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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from MentalMouse42»

    Awww... don't we get engagement gifts anymore? I just gave my chosen an engagement ring -- when I tried to follow it up with a kiss (supposedly at 95%), I got "Now that we're married I can tell you how lousy you are at kissing". :blink: And I have the Procreate button. None of the villagers I've tried offered gifts (or showed any extra buttons). I'm already a baron, does that make a difference?


    PS: Even as a baron, I'm still getting the hint message about becoming a baron if your village happiness is above 80%.


    The engagement ring just means that when you then give a proper wedding band (the one WITHOUT the gemstone), all the villagers will give you gifts.

    It is REALLY worthwhile to get everyone up to as many hearts as possible before you do this, as the gifts they give you reflect how much they like you. A big, happy village will give you diamond gear and other goodies.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from Mister_Bander»

    I'm having this problem as well! I gifted a couple a cake and they had a baby, but the baby just won't grow! To clarify, I'm using MCA 5.2.0 for mc 1.8.9 with forge 11.15.1.1765, the story progression is turned on and happens every 90 minutes, the story progression threshold is 60 minutes. The time for babies to grow up is set to 1 minute.

    Not sure if this is due to not reaching the story progression threshold (I spawned the villagers in creative, made them marry and gave them cake straight away), or it could be that the "time for babies to grow" option in the config only affects players.

    Also I'm having another strange bug, it seems that I cannot get daughters whatsoever, I procreated with my mc wife like 7 times and each time I always get a boy. This also happens on other villagers when I give them cake, they will always have a baby boy.

    The baby does not automatically grow up. You need to "use" the baby item, right-clicking on the ground where you want the child to appear.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    I found a piece of the trading tiers puzzle!

    I still don't know why MCA villagers start out with tier 2 trades instead of tier 1 trades, but I think I have figured out part of the pattern for the new trades they generate: it seems to be based on what trade you just made that triggered the new batch of trades. That is, it will only generate tier 3 trades if you buy the LAST option of the tier 2 trades.

    So, I had a baker who started out buying pumpkins (8 per emerald) and selling pumpkin pie (2 per emerald). I sold him pumpkins, and he generated a new Tier 2 set. So then his trades were 8 pumpkins (buy), 2 pie (sell), 10 pumpkins (buy), 3 pumpkins (sell). I kept on selling him pumpkins, and he just kept on generating more and more tier 2 trade sets. It was only when I bought pie from him that he added melon and apple trades (tier 3).

    I am not a coder, but it seems to me this might be due to an incomplete update of MCA. I recall that the old villager trades were more random, not arranged into tiers exactly, and new trades would only be triggered if you bought the LAST trade. The newer vanilla villager system puts them into a stricter set of tiers, and will renew randomly with a 20% chance for each transaction, regardless of which trade it is. It could be that the older MCA code checks for the last trade only, while the underlying vanilla code randomly pushes for the "next" tier (which is still 2, because the counter for the first tier still hasn't been triggered). Then, when you buy the last trade, the tier counter is incremented.

    Or something like that.

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from focalor616»

    not sure why but the Trading table in 1.10 is complete changed by the MCA, librarians dont offer buy paper anymore (for example) and all the trades are complete diferent.


    I've been trying to figure this one out, myself. What I've observed is that somehow MCA overwrites each villager's 1st tier trades (including the librarian's paper trade) with 2nd tier trades.

    In creative mode, it seems to advance properly through the following tiers, but in survival or hardcore, I've found that it tends to refresh with mostly additional second tier trades. I had one baker whose trades were: pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie...
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from Purple_Frog»

    I don't know why, but on every single version of the mod (unless 1.6.4 and lower (By the way, there they won't get older unless I give them golden apples.) other villagers babies won't grow up. My own babies grow up and grow into adults, but other villagers won't. I give them cake and they 'woohoo' and the female then just holds the baby in her hands FOREVER. It just never grows up.


    I have changed some of the settings like how long it is supposed to take the babies to grow up tho. Usually I have it set to 2 min. My babies will then grow up, but none of the others. I've tried setting all the settings back to default, but that didn't help.


    I haven't heard about anyone with similar problems before, but I was wondering if anyone knew what I could do to fix it.


    Thanks!


    There is an option in the mod configuration for "STORY PROGRESSION". If this is set to false, then the sorts of changes that happen over time (villagers marrying each other, having children, growing up) will not happen automatically. You can cause SOME events to take place, like with a matchmaker's ring or a gift of cake, but you have no control over baby items not in your inventory becoming mobs.

    So if you want your villagers' kids to grow up, you have to set Story Progression to "true". Beware, though; that cute villager you've been trying to get up to five gold stars so you can propose? S/he might just marry someone else before you can give her/him the ring...
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Further observation on the villager trading issue:

    I am using the most recent MCA mod, for 1.10.2. MCA villagers still seem to start off with Tier 2 trades as their first set of trades, except for the spouse you get from the crystal ball, who sometimes starts out with a brown robed villager Tier 1 set, regardless of actual profession.

    What I have noticed now is that when you trade with an MCA villager and they gain a new set of trades, the new set also tends to be Tier 2, although sometimes it moves on to Tier 3. I have a couple of bakers in my village who have 4 separate pumpkin prices and 4 separate pumpkin pie trades.

    It seems that the ones most likely to move to a new tier instead of just adding another tier 2 are (1) family members and (2) villagers with the job title "villager".

    I hope these observations help to narrow down the search for the faulty code.


    Edited to add: I don't seem to be able to replicate this yet in creative mode. I thought it might have had something to do with the fact that I'd got all my villagers in survival mode up to five yellow hearts, but that doesn't seem to make a difference in creative. There are a whole lot of factors in the survival village that could be complicating things somehow. I will post more if I can find some other pattern. In creative mode, though, they all still start out with 2nd Tier trades and no 1st Tier.

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from TDB_Virtue»

    You will still be able to sell wheat and buy still if just depend on what villagers it is. (not too sure yet which one that can sell wheat) All i know is it depend on there title they have.


    IN theory you're supposed to be able to, but this remains one of the bugs they haven't been able to fix yet in MCA.

    ALL MCA villagers, with one exception, seem to start with tier 2 trades in the place of their tier 1 trades. For example, if I encounter a farmer villager, she will start out with two trades: buying pumpkins, and selling pumpkin pie. After I sell her pumpkins and she gets new trades, those new trades are duplicates of tier 2: she now has buy pumpkins, sell pumpkin pie, buy pumpkins, and sell pumpkin pie. After that she'll acquire her tier 3 trades normally.


    This seems to be the case for every MCA villager except for the spouse you get if you click on the "I have a family" option with the crystal ball. The spouse starts with actual tier 1 trades normally. What's more, regardless of the spouse's nominal profession, she'll be assigned the trades of a brown-robed villager: farmer, fletcher, fisherman, or shepherd.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from GameVoidfromMC»

    For people who can't figure out how to become a baron:


    1. Make all your villagers happy (Five gold hearts for all of them I guess? I just gave them all diamond blocks in creative mode when I was testing stuff)

    2. Go to a librarian and go to special and they now have a button that says "Check happiness" this will tell you the happiness of the village.

    3. If the happiness is over 80% simply try to keep people happy and keep interacting with everyone. Eventually you'll get a prompt asking you if you want to become a baron and you can click yes or no.


    Note: This is going to be difficult if not impossible if you also have vanilla testificates in your village. (I have turned off the "overwrite testificates" option in my world, because the MCA villagers still overwrite tier 1 trades with tier 2, so I cannot sell them wheat, wool, carrots, potatoes or paper as cash crops.) I suspect MCA calculates happiness based on ALL the villagers, and testificates probably don't have any kind of happiness score.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Whoops. Sorry. For some reason I didn't see this question until just now.

    I downloaded the very latest. MCA-1.10.2-5.2.0-universal.jar


    (And forgot to quote what I was replying to, when I just clicked "reply". Duh. The question was about which version of MCA am I using when I get the huge monster crash walking into the graveyard.

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Ugh! Here's a BIG one: if you choose the "I live in a village" option, and then walk into the graveyard of said village, major crash ensues. That is, screen goes all blue for a moment, and Minecraft just up and quits. Launcher recognizes this and invites publication of crash report, which presumably you've received.

    It's happened three times now, very consistently. It's almost as if there's some kind of tripwire point in the graveyard: walk past this line, and KABOOM!

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Very cool!

    I hate to be a party pooper, but most of the villagers still seem to be missing the first tier of trades. The farmers' first trade is pumpkin, for example, and the guards all start with iron ingots instead of coal. The only villager who seems to spawn with the first tier is my spouse.

    This seems to apply to the villagers who spawn in with the "I live in a village" crystal ball option as well as overwritten testificates.

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from WildBamaBoy»


    3. Nope, that's what children are for. :)

    9. With the next update, you'll spend 1 emerald to hire a villager for 1 hour (real-time). Hiring multiple for an extended period of time may be too expensive.

    3. It is, of course, your mod and your vision for it. But here's a suggestion that I think might satisfy both our aesthetics.
    First, make it so that using the Procreate option always puts the baby object in the hands of the NPC spouse. (Adopting a baby through a cleric, or having a PC spouse would still give you a baby object.) But make it so that NPCs can do no chores so long as they have a baby object in hand. (I noticed that they can when I gave a cake to the farmer couple I'd hired, and the wife started using her baby girl as a hoe.) You might also extend this so that the spouse can only cook while there are young children.


    Oh, here's another idea that just occurred to me! If you're going to be redoing the "gift" function, I wonder if it could be integrated with the "hire" function. I presume that hiring a villager sets a "hired" flag with a timer, and so long as that flag is set the "work" menu is enabled, and you gain access to the NPC's inventory. Well, you already have a number of different effects triggered by "gift", such as gifts of clothes or cake; what if a gift of an emerald simply hired an employable NPC? And then, instead of having a separate "WORK" button, you accessed the work menu with a gift of a food item.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from WildBamaBoy»

    1. They will farm just about everything as long as the appropriate farm type is set.
    2. Noted, will look into this.
    3. Actually found this recently, will be fixed.
    4. Noted.
    5. Noted, thanks for the suggestion.
    6. Ensure you have the latest update on 1.9 or 1.7.10.
    7. Noted villager bed issue. Villagers will not use boats or carts.
    8. Not sure what that's about, but MCA doesn't affect any vanilla crafting recipes.
    9. MCA's been around since Minecraft 1.0, where emeralds did not exist, and we haven't changed hiring to use them instead. With the upcoming update, emeralds may make hiring too expensive.

    1. They will CREATE a farm of whatever type, but when I assign them to harvest, they only seem to go for the wheat. Is it perhaps because I built the farm for them, instead of asking them to create it first?

    3. Thanks. Allow me to express my hope that "will be fixed" means to make it possible for spouses to do all chores, instead of limiting it to cooking.

    6. I am using MCA 5.1.3 with Minecraft 1.9, which thrilled me because it fixed the problem of trades not renewing or adding tiers. For all my existing villagers, it properly updated and added second tier trades based on profession. But when I created a new world, I noticed that all the villagers (except my spouse, notably) were spawned in with only the second tier of trades, missing the first. I wonder if it's something with the overwriting of testificates?

    9. I can assure you that, unless you are doing something to mess with the availability of emeralds, hiring a villager for one emerald will NOT be too expensive. Even with the bugs identified above, hiring a single farmer on a well-designed wheatfield can yield more than enough wheat to pay the farmer's wages and leave you with a profit. It requires a bit of management, but that's as it should be.

    My usual style of play is to cultivate the heck out of a village, to create a reliable renewable source of emeralds through trade. I then don't have to use diamonds on breastplates, picks, swords or axes, which I get with known enchantments besides. At a first approximation, yeah, emerald trading doesn't look very profitable, but if you focus on cash crops and economies of scale, it really can pay off. (Though I wish I could buy diamond hoes and shovels, and the rest of the armour ensemble, but that's not an MCA issue.)

    (Another thing I like to do, which MCA is fantastic for, is shift my role play focus from Steve. If I'm going to go mining, I get a Miner villager to follow me. If I'm tending livestock, the shepherd follows me. Gives me an incentive to grow my villages and breed/recruit one of every profession.)
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Noticed a couple of issues.

    1. Hired villagers only seem to harvest wheat, ignoring potatoes and carrots. It would be nice to be able to get them to harvest other crops as well. Even better if that included pumpkin, sugar cane, melon, cocoa beans, netherwort.


    2. Also, farming villagers only seem to increment a single inventory slot, sometimes pushing it beyond the usual 64 item stack size. Occasionally this causes it to reset to zero, making it look like the farmer did no work at all other than consume some hoe durability.

    3. If you click on the "COOKING" menu for your spouse, and then hit the back arrow to the previous menu, it's possible to have your spouse do any of the other chores you'd have your kids do. This is probably unintentional, but I would argue that it SHOULD be possible; making the spouse only be able to cook or breed seems to me an unnecessary limitation. I much prefer the spouse to be more a full partner to the player. There is very little time saved by having a spouse do the cooking, since the time it takes to place cookable items and fuel in their inventory is more than the time it takes just to right-click on a furnace directly.

    4. The mining chore seems to check for when a pick is finally consumed, and terminates on that check, which means you can set someone to mining indefinitely if you take the pick out of their inventory after they've started. Also, it would be nice if you could give them several picks in advance; as it is, they stop working when the first pick breaks, instead of switching to another one in their inventory.

    5. I like that you can make villagers wear armour now, but I've noticed that they don't render with it on until after you've checked their inventory. It seems to stay on them until you sleep or leave the chunk. Speaking of armour and equipment, it would be nice if you didn't have to have access to a villager's inventory to give them armour or tools/weapons. If I give (gift) a guard a piece of armour or a weapon, and they don't already have it, they should be able to equip it. I'd love to be able to just go give dyed leather uniforms to all the guards in a village, without having to hire them.

    6. There still seems to be a problem with the vanilla trading mechanism, and it's a pretty severe one for my purposes: the first tier trades just don't show up at all. Most of the renewable things you sell to villagers to get emeralds are in the first tier: wool, coal, wheat, potatoes, carrots, paper. Having to depend on books, iron and diamonds is a huge impediment.

    7. I note that villagers can ride horses, but for some reason I can't get them into boats or mine carts. For that matter, they don't seem to recognize villager beds anymore, even when those beds are very close to their designated home point.


    8. May be a Forge issue and not MCA specifically, but I've noticed I can no longer craft larger scale maps; I'm limited to the first, smallest scale.

    9. Is there a reason why MCA villagers must be hired with gold and not emeralds? It seems incongruous to me.

    That's all that comes to mind at the moment. I very much enjoy the mod.

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Also, it's EXTREMELY foolhardy to take an established world and tinker with mods at all. Simply by accident, I've done terrible damage to my worlds, just by forgetting which profile I was using. Loaded my 1.8 world, just for an instant, with 1.7.10, and my rabbits and granite and different types of wooden door vanished instantly forever. Made the same mistake in the other direction once, and killed off my MCA family.

    Seriously, if you're going to try out a mod, create a brand new world with it. Do not risk a cherished world you've already been doing stuff in.

    Posted in: Minecraft Mods
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