1.7.10
Forge
Mobs
SMP
SSP
NPCs
Minecraft 1.7.10, Forge 10.13.2.1291, LightLoader 1.7.10, Archimedes Ships, Autofish, AutoSapling, Better Anvils, Better Rain, bspkrsCore, Coller, Control Pack, CraftGuide, Deconstruction, Enchanting Plus, Enchvil, Extended Villages, Flesh2Lether Fognerf, Helpfulvillagers, Ironchest, LunatriusCore, MapWriter, mciCraftCore, mciFarming, (MineColonies), Never Say Nether, Pam’s Clay Spawn, Roxas Fuel, Scenter, Sim-U-Kraft Reloaded 1.0.2a, Smooth Bedrock, Stackie, Slabcraft, Staircraft, The Camping Mod, Treecapitator.
First of all, I would like to say that I really like this mod! It's way better than the villagers already in Minecraft! I've only run into a few minor glitches so far (like when a villager get stuck jumping at a wall), but other then that this mod is very well done! I would definitely recommend it to my friends.
The only things I could suggest to make this mod better would be to add more professions (Ex: Fishermen, Sheep Shearers, Craftsmen) and to find a use for emeralds; perhaps making them into a currency to pay villagers for their work or something.
Other than that, great mod man! 10/10.
---- Minecraft Crash Report ----
// But it works on my machine.
Time: 02/09/14 23:42
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at mods.helpfulvillagers.ai.EntityAILumberjack.gather(EntityAILumberjack.java:172)
at mods.helpfulvillagers.ai.EntityAILumberjack.func_75253_b(EntityAILumberjack.java:75)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:82)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:540)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1772)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:367)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1609)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
at mods.helpfulvillagers.entity.AbstractVillager.func_70071_h_(AbstractVillager.java:293)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:110)
at net.minecraft.world.World.func_72866_a(World.java:2043)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2007)
at net.minecraft.world.World.func_72939_s(World.java:1860)
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.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:335)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
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.ai.EntityAILumberjack.gather(EntityAILumberjack.java:172)
at mods.helpfulvillagers.ai.EntityAILumberjack.func_75253_b(EntityAILumberjack.java:75)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:82)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:540)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1772)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:367)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1609)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
at mods.helpfulvillagers.entity.AbstractVillager.func_70071_h_(AbstractVillager.java:293)
at mods.helpfulvillagers.entity.EntityLumberjack.func_70071_h_(EntityLumberjack.java:110)
at net.minecraft.world.World.func_72866_a(World.java:2043)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2007)
-- Entity being ticked --
Details:
Entity Type: helpfulvillagers.Lumberjack (mods.helpfulvillagers.entity.EntityLumberjack)
Entity ID: 53
Entity Name: Ozzy
Entity's Exact location: 26.73, 69.00, 221.40
Entity's Block location: World: (26,69,221), Chunk: (at 10,4,13 in 1,13; contains blocks 16,0,208 to 31,255,223), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1860)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: Alkion
All players: 0 total; []
Chunk stats: ServerChunkCache: 641 Drop: 0
Level seed: 7706783128367926397
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (200,64,256), Chunk: (at 8,4,0 in 12,16; contains blocks 192,0,256 to 207,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 111590 game time, 6017 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 65049 (now: false), thunder time: 67447 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:335)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
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 (x86) version 6.3
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 93663840 bytes (89 MB) / 216027136 bytes (206 MB) up to 259522560 bytes (247 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 15, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.25.1208 Minecraft Forge 10.13.0.1208 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.25.1208} [Forge Mod Loader] (forge-1.7.10-10.13.0.1208-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.0.1208} [Minecraft Forge] (forge-1.7.10-10.13.0.1208-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
helpfulvillagers{1.1.4} [Helpful Villagers] (Helpful-Villagers-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 20; []
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
https://www.youtube.com/channel/UCigwFFJfA1QHdgqDX_QPcyg
Update to the latest version of the mod
@thezuma
Make sure your guild halls are inside a village and a valid item frame is used.
please fix or try to
Some ideas for existing and future professions:
1. Have the lumberjack be able to chop down trees and plant saplings within a fenced in area. It could be just outside the village with a path to and from the village. this would keep him close to the village.
2. Sheep herder. This could be another fenced in area that do his shearing and possibly breeding. If there is wheat in his inventory he will breed sheep when allowed. when 1.8 comes out, they could keep a certain amount of sheep and slaughter the rest based off of a GUI input (see rancher below).
3. Rancher. He could breed cows with wheat in his inventory. He could also slaughter them based on a user input number that's part of the GUI. Tell the rancher to keep 10 adults and when it goes above that he kills them and collects the leather and meat.
4. Archers/soldiers. A great idea. Would love to see archers stationed in towers around the village protecting the citizens. Archers should be able to target and attack incoming mobs.
Having a way to build a guild (not naturally generated) would be nice. Treat it as a multiblock structure of sorts. For example: Say it has to be 5 x 5 with a roof and a floor and at least one door. Right click using some kind of crafted item, like a sceptre, or something (just brainstorming here..) and it makes it a base guild building. Then put the item frame and item next to the door to set the guild type. This allows guilds to be created anywhere around a village where there is room with a fenced in area for the villager to do their thing, whether it's sheep herding, ranching, lumberjacking, etc.
Another idea is to have the number of villagers correlate to the sizes of farms in the village and the other villagers (with professions assigned) must eat the food regularly to keep doing their job. So, farmers must keep the crops growing so the other villagers can eat. If there is no food, then the villagers (with professions) don't do their work.
I like the idea of having a villager following you around that you can gear up and use his inventory as you explore the world. And even help defend you. But you have to keep him fed or you lose the ability to access his inventory.
Others have mentioned the reproducing issue. This is a major issue. I set up a base in a village and it didn't take long before there were 30 to 40 villagers of all types wandering around. It got to be too much! So, maybe a food related cap, a config file, something.
Having crop compatibility with other mods would be cool. Recognizing Magic Crops, Harvestcraft, etc. would be great.
Keep up the fine work! Looks like you've just scratched the surface on what is possible!
Refer to the guild hall screenshot in my first post, the item frame must be placed in any one of the positions shown relative to the door, the door must be wooden and inside a village, and the item frame must have a valid tool inside it (axe for lumberjack, pickaxe for miner, etc.) If you're trying to make a guild hall for a village that wasn't naturally generated (meaning you just spawned a villager in some random location) make sure to place it close enough to the original position where the villager was spawned (at least less than 10 blocks away). Also, make sure you have the latest version of the mod installed and if you have any other mods installed (especially ones that modify doors, item frames, or tools) try temporarily uninstalling them.
Also, my idea for the Fisherman.
97% of teenagers would cry if they saw Justin Bieber on top of a tower
about to jump. If you're the 3% who is sitting there with popcorn
screaming "DO A BACKFLIP", copy and paste this as your signature.
I've done a lot of work to try and debug the issue with guild halls. I've removed the mod from my game and re added it. Started new worlds. It started in 1.14 and have upgraded to 1.17. I've had a native spawned village going with all the professions and suddenly lost all of them. I've started a village from scratch and created a miner guild, created a miner and then moved the item frame to another building (in the village) and now can't get a miner no matter how many guilds I build. I've lost guilds and then just waited for a few hours and they come back. I make 5 miner guilds in the village and only one of them is recognized. I've seen a lot of guild detection bugs. I added the village info mod to make sure I am in the village.
It's been pretty flaky and if I could make one request, it would be just to allow you to cheat a building into a guild hall as a backup when whatever detection algorithm you have fails. I am playing with a few other mods but nothing that modifies villages or houses or item frames.