain restarting) . . . Someone Likes It!
Well lets discuss it further and try to hammer out some details and come up with more stuff. Just because we post a crap ton of ideas doesn't mean we're demanding that they all be used, but we're more likely to come up with something plausible.
I was also thinking that there could be some universal benefits, such as an increase in health. When you breed two horses you can raise or lower their health, speed and jump height, but when two villagers breed their health could go up or down.
Another thought is a rank system, where in the title of "Grand Master" could be the highest rank. There would be any number of ranks leading up to grand master, but any child apprenticed under a tradesman of a specific rank will grow up into the next rank higher than their teacher. ALSO, in order to take on an apprentice, a tradesman must be a member of that guild for a specified length of time. Simply put, they must gain experience before they can teach. The length of time that a tradesman must spend gaining field experience will depend on their rank. The higher the rank the longer you must wait. Rank shown on the villager's menu.
Examples of abilities and boosts are more loot, (higher crops yields, more mob drops like from slaughtering farm animals and slaying mobs, more wood, rarer fishing loot), the previously mentioned universal increase in health with every rank, ranchers returning to where they found the last animal to continue their search, soldiers combining unenchanted armor and weapons that have below 50% durability in order to increase their life and save inventory space. . .
No joke. It comes and goes, but the medication makes me woozy. So if I'm not comprehending something or if I say something strange you know why. My brain feels like it is doing back flips in there so I'm ending this now.
Ice and Fire: Dragons in a whole new light
I think this is the same error happening over and over. It seems to revolve around the lumberjacks as near as I can tell. It's the only name I can find in the reports. This time it happened on a superflat, I plant a few trees to get the lumberjacks started, but it happens in default worlds too. And it's happening regardless of whether or not other mods are installed or if the village was spawned naturally or created. The only thing in common that I can think of is that I'm in creative mode when it happens. Is this happening to anyone else?
I pasted the whole thing into the spoiler so there wouldn't be a massive wall of text.
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 3/23/16 2:11 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at mods.helpfulvillagers.village.HelpfulVillage.isInRange(HelpfulVillage.java:312)
at mods.helpfulvillagers.util.AIHelper.isInRangeOfAnyVillage(AIHelper.java:416)
at mods.helpfulvillagers.entity.EntityLumberjack.shouldPlantSapling(EntityLumberjack.java:188)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:166)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mods.helpfulvillagers.village.HelpfulVillage.isInRange(HelpfulVillage.java:312)
at mods.helpfulvillagers.util.AIHelper.isInRangeOfAnyVillage(AIHelper.java:416)
at mods.helpfulvillagers.entity.EntityLumberjack.shouldPlantSapling(EntityLumberjack.java:188)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:166)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
-- Entity being ticked --
Details:
Entity Type: helpfulvillagers.Lumberjack (mods.helpfulvillagers.entity.EntityLumberjack)
Entity ID: 60
Entity Name: entity.helpfulvillagers.Lumberjack.name
Entity's Exact location: 1730.38, 17.00, -323.33
Entity's Block location: World: (1730,17,-324), Chunk: (at 2,1,12 in 108,-21; contains blocks 1728,0,-336 to 1743,255,-321), Region: (3,-1; contains chunks 96,-32 to 127,-1, blocks 1536,0,-512 to 2047,255,-1)
Entity's Momentum: 0.11, -0.08, -0.10
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: 7.10_Vllgr-MtntCr_tst-flt
All players: 1 total; [EntityPlayerMP['Crafty_Angyl'/112, l='7.10_Vllgr-MtntCr_tst-flt', x=1729.59, y=18.44, z=-368.05]]
Chunk stats: ServerChunkCache: 704 Drop: 0
Level seed: -4329805708689778205
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 2;7,15x1,2;1;village,biome_1,decoration,stronghold,mineshaft,lake,dungeon
Level spawn location: World: (1647,4,-261), Chunk: (at 15,0,11 in 102,-17; contains blocks 1632,0,-272 to 1647,255,-257), Region: (3,-1; contains chunks 96,-32 to 127,-1, blocks 1536,0,-512 to 2047,255,-1)
Level time: 84592 game time, 84592 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 92282 (now: false), thunder time: 18103 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 105273992 bytes (100 MB) / 302632960 bytes (288 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJAAAA helpfulvillagers{1.3.1} [Helpful Villagers] (helpfulvillagers-1.7.10-1.3.1.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Crafty_Angyl'/112, l='7.10_Vllgr-MtntCr_tst-flt', x=1729.59, y=18.44, z=-368.05]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Ice and Fire: Dragons in a whole new light
Bug:
I built my own building, spawned a villager using an egg, but he doents seem to respond at proffecion change.
I put the sign etc properly.
The same thing was happening to me and I couldn't figure it out. Restart the world. Just exit and reenter it. It gives the game a slap up the back of its head or something and makes it look over everything. It works just fine when I do that. Also it seems to work best when I just use a bunch of smaller builds like 5x5 houses instead of trying to stick a bunch of doors on one big build, but I can't seem to get some of them to go inside instead of lingering outside of their guild door near the frame so maybe I should be using slightly more spacious houses, like 7x7. A personal preference, but I try to space the builds at least 4 blocks apart, sometimes a bit scattered about like they're accommodating the land. And I found out that if you use tree trunks for pillars it sometimes confuses your lumberjacks. Mine were spinning about like they didn't know what to do until I replaced logs with cobblestone.
Ice and Fire: Dragons in a whole new light
Did you just advertise other mods? I bring up other mods sometimes because I like to mix mods, like pitting soldier villagers against mutant endermen, but NEVER Advertise!
Ice and Fire: Dragons in a whole new light
The lumberjacks can cut any tree, including the jungle giants and the mega taigas, and the farmers not harvesting blocks like pumpkins, melons, and cane is understandable.And you are asking for one modder to support another mod or is there something else going on that I'm just not getting? It's entirely possible that I'm not comprehending the situation, I'm sick and a bit loopy from the medication they prescribed.I didn't realize that this was a question of compatibility... Sorry...
Ice and Fire: Dragons in a whole new light
Later versions of the mod allow lumberjacks to cut most modded trees and farmers should be able to harvest most crops, although they don't always plant modded crops. I try to make the game logic broad enough to allow compatibility with other mods, but it all depends on how the other mod's code is set up. If you find a specific compatibility problem please submit a ticket on the issue tracker.
I really enjoy using the working features of this mod, but I'm having some problems. At first, I downloaded an outdated version for 1.7.10 and the miner didn't work (which I know, it's stated) and the lumberjacks kept crashing the game. Anyways, I got 1.4.0b3 and replaced the old version but now the villagers won't recognize guild halls. I had a few existing that they didn't register, so I tried breaking them and putting the item frames back down. That still didn't work, and it seems like the villagers are hovering around my horse stables (with literally 40+ doors). I tried replacing all the doors in the stables with fence gates and breaking and replacing the doors in the village, but nothing seems to be working. Will they not go in the generated village because I replaced the versions?
math homework > minecraft > math homework
I just mentioned this in another comment, restart the world (exit and enter) and they will recognize your guild halls. If that doesn't work, then you're doing something that they don't like. That previous comment has a lot of information in it and it's just a page over, it might help you out. I'm also crashing with my lumberjacks, but I don't know why.
Ice and Fire: Dragons in a whole new light
Holy Super-Mod, Batman!!!
This is EXACTLY what my vision of minecraft has been missing.
I added your mod to my personal modpack and have only puttered around with it for like 30 minutes, and SHAZZAM! Im freekin HOOKED.
The ability to 'teach recipes' is chock full of win.
There are a few mods that I simply will not play without (Pam's, Chisel, Carpenter's, Backpacks...) and now yours is one of them.
Not only did you make my 'must have' list, but you got a new paetron at $2/mo recurring.
After watching about 6 or 7 youtubes about HV, I can see that this mod is VERY MUCH still being developed and improved. Therefore, even though I dont have the faintest coding sense and dont know the feasibility of my request, here it is; Can you make other mod's crops 'farmable'? (specifically Pam's Harvestcraft & Pam's Wee Flowers) All her crops/flowers have a unique seed, a unique plant and a unique drop/crop, and function exactly like the wheat mechanic.
Let me explain why?..... I build in survival, and your 'teach recipe' gives me the ability to have villagers craft tons of different mods' 'bricks and blocks' for building. But those mods require a LOT of dyes. Pam's wee flowers provides a way to grow masses of flowers that provide those dyes.
Anyway, fill that request or not, paetron is permanent, and Im a fan.
____________________________
Previous work;
http://www.minecraftforum.net/forums/show-your-creation/screenshots/1594893-neuschwanstein-castle-308l-x-128w-x-155h-survival
http://www.minecraftforum.net/forums/show-your-creation/screenshots/1600167-regia-anglorum-the-heptarchy-update-10-28-14
What Im up to right now;
http://www.minecraftforum.net/forums/show-your-creation/screenshots/1600167-regia-anglorum-the-heptarchy-update-10-28-14?comment=506
Hey I'm like suuuuper pumped for this mod cause my brother and I are doing this army faction thing with one of our worlds and the soldier villagers would be perfect but anyways I was just wondering when and if 1.8 was gonna come out because all my other mods are for 1.8 and yeah thanks for creating this amazing mod.
The miners don't work for me. They just sit there and do nothing with a pickaxe in their hand. I chose the miner profession, but they do nothing. Could you help?
I have an idea. How about a tool that allows you to tell villagers what building is which? Make a selection between two blocks.. And the villagers will classify that as a guild hall. BUT! To be allowed to tell the villagers what is a guild hall, you have to have already BUILT that guild hall.
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
They can be tricky. At least for me. I have trouble getting them started too. Walk them out to some bare stone and then let them loose and see if they take interest. If not try another. Also try restarting the world when things seem to not want to work like that. Just exit and jump back in to refresh the system and make it look over everything again. Gives it a little slap up the back of the head to tell it that there's something new that it should be registering. They want to start mining where they can detect ore I think, but they are supposed to wander and search like lumberjacks to find a good spot.
. . . Build a building, stick the frame somewhere touching the edge of a door, put the appropriate item in the frame. That designates the guild hall. I will use the same building for the rancher and the farmer so the rancher has access to the crops for feeding the livestock.
Ice and Fire: Dragons in a whole new light
Im having no luck whatsoever 'founding' a new village, even with a spawn egg.
Yes, a new village will be created..... populated by sparkly new hatched villagers. But no, the 'new' villagers wont recognize the new guild hall, and keep returning to the old one.
Then they forget about my beautiful new gardens in the new village and wont come back to tend them.
Please add a function / command similar to the one in MCA that allows [Set Home].
Have you tried restarting? Just exit and re-enter. And what is MCA?
Ice and Fire: Dragons in a whole new light
Minecraft Comes Alive, a very amazing mod that changes villagers to be much more human and even allows families, marriage, etc.
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i made a guild hall but it isnt working for some reason
You sure you put a tool in the item frame? Also right-click a villager to see if they have a button for changing profession.
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