Announcements: - I know the spear models are still the old ones, I will eventually get around to updating them in the future, its a minor concern and would take a bit of work to adjust. - Scrolls are currently not being detected while displayed IN cabinets (they still work on the top). I am looking into fixing this currently but its a bit tricky with how cabinet display works About Mod: Find an Altar within your world! Craft it into a TownCenter! Build up your town around it and supply your towncenter with resources to bring Villagers and Guards to your town, village, city! Protect them and thrive!!!!!
Features: - Spawning Traders - Craft/Place a top hat and eventually a trader will appear!
- Wandering Villagers - Villagers.....that wander and make your town feel alive!
- Wandering Guards - Guards Defend your town from enemies
- Wandering Clerics - Clerics heal your Villagers/Guards
- Wandering Workerforce - Workers generate resource for your village (Lumberjack, Miner, Farmer) - Laborers process resrouces for your village (Blacksmith, Carpenter (TBA), Baker (TBA)
How To Guides:
Spawning Traders
- Craft trader hats (search "hat" in the handbook and look for top hats!) and place them down in a house meeting the spawning requirements - Spawning requirements: - must be in a towncenter region - registered house/room (Room - Vintage Story Wiki) - lantern (within 3 blocks) - table (within 3 blocks) - bed (within 3 blocks) - no other traders around (within 4 blocks) - Once the hat is placed and the requirements are met (Hover mouse over block and read the block GUI, it will say true/false based on if the requirement is met) then you just need to wait for a trader to arrive! - Spawn time is kind of random but for the specific trader hats it takes on average 15 in game days, for the random hat it takes on average 7 in game days. Could take less, could take more!
Spawning Villagers
- Craft a "Town Center" block - Place the Town Center block down in the center of where you think/want your town to be - Start placing beds around your town - The Town Center block covers a 200x200 (default/configurable) area centered on itself (100 block radius) and will pick up any beds placed in this area - Now go back to your Town Center and open its inventory - You need to place 1 bread for every villager you wish to spawn - Now you wait, there is a 75% chance per ingame day that either a Villager/Guard/Cleric will spawn - Villagers will wander around randomly within the 200x200 block area
- General Information: - 1 Bed = 2 Villagers - There is a 50 Villager Town Region Cap (this cannot be surpassed no matter how many beds you place) - If you break the towncenter, the Villagers will freeze for 5mins and if no towncenter is placed back they will despawn - Villagers will ALWAYS spawn on the Town Center and no where else (I am not updating/changing this)
Spawning Guards
Types of Guards - Stone Spear Guards - Copper Spear Guards - Iron Spear Guards - Steel Spear Guards - Copper Falx Guards - Iron Falx Guards - Steel Falx Guards
Guard Abilities - Self Heal (heal themselves if health drops below a threshold) ~10sec cooldown - Melee Attack (basic melee attack) - Heavy Melee Attack (stronger melee attack) ~30sec cooldown
- Craft a "Town Center" block - Place the Town Center block down in the center of where you think/want your town to be - Start placing Straw Dummies around your town (to train your guards) - The Town Center block covers a 200x200 (default/configurable) area centered on itself (100 block radius) and will pick up any straw dummies placed in this area - Now go back to your Town Center and open its inventory - You need to place 1 Weapon Type Spear/Falx (stone, copper, iron, steel variant) for every guard you wish to spawn. - You need to place 1 CHAIN helmet (copper, iron, steel) for each weapon matching the type (ie - copper chain helmet + copper falx = copper falx guard) - For Stone spears you need to use a LEATHER helmet along with any stone variant spear - The weapon and helmet will be consumed on spawn - Now you wait, you can check the townstats screen to see when the next spawn chance is!
- General Information: - 1 Straw Dummy = 2 Guards - There is a 15 Guard Town Region Cap (this cannot be surpassed no matter how many straw dummies you place) - If you break the towncenter, the Guards will freeze for 5mins and if no towncenter is placed back they will despawn - Guards will ALWAYS spawn on the Town Center and no where else (I am not updating or changing this) - When a guard dies it will not drop either weapon or armor
Spawning Clerics
Cleric Abilities - Track Injured Allies (tracks injured villager/guards within a 50 block area around them and runs towards them) - Heal Allies (heals allies for 20HP once they get close enough to them) Craft a "Town Center Block" - Place the Town Center Block down in the center of where you think/want your town to be - Start placing Scrolls around your town (to train your clerics) - The Town Center block covers a 200x200 (default/configurable) area centered on itself (100 block radius) and will pick up any scrolls placed in this area - Now go back to your Town Center and open its inventory - You need to place 1 Linen Horsetail Poultice for each cleric you wish to spawn - The Poultice will be consumed on spawn - Now you wait, you can check the townstats screen to see when the next spawn chance is!
General Information - 1 Scroll = 1 Cleric - There is a 5 Cleric Town Region Cap (this cannot be surpassed no matter how many scrolls you place) - If you break the towncenter, the Clerics will freeze for 5mins andif no towncenter is placed back they will desapwn - Clerics will ALWAYS spawn on the Town Center and no where else (I am not updating or changing this)
Spawning Workerforce
Workforce Abilities - Workers: Generate resources into their inventory every 20mins they are loaded in the world - Laborers: Process resources that are provided by workers
Craft a "Town Center Block" - Place the Town Center Block down in the cneter of where you think/want your town to be - Start placing Beds around your town (to increase you villager population) workers count towards the villager population - The Town Center block covers a 200x200 (default/configurable) area centered on itself (100 block radius) and will pick up any beds placed in this area - Now go back to your Town Center and open its inventory - You need to place 1 IRON TIER tool related to the workforce villager that you wish to spawn - The tool will be consumed on spawn - Now you wait, you can check the townstats screen to see when the next spawn chance is!
General Information - 1 Tool = 1 Workforce villager - There is a limit to the Town Region Cap per workforce type - 2 workers of each type - 1 laborer of each type - Workforce villagers also adhere to the Villager region cap as well and the 50 villager limiter - If you break the towncenter, the workers will freeze for 5mins and if no towncenter is placed back they will desapwn - Workforce villagers will ALWAYS spawn on the Town Center and no where else (I am not updating or changing this) - All workforce villagers will pathfind to the towncenter between 12pm and 2pm in game - Laborers will ignore this if they are in the middle of processing - Laborers will pathfind to the nearest required block if they have the proper materials in their inventories
Worker Types
Lumberjack (Iron Axe)
Delivery Timer - 20mins
Common Resources - 70% chance - All vanilla logs (not including aged) 1-4 Rare Resources - 25% chance - All vanilla saplings(seeds) 1-2 Epic Resources - 5% chance - Aged Logs 1-4
Miner (Iron Pickaxe)
Delivery Timer - 20mins
Common Resources - 70% chance - All Vanilla Ore (medium quality only) 3-4 Rare Resources - 25% chance - All Ore (Rich Quality) 3-4 - All Crystalized Ore (Medium Quality) 3-4 Epic Resources - 5% chance - All Crystalized Ore (Rich Quality) 3-4
Townconfig.json - Radius (100) - Adjust the radius of the townregion, I HIGHLY recommend you do not raise this above 150, you will probably start to get lag, especially in multiplayer) - Default: 100 - Height (50) - The up and down radius of the townregion - Default: 50
Future Information:
Planned Features
- More Villager Skins - More Workers - Proccessing Villagers (Blacksmith, Carpenter, Baker, etc)
Concept Features (May or May Not Happen)
Color Code - Red = Low Chance, Orange = Requires outside work, Yellow = Med Chance, Green = High Chance) - Questing - Villager POIs - Alternative Villager Races - Equiping Villagers
FAQ:
FAQ
Can you add compatability for XYZ mod? - No, I will not work on compatability on other mods myself. If that mod developer or individual wants to work on it and provide me the patch or whats needed then that is fine and I will add it to the mod. However I can't justify the time/effort to make my mod compatabile with another mod that might not continue to exist in the future. The same I wouldn't expect other developers to do it for my mod.
Will you add Questing? - Not at this time, maybe in the future. Its kinda outside the scope of this mod currently but the future is an open door!
Can you provide the source code? - No, I choose not to provide the source code to prevent tweaks/patched versions of my mod from appearing on the site. I want to avoid getting questions on issues related to them and also I don't like the idea of someone taking my mod for themselves and publishing it
Is this compatible with VS Village - Yes, this mod shouldn't interact with anything VS Village does so there should be no conflicts between each other.
Can I fork your mod? - No
Can you add xyz config option? - You can request and I can consider it but no gurantees
Permissions and Credits:
Permissions
Upload Permissions: You cannot re-upload this to the moddb or other mod sites under any circumstances
Modification Permissions (Forks): You cannot upload forks
Modification Permission (Tweaks/Patches): You must ask for permission to do this (via DM on discord not in the comments) and said patch/tweak must require this mod to be installed in order to run, it cannot be a standalone patch/tweak as that is just a fork...
Asset Permissions: Assets specific to this mod cannot be used in other mods
Feedback/Suggestions/Support: I livestream on Twitch or Youtube (ad-free) monday-thursday (6pm est - 10pm est) Typically I play vintage story but on occasion might dive into a random game. I welcome suggestion and feedback on the mod in chat there or you can leave a comment below. - You can also join my personal discord channel via - https://discord.gg/6qQZYPU - Please use the channel #ndl-villagers for any comments/chat regarding this mod! (going to be at the bottom of the channel list, in the VS-MODS Category)
New Features: - Laborers have arrived! - Laborers are the second stage of a village workforce, they handle processing of materials collected by workers - Laborers will require specific blocks to perform their processing (ie - blacksmith requires a forge in the village) - Once a laborer is provided with the proper materials that it can process it will pathfind to the nearest required block to being processing - For example - 20 copper nuggets to the blacksmith - he will pathfind to the nearest forge and behind processing the nuggets into an ingot - Will process items every 20mins they are next to their required block and loaded in the world - if block is removed they will restart their process timer once another required block is found - Laborers will also make their way to the Towncenters between 12pm and 2pm in game if they are not processing materials - Blacksmith Laborer Added - Spawned by putting Iron Tongs into the TC (tongs will be consumed on spawn) - There is a max of 1 blacksmith per villager - Blacksmith counts towards your general villager limit - Have an inventory on right cllick - Can put NUGGETS in there to have them processed into ingots over time - Processes NUGGETS into ingot (20 to 1 same as vanilla) - Copper, (Cassiterite) Tin, Bismuth, Gold, Silver, Hematite (Iron), Ilmenite (Titanium), Pentlandite (Nickel), Uranium, Sphalerite (Zinc), Chromite (Chromium), Galena (Lead) - Requires a forge block within the village region in order to process - takes 20mins once next to a forge PER INGOT - no bulk processing - if forge is broken it will restart the timer once a new one is found - if blacksmith is unloaded process timer will freeze
Updates: - Updated some backend processes - split up the delivery system from one main system into seperate ones per worker (for easier management)
Bug Fixes: - Fixed the ability to spawn more then the global limit of Farmer and Miner workers
Notes: - This is the first of 3 laborers I plan on adding in soon (Carpenter and Baker are next) - I was originally going to hold off and wait until I had all 3 laborers added to the mod but I wanted to get some feedback/testing - Depending on feedback I am hopefully going to have the other 2 laborers done by next weekend
New Features: - Farmer Worker Added - Spawned by putting an Iron Hoe into the TC (hoe will be consumed) - There is a max of 2 farmers per village - These 2 farmers workers count towards your base villager population as well - Has an inventory on right click - Every 20mins (that the farmer is loaded!!!!!) you will gain a range of grains and seeds) - See chart in the mod description in How To Guides: "Spawning Workers" -> then go to bottom and expand the farmer section for details - The 20min counter will pause as soon as the farmer is not loaded - If the inventory is full/max stacks you will not gain any more ore - Few Notes - The Farmer will work his way to the TC between the hours of 12pm and 2pm in game
Updates: - Removed all default worker names (lumberjack, miner, farmer) - replaced with random names similar to the general villagers - any CURRENT workers in your world will not get the name swap, only newly spawned ones - this does not affect their functionality, just how you see their name - workers with have a tag (ie - [Farmer]) at the start of their name to help identify - Also gives them special lore tag
Bug Fixes: - Fixed Rare Delivery table pulling as Common for the Miner - Should now properly pull at the rare delivery %
Notes: - This was the last worker I have planned for the time being - More will come in the future - I am going to take a small break for the upcoming week and then I am going to being work on the Laborers (Carpenter, Blacksmith, and Baker) - Probably start releasing them next weekend - Ideally will be able to drop all 3 at once since they are a bit more straightfoward with balancing
3.7.0
ndlvillagers
1.22.0 - 1.22.7
1
Sep 4th at 8:53 AM
Release Retracted
Retraction Reason:
Incorrect villager worker format
Changelog:
New Features: - Farmer Worker Added - Spawned by putting an Iron Scythe into the TC (scythe will be consumed) - There is a max of 2 farmers per village - These 2 farmers workers count towards your base villager population as well - Has an inventory on right click - Every 20mins (that the farmer is loaded!!!!!) you will gain a range of grains and seeds) - See chart in the mod description in How To Guides: "Spawning Workers" -> then go to bottom and expand the farmer section for details - The 20min counter will pause as soon as the farmer is not loaded - If the inventory is full/max stacks you will not gain any more ore - Few Notes - The Farmer will work his way to the TC between the hours of 12pm and 2pm in game
Updates: - Removed all default worker names (lumberjack, miner, farmer) - replaced with random names similar to the general villagers - workers with have a tag (ie - [Farmer]) at the start of their name to help identify - Also gives them special lore tag
Bug Fixes: - Fixed Rare Delivery table pulling as Common for the Miner - Should now properly pull at the rare delivery %
Notes: - This was the last worker I have planned for the time being - More will come in the future - I am going to take a small break for the upcoming week and then I am going to being work on the Laborers (Carpenter, Blacksmith, and Baker) - Probably start releasing them next weekend - Ideally will be able to drop all 3 at once since they are a bit more straightfoward with balancing
New Features: - Miner Worker Added - Spawned by putting an Iron Pickaxe into the TC (pickaxe will be consumed) - There is a max of 2 miners per village - These 2 miner workers count towards your base villager population as well - Has an inventory on right click - Every 20mins (that the miner is loaded!!!!!) you will gain a range of ores or crystalized ores with varying quality) - See chart in the mod description in How To Guides: "Spawning Workers" -> then go to bottom and expand the miner section for details - The 20min counter will pause as soon as the miner is not loaded - If the inventory is full/max stacks you will not gain any more ore - Few Notes - The Miner will work his way to the TC between the hours of 12pm and 2pm in game - Has the default name "Miner" - random names will come later on
Updates: - Skin for the Lumberjack has been updated to new skin!
Bug Fixes: - None
Notes: - Farmer will be added sometime between tomorrow and the end of the weekend - At least that is my goal - I will add random naming after that
Updates: - Worker Delivery Changes - Doubled delivery amounts for common tier (1 - 4 -> 6 - 8) - Lowered the range of delivery amounts for common tier (1 - 4 -> 6 - 8)
- Worker Updates - Workers will now pathfind to the towncenter at 12pm - They will wander specifically around the towncenter until 2pm and then begin wandering again - Goal of this is to help players locate workers to pickup deliveries in larger builds
- Lumberjack Updates - New lumberjack model/animations - Now has a backpack on - Now carries an axe - I will add random names to the lumberjack (and all workers) once I finalize the concept and put the other 2 workers in (next update)
Bug Fixes: - None
Notes: - This is probably the final update (unless some big bug is found with the workers) before I put the miner and farmer into the mod and start working on the laborers - Still looking for feedback, suggestions, and bugs regarding them
Updates: - Worker Resource Change - Resources are now handed out based on a rarity system - Common - 70% - Rare - 25% - Epic - 5% - Resources are now range based as well - Each delivery can range in what it provides you (ie - one delivery anywhere between 1 - 4 oak logs)
- Lumberjack Updates - All vanilla logs are now common tier - Seeds are rare tier - Aged logs are epic tier - See Mod description in How To Guides: "Spawning Workers" -> then go to bottom and expand the lumberjack section for details
Bug Fixes: - Code cleanup from building worker
Notes: - This is a pre-test of the workers before I implement the rest of them - mostly looking for balancing feedback on them at the moment, too many items, not enough, to often, not often enough etc. - also looking for bugs, I tested it a good bit but there could be some stuff I didn't think of or missed!
New Features: - Workers are arriving! - Yes, I have started adding workers to this mod - I have only added the lumberjack worker for the time being to gather feedback, bugs, etc before adding the others - So yes, please leave thoughts in the comments or in discord!
- Added Lumberjack worker - Spawned by putting an Iron Axe into the TC (axe will be consumed - There is a max of 2 lumberjacks per village - these 2 lumberjack workers count towards you base villager population as well! - Has an inventory on right click - Every 30mins (that the lumberjack is loaded!!!!!!!!!) you will gain 4 logs of any vanilla type into this inventory (rare chance for 1 aged log) - The 30min counter will pause as soon as the Lumberjack is not loaded - If the inventory is full/max stacks you will not gain any more logs - Few Notes - This is essentially a test worker - Has default name of "Lumberjack" - will add more once I finalize and add the other workers - Does not have identifying features yet - Will carry an axe on him once finalized but I didn't want to dedicate animation work if I didn't end up liking the workers as they are
- Added "Worker" tab to the Towncenter GUI - Will display how many workers you have of each type
Updates: - Spawn Logic Improvements - removed the chance that you will role a spawn for something you dont have items for in the TC resulting in no spawns - ie - cleric spawn is rolled but you dont have proper poultice in = no spawn - now it checks if you have any spawn items in the TC and picks from them
- Code optimizations - moved some stuff out of the legacytowncenter code that was being used in the new towncenter code into its own registry - not sure how I missed this originally
Bug Fixes: - Prob some, Been working on this update for a week
Notes: - This is a pre-test of the workers before I implement the rest of them - mostly looking for balancing feedback on them at the moment, too many items, not enough, to often, not often enough etc. - also looking for bugs, I tested it a good bit but there could be some stuff I didn't think of or missed!
New Features: - Towncenter v2 - This is a complete rebuild of the towncenter block (do not worry the old TC block is still in the mod and will continue to function as normal) - Towncenter is now a proper storage block (this will remove all inventory buggyness and ghost items) - Towncenter now has a new GUI - One Menu with tabs for Villager NPCs, Trader NPCs, and a new section for towncenter stats - Towncenter stats now displays the time left until a spawn check occurs (more stats will arrive in the future)
- Towncenter Spawning Rework - Spawning is now set to a 20min (IRL) intervals between spawn attempts (possible config setting for this in the future, just not now) - This counter only goes down if there is a player in that given towns region - Spawn attempts, when it happens will randomly choose a villager, cleric, or guard to spawn, it will then check your TC's inventory if it has the materials needed, if not then nothing spawns and counter starts over, if yes then it spawns. So there IS a chance nothing will spawn if you have just one type of spawn resource in there
- Towncenter General Information - Legacy towncenters will remain in the mod for the next few updates to give people time to swap over to the new ones (eventually they will be removed however) - To swap you can either craft the new one (same recipe as before) or break your old towncenters and you will get the new one and just place it in the same location (or different up to you) - Towncenter v2 is much better functioning over the legacy towncenter - Spawning mechanic is much more favorable - Legacy towncenters ran a constant gameticklistener which was causing some performance loss and spawning issues - Code is cleaned up and seperated systems to reduce redundant functions and to smooth things along performance wise
Updates: - None
Bug Fixes: - Fixed AITask not working properly for new towncenters - This will cause legacy towncenters to no longer work, please break towncenters (this will give you a v2 one) and then place back down and NPCs should start working again!
Notes: - This update was highly needed so it got pushed to the top of my priority list for the mod - The next update I will be focusing on putting in a trial worker NPC and possibly a crafting NPC as well - will either be the lumberjack - carpenter combo or the miner - blacksmith combo
New Features: - Towncenter v2 - This is a complete rebuild of the towncenter block (do not worry the old TC block is still in the mod and will continue to function as normal) - Towncenter is now a proper storage block (this will remove all inventory buggyness and ghost items) - Towncenter now has a new GUI - One Menu with tabs for Villager NPCs, Trader NPCs, and a new section for towncenter stats - Towncenter stats now displays the time left until a spawn check occurs (more stats will arrive in the future)
- Towncenter Spawning Rework - Spawning is now set to a 20min (IRL) intervals between spawn attempts (possible config setting for this in the future, just not now) - This counter only goes down if there is a player in that given towns region - Spawn attempts, when it happens will randomly choose a villager, cleric, or guard to spawn, it will then check your TC's inventory if it has the materials needed, if not then nothing spawns and counter starts over, if yes then it spawns. So there IS a chance nothing will spawn if you have just one type of spawn resource in there
- Towncenter General Information - Legacy towncenters will remain in the mod for the next few updates to give people time to swap over to the new ones (eventually they will be removed however) - To swap you can either craft the new one (same recipe as before) or break your old towncenters and you will get the new one and just place it in the same location (or different up to you) - Towncenter v2 is much better functioning over the legacy towncenter - Spawning mechanic is much more favorable - Legacy towncenters ran a constant gameticklistener which was causing some performance loss and spawning issues - Code is cleaned up and seperated systems to reduce redundant functions and to smooth things along performance wise
Updates: - None
Bug Fixes: - None
Notes: - This update was highly needed so it got pushed to the top of my priority list for the mod - The next update I will be focusing on putting in a trial worker NPC and possibly a crafting NPC as well - will either be the lumberjack - carpenter combo or the miner - blacksmith combo
Bug Fixes: - Fixed crash where if you placed a TC and then left the world, rejoined, and interacted with the TC/Inventory you would get a crash (inventory mismatch error) - For some random reason the inventory started double checking its naming convention which was incorrectly setup (my mistake) - Inventory naming convention is now the same in the two sync'd locations and error should be resolved
Notes: - Due to that bug and a few other things I have decided to do another cleanup on the towncenter - My goal is to create a new TC block/storage block - it will be a proper storage block (along with a better GUI system attached to it) - It will hopefully be less taxing then the current TC is
- The current TC will continue to exist so you wont need to worry about anything for the time being - I will give people a few updates/time to get all their TC's swapped over as they play but eventually the old TC will be removed ideally
- Along with the new TC rebuild I want to try to address the following - A slightly adjusted spawning method - right now you must be in the area for 1 full in-game day (20mins) while a gametick timer runs and THEN it attempts to spawn a villager, I want to make this a bit more acurate to how I want it to be instead of relying on the player fully remaining in the area for a full in-game day - still working this over in my head for what/how I want this to be handled
Bug Fixes: - Fixed Trader counts not working properly in the towncenter trader stats GUI - Fixed weird issue where the API files for the game were being added to the release of the mod - This did not cause any game issues or anything other then slightly increasing the size of the mod - This started happening a few months ago when I was having DLL issues with the mod and tried a few things to fix it, I guess one of the assembly changes I made triggered them to pull with the mod - found and fixed!
Updates: - Towncenter no longer live counts NPC world items/entites - Instead it does a check whenever you open the GUI for the towncenter - Believe this was causing a pretty consistant lag spike/memory buildup once npc entity count rose about 10-15 entites - The main change that comes with this is that if you place down scrolls/beds/strawdummies then you need to go interact with you TC to raise those counts up
Updates: - Removed the seek entity [player] on the general villagers - I was using this to counter an issue with NPCs getting stuck on chiselled blocks but that should be resolved with the new wander task I am using - Now they were just being annoying so I removed this, they shouldn't get in the way anymore
Bug Fixes: - None
Notes: - I am entertaining the idea of new worker NPC type and how I would go about them if I decide to do this - Few options I have in my notepad
- Worker NPCs/Traders - Trade resources they "gathered", basically they would just be worker NPCs that walk around your town that you can interact with to bring up a trade menu and get specific resources from them - similar to the normal traders but more worker type traders (logger, farmer, blacksmith, etc)
- Worker NPCs/Generators - Basically the Worker NPC would generate resources from a predetermined pool (ie - logger would get random logs/saplings to its inventory every x days that you can collect)
- Both of these would be limited workers in a town, 1 blacksmith, 2 loggers, etc that way you cannot stack 20 blacksmiths and never have to go mining again.
The biggest thing holding me back is the overall usefulness of this feature and if I myself would even bother using it (I make the mods for me first =p) I would want it balanced where its still better in terms of amount you need to go out into the world and collect but its a helpful bonus without being overpowered or the primary way to get resources. - Right now IF I did go down this road I would probably do the Worker NPCs/Generators, seems it would be easier to control/balance and benefit the player more.
Now this all being put here for those that read these change logs! Feel free to give ideas/feedback to me either in the comments or in my discord in the #ndl-villagers channel at the bottom of channel list. I can't promise to use your ideas but I will atleast entertain/read them and see if I do like them - I am not interested in making workers that "actually do work" (ie - go out and chop down actual trees). This would be a massive undertaking and maintenance on my end for each update to the game that I have no interest in doing. The ways I purposed above are pretty simple and wouldn't require completely new/large aiTasks to complete which is what I would like to avoid. Think in the mindset "keep it stupid simple" ya know!
Updates: - Optimized/Overhauled Cleric search/heal behavior/aitask - 100% needed update if you have a cleric as the previous version of this task was causing pretty bad lag after having more then 10 villagers - was an oversight in the task on my end
Bug Fixes: - Clerics will no prioritize going through doors and continuing their search/heal function instead of just running into doors - Cleric search function has stuck checks now to prevent them from running for too long against a wall, although it was funny to watch
Bug Fixes: - Fixed server console spam for when villagers were going through doors - Sorry it took me a bit to find the solution here - Also I dont think this was causing any issues other then spamming consoles, but yeah guess it falls under bugs =p
New Features: - New Cleric Villager Type (2 Cleric Skins) - Cleric has the ability to heal other villagers/guards in the town region - Tracks other villagers/guards from about 50 blocks if they are low on health - Will run over to villager/guard to heal them - The Cleric cannot heal itself - There is a global max of 5 Clerics per town region - You must place SCROLLS in order to increase the total number of Clerics in your region - 1 Scroll = 1 Cleric (not to surpass the global limit of 5) - Scrolls can be placed anywhere, even on tables/cabinets/scroll rack/etc, same as new lanterns from 1.22 - Spawned by placing a LINEN HORSETAIL POULTICE inside the towncenter - Clerics CURRENTLY do not have a combat ability, they just run away similar to other villagers - I MIGHT consider giving them a combat ability in the future, but right now I am against it for balancing - Clerics CURRENTLY hold a Jonas Spear - This was due to my original idea of them being able to clear rifts when they appear, that idea did not pan out and I went with healing instead. The spear might get swapped out for something else in the future.
Updates: - 5 New Villager Skins - These replace the 5 basic starting skins I had, there are still a total of 10 villager skins, I will be adding more as time carries on - Town Region Stats now display the global cap next to the total npc's allowed of each type (it will be the number in parentheses) - Guard and Villager NPCs can no longer heal themselves - Must be healed by the new Cleric villager - Updated handbook guide to reflect the new cleric information - also cleaned up some old information to be more clear
Bug Fixes: - None that I can think of, but there were probably some....
Known Quirks/Issues: - When Cleric's pathfind/run to villagers or guards they sometimes start their heal animation early and then continue to "glide" to the target - I tried resolving this but it needs some more tweaking to get just right, I didn't want to delay the mod further because of this quirk....I will patch in a later update
THIS IS A RESTRUCTURED RELEASE!!!!!! IT IS NOT BACKWARDS COMPATIBLE WITH OLDER VERSIONS OF THIS MOD!!!! I HAVE UPDATED THE TRADER HATS - THIS IS THE ONLY SYSTEM TOUCHED IN THIS RESTRUCTURE - YOU WILL LOSE ALL OLD TRADER HATS CURRENTLY PLACED IN YOUR WORLD AND THEY WILL NEED TO BE REPLACED WITH NEW ONES!!!!! - I recommend you wait out your currently placed trader hats or just replace the ones you have already with the new ones in this update
New Features: - None
Updates: - RESTRUCTURED TRADER HATS - Cleaned up unneccesary class files, optimized all seperate trader hat classes into 1 class - Cleaned up trader hat block entities - Trader hats were all seperate blocks, they are now one block utilizing variants - THIS WILL REQUIRE YOU TO REPLACE ALL LEGACY TRADER HATS CURRENTLY PLACED IN YOUR WORLD
- GUI Improvements - Hats centered a bit better, no longer rotate - NPCs no longer rotate - Towncenter no longer rotates, tried to center a bit better
For testing purposes mainly, please make a backup if you intend to use this update!
New Features: - None
Updates: - NPC Wander Mechanic - Updated wander mechanic to be more in line with the region system - NPC will be more aware of the edge of the set region size and actively avoid going near the edge
Bug Fixes: - Fixed wander mechanic not working on multiplayer
For testing purposes mainly, please make a backup if you intend to use this update!
New Features: - None
Updates: - TRADER SPAWNING - Traders now have a 50/50 chance of being Male or Female - Traders clothing now adheres to the climate - I tried to match the climate temperatures as close as possible to vanilla!
- TRADER HATS - The following object distances have been changed for trader top hats - Table - 7 blocks down to 3 - Lantern - 7 blocks down to 3 - Bed - 7 blocks down to 3
- NPC Wander Mechanics - NPCs will no longer travel through Metal Doors - Requested method to keep NPCs from entering areas
Bug Fixes: - Traders should now spawn via the hat system again - The Random Trader hat now has the ability to spawn the Agriculture Trader again (was not previously) - Fixed NPC names appearing from any distance - They now only show up when you target them (Sadly there was no other option at the moment, there is no distance option for the built in nametags that I could find) - Fixed NPC lore text overreaching the NPC Information Box
For testing purposes mainly, please make a backup if you intend to use this update!
New Features: - TownCenter Region Size Configuration - You can now set the Radius and Height of the regions - Can find the config file: Modconfig > NDLVillagers > Townconfig.json - Edit Radius/Height to whatever you want - Keep in mind that making massive regions is UNADVISED and WILL LAG YOUR WORLD - Default is 100, I've tested up to a 150 Radius with no issues, but anything higher then that is use at your own risk
Updates: - World Regions are now stored in the subfolder "WorldRegions" - Worlds will migrate their regions from the old file location to the new one when you load the world - So once you load all your worlds using this mod up you can clear out all the old worldId file from the base NDLVillagers configuration folder
- NPC Wander Mechanics - Fine tuned the wander mechanics a bit - NPCs will now adhere to the regions better, even when you change the radius - Keep in mind that if you lower your radius while NPCs are outside of your new smaller radius, they will trigger their despawn mechanic and disappear after 5mins of not being in the region. - NPCs will not "accidently" bump into or cross the region line and force the region npc depawn feature anymore
Bug Fixes: - NPCs wandering outside of townregions and despawning
For testing purposes mainly, please make a backup if you intend to use this update!
New Features: - New Villager/Guard GUI - Right click on the villager/guard of your choosing to view - Shows the following - Name - Birthday - Villagers/Guards spawned prior to this update will display unknown) - Age (How many days in-game the villager/guard has been around for - Villagers/Guards spawned prior to this update should start tracking from the day you install this update - Villager Lore - Few easter egg ones, but most are just "Standard Village Worker" for the time being - Villagers/Guards now display a random name on spawn!
Updated to 1.22 - I tested everything quite a bit but bugs might of slipped through, please let me know if you stumble across anything Recompiled in .net10
New Features: - Added Iron and Steel Spear Guards - Added due to Iron and Steel spears being added to the vanilla game
Updates: - Adjusted Towncenter GUI's to account for the new iron and spear guards - Added support for the new small lantern variants to work with trader spawning
Bug Fixes: - Fixed TownCenter GUI releated issues - Fixed issue with GUI when swapping the towncenter inventory to moveable - Fixed issue with Stats/Trader GUI's appearing off screen on first interaction (and any interaction after) - GUIs will now behave like the vanilla GUI's
New Features: - NPCs will now go through doors (teleport to other side) - This way they can "enter/leave" buildings and wont get stuck on one side or the other - I had to go with teleporting through the doors as for some reason nothing I attempted would get the door to properly open/close and I eventually got tired of working on that after 4hrs - I might look into this again in the future but the teleporting works fine for now
YOU WILL NEED TO BREAK/PLACE YOUR TOWNCENTERS AGAIN (Sorry about that!)
New Features: - New TownCenter GUI - Will appear when you right click on the TownCenter - Now shows a breakdown of all villagers/guards/traders in your village range
- Despawn Mechanic - Now when you break/move your towncenter your NPCs will be given a 5min timer until they despawn if no new towncenter is placed near them - I added this change to prevent players from just using the same towncenter to create multiple villages
Updates: - Traders now require being in a TownCenters Region in order to spawn - Added a GUI indicator if they are/aren't in the region, just hover over them
- Cleaned up some code functions for smoother running
Updates: - Adjusted Falx guard walk animation - Falx should appear/match hand/arm movement better - Adjusted Falx guard melee animation - Falx should appear/follow the guards hand/arm now
Bug Fixes: - Fixed the falx guard melee animation - should now use the proper falx melee attack - Thanks @educat3d (discord name)
New Features: - New Guard Types - Falx Guards - Copper, Iron, Steel variants
- New Guard Spawning - Guards now require a CHAIN HELMET to spawn - The helmet must be placed into the towncenter along with the equal type of weapon (ie - copper chain helmet + copper falx = copper falx guard) - The helmet and weapon will be consumed on spawn and you will not get them back on guard death - For Stone Spear Guards - You must use a LEATHER HELM along with any variant stone spear
Updates: - New Guard Skins - Guards now wear armor, its just cosmetic but they have increased health/healing to work with the armor they wear
Bug Fixes: - None
Notes: - Guards will need to be respawned in, previous guards will no longer exist due to this update. I apologize for this inconvenience but its for the better. - I went this route for spawning guards to allow a balance between those playing single player and those playing multiplayer. - I found that if I required full sets of armor it would be too great a cost for a sole player to populate 1 village let along multiple if they desired, especially of higher tier guards - I will personally play around with the costs/dmg/health of the guards and adjust as needed in the coming week or so - Please provide any feedback as you feel, especially revolving around temporal storms as I personally play with them off at the moment.
New Features: - Added 5 new Villager Skins - Added new AITask for if NPCs get stuck in water - after a small amount of time they will just teleport back to their towncenter - should help avoid NPCs that for some reason fail to track out of water
Updates: - Adjusted some logger notifications to no longer spam the console - let me know if you happen to be getting log SPAM (do not report one off logger notifications please.....they are there for a reason)
Bug Fixes: - Towncenter was not properly setting its height map - Height will now be CENTERED on the towncenter block instead of just starting and going upwards - You will need to pickup and place the towncenter to get it to re-create the proper region
Updates: - Towncenter Backend Rewrite - Completely changed how the towncenter does its tracking system - New region based system (was semi this before but now fully) - Tracking of placed beds and dummy amounts should now be instant instead of once per day - Tracking of villager and guard amounts should now be instant instead of once per day - Towncenters when placed will now instantly count all already placed beds/dummies in the town region and automatically add them to the towncenters count! - No more lag on placement or lag spikes while introducing the bed/dummy scans! - Removed the ability to force a region scan as its no longer needed! - Updated the time count for chance of villagers/guards to potentially spawn from 1x a day to 3x a day - towncenter still needs to be loaded for this to work (I do not plan on changing this as I like the idea you have to be near the town for villagers/guards to arrive!)
Bug Fixes: - None
Notes: - I plan on trying to get falx guards in this upcoming week(end) or the next, I really wanted to get the towncenter rewrite done before doing this! - I also plan on redoing the traders to work with the towncenter still but this is a little ways out still
MASSIVE UPDATE PLEASE READ THE CHANGELOG BELOW!!!!!!!!! VERY IMPORTANT!!!!!!!!!!!
New Features: - TownCenter Overhaul (YOU WILL NEED TO BREAK AND REPLACE YOUR ALREADY PLACED TOWNCENTERS FOR THEM TO START FUNCTIONING AGAIN AND GET THE UPDATE!) - TownCenters now have an inventory (place bread and spears (copper or stone) inside to spawn villagers/guards) - To open the inventory just right click on the TownCenter
- Consumption Mechanic - TownCenters now need to be supplied with bread (of any type) and spears (any stone or copper) to spawn Villagers and Guards - Guards take 1 spear - Spear type will determine the Guard Type - Stone = Stone Spear Guards - Copper = Copper Spear Guards - Villagers take 1 bread
- Added NEW Guard Type - Stone Spear Guards - These Guards are as strong as the original guards from v2.2.2 and prior - Copper Spear Guards are now ~50% stronger then Stone Spear Guards
Updates: - Overhauled ALL entity backends - This will result in ALL currently spawned Villagers and Guards to despawn from your world and you will need to spawn them back in (creative or mod mechanics, I wont judge ;) - There was no way around this but it will make future NPC types easier to implement. VERY SORRY, PLZ FORGIVE ME!!!!!
- The TownCenters "Force Area Scan" is now a "Shift+RightClick" function instead of right click - Prvents accidently clicking and allows you to open the inventory by right clicking alone
- Updated handbook guide to account for new updates - Type "Town" in handbook for the guide to show up!
- Commented some debugging notifications to remove log spam associated with this mod
Bug Fixes: - The TownCenter show now PROPERLY do its spawn mechanic ONCE per in-game day - For some reason there was an old tick timer that was happening much faster and overriding the main one
Notes: - Stone Spear Guards will ALWAYS spawn with a granite spear regardless of stone type you put into the TownCenter - I may work this out in a future update but don't hold your breath, also do not ask me about this please!
- Only PERFECTLY cooked bread will work in the TownCenter - Variants like charred or dough will not work - Spoilage % shouldn't matter either but it might.....I didnt check =p - Bread will still spoin in the TownCenter - I will not change this, don't ask, use a storage vessel next to the TC if you really want your bread to last longer - Maybe a future update I will reconsider
Current Bugs: - Animation not playing on Guards healing - Will look into this later, not sure why its not listening to me
IF YOU MADE IT THIS FAR!! - Congrats! and thank you for reading all of this before asking me questions! There are probably a handful of weird quirks/bugs with this update that I may have missed. Just shoot them over to me in my discord (see the main mod page) or in the comments on this mod page. Try to include some details like how to reporduce and even your server-main.log file would be helpful! You provide me a link to a paste of your crash report or log file via Pastebin.com - #1 paste tool since 2002! Thanks for using this mod!
Updates: - Added Second Attack to Guards - Does double the damage as their standard attack, has a longer cooldown, hopefully will help during temporal storms - Added SelfHealing for Guards - Guards will now heal 5hp every 10seconds when below 15hp - Increased Guard health from 15hp > 20hp
Bug Fixes: - Added another check to try to fix the Villagers/Guards from walking into the water - When I tested this it seemed to work most of the time, with occasional water walking
Current Bugs: - Animation not playing on Guards healing - Will look into this later
Updates: - Updated TownCenter Range to be 100 block radius - Might introduce a config with a setting to adjust this later - General NPCs will now seek out the player if player is within 7 blocks of them - Hoping this will help get them unstuck from chiseled blocks when they do get stuck - I am still adjusting values on this, your feedback is appricated! - Guards and GeneralNPC's should now avoid walking off ledges now - Changed entities to the new "Tag" system - Hoping this will help them avoid pathing into water, however when tested this they still seemed to in some instances so who knows.....
Bug Fixes: - None
Current Bugs: - NPC's getting stuck on chiseled blocks and partial blocks - This seems to be a vanilla issue with the WanderAI task, its not full detecting chiseled or partial blocks when the WanderAI kicks in. I brought this up in the gamedev channel on discord in hopes the Devs would review/fix. - NPC's still pathfind into water - This also seems to be a vanilla issue with the WanderAI task, its not 100% detecting when the path takes entities into water. I brought this up in the gamedev channel on discord in hopes the Devs would review/fix.
New Features: - Guard NPCs Added - Please see "How To" Guide on mod page for details on how to start spawning - 5 Guard variants added
Updates: - Updated NPC Hitboxes to hopefully help with getting stuck on chiseled blocks (although I REALLY think this is a pathfinding issue at this point...) - Updated Logger Notifications to better identify when errors/notifications are from this mod
Bug Fixes: - None
Current Bugs: - None Known
Notes: - GuardNPC's along with GeneralNPCs are very much just a base platform right now. I wanted to get a base level I could start building off of as I get more ideas and learn how to do more with them. So yes right now they just wander around and the guards defend/attack stuff but in time there will hopefully be more systems in place.
Bug Fixes: - Building Materials Trader would never spawn - Towncenter was only scanning 5 up and 5 down from its location, now scans 30 up and 30 down - This makes the town/scan area 150x150x60 centered on the towncenter block (75x75x30 block radius)
Updates: - GeneralNPC's will now actively work to get out of water - Follows vanilla AITask, seems to only trigger if they are in 2 deep water or more, 1 deep they will still wander around in
New Features: - GeneralNPC Spawning Overhaul - You can now place down a towncenter block and NPC's will show up - View How to guide on the mod page or the how to guide in the handblook (search town)
Updates: - Removed everything related to essence stones and summoning bundles - All GeneralNPC spawning is now handled via the Town Center block
Updates: - Adjusted "Wander" AI so the NPC's wander around a bit more
Bug Fixes: - None
Current Bugs: - There is currently a bug with AI getting stuck on chiseled blocks. I am still investigating this behavior but think it might just be a vanilla bug overall
Updates: - General NPCS - Added more Idle animations to villagers - Look Around - Yawn - Scratch Head - Should now teleport back to spawn if they wander too far from their spawn point
- Essence Crystals - Reduced max amount of Essence Crystals allowed to be spawned in to 5 from 10 - Lowered health to 5 from 20 - Aiming to make them less annoying to kill
- Adjusted Essence Thread recipe to require more Essence Dust - Renamed Human Summoning Bundle to Essence Summoning Bundle
Bug Fixes: - Hopefully fixed GeneralNPCs getting stuck in random locations despite no visible means of cause - Fixed entity hitbox to match their height
New Features: - General NPCs finally added - See mod description "How To Guides" section for how to use this feature
Updates: - None
Bug Fixes: - None
Side Notes: - Spawning is a tiny bit wonky, occasionally they will spawn inside a block or so, I am working on fixing this - Had limited SERVER testing, so if issues arise just let me know and I will adjust. Sorry the server I test on was unavailable most of the weekend but I will test it out a lot this week live.
New Features: - BlockOver GUI now shows if requirements are met or not - will say true/false if met or not
Updates: - Hats no longer drop/break if requirements are not met - They will now say this in the block overlay GUI - True - requirement is met and your good - False - requirement is not met - The visitiation will not work until all requirements are set to True - Visitation progress SHOULD save now if one of the requirements happens to turn to false, will continue once true again. - I have not tested this and if it works then great if not I wont make it so it does. I have no problem with how this works either way - Visitation progress SHOULD save if the hat is broken as well - I have not tested this and if it works then great if not I wont make it so it does. I have no problem with how this works either way
- Essence Crystal Mob SHOULD no longer be spawning - This is for a future feature coming to the mod regarding General NPC spawning
Bug Fixes: - Hats breaking when they shouldn't - See Updates Section
Bug Fixes: - Fixed my fix for room detection (there was a typo in the api pull) - This should fix the hats popping up even in a room with all the requirements
Updates: - Requirement detection is now seperate code from the spawn counter - Was casuing an issue in how often it would actually check the requirement (1 in game day), Should no happen almost exactly when you place the hat. - Reduced time for spawning traders.....well made it more accurate to the given times - Specific Trader - 15days average - Random Trader - 7days average
Bug Fixes: - Lantern not being detected when placed on any surface other than the floor - Trader not being detected if within 4 blocks - Random Trader hat not displaying the proper complete percentage (should be showing the proper time now but might be off still, let me know if you feel its not showing properly but keep in mind it will be faster then the specific trader hats!
Special thanks to Mor_Havok for pointing a lot of these issues out!
New Features: - Added a percent tracker when you hover over a hat - It will now show a base percent progress on each hat - Once it maxes out at 100% it will then show any day now. This means you have hit the pure rng chance of spawning a trader per day based on the type of hat - Specific Trader Hat - Minimum 10 days to hit 100% - Average is still 15 days for a trader spawn - Random Trader Hat - Minimum 5 days to hit 100% - Average is still 7 days for a trader spawn
***Currently placed hats will need to be replaced to display the proper percentage(it will reset the hat), you can leave them if you don't care***
Bug Fixes: - Fixed spawning timer being 10minutes (real life) instead of the proper 7/15 day averages - Random Trader - 7 in game day average - Specific Trader - 15 in game day average
First off, love this mod. But it seems that they just love water. All my villagers, workers, and gaurds have found a nearby lake and just sit there all day. They stop walking once in the water, and I always find them in the same spot. My friend is having the same issue on the server.
mmm what version of the mod and game - They should be getting sent back to the towncenter in this case - its possible something broke in the latest version but just let me know so I can confirm.
Edit: I found the issue - fixing now, was still using the legacy system. Thank you for letting me know!
If you would like to make the patch and provide it to me to include - I will review and add it. But as for myself making the patch I will have to pass
- Reason being its a lot of work for another mod to work with mine just for that mod to get abandoned (not saying it will or wont but it could) - This probably wouldn't be a simple patch either and would probably require some code as well.
Hydromancerx, Aug 24th at 9:47 PM (modified Aug 24th at 9:48 PM)
Thanks. I figured it was a long shot. I asked the other village/npc mods too. Perhaps one of them will have luck. And yeah that's definitely beyond my modding skills. Keep up the great work!
weird like.....instant crash i got with interacting with the mod. Happened 3 times in a row. When interacting with the town center altar thing, i tried to split two horsetail linen in it, and it caused a crash twice in a row, and then a third time just when i clicked on the horsetail linen.
NateDoesLife , Aug 3rd at 9:47 PM (modified Aug 6th at 9:01 AM)
Edit: Ok so I just tested this out with game version 1.22.6, mod version 3.3.6 and did not have this issue, gonna need the crash logs and the other info I requested above.
Edit2: Ok so not sure what changed between yesterday and today but yeah I am getting the issue now as well. Not sure why all of a sudden it started happening as I haven't really changed anything in the inventory system. - That being said this kinda pushes me into the rework of the TC I've been putting off. Let me figure out what I want to do in terms of that.
Edit3: I BELIEVE I know what the cause of the crashing is, its a sync issue that causes a mismatch with the TC inventory system when you rejoin. -- my plan -- - I am going to try to patch in a fix for this so it doesnt happen - Then I am going to look into rebuilding the TC (TC v2 =p) which will be a much better experience
haha, i just got the opportunity to see this, im glad it was found and should be fixed! ill give it a try today and ill save logs if i get them again and sendem your way! if anything im glad i could help!
just doing a clean up of any and all errors I can find in my server's logs, just wondering if this is a problem, I don't see anyne else complaining about it, it's just running on an ubuntu server so idk if I'm missing something it's meant to have
Error Logs
28.7.2026 03:25:57 [Error] [ndlvillagers] Exception thrown when attempting to retrieve all types of the assembly VintagestoryLib, Version=1.22.5.0, Culture=neutral, PublicKeyToken=null. Wi ll ignore asssembly. Loader exceptions: 28.7.2026 03:25:57 [Error] [ndlvillagers] Exception: Unable to load one or more of the requested types. Could not load file or assembly 'csogg, Version=1.0.4143.14181, Culture=neutral, PublicKeyToken=cbfcc0aaeece6bdb'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
at System.Reflection.RuntimeModule.GetDefinedTypes() at System.Reflection.RuntimeModule.GetTypes() at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690 28.7.2026 03:25:57 [Error] [ndlvillagers] Exception: Could not load file or assembly 'csogg, Version=1.0.4143.14181, Culture=neutral, PublicKeyToken=cbfcc0aaeece6bdb'. The system cannot fi nd the file specified.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269 at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690 at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 609 at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList() at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606 at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286 at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262 at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199 at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46 at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670 at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570 at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 151 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 at Vintagestory.Server.ServerProgram..ctor() in VintagestoryLib\Server\ServerProgram.cs:line 103 at Vintagestory.Server.ServerProgram.Main(String[] args) in VintagestoryLib\Server\ServerProgram.cs:line 37 at Vintagestory.ServerLinux.Main(String[] args) in VintagestoryServer\Linux\ServerLinux.cs:line 11 28.7.2026 03:25:57 [Error] [ndlvillagers] Exception: Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
NateDoesLife , Jul 28th at 3:17 PM (modified Jul 28th at 4:02 PM)
Hmmmm If you are willing to you can test something for this with me. Delete those from the MOD ZIP FILE, I promise it will not effect the mod or game, for some reason when I had an issue with the mod DLL file a while back it started doing adding these to the mod folder and I haven't gotten it to stop. Let me know if that stops your error from appearing.
ah sorry i didn't see this til after i already saw you posted a new version, that version did stop the errors! i dont think i can easily remove those files anyway cause my server is in a container and its a bit fiddly to get in there and remove stuff before it's started (its probably possible im just not very good at docker stuff lmao), but yeah i updated and it seems fixed so ty either way
Are you sure the lagspike is coming specifically from this? I have the mod installed and don't get a lagspike every 5secs.... - TowncenterBE is a pretty big class system, be nice if whatever is calling it could could be a bit more specific?
Could also be several other factors as well playing into this - How big is your town radius? - How many towncenters do you have down/loaded when this is called? - How many NPC from the towncenter do you have walking around?
Gottcha, do your log files say anything at the time of the lag spike? Does whatever your using to see that service notification give me detail then just the main class file is running - what specific event in the class file is causing it? - Is it only when you load chunks with villagers? or does it just happen while those chunks are loaded as well - is it 5min lag spike or 5sec lag spike (this is actually pretty helpful information)
I will take a look and see if I can figure out what might be causing it but given what I have here its like finding a needle in a haystack.
edit: So I have a new build - I would like to test it first to see if its actually a solid fix for this issue. Is there a way I can get in contact with you via discord? my discord name is NateDoesLife with the emoji crown at the begining. I am in the VS discord if you wanna search there as well. Just DM me and I can get you a copy of this test build. Pretty sure I know what might of been causing the issue and I got a better solution in place.
edti2: So I pushed a possible adjustment to help with this in 3.3.5, let me know once you play with it for a bit if you still having an issue or not.
What does the GUI show when you hover over the hat, also yeah you could just be very unlucky =/ There is no pity system you could just role no each time for awhile.....unlikely but there is a chance.
Yeah so from time of placing, its 10 days to get to the any day now, then its chance each day after that. You also have to remain in the area (chunks have to stay loaded for the chance to trigger) so if you leave the area (unload the chunks) and the check goes and its not loaded.....then it wont go. Its a way of you having to "live" in the area to get them to show up.
Right now, I think Gerste's VS Village is closer the MineColonies. NDL Villagers feels like it will be more similar to Minecraft Comes Alive, but without your family doing work for you.
If your referring to my mod here, then no it should not be performance intensive at all. - I could see it getting there if you had a larger village with max amount of villagers maybe but since there are not really advanced process other then them walking around it shouldn't be resource demanding at all.
I think being able to convert bread or food as payment and having them generate materials based on their profession would be a great way to handle the new worker villagers. Giving the town builder a reason to make large fields of grain to support their growing settlement
Venusgate, Jun 27th at 6:05 AM (modified Jun 27th at 6:05 AM)
Read your log:
"Processing" workers come to mind that trade off time for bonus production. Give the wood worker a log in his 'saw logs' bin, and each log would return 14 planks instead of 12, but they only process 5 logs a day, maximum.
Additionally, I think it'd be interesting is labor that aided the player has a saiety cost. So you put food or meals into a "pantry" and workers slowly disappear them if there is assigned work.. If there is no food left, and work left to do, then no work!
Also, long shot: torch lighter villagers that go around t he town and douse torches at dawn, and relight them at dusk.
Hmmmmm, I find the processing workers idea interesting - Might be a bit on the more complex side to work out, but I do like the idea - I will add it to my notepad to contemplate
My intial thought is to get base level workers (think logger, miner, farmer, etc) sorted out first and then maybe extend the idea from there. - but I want to avoid complex taskAI such as them going to actually chop down trees or mine ores, farm plants etc. I'd still like the mod to be lightweight-ish at the end of the day to avoid having long delays whenever a new version of the game comes out
Torch lighting villager is doable, however I would worry the task itself would cause lag constantly pathfind/finding torches to light and then the same thing to relight them. Just from an inital thought.
Would the lag issue with the torchlighters be helped if, instead of having to search for torches to light, they had a list of torches the player assigned them to maintain, and only maintained the torches they'd been assigned, removing from the list any torch they go to light or douse and find to no longer be there?
I assume it's not intentional that you're packaging several vanilla game files in your mod ZIP? (VintagestoryAPI.dll, VintagestoryLib.dll, VintagestoryServer.dll and related secondary files)
Hmmmm they probably got in there at some point during when I had some framework issues with the mod and I was trying to resolve it. - MORE then likely no........but I honestly cannot give you a full hardy "no they arnt needed there" without testing myself.... - Ill investigate at some point....but they are small enough files as is so they arnt a problem
You can delete them and find out for me though if you like....since your digging through the mod
Hey Nate, I've run into a bug with the town center. When running the game at my native resolution 2560x1440 the town center info boxes (but not the inventory) are moved all the way off the edge of the screen to the point where I can't click the button to make the windows movable. It was easy enough to fix by changing my desktop resolution to 3840x2160, moving the info windows to the center of the screen, then changing resolution back to 2k. Might cause trouble for some folks though.
Would an Archer Guard ever be possible? I found myself looking for a more stationary (or small limited area to wander) Guards to shoot off Goblins wandering around my base gate last night. It's so nice to watch the mod grow, much appreciated
I'm hoping to get a bit of a content update (skins and a new villager type) out somewhat soon here but I have been a bit busy irl along with cleaning up a few of my older mods.
Probably something we'd need to commission. I paid for one on MC 1.12.2 where you placed a block that stopped all spawns in a large radius and after many days, mobs got "angry" and would try to break that block.
Akvamarin Yeah I use the vanilla wander AI for their pathfinding and it leaves a bit to be desired. I will see if I can come up with something for the doors though, maybe I will make it so that they cant pass through like Iron doors? Do you think this would be a solution you could incorporate?
As for the warriors patrolling, they also only use the vanilla wander AI. Out of curiousity what version of the mod are you running. This issue may or may not be resolved with changes I made in 3.1.0 (1.22rc only)
Hey! This is a really cool mod—my settlement feels noticeably more lively and pleasant now. However, I'm pretty frustrated that passersby keep walking into buildings and making a mess inside. It would be awesome if there were at least a workaround—or maybe a special type of door—that prevented them from entering. I have a factory full of electrical wiring, and these wanderers keep getting caught in the traps there. Also, instead of patrolling, my warriors just sit around inside their houses.
NateDoesLife , Mar 12th at 4:57 AM (modified Mar 12th at 4:58 AM)
Spekterty Currently the nameplate portion is taking significantly longer (more difficult) then I expected. I'm gonna give it another go about over the weekend to get it going but needed to take a break =p
As far as "custom" names, I can see but it depends on if/when I get it all going. More then likely it will just be pulled from a set list assigned in the mod itself.
Glad you are enjoying the mod, I tend to agree as a singleplayer player lol, makes my city builds more enjoyable.
Forgive me if this is a harder feat than I understand but Twitch integration for the random names would be so fun. Also amazing mod It makes the world a bit less lonely for a solo player haha.
NateDoesLife , Mar 10th at 3:37 AM (modified Mar 10th at 3:38 AM)
Sodon They use the nadian villager models - No lore, you can create your own lore though (thats what I do).
I will be doing an update that gives them random names in a near update which can help with lore =p
that's tottally fair since 1.22 is right around the corner. I'll see about joining your discord and we can talk about it if you'd like, I think adapting the a* system that i've already been rewriting would be easy enough as a for-now thing (and something folks who linger on 1.21.6 can have when the switch over comes). :)
MiraLeaps Yeah, will see about moving away from too much of the vanilla stuff. I tend to lean into that stuff more mostly because I don't have to worry about it breaking on updates. When I create my own behaviors and stuff then I run the risk of things breaking and the mod taking longer to update. So whenever the option to take the vanilla path is there (IE - the vanilla wander mechanic) then I tend to go that route. If anything it would be better to propose the better wander AI to the devs to use if anything, although I last checked and it seems they made significant improvements with 1.22 and added some more AItask behaviors.
Yeah, exactly that. We can probably just take the vanilla a* stuff and adapt it in a similar way vsvillage did (and I re-did in working on that) to get the pathing and clean up them walking into walls and such. I'll see what I can see and about discord soon
MiraLeaps That would be great! You can DM me on discord if ya like. I imagine you have it setup via a custom AITask (atleast thats how I was originally try to get it to work and how I have the current door teleporting working).
oh lord, opening doors is such a pain!! i was working on VS villagers and my god, that was such a tricky thing to get working. If I get a free moment, I'll look at the fix I did there and see if it can work here and get back to ya Love your work as usual!
NateDoesLife , Mar 3rd at 7:36 PM (modified Mar 3rd at 7:36 PM)
wojtek16 I currently only have 1 new villager type on the books to be added after 1.22 releases and I update the mod to 1.22.
The next village will be a Cleric Villager (granted everything works after I create/test it) - Will wander just like the normal villagers, but if it sees a rift appear in town (within its own radius as well) then it will go up and "remove" it - Spawned by putting a temporal gear into the TownCenter (as of planning)
But this is all in planning, I haven't started working on it yet.
As for the typical ones - lumberjack, farmer, etc......not yet because I dont know how I would want to go about handling all of that. I did like the ones guys idea of just having a lumberjack with an inventory that you can collect out of every so often if you wish......but not sure yet.
Do you think you might ever add any new villager types aside from guards and traders? I'm drawing inspo from TekTopia, and was wondering if you might ever go this direction? If not that's alright but didn't see mention of this in your mod description so thought I would ask :)
Cool mod!
NateDoesLife , Mar 2nd at 5:27 PM (modified Mar 2nd at 5:30 PM)
Possible yes, and maybe in the future. I'm super hesitant to add anything that generates/gives free things personally.
If I do add villagers that "do particular jobs" I am going to have to consider how I want them to function, the way you described is one way, another is to give the NPC an inventory that they "get items" etc etc.
But as of right now I would consider that little bit out in development on this mod.
Is it possible to make villagers like Lumberjack that will require chest to be placed in his room, then after one day in game a Log will spawn in chest? Something simple without animation or fluff at start just to make villages a bit more meaningful
NateDoesLife , Feb 27th at 1:07 AM (modified Feb 27th at 3:03 AM)
Maoman Its easier to have them spawn there and set their wander radius in vanilla AI then it is for me to make a whole new wander AI that restricts them to the towncenter region - doable to have them spawn elsewhere, yes, maybe in the future I will do that, but currently I don't have much interest and its just a whole hella lot easier to have them spawn on the TC and function from there
AS for the VSQuests stuff, I think quest stuff is a bit far off from right now. I tend to lean away from relying on others mods in mine due to the fact that if they up and leave/abandon the mod then my mod gets screwed over. Its easier and more reliable for future updates for me to build out the systems.
Glad you like my mods though! Thank you for using them!
Edit: I should also note, that I kinda had the sentiment on the spawning prior to the town region system I built out and before I did work using AI task, so likely in the future this will change as I learn a bit more. A lot of this I am learning/figuring out as I go (which is why sometimes you have to do things like replace the towncenter and what not). I have no prior coding experience to making these mods and coding/model/texturing are not really a interesting hobby to me lol. I don't mind doing them but I do them out of need for my real hobby of streaming/playing VS lol. Its an odd situation but I hope it makes sense.
Maoman, Feb 27th at 12:07 AM (modified Feb 27th at 12:10 AM)
>Villagers will ALWAYS spawn on the Town Center and no where else (I am not updating/changing this) May I ask why? I'm not gonna argue and demand you do so or anything, I'm just curious your reasoning. Is it a limit of the code? Like, it would be disproportionately difficult / tedious / inconvenient to change the spawn or something?
Also I recommend using VSQuests framework for your concept of quests, if you haven't already learned about it. It's very flexible and works pretty consistently well in my experience, both on the user side and on the dev creating-quests side.
Love your mods by the way, I've got at least half of them installed.
Man I would totally love it if this could turn out to be something adjacent to MineColonies. it would be totally amazing to actually build a civilizaiton!
Can you make this mod a bit more like M*necraft Comes Alive? Cause more and more players has no friends and they play singleplayer but for sure they would be happy to make families, even kids like in MCA mod. Would be nice to have girls also cause there are only guys right now :). Also NPC customization similar to CustomNPC's would be sooo epic
Maoman I think these villagers have better pathing but are limited in what they can do at the moment as they're not coded to interact with the world just mostly wander around (aside from the guards).
NateDoesLife , Jan 18th at 4:04 AM (modified Jan 18th at 4:17 AM)
ShiroTheOkami Just so its noted, my mod DOES NOT touch the handbook recipes/code. Most of the issues I have had with people not seeing the craft or being able to craft are people doing the recipe wrong or not bothering to look it up. (usually solved on my discord).
But I did want it noted so people don't start complaining about that here, my mod touches nothing handbook related other then adding my mod how to guide and that is fully vanilla added, uses no code to do so.
Edit: Funny enough the latest post of someone not able to craft the towncenter......was someone using a version of the mod before I even added the towncenter.
I havent tested this mod yet but I did see some people complaining about the recipies. I encountered an issue with primitive survival and the crossbow mod that removes the recipies because they overwrote sections of the handbook code on load, this will also disable it in the crafting menu even if you look the recipie up, as they pull the data for the handbook display craft and your actual recipies from the same place. Once I removed Primitive survival it was fixed. I then tested different versions of PS and found one that didnt break the recipies.
Long story short, those 2 mods do 2 completely different things, and one overwrote the other. Its pretty hard for modders to determine if what they do will affect other mods, and Im pretty sure the latest PS or crossbow update fixed that glitch as Im running both latest versions now with no issues. An alternative is if you are using the mod in singleplayer, simple go into creative, the items will still be in the creative inventory, if you dont wanna cheat, throw the ingredients into the creative menu to delete them, then grab your item that it would have crafted, until whatever mod you're using that overwrites the recipies is updated/fixed. If you find which mod is doing that through trial and error, I would go and post on their page about the issue, as this would be on the side of the mod overwriting it.
I am not a modder, this may not be explained very well as I do not know the technical bits of modding, this is my own experience and I hope it helps you out.
Kyra36 Works for me just fine, make sure your using gold rods instead of gold bars and the bottom block has to be a found altar block (can be found in vanilla ruins in the world)
Also if you search TownCenter in the handbook there is a recipe for it.
If for some reason its not appearing in the handbook then please make sure you are using the latest version of the mod.
When I try to create the towncenter, there is no recipe for it, so I dug around and found the YouTube video of you making one. But it will not let me craft it still. Is this q known issue?
Centerion yeah I know VS Quests exists however I want to avoid using other mods or dependencies outside of the ones I make myself.
Reason being is if the VS Quest mod breaks lets say and the developer moves on from that mod.....well now I am shit outta luck and have to build out a whole questing system just to keep it working with my mod.
As great as using libs or others mods (forks and stuff) is, its not as easy as just picking it up. Its a lot of work to learn/build off of code someone else did (atleast in my experience) and make it work nicely with your code. I find building stuff to just work together from the start is best.
Outside of that, questing is a bit off track from the core functionality of this mod, which is why its low priority.
I see that you have questing listed as a low priority, however if you bake VS Quest or use a fork of it , it already has the framework or could even just be added as an addon itself
MiraLeaps Glad you like it. If you ever feel like sending teh textures over that you did I can see about adding them as a villager type (depending on how you did the textures etc that is). Im not to big on models/textures which is why the selection is limited.
Oh, cool, thank you for the response! I love this little mod btw. I did some custom textures for the people and added in some random names on a nametag stat for them and they feel right at home with the VsVillagers Villagers :) TY for your work!
NateDoesLife , Jan 13th at 9:25 PM (modified Jan 13th at 9:25 PM)
MiraLeaps My villagers don't actually use the beds, its just there to act as an available counter for how many villagers can be in the village.
hey-o is there a way to 'protect' your player bed from the villagers using them? VS village uses a custom bed object as to set that differently, just wondering if that is done in some way here
NateDoesLife , Jan 5th at 8:48 PM (modified Jan 5th at 8:49 PM)
DiogoIII Maybe eventually but at the current moment no for a few reasons. They are also coded into the mod not JSON files
1 - Trader spawning is going to be changed slightly to work with the towncenters, Im in the process of figuring out how I want that all to work 2 - I don't want to spend time troubleshooting issues that might arise due to people changing the config values. For example lots of people want me to change the value of the towncenter range.....but increasing it more could implement high lag issues due to how it works at the moment. I don't feel like dealing with people complaining the mod causes lag becuase they changed the values. I do plan on reworking the towncenter detection area in the future but at the moment thats pretty low on my priority list.
can you add a config file for the time that the trader spawns from the hat? I've looked everywhere and there's no file for this mod on modconfig files, I also took a look into the mod files at almost all .json files and couldn't find anything useful, if anyone know how to change it pls let me know, but it would be best to simply have a file in modconfig menu.
RustyMan Yeah I have put some thought on this but I think it would depend on how/what the future holds for the mod.
Right now I am still in that build out the ground floor/direction of the mod (atleast in my mind I am anyway =p) but I think once/if things get a bit larger scaled I might obviously need help with building/maintaining certain parts of the mod. But that would be a whole other level of development.
Right now I am still trying to decide/build out the trader to work alongside the TC/Villagers opposed to being its own seperate thing and building out that floor =p
I have also been more focused on my Expanded Growth mod series at the moment and holidays so this one is kinda been slow development side. Once it hits january though I am planning on pushing for another semi-big update for the mod.
- You are correct, it uses an internal timer at the moment. I do have plans to swap it over in the future update after the holidays but its a bit of work. Its setup that way currently because it was easier and I knew how to set that up at the time I wrote the code. - As for base defence, at the moment no, maybe in the future there will be a feature. Right now defending from drifters during temporal storms and normal spawning is fine enough - Providing the source code is a no from me, sorry just something I dont do - Changing settings is on the list for a future update but not anytime soon. I want to build on things a bit more before I allow users to start messing with settings which brings its own set of pain points.
Really nice mod idea, Initially thought it wasn't spawning or detecting anything in creative flat world tests. Adding time using /time isn't accelerating the spawn, are you using an internal timer separate from vs daytime ?
Also playing with json configs I am able to make the guards defends base against bears. Would like to add more but for now I have some logs errors, unsure about it.
This mod would be really nice in small pvp world to protect the base against other players, any chance to implement that or allow me changing source code ? Maybe using a command to allow exception for some player ? Or using reinforce blocks commands on the altar to define which players should be attacked or not ?
Finally it would be great to be able to change the spawn frequency, detection distance etc. because player are far more intelligent than drifters :o
Hello, a silly question here, Will the mod work on VS 1.21.5? The specified game versions on the files page are 1.21.4 and 1.21.6, not 1.21.4 to 1.21.6 (so 1.21.5 technically is not supported) So It got me wondering if it's just a simple mistake, or is 1.21.5 not supported? Sorry if that's a dumb question
The_Amish Routines, Maybe. I would have to see how to go about doing that, the meeting block idea isn't bad though. I might be able to incorporate something with the TC block to make them come back at a certain time and chill for a bit or maybe another block. Spawn chance per day - yes its on my todo list. This month and last month have been very busy. I am hoping to get an update out before the end of december, not sure if this feature will make the list however
The_Amish, Dec 4th 2025 at 3:42 PM (modified Dec 4th 2025 at 3:44 PM)
would it be possible for you to add villager routines? We have a pub on our server that wed love to have villagers go to at the end of a day. It would be cool to make a meeting point block that from certain set times, the villagers would go to and mingle.
ps: would it be possible to have a setting somewhere to change the spawn chance per day?
Very cool, thank you kindly. Think it would add a little extra umph. Till then I can always pretend they are just large and clunky dwarves. Thanks for the quick response!
NateDoesLife , Nov 30th 2025 at 10:46 PM (modified Nov 30th 2025 at 10:47 PM)
Waildanbear Not at the moment, maybe in the future as it would require me to make models for them and provide a way to do this in general. I like the idea though and will put it in my idea/future stuff notes.
Any chance to make it so you can pick the race of your villagers? I am using the Racial Equiality mod, playing a dwarf, and it would be cool to have a dwarvish settlement. etc.
Just installed the mod, hoping to populate my strongholds and villages.
ChezWaldo Believe its a square, but its not specified in the locations I looked at when I setup the radius so cannot be 100% sure. But with how they handle other things and from my testing......square =p
This reminds me a lot of the "Welcome Mat" mod that was a part of Useful Stuff/Still Useful Stuff pack of mods. From what I understand, the Traders were able to take food from any nearby container. I wonder if this would help when it comes to trying to keep bread "fresh" for a longer duration so the villagers can be summoned. So instead of the food being in the Town block, the food could be in a container near it. Or you could give the Town block the same stats as a vessel when it comes to food items.
ChezWaldo No limit on how many traders you can have. Currently they are a seperate mechanic from the towncenter and villagers but in a future update I will be tying them together I just don't know how I want to do that yet.
Has anyone checked to see if this works in conjunction with the VS Village mods? It would be really cool to summon actual Traders and more guards for the VS Village villagers.
Exmortis The extended food part would probably be pretty easy to get going overall, I started with bread as just a "go to" starting point with a plan to extend later on.
I've been slow with adding features recently because I dont want people to make progress on a feature just for me to rework it later due to wanting to go a different direction. The next update should include falx guards but might be a little before that update.
Haven't had a chance to test the updated guards and food consumption mechanics yet, as apparently Gold is impossible to find on our server -_-
However, I've just noticed a mod, Castle Heart, which uses a food consumption mechanic as well, and was wondering if it might be worth talking with the Dev to see if it's possible to use similar code to allow all food types other than bread? Might also then allow for having a scaling Food Cost based on how many Villagers/Guards you have, meaning players can't just gun straight for a max sized village and would promote expansion.
Just ideas, we're still keen to get this village started as is (Especially since our current base constantly gets raided by drifters -_-)
Voodooozo37 Ok yeah, so this issue was fixed in 2.1.2
Also any version of my mod marked for 1.21 will work with any 1.21.x version of the game unless specified to not work on pervious versions. Same with most mods out there. Its actually pretty rare that a mod will not work on an updated sub version of the game. So the latest release of my mod 2.3.0 will work on 1.21.0. I just stopped putting older versions of the game on the list because its annoying having to do it.
Voodooozo37 Hmmmmm and just to be sure you are running the latest version of the mod. I was pretty sure I fixed that bug a month or so ago and had it working (even have a building material trader myself that spawned). I will look into it but if you could just verify the version number that would be great.
I eem to have a bit of a problem. For some reason buidling material trader just doesnt want to spawn from my hat. All the requirements are true, it has 100% and says any day now, but it's been like 10 days. Furthermore a treasure hunter trader spawned out of his hat in a room next to that one while TH trader's hat was placed there a few days later. Im not sure if something is blocking the trader from spawning or something but I have seen them spawn before in smaller rooms. (his room is like 4 x 3 with bed and table). There is about 3 traders spawned around that room in about 10 blocks radius but I made sure that none of them reaches the 4 blocks requirement of the hat.
StellarHarbour because thats a lot to code for free and I also work a full time job. Unless your offering your time to come code AITasks for me and then maintain them?
NateDoesLife , Oct 12th 2025 at 6:10 AM (modified Oct 12th 2025 at 6:30 AM)
Rexxia So the altar itself is not craftable they come from ruins.
If you are playing on a non-lore world I don't know that you can get it? I will have to see what I want to do about that.
Edit: So did some research and yeah non-lore worlds cannot naturally get the altar without other mods. I have a solution I will put in an update tomorrow for this!
There shouldn't be a conflict with that mod, if you go into the handbook and type "TownCenter" and click on the block it should show you how to craft it.
Not sure if I just didnt read properly,but how do I make the altar for the town center block?Or is it a conflict with KRPG Enchantment which the recipe also calls for a stone altar block?
rayray You can have as many towncenters as you can craft
- Now you can overlap them but the way the towncenters work is they scan their 100 radius area (200x200) and check how many of the villager entities or guard entities are in the area and then calculate how far into the cap you are at. So technically if you overlap it will count the same villagers to both towncenters despite them having seperate caps.
I would recommend measuring out and making sure the towncenters are far enough away that they dont overlap but are next to each other if you are trying to cover a larger area.
questions can we have more than 1 town center on a single player world ? and if yes can we over lap not trying to get passed the 50 npc cap but the 150 area i have a large erea planned with a small twon and outer farm erea around the the erea
Hello there! I have a query regarding the coverage radius of the city center. Is there any possibility to increase it? If so, could you please let me know how this can be achieved?
I would greatly appreciate it. Thank you in advance!
TGerror I can't use the mod itself but the model inside it I can utilize I would just have to find out what the thought is on using models from another mod......its one thing to use assets from the vanilla game but another to use another mods assets.
That and I would have to figure out how to incorporate a different "race" into my mod as well.
NateDoesLife unfortunately, I have no idea how to make mods, I just know that others have made them https://mods.vintagestory.at/koboldrdx I apologize so many times if this is something you can't use at all.
Thats a valid concern - the other thing would be needing to add a couple more things so your guys can be killed like normal. But if youre interested in that approach feel free to reach out. I've been working on NPCs using the EntityVillager class for on and off and most of the time has been spent on getting the accessories files correct which is the biggest drain imho
KInda, I believe you can do a similar setup to EntityAgent as well. Its on my list to look into for when I start cleaning up and streamlining things. The only thing that worries me about going down that route is it relies heavily on vanilla assets outside of my mod to run and if those get changed the mod would break and require me to have to go in and spend time patching stuff. The way I do it now the textures/clothing items I use are within my mod, that way if vanilla ever updates them, removes them, etc then my mod would not break and I can just update it when I get around to it, if that makes sense.
All that being said, I have not looked into it 100%, maybe like 5-10% so its entirely possible it will be easier to do then I think as of right now. Its on my list to investigate further though =p
Have you thought about using the EntityVillager class instead of EntityAgent? Would allow you to use the in game clothing and add more variety without creating more textures and/or models.
Not at the moment, the essentials to do this are "kinda" there (basically just the animations) but it would be a lot of work to do that and then the maintenance on top of that to keep the mod going would just be annoying in my opinion. Its why other mods that do similar stuff this mine and then some get abandoned after awhile. Goal of this mod was just to add a simplistic, easy to manage way to populate the villages/towns/builds you make in the game.
But as I usually say, who knows what I will get a wild hair to do =p
this kinda makes me think of like, a framework for something like Millenaire or Minecolonies, which were 2 of my favorite mods for the other block game. Any plans to have "jobs" we could assign to some villagers to have them kinda play out doing specific tasks?
I don't mean like, they actually have inventory and stuff, I just mean like, they go to specific spots and act out doing a job, like the villagers in Chapter 2's village, so like, they go to an anvil and make hammering sounds if assigned as a blacksmith at that anvil, or "job" blocks that scan like a 5 block radius for job related blocks to have them go to and make job sounds at.
I was already planning to make a town in my world, I'm just curious if any of this is in the cards at some point in the future.
Dahll, Sep 4th 2025 at 9:12 AM (modified Sep 4th 2025 at 9:13 AM)
NateDoesLife No okay makes more sense that way and its clear you want to make a solid system, the system you descripe sound very cool and more develop version to the idea which I had. so i'll let you cook so to say and wait until the rework, good luck!
NateDoesLife , Sep 4th 2025 at 2:11 AM (modified Sep 4th 2025 at 2:12 AM)
Dahll Yes for sure, I could 100% just use the vanilla AI for combat and have considered it.
The main thing stopping me right now (other then the rework I have planned for this month on how generalNPC spawning works) is that I just wanted this to be a way to populate a village and have NPC's wandering around. I didn't really want to go down the road of combat NPCs (guards) or even bothering trying to balance all that and what not. Then you get into the crowd that just wants a village with NPCs that they don't have to worry about protecting due to how VS spawning is and not being able to prevent spawning of hostile mobs (especially bowtorns).
THAT being said, the rework I have coming for generalNPC's essentially removes the cost of having to spawn the NPC's past the initial cost. To give you some insight, you will craft a towncenter and it will detect the number of beds in an area and create a "total NPCs allowable" and spawn them (75% chance, once per day currently) on the towncenter to wander in the area (150x150 area currently). SOOOO with that in mind I would be more comfortable with making them have an attack/defend mechanic where they COULD potentially die as the towncenter would eventually just bring a new NPC to your village at no cost to you.
So maybe after the rework, I will work in guards and SOME sort of combat system utilizing the vanilla combat AI task, but it wont be within the next month or two.
NateDoesLife im not that well versed into the modding of this game, but for the "combat" part of the villagers couldn't you just take the enemy AI and change it to fit the villagers? (as example the soldier where it just does basic npc functions until it gets attacked and then switches over to the enemy AI functions. just an idea, since upkeeps for mods like this is very hard. 🙌
This mod just lets you spawn them into the world with in game funtions (you can do this in creative as well just go to the NDL-Villagers tab and the NPCs have items in there to place).
Other then that the other requests (dialogue options, clothing, trade options) will not be possible with this mod and I have no plans on adding due to the amount of work involved in each of those processes.
Hey, I am looking for some very basic NPC options please. I just want to be able to spawn them into the world, add dialogue options, clothing and trade options just by interacting with them in creative mode. Could you make that possible please?
NateDoesLife Gotcha, glad you've considered it though. Even that basic soldier NPC idea would likely be in high demand for the same reason you mentioned about having some form of population. I personally like the prospect of developing not just your own settlement, the idea of a civilization in general in addition to it. Look forward to seeing any progress you make!
PimpMonkey32 no not particularly. The problem with trying to do what that mod and VS Villages does is that you have to custom make the AI Tasks that they do along with all the interactions/functions.
Few things happen when you begin down that road 1 - updates to the base game are waaaay more likely to break your code.....like both of those mods break EVERY update from what I have found 2 - its a daunting task to make your own AI Tasks and what not, its a lot of work for a hobby project and thats why (in my opinion) both of those mod authors stopped working on those mods, same with the outlaws mod.
This mod uses all vanilla AI Tasks for the general NPC's so the chance of it breaking after each update are slim to none, on top of that its very easy to maintain or fix something. I don't have to rebuild my own custom tasks I just have to conform to what is already created by the Vintage Story Devs.
I really made this mod because I have a pretty big/long term world with villages/castles/etc and wanted them to feel populated when I walk around it. I didn't/don't need them to fight or be attacked and die or anything.
Who knows though, maybe in the future I will whip up a VERY basic solider summoning bundle and just make one VERY BASIC guard npc you can summon😉probably wouldn't be too hard to make it function via vanila AI Tasks. I just dont have the direct interest to do it right now but that changes each week =p
Glad you like the mod though, it is a bit encouraging to work on it a bit more knowing there is more interest in it and its growth then just myself!
Nice work! Ever think about maybe succeeding VS Kingdom? I think this is the closest I've seen recently to what he has going on in terms of the soldier AI.
NateDoesLife maybe the aggro/attack things could be toggleable via the config files?
NateDoesLife , Aug 15th 2025 at 9:09 PM (modified Aug 15th 2025 at 9:13 PM)
Kachelcy while I do agree it would be a cool feature to have, I am purposely trying to keep this as simple as possible in terms of the generalNPC's. That way its mostly future proof to keep running.
A lot of the NPC/Village mods I have used/seen end up breaking almost every update or end up being abandoned due to burnout because of the mod author trying to do way to much with the NPCs.
I really just wanted a way to populate my world (I have a long standing world with villages/castles/etc).
Who knows though, maybe I will get a wild hair one day in the future.
Edit: Thinking on this It might be pretty easy to utilize the vanilla aggro/attack system into the NPC's (probably just copy how drifters do it via vanilla AITasks). I will have to see how I feel about the idea of the NPC's potentially dying and needing to be "replaced" especially since you can't prevent drifters/shivers from spawning inside buildings/area's currently. It might not be fun for most people looking to have a full village.
This is an adorable mod and I can't wait to use it in this playthrough. I alwas enjoyed 'organic building' where you build up a town, but hated using creative mode to feed traders into the constructed areas. :D
I need a version of this where they appear in the world as stone statues you can revive by pouring a mixture of sulphuric acid and nitric acid on them, for no reference in particular. I think that would be exhiliarating.
Parenn Hmmm I can see if I can adjust that but I don't know that I can adjust how the search function works in that way. I'd be curious if just the word "Hat" works though.
Hahah thank you, and yeah I have been slacking lately on finishing up the models (I hate making/texturing 3D stuff like entities so its taking me a bit longer then normal). Everything else is just about finished on the code side I JUST need to motivate myself to make more of the NPC's lol
Soon though, I promise. Maybe the next rainy weekend (supposed to rain all this weekend) Evoken
Just wanted to provide a bit of an update on this - I am aiming within the next week or so to get the General NPC functionality of this mod working. Got a bit busy at work and needed a small break after updating several of my mods in a 2 week period. That and I don't really like making models for Entities in VS. - These General NPCs will be just that, NPC's. They will walk around and MAYBE do some sounds here and there and what not but thats about the extent of it. They are mostly for making area's feel populated.
No this mod does not control the spawn rate or location of vanilla traders. It does however, allow you to craft an item that you can place in specific locations to spawn a trader. Read description for more information on what this mod actually does.
So that essence creature is for the upcoming updating I am adding to this mod (see comment directly below yours and the General NPCs (future feature) part of the mod description for more information. They arn't supposed to be spawning but I didn't disable them correct in the mod during the last update. I can push a quick update that should turn them off if you feel they are too much of a pain.
As for the strawbed, yes any VANILLA bed will work just fine, same with any VANILLA lantern and table!
Hey! I keep getting these item creature essencestones around my house, first one was just in my cellar, killed it and the second spawned outside the room im prepping for my first trader. Any idea what it is and how i can stop them from spawning? Also, is a straw bed enough to make them spawn? Great mod so far!
Wanted to post an update on here on the progress towards the General NPC's that I am trying to add.
I have the assets mostly created - Brazier - Essence material and essence crystal (that some of you might of run into in the latest version) - Human NPC models (working on creating atleast 5-7 varients to start)
All thats left after I finish the models is be begin programing the functionality which is going to be somewhat the same as the Hats but with no requirements other then the essence material
Hopefully I will have the update finished and ready to go by next week/weekend. Maybe sooner....maybe later. Depends on how much I feel like working on things =p
Not really possible once they are summoned, they move in a fixed 4x4 area around the block they are spawned on (this is vanilla mechanic) and cannot be moved once summoned. However, once they are summoned you are free to tear down anything around them and build around them again.
The creature essence is gonna be for the new general NPC spawning system I am building out they are supposed to be disabled but I guess they work still haha.
NateDoesLife ill give it a shot im not the best and im new to this whole modding stuff for vintage but ill see if i can recreate it ill load vintage story dissable the ndl villagers mod then go into my mod folder and delete it then install the latest and see what i get thank you for replying in that timely manner aswell glad to see you trying to help with support for your own mod:) just dissabled the older version of the mod and downloaded the 1.3.2 hats are now showing up and arte showing up in the handbook not sure what was going on last night but it seems fixed ill update this again if it ends up breaking but as of now i broke it and replaced it and it hasnt broke yet really hope this mod works for me now:) i still have the 1.2.0 installed and in the mod folder i just dissabled it and downloaded the 1.3.2 and just enabled that one gonna test something and see if it will finnaly work for me or if its just a shot in the dark PS sorry for the long comment and updated notes as i said im new to all this and this is the first mod ive had to reach out on for support. ill be live on twitch for atleast 12 hours today if i dont get called in and if it happens it would be easier to show you whats going on via stream cause i dont know how to get to certain files and all that farthest ive gotten is looking at the client logs and looking for the error msg i got for them twitch is the same as my vintage name just a update about it i tried placing a hat outside the room and it broke instantly so i think its all golden and fixed now ;) was just running around my world and found a creature essence is this the new way to spawn them in for 1.3.2 ? killed the creature but cant harvest it anyways still waiting to see if the hat will update with the visitor progression IT TOOK OVER 2 HOURS BUT ITS WORKING ITS FINNALY UP TO 10% ITS WORKING THANK YOU FOR THE HELP AND MAKING THIS BEAUTIFAL MOD
It SHOULD as long as all those items are not mod specific and are tied into the vanilla code. Obviously I dont know for 100% as I havent tested it but you would know pretty quick if it doesnt as the hat will pop up.
I'd have to consider the specific trader hats as that would require me to make more of the hat models and whatnot (bit more of a time investment on that one).
I've been trying to get around to working on the general NPC spawning side of this so that will probably take priority over adding support for other mods at the moment.
I can see about it. For the time being you can use Heat Retention - Vintage Story Mod DB to make your chiseled blocks retain heat and count as a full house as well.
The_Amish
You can also build a room that fits the requirements, spawn the trader, and then get rid of said room and rebuild it as you wish after the trader is spawned!
would it be possible to have some mod functions to remove the requirement of the house being a registered room? my issue is that a lot of the buildings i make are chisled so they dont meet the requirement
NateDoesLife Just checked the hat and found it on the floor. Went and crawled through client-main, server-main, client-debug and server-debug and couldn't find any events or errors related to ndlvillagers. Just the startup events when the mod loads. I can send you the log files if you like.
Just say your last, messaged you on discord with some screenshots.
So I tried specifically the treasurehat, and it seems to be working fine on my end.
Make sure you arn't using a ruins bed as well, those wont work.
If you message me on discord I might be able to help you further, a screenshot of your house location would help. You can contact me via NateDoesLife with a crown emoji infront of it. If you search in the VS discord you should find me pretty easily.
Gottcha, I will play around with them and see whats happening.
The log file will have a notification that goes off when the hat breaks and it will tell you what requirements are not being met. Might be hard to find since you will have to wait for the hat to break to see it but I will play around with it in a test world and see if I can replicate it.
NateDoesLife I'm trying to spawn a treasure hunter. I'm also using the BetterTraders mod which, as far as I can tell, should be compatible as it only changes the pregenerated trader wagons. I'll see what I can find in the logs and let you know. Thanks
This mod looks very cool but I cannot, for the life of me, get it to work. I've built two different rooms (and checked that they were valid with /debug room hi), placed down a bed, table, and lantern. I put the hat on the table and it shows 0% for several days before falling to the ground. Is there a log file somewhere that I can check for errors or a debug command I can use to force the traders to spawn?
mmmm, I haven't tested it myself....but I would assume so with how I have it working. Just need to be able to craft and place the hat meeting the requirements and it will eventually spawn a villager.
So unless there is some entity blocking mechanic in homo sapiens, then it should work.
Не проблема! Он простой, но работает и надеюсь расширить его.
Я думаю, что большая проблема заключается в том, что это было слишком много, я собираюсь сделать это простым и понятным для того, чего я хочу!
Yes, heavily inspired by Terraria in terms of gathering villagers but needing to actually have a house for them and what not prior. I would love to eventually make it so they just show up without having to craft a block and what not and maybe in a future update I will be able to achive that but this is a good work around towards that for the time being!
Ayy, this sounds super neat. Been missing a mod like VS Village. Is this intended to be a bit more like Terraria inspired? I've always loved the idea of being able to slowly build up your own village of individually unique NPCs, all with their own function, as a core part of progression in the game, the same way that Terraria handles that sort of thing. You're in a great position to have this do something wholly unique, whereas mods like VS Village (when they end up getting updated) seem to focus more on the more ambient, Minecraft style villages. Best of both worlds. :)
First off, love this mod. But it seems that they just love water. All my villagers, workers, and gaurds have found a nearby lake and just sit there all day. They stop walking once in the water, and I always find them in the same spot. My friend is having the same issue on the server.
mmm what version of the mod and game
- They should be getting sent back to the towncenter in this case - its possible something broke in the latest version but just let me know so I can confirm.
Edit: I found the issue - fixing now, was still using the legacy system. Thank you for letting me know!
Yes was using the latest version of the game and mod!
should be fixed in latest release 3.7.2
Could you make some sort of patch with Player Model NPC mod to allow your villagers to look like any type of player race?
Thanks!
If you would like to make the patch and provide it to me to include - I will review and add it. But as for myself making the patch I will have to pass

- Reason being its a lot of work for another mod to work with mine just for that mod to get abandoned (not saying it will or wont but it could)
- This probably wouldn't be a simple patch either and would probably require some code as well.
Thanks. I figured it was a long shot. I asked the other village/npc mods too. Perhaps one of them will have luck. And yeah that's definitely beyond my modding skills. Keep up the great work!
weird like.....instant crash i got with interacting with the mod. Happened 3 times in a row. When interacting with the town center altar thing, i tried to split two horsetail linen in it, and it caused a crash twice in a row, and then a third time just when i clicked on the horsetail linen.
Hmmm interesting, I will investigate shortly here and see whats going on.
Just a few general questions
- Version of mod
- Version of game
- Does it happen with JUST this mod active?
Also, is there anyway to send me the crash report by chance via Pastebin.com - #1 paste tool since 2002! or something?
Edit: Ok so I just tested this out with game version 1.22.6, mod version 3.3.6 and did not have this issue, gonna need the crash logs and the other info I requested above.
Edit2: Ok so not sure what changed between yesterday and today but yeah I am getting the issue now as well. Not sure why all of a sudden it started happening as I haven't really changed anything in the inventory system.
- That being said this kinda pushes me into the rework of the TC I've been putting off. Let me figure out what I want to do in terms of that.
Edit3: I BELIEVE I know what the cause of the crashing is, its a sync issue that causes a mismatch with the TC inventory system when you rejoin.
-- my plan --
- I am going to try to patch in a fix for this so it doesnt happen
- Then I am going to look into rebuilding the TC (TC v2 =p) which will be a much better experience
Edit4: This should be fixed now in update 3.3.7
haha, i just got the opportunity to see this, im glad it was found and should be fixed! ill give it a try today and ill save logs if i get them again and sendem your way! if anything im glad i could help!
just doing a clean up of any and all errors I can find in my server's logs, just wondering if this is a problem, I don't see anyne else complaining about it, it's just running on an ubuntu server so idk if I'm missing something it's meant to have
28.7.2026 03:25:57 [Error] [ndlvillagers] Exception thrown when attempting to retrieve all types of the assembly VintagestoryLib, Version=1.22.5.0, Culture=neutral, PublicKeyToken=null. Wi
ll ignore asssembly. Loader exceptions:
28.7.2026 03:25:57 [Error] [ndlvillagers] Exception: Unable to load one or more of the requested types.
Could not load file or assembly 'csogg, Version=1.0.4143.14181, Culture=neutral, PublicKeyToken=cbfcc0aaeece6bdb'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
at System.Reflection.RuntimeModule.GetDefinedTypes()
at System.Reflection.RuntimeModule.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
28.7.2026 03:25:57 [Error] [ndlvillagers] Exception: Could not load file or assembly 'csogg, Version=1.0.4143.14181, Culture=neutral, PublicKeyToken=cbfcc0aaeece6bdb'. The system cannot fi
nd the file specified.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 690
at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 609
at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 151
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
at Vintagestory.Server.ServerProgram..ctor() in VintagestoryLib\Server\ServerProgram.cs:line 103
at Vintagestory.Server.ServerProgram.Main(String[] args) in VintagestoryLib\Server\ServerProgram.cs:line 37
at Vintagestory.ServerLinux.Main(String[] args) in VintagestoryServer\Linux\ServerLinux.cs:line 11
28.7.2026 03:25:57 [Error] [ndlvillagers] Exception: Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot
find the file specified.
Hmmmm If you are willing to you can test something for this with me.

Delete those from the MOD ZIP FILE, I promise it will not effect the mod or game, for some reason when I had an issue with the mod DLL file a while back it started doing adding these to the mod folder and I haven't gotten it to stop. Let me know if that stops your error from appearing.
ah sorry i didn't see this til after i already saw you posted a new version, that version did stop the errors! i dont think i can easily remove those files anyway cause my server is in a container and its a bit fiddly to get in there and remove stuff before it's started (its probably possible im just not very good at docker stuff lmao), but yeah i updated and it seems fixed so ty either way
Gottcha, sweet glad it was something simple I could fix for you!
How i can deal with frequent (each 5 sec.) lagspikes caused by ndlvillagers process?
Are you sure the lagspike is coming specifically from this? I have the mod installed and don't get a lagspike every 5secs....
- TowncenterBE is a pretty big class system, be nice if whatever is calling it could could be a bit more specific?
Could also be several other factors as well playing into this
- How big is your town radius?
- How many towncenters do you have down/loaded when this is called?
- How many NPC from the towncenter do you have walking around?
If chunks with villagers not loaded all works OK. (Rare lagspikes only on heavy chunk generation or world save).
Default town radius
Only one towncenter
Something like 10 NPC
And, sometime, i have even worse lags (less frequent ~5-10 min):
Gottcha, do your log files say anything at the time of the lag spike?
Does whatever your using to see that service notification give me detail then just the main class file is running
- what specific event in the class file is causing it?
- Is it only when you load chunks with villagers? or does it just happen while those chunks are loaded as well
- is it 5min lag spike or 5sec lag spike (this is actually pretty helpful information)
I will take a look and see if I can figure out what might be causing it but given what I have here its like finding a needle in a haystack.
edit: So I have a new build - I would like to test it first to see if its actually a solid fix for this issue. Is there a way I can get in contact with you via discord? my discord name is NateDoesLife with the emoji crown at the begining. I am in the VS discord if you wanna search there as well. Just DM me and I can get you a copy of this test build. Pretty sure I know what might of been causing the issue and I got a better solution in place.
edti2: So I pushed a possible adjustment to help with this in 3.3.5, let me know once you play with it for a bit if you still having an issue or not.
Placed 2 Agriculture traders 20+ days ago, have not spawned traders yet, is there a bug or am i just impatient?
What does the GUI show when you hover over the hat, also yeah you could just be very unlucky =/ There is no pity system you could just role no each time for awhile.....unlikely but there is a chance.
everything is true, just says "any day now", paced a few other hats to see, may just pull and plant it again
Yeah so from time of placing, its 10 days to get to the any day now, then its chance each day after that. You also have to remain in the area (chunks have to stay loaded for the chance to trigger) so if you leave the area (unload the chunks) and the check goes and its not loaded.....then it wont go. Its a way of you having to "live" in the area to get them to show up.
Hope to eventually see minecolonies in vintage story :3
Right now, I think Gerste's VS Village is closer the MineColonies. NDL Villagers feels like it will be more similar to Minecraft Comes Alive, but without your family doing work for you.
Is that mod still super performance intensive?
If your referring to my mod here, then no it should not be performance intensive at all.
- I could see it getting there if you had a larger village with max amount of villagers maybe but since there are not really advanced process other then them walking around it shouldn't be resource demanding at all.
I think being able to convert bread or food as payment and having them generate materials based on their profession would be a great way to handle the new worker villagers.
Giving the town builder a reason to make large fields of grain to support their growing settlement
Read your log:
"Processing" workers come to mind that trade off time for bonus production.
Give the wood worker a log in his 'saw logs' bin, and each log would return 14 planks instead of 12, but they only process 5 logs a day, maximum.
Additionally, I think it'd be interesting is labor that aided the player has a saiety cost. So you put food or meals into a "pantry" and workers slowly disappear them if there is assigned work.. If there is no food left, and work left to do, then no work!
Also, long shot: torch lighter villagers that go around t he town and douse torches at dawn, and relight them at dusk.
Hmmmmm, I find the processing workers idea interesting
- Might be a bit on the more complex side to work out, but I do like the idea - I will add it to my notepad to contemplate
My intial thought is to get base level workers (think logger, miner, farmer, etc) sorted out first and then maybe extend the idea from there.
- but I want to avoid complex taskAI such as them going to actually chop down trees or mine ores, farm plants etc. I'd still like the mod to be lightweight-ish at the end of the day to avoid having long delays whenever a new version of the game comes out
Torch lighting villager is doable, however I would worry the task itself would cause lag constantly pathfind/finding torches to light and then the same thing to relight them. Just from an inital thought.
Would the lag issue with the torchlighters be helped if, instead of having to search for torches to light, they had a list of torches the player assigned them to maintain, and only maintained the torches they'd been assigned, removing from the list any torch they go to light or douse and find to no longer be there?
hmmmmm yeah probably as they wouldn't have to scan/search for the torche anymore.
I can put it on my idea list, but idk if my interest level is there for it. But who knows.
I assume it's not intentional that you're packaging several vanilla game files in your mod ZIP? (VintagestoryAPI.dll, VintagestoryLib.dll, VintagestoryServer.dll and related secondary files)
Hmmmm they probably got in there at some point during when I had some framework issues with the mod and I was trying to resolve it.
- MORE then likely no........but I honestly cannot give you a full hardy "no they arnt needed there" without testing myself....
- Ill investigate at some point....but they are small enough files as is so they arnt a problem
You can delete them and find out for me though if you like....since your digging through the mod
Hey Nate, I've run into a bug with the town center. When running the game at my native resolution 2560x1440 the town center info boxes (but not the inventory) are moved all the way off the edge of the screen to the point where I can't click the button to make the windows movable. It was easy enough to fix by changing my desktop resolution to 3840x2160, moving the info windows to the center of the screen, then changing resolution back to 2k. Might cause trouble for some folks though.
Interesting, the GUI stuff is such a pain in modding for this game.
I will see what I can do regarding this.
Would an Archer Guard ever be possible? I found myself looking for a more stationary (or small limited area to wander) Guards to shoot off Goblins wandering around my base gate last night.
It's so nice to watch the mod grow, much appreciated
Yes, Its "planned" but not sure when I want to start working on it.
I had a "creatures" mod prior to this and doing things with projectiles was kinda a pain, but yes I do intend to have an archer guard at some point.
Great googly moogly are they ugly haha.
Yeah the faces could use some work, Im not very good at textures so did the best I could really.
Open to textures if you wanna give it a go =p
they look so madge XD
i love this
Can this be used to spawn non vanilla traders too?
No, it only spawns vanilla traders.
Dude. This is awesome.
Like even your changelogs are top tier.
Massive props.
Thank you! I appreciate it!
I'm hoping to get a bit of a content update (skins and a new villager type) out somewhat soon here but I have been a bit busy irl along with cleaning up a few of my older mods.
Glad you are liking it though overall!
:o this mod is so cool! Now I just need some kind of mod that lets enemies break blocks to get to me/villagers 😁
Probably something we'd need to commission. I paid for one on MC 1.12.2 where you placed a block that stopped all spawns in a large radius and after many days, mobs got "angry" and would try to break that block.
Akvamarin Yeah I use the vanilla wander AI for their pathfinding and it leaves a bit to be desired. I will see if I can come up with something for the doors though, maybe I will make it so that they cant pass through like Iron doors? Do you think this would be a solution you could incorporate?
As for the warriors patrolling, they also only use the vanilla wander AI. Out of curiousity what version of the mod are you running. This issue may or may not be resolved with changes I made in 3.1.0 (1.22rc only)
Hey! This is a really cool mod—my settlement feels noticeably more lively and pleasant now. However, I'm pretty frustrated that passersby keep walking into buildings and making a mess inside. It would be awesome if there were at least a workaround—or maybe a special type of door—that prevented them from entering. I have a factory full of electrical wiring, and these wanderers keep getting caught in the traps there. Also, instead of patrolling, my warriors just sit around inside their houses.
Spekterty Currently the nameplate portion is taking significantly longer (more difficult) then I expected. I'm gonna give it another go about over the weekend to get it going but needed to take a break =p
As far as "custom" names, I can see but it depends on if/when I get it all going. More then likely it will just be pulled from a set list assigned in the mod itself.
Glad you are enjoying the mod, I tend to agree as a singleplayer player lol, makes my city builds more enjoyable.
Forgive me if this is a harder feat than I understand but Twitch integration for the random names would be so fun. Also amazing mod It makes the world a bit less lonely for a solo player haha.
Sodon They use the nadian villager models
- No lore, you can create your own lore though (thats what I do).
I will be doing an update that gives them random names in a near update which can help with lore =p
What species are the villagers lol 😆
They look closer to traders than Nad**ns. Is there lore surrounding these villagers?
that's tottally fair since 1.22 is right around the corner. I'll see about joining your discord and we can talk about it if you'd like, I think adapting the a* system that i've already been rewriting would be easy enough as a for-now thing (and something folks who linger on 1.21.6 can have when the switch over comes). :)
MiraLeaps Yeah, will see about moving away from too much of the vanilla stuff. I tend to lean into that stuff more mostly because I don't have to worry about it breaking on updates. When I create my own behaviors and stuff then I run the risk of things breaking and the mod taking longer to update. So whenever the option to take the vanilla path is there (IE - the vanilla wander mechanic) then I tend to go that route. If anything it would be better to propose the better wander AI to the devs to use if anything, although I last checked and it seems they made significant improvements with 1.22 and added some more AItask behaviors.
Yeah, exactly that. We can probably just take the vanilla a* stuff and adapt it in a similar way vsvillage did (and I re-did in working on that) to get the pathing and clean up them walking into walls and such. I'll see what I can see and about discord soon
MiraLeaps That would be great! You can DM me on discord if ya like. I imagine you have it setup via a custom AITask (atleast thats how I was originally try to get it to work and how I have the current door teleporting working).
oh lord, opening doors is such a pain!! i was working on VS villagers and my god, that was such a tricky thing to get working. If I get a free moment, I'll look at the fix I did there and see if it can work here and get back to ya
Love your work as usual!
wojtek16 I currently only have 1 new villager type on the books to be added after 1.22 releases and I update the mod to 1.22.
The next village will be a Cleric Villager (granted everything works after I create/test it)
- Will wander just like the normal villagers, but if it sees a rift appear in town (within its own radius as well) then it will go up and "remove" it
- Spawned by putting a temporal gear into the TownCenter (as of planning)
But this is all in planning, I haven't started working on it yet.
As for the typical ones - lumberjack, farmer, etc......not yet because I dont know how I would want to go about handling all of that. I did like the ones guys idea of just having a lumberjack with an inventory that you can collect out of every so often if you wish......but not sure yet.
Do you think you might ever add any new villager types aside from guards and traders? I'm drawing inspo from TekTopia, and was wondering if you might ever go this direction? If not that's alright but didn't see mention of this in your mod description so thought I would ask :)
Cool mod!
Sianks
Possible yes, and maybe in the future. I'm super hesitant to add anything that generates/gives free things personally.
If I do add villagers that "do particular jobs" I am going to have to consider how I want them to function, the way you described is one way, another is to give the NPC an inventory that they "get items" etc etc.
But as of right now I would consider that little bit out in development on this mod.
Is it possible to make villagers like Lumberjack that will require chest to be placed in his room, then after one day in game a Log will spawn in chest? Something simple without animation or fluff at start just to make villages a bit more meaningful
Maoman Its easier to have them spawn there and set their wander radius in vanilla AI then it is for me to make a whole new wander AI that restricts them to the towncenter region
- doable to have them spawn elsewhere, yes, maybe in the future I will do that, but currently I don't have much interest and its just a whole hella lot easier to have them spawn on the TC and function from there
AS for the VSQuests stuff, I think quest stuff is a bit far off from right now. I tend to lean away from relying on others mods in mine due to the fact that if they up and leave/abandon the mod then my mod gets screwed over. Its easier and more reliable for future updates for me to build out the systems.
Glad you like my mods though! Thank you for using them!
Edit: I should also note, that I kinda had the sentiment on the spawning prior to the town region system I built out and before I did work using AI task, so likely in the future this will change as I learn a bit more. A lot of this I am learning/figuring out as I go (which is why sometimes you have to do things like replace the towncenter and what not). I have no prior coding experience to making these mods and coding/model/texturing are not really a interesting hobby to me lol. I don't mind doing them but I do them out of need for my real hobby of streaming/playing VS lol. Its an odd situation but I hope it makes sense.
>Villagers will ALWAYS spawn on the Town Center and no where else (I am not updating/changing this)
May I ask why? I'm not gonna argue and demand you do so or anything, I'm just curious your reasoning. Is it a limit of the code? Like, it would be disproportionately difficult / tedious / inconvenient to change the spawn or something?
Also I recommend using VSQuests framework for your concept of quests, if you haven't already learned about it. It's very flexible and works pretty consistently well in my experience, both on the user side and on the dev creating-quests side.
Love your mods by the way, I've got at least half of them installed.
Man I would totally love it if this could turn out to be something adjacent to MineColonies. it would be totally amazing to actually build a civilizaiton!
Can you make this mod a bit more like M*necraft Comes Alive? Cause more and more players has no friends and they play singleplayer but for sure they would be happy to make families, even kids like in MCA mod. Would be nice to have girls also cause there are only guys right now :). Also NPC customization similar to CustomNPC's would be sooo epic
Maoman I think these villagers have better pathing but are limited in what they can do at the moment as they're not coded to interact with the world just mostly wander around (aside from the guards).
How does this mod compare to VS Village?
ShiroTheOkami Just so its noted, my mod DOES NOT touch the handbook recipes/code. Most of the issues I have had with people not seeing the craft or being able to craft are people doing the recipe wrong or not bothering to look it up. (usually solved on my discord).
But I did want it noted so people don't start complaining about that here, my mod touches nothing handbook related other then adding my mod how to guide and that is fully vanilla added, uses no code to do so.
Edit: Funny enough the latest post of someone not able to craft the towncenter......was someone using a version of the mod before I even added the towncenter.
I havent tested this mod yet but I did see some people complaining about the recipies. I encountered an issue with primitive survival and the crossbow mod that removes the recipies because they overwrote sections of the handbook code on load, this will also disable it in the crafting menu even if you look the recipie up, as they pull the data for the handbook display craft and your actual recipies from the same place. Once I removed Primitive survival it was fixed. I then tested different versions of PS and found one that didnt break the recipies.
Long story short, those 2 mods do 2 completely different things, and one overwrote the other. Its pretty hard for modders to determine if what they do will affect other mods, and Im pretty sure the latest PS or crossbow update fixed that glitch as Im running both latest versions now with no issues. An alternative is if you are using the mod in singleplayer, simple go into creative, the items will still be in the creative inventory, if you dont wanna cheat, throw the ingredients into the creative menu to delete them, then grab your item that it would have crafted, until whatever mod you're using that overwrites the recipies is updated/fixed. If you find which mod is doing that through trial and error, I would go and post on their page about the issue, as this would be on the side of the mod overwriting it.
I am not a modder, this may not be explained very well as I do not know the technical bits of modding, this is my own experience and I hope it helps you out.
Kyra36 Works for me just fine, make sure your using gold rods instead of gold bars and the bottom block has to be a found altar block (can be found in vanilla ruins in the world)
Also if you search TownCenter in the handbook there is a recipe for it.
If for some reason its not appearing in the handbook then please make sure you are using the latest version of the mod.
When I try to create the towncenter, there is no recipe for it, so I dug around and found the YouTube video of you making one. But it will not let me craft it still. Is this q known issue?
Centerion yeah I know VS Quests exists however I want to avoid using other mods or dependencies outside of the ones I make myself.
Reason being is if the VS Quest mod breaks lets say and the developer moves on from that mod.....well now I am shit outta luck and have to build out a whole questing system just to keep it working with my mod.
As great as using libs or others mods (forks and stuff) is, its not as easy as just picking it up. Its a lot of work to learn/build off of code someone else did (atleast in my experience) and make it work nicely with your code. I find building stuff to just work together from the start is best.
Outside of that, questing is a bit off track from the core functionality of this mod, which is why its low priority.
I see that you have questing listed as a low priority, however if you bake VS Quest or use a fork of it , it already has the framework or could even just be added as an addon itself
Yeah! Totally. I basically just used the base ones as a template and edited over them....really the faces mostly but I am thinking of doing more :)
MiraLeaps Glad you like it. If you ever feel like sending teh textures over that you did I can see about adding them as a villager type (depending on how you did the textures etc that is). Im not to big on models/textures which is why the selection is limited.
Oh, cool, thank you for the response!
I love this little mod btw. I did some custom textures for the people and added in some random names on a nametag stat for them and they feel right at home with the VsVillagers Villagers :)
TY for your work!
MiraLeaps My villagers don't actually use the beds, its just there to act as an available counter for how many villagers can be in the village.
hey-o is there a way to 'protect' your player bed from the villagers using them? VS village uses a custom bed object as to set that differently, just wondering if that is done in some way here
DiogoIII Maybe eventually but at the current moment no for a few reasons. They are also coded into the mod not JSON files
1 - Trader spawning is going to be changed slightly to work with the towncenters, Im in the process of figuring out how I want that all to work
2 - I don't want to spend time troubleshooting issues that might arise due to people changing the config values. For example lots of people want me to change the value of the towncenter range.....but increasing it more could implement high lag issues due to how it works at the moment. I don't feel like dealing with people complaining the mod causes lag becuase they changed the values. I do plan on reworking the towncenter detection area in the future but at the moment thats pretty low on my priority list.
can you add a config file for the time that the trader spawns from the hat? I've looked everywhere and there's no file for this mod on modconfig files, I also took a look into the mod files at almost all .json files and couldn't find anything useful, if anyone know how to change it pls let me know, but it would be best to simply have a file in modconfig menu.
RustyMan Yeah I have put some thought on this but I think it would depend on how/what the future holds for the mod.
Right now I am still in that build out the ground floor/direction of the mod (atleast in my mind I am anyway =p) but I think once/if things get a bit larger scaled I might obviously need help with building/maintaining certain parts of the mod. But that would be a whole other level of development.
Right now I am still trying to decide/build out the trader to work alongside the TC/Villagers opposed to being its own seperate thing and building out that floor =p
I have also been more focused on my Expanded Growth mod series at the moment and holidays so this one is kinda been slow development side. Once it hits january though I am planning on pushing for another semi-big update for the mod.
@NateDoesLife Ok thanks for answering :) completely understandable about code, depends if you want contributions or not. Looking for future updates 💯
RustyMan
- You are correct, it uses an internal timer at the moment. I do have plans to swap it over in the future update after the holidays but its a bit of work. Its setup that way currently because it was easier and I knew how to set that up at the time I wrote the code.
- As for base defence, at the moment no, maybe in the future there will be a feature. Right now defending from drifters during temporal storms and normal spawning is fine enough
- Providing the source code is a no from me, sorry just something I dont do
- Changing settings is on the list for a future update but not anytime soon. I want to build on things a bit more before I allow users to start messing with settings which brings its own set of pain points.
Really nice mod idea, Initially thought it wasn't spawning or detecting anything in creative flat world tests. Adding time using /time isn't accelerating the spawn, are you using an internal timer separate from vs daytime ?
Also playing with json configs I am able to make the guards defends base against bears. Would like to add more but for now I have some logs errors, unsure about it.
This mod would be really nice in small pvp world to protect the base against other players, any chance to implement that or allow me changing source code ? Maybe using a command to allow exception for some player ? Or using reinforce blocks commands on the altar to define which players should be attacked or not ?
Finally it would be great to be able to change the spawn frequency, detection distance etc. because player are far more intelligent than drifters :o
Thanks!
Thank you!
What I wouldnt do to put armor on the guards... xd
ProrokFYNTK It will work, not sure why 1.21.5 was not included, pretty sure I clicked it lol
Hello, a silly question here,
Will the mod work on VS 1.21.5?
The specified game versions on the files page are 1.21.4 and 1.21.6, not 1.21.4 to 1.21.6 (so 1.21.5 technically is not supported)
So It got me wondering if it's just a simple mistake, or is 1.21.5 not supported? Sorry if that's a dumb question
The_Amish
Routines, Maybe. I would have to see how to go about doing that, the meeting block idea isn't bad though. I might be able to incorporate something with the TC block to make them come back at a certain time and chill for a bit or maybe another block.
Spawn chance per day - yes its on my todo list. This month and last month have been very busy. I am hoping to get an update out before the end of december, not sure if this feature will make the list however
would it be possible for you to add villager routines? We have a pub on our server that wed love to have villagers go to at the end of a day. It would be cool to make a meeting point block that from certain set times, the villagers would go to and mingle.
ps: would it be possible to have a setting somewhere to change the spawn chance per day?
Very cool, thank you kindly. Think it would add a little extra umph. Till then I can always pretend they are just large and clunky dwarves. Thanks for the quick response!
Waildanbear Not at the moment, maybe in the future as it would require me to make models for them and provide a way to do this in general. I like the idea though and will put it in my idea/future stuff notes.
Any chance to make it so you can pick the race of your villagers? I am using the Racial Equiality mod, playing a dwarf, and it would be cool to have a dwarvish settlement. etc.
Just installed the mod, hoping to populate my strongholds and villages.
ChezWaldo Believe its a square, but its not specified in the locations I looked at when I setup the radius so cannot be 100% sure. But with how they handle other things and from my testing......square =p
Is the town center a square or a circle when you say 200x200 (100 Radius)?
EthelVril If the patch file is made I will add it to the mod.
Possible to make this work with fantasy creatures reborn mod? The guard villagers seem to not bother attacking goblins, orks, etc
NateDoesLife
Thanks for the info. About time my players build a village at this point.
ProphetOfMercy If I understand correctly....yes lol. The altar is not beholding to builds around it to work.
NateDoesLife
Is it possible to build an altar and place it where we want before building a town?
This reminds me a lot of the "Welcome Mat" mod that was a part of Useful Stuff/Still Useful Stuff pack of mods. From what I understand, the Traders were able to take food from any nearby container. I wonder if this would help when it comes to trying to keep bread "fresh" for a longer duration so the villagers can be summoned. So instead of the food being in the Town block, the food could be in a container near it. Or you could give the Town block the same stats as a vessel when it comes to food items.
ChezWaldo No limit on how many traders you can have. Currently they are a seperate mechanic from the towncenter and villagers but in a future update I will be tying them together I just don't know how I want to do that yet.
Is there a limit to how many traders can be spawned in? does it count towards the villager count as well?
Bl0ckparty You can use both but they wont have any interaction with each other.
Has anyone checked to see if this works in conjunction with the VS Village mods? It would be really cool to summon actual Traders and more guards for the VS Village villagers.
Exmortis The extended food part would probably be pretty easy to get going overall, I started with bread as just a "go to" starting point with a plan to extend later on.
I've been slow with adding features recently because I dont want people to make progress on a feature just for me to rework it later due to wanting to go a different direction. The next update should include falx guards but might be a little before that update.
Haven't had a chance to test the updated guards and food consumption mechanics yet, as apparently Gold is impossible to find on our server -_-
However, I've just noticed a mod, Castle Heart, which uses a food consumption mechanic as well, and was wondering if it might be worth talking with the Dev to see if it's possible to use similar code to allow all food types other than bread?
Might also then allow for having a scaling Food Cost based on how many Villagers/Guards you have, meaning players can't just gun straight for a max sized village and would promote expansion.
Just ideas, we're still keen to get this village started as is (Especially since our current base constantly gets raided by drifters -_-)
Voodooozo37 Awesome! Glad its working for you now!!
@NateDoesLife I updated and now it works. Thanks man and my bad.
Voodooozo37 Ok yeah, so this issue was fixed in 2.1.2
Also any version of my mod marked for 1.21 will work with any 1.21.x version of the game unless specified to not work on pervious versions. Same with most mods out there. Its actually pretty rare that a mod will not work on an updated sub version of the game. So the latest release of my mod 2.3.0 will work on 1.21.0. I just stopped putting older versions of the game on the list because its annoying having to do it.
I am using 2.1.1 version as my world is on 1.21.0.
Voodooozo37 Hmmmmm and just to be sure you are running the latest version of the mod. I was pretty sure I fixed that bug a month or so ago and had it working (even have a building material trader myself that spawned). I will look into it but if you could just verify the version number that would be great.
I eem to have a bit of a problem. For some reason buidling material trader just doesnt want to spawn from my hat. All the requirements are true, it has 100% and says any day now, but it's been like 10 days. Furthermore a treasure hunter trader spawned out of his hat in a room next to that one while TH trader's hat was placed there a few days later. Im not sure if something is blocking the trader from spawning or something but I have seen them spawn before in smaller rooms. (his room is like 4 x 3 with bed and table). There is about 3 traders spawned around that room in about 10 blocks radius but I made sure that none of them reaches the 4 blocks requirement of the hat.
StellarHarbour because thats a lot to code for free and I also work a full time job. Unless your offering your time to come code AITasks for me and then maintain them?
Why not Millenaire type mod?
A generous god.
REAL BIG UPDATE, love this mod so much!!!!
Rexxia So the altar itself is not craftable they come from ruins.
If you are playing on a non-lore world I don't know that you can get it? I will have to see what I want to do about that.
Edit: So did some research and yeah non-lore worlds cannot naturally get the altar without other mods. I have a solution I will put in an update tomorrow for this!
If possible, I would like all the recipes to be acheivable in non-lore worlds
NateDoesLife It does not show how to make the Altar block
SerciusHaylel
There shouldn't be a conflict with that mod, if you go into the handbook and type "TownCenter" and click on the block it should show you how to craft it.
Not sure if I just didnt read properly,but how do I make the altar for the town center block?Or is it a conflict with KRPG Enchantment which the recipe also calls for a stone altar block?
rayray You can have as many towncenters as you can craft
- Now you can overlap them but the way the towncenters work is they scan their 100 radius area (200x200) and check how many of the villager entities or guard entities are in the area and then calculate how far into the cap you are at. So technically if you overlap it will count the same villagers to both towncenters despite them having seperate caps.
I would recommend measuring out and making sure the towncenters are far enough away that they dont overlap but are next to each other if you are trying to cover a larger area.
questions can we have more than 1 town center on a single player world ? and if yes can we over lap not trying to get passed the 50 npc cap but the 150 area i have a large erea planned with a small twon and outer farm erea around the the erea
Wooo updates :D
Hello there! I have a query regarding the coverage radius of the city center.
Is there any possibility to increase it? If so, could you please let me know how this can be achieved?
I would greatly appreciate it. Thank you in advance!
hi! what are the entity names for the NPCs/Guards/Etc this adds?
If I have that info, I think I can make a VSQuest patch to make your entities be included as questgivers.
TGerror I can't use the mod itself but the model inside it I can utilize I would just have to find out what the thought is on using models from another mod......its one thing to use assets from the vanilla game but another to use another mods assets.
That and I would have to figure out how to incorporate a different "race" into my mod as well.
NateDoesLife unfortunately, I have no idea how to make mods, I just know that others have made them https://mods.vintagestory.at/koboldrdx I apologize so many times if this is something you can't use at all.
Thats a valid concern - the other thing would be needing to add a couple more things so your guys can be killed like normal. But if youre interested in that approach feel free to reach out. I've been working on NPCs using the EntityVillager class for on and off and most of the time has been spent on getting the accessories files correct which is the biggest drain imho
Blackmare
KInda, I believe you can do a similar setup to EntityAgent as well. Its on my list to look into for when I start cleaning up and streamlining things. The only thing that worries me about going down that route is it relies heavily on vanilla assets outside of my mod to run and if those get changed the mod would break and require me to have to go in and spend time patching stuff. The way I do it now the textures/clothing items I use are within my mod, that way if vanilla ever updates them, removes them, etc then my mod would not break and I can just update it when I get around to it, if that makes sense.
All that being said, I have not looked into it 100%, maybe like 5-10% so its entirely possible it will be easier to do then I think as of right now. Its on my list to investigate further though =p
Have you thought about using the EntityVillager class instead of EntityAgent? Would allow you to use the in game clothing and add more variety without creating more textures and/or models.
TGerror If you make me the models for the villagers and send em over I will see about doing it (need about 5 /w textures). Can't promise though.
ohh this do look cool but I have to ask will this somehow be a way to get this to work with the Kobold Player Model Redux ?
I just think it could be cool if we can get kobolds as villagers too
Akari_Enderwolf
Not at the moment, the essentials to do this are "kinda" there (basically just the animations) but it would be a lot of work to do that and then the maintenance on top of that to keep the mod going would just be annoying in my opinion. Its why other mods that do similar stuff this mine and then some get abandoned after awhile. Goal of this mod was just to add a simplistic, easy to manage way to populate the villages/towns/builds you make in the game.
But as I usually say, who knows what I will get a wild hair to do =p
this kinda makes me think of like, a framework for something like Millenaire or Minecolonies, which were 2 of my favorite mods for the other block game. Any plans to have "jobs" we could assign to some villagers to have them kinda play out doing specific tasks?
I don't mean like, they actually have inventory and stuff, I just mean like, they go to specific spots and act out doing a job, like the villagers in Chapter 2's village, so like, they go to an anvil and make hammering sounds if assigned as a blacksmith at that anvil, or "job" blocks that scan like a 5 block radius for job related blocks to have them go to and make job sounds at.
I was already planning to make a town in my world, I'm just curious if any of this is in the cards at some point in the future.
NateDoesLife No okay makes more sense that way and its clear you want to make a solid system, the system you descripe sound very cool and more develop version to the idea which I had. so i'll let you cook so to say and wait until the rework, good luck!
Dahll Yes for sure, I could 100% just use the vanilla AI for combat and have considered it.
The main thing stopping me right now (other then the rework I have planned for this month on how generalNPC spawning works) is that I just wanted this to be a way to populate a village and have NPC's wandering around. I didn't really want to go down the road of combat NPCs (guards) or even bothering trying to balance all that and what not. Then you get into the crowd that just wants a village with NPCs that they don't have to worry about protecting due to how VS spawning is and not being able to prevent spawning of hostile mobs (especially bowtorns).
THAT being said, the rework I have coming for generalNPC's essentially removes the cost of having to spawn the NPC's past the initial cost. To give you some insight, you will craft a towncenter and it will detect the number of beds in an area and create a "total NPCs allowable" and spawn them (75% chance, once per day currently) on the towncenter to wander in the area (150x150 area currently). SOOOO with that in mind I would be more comfortable with making them have an attack/defend mechanic where they COULD potentially die as the towncenter would eventually just bring a new NPC to your village at no cost to you.
So maybe after the rework, I will work in guards and SOME sort of combat system utilizing the vanilla combat AI task, but it wont be within the next month or two.
NateDoesLife im not that well versed into the modding of this game, but for the "combat" part of the villagers couldn't you just take the enemy AI and change it to fit the villagers? (as example the soldier where it just does basic npc functions until it gets attacked and then switches over to the enemy AI functions. just an idea, since upkeeps for mods like this is very hard. 🙌
CaptainJake
This mod just lets you spawn them into the world with in game funtions (you can do this in creative as well just go to the NDL-Villagers tab and the NPCs have items in there to place).
Other then that the other requests (dialogue options, clothing, trade options) will not be possible with this mod and I have no plans on adding due to the amount of work involved in each of those processes.
Hey, I am looking for some very basic NPC options please. I just want to be able to spawn them into the world, add dialogue options, clothing and trade options just by interacting with them in creative mode. Could you make that possible please?
NateDoesLife Gotcha, glad you've considered it though. Even that basic soldier NPC idea would likely be in high demand for the same reason you mentioned about having some form of population. I personally like the prospect of developing not just your own settlement, the idea of a civilization in general in addition to it. Look forward to seeing any progress you make!
PimpMonkey32 no not particularly. The problem with trying to do what that mod and VS Villages does is that you have to custom make the AI Tasks that they do along with all the interactions/functions.
Few things happen when you begin down that road
1 - updates to the base game are waaaay more likely to break your code.....like both of those mods break EVERY update from what I have found
2 - its a daunting task to make your own AI Tasks and what not, its a lot of work for a hobby project and thats why (in my opinion) both of those mod authors stopped working on those mods, same with the outlaws mod.
This mod uses all vanilla AI Tasks for the general NPC's so the chance of it breaking after each update are slim to none, on top of that its very easy to maintain or fix something. I don't have to rebuild my own custom tasks I just have to conform to what is already created by the Vintage Story Devs.
I really made this mod because I have a pretty big/long term world with villages/castles/etc and wanted them to feel populated when I walk around it. I didn't/don't need them to fight or be attacked and die or anything.
Who knows though, maybe in the future I will whip up a VERY basic solider summoning bundle and just make one VERY BASIC guard npc you can summon😉probably wouldn't be too hard to make it function via vanila AI Tasks. I just dont have the direct interest to do it right now but that changes each week =p
Glad you like the mod though, it is a bit encouraging to work on it a bit more knowing there is more interest in it and its growth then just myself!
Nice work! Ever think about maybe succeeding VS Kingdom? I think this is the closest I've seen recently to what he has going on in terms of the soldier AI.
NateDoesLife maybe the aggro/attack things could be toggleable via the config files?
Kachelcy while I do agree it would be a cool feature to have, I am purposely trying to keep this as simple as possible in terms of the generalNPC's. That way its mostly future proof to keep running.
A lot of the NPC/Village mods I have used/seen end up breaking almost every update or end up being abandoned due to burnout because of the mod author trying to do way to much with the NPCs.
I really just wanted a way to populate my world (I have a long standing world with villages/castles/etc).
Who knows though, maybe I will get a wild hair one day in the future.
Edit: Thinking on this It might be pretty easy to utilize the vanilla aggro/attack system into the NPC's (probably just copy how drifters do it via vanilla AITasks). I will have to see how I feel about the idea of the NPC's potentially dying and needing to be "replaced" especially since you can't prevent drifters/shivers from spawning inside buildings/area's currently. It might not be fun for most people looking to have a full village.
This mod is neat, but it would be pretty nice if they could like be attacked by, and protect themselves from drifters, shivers etc.
This is an adorable mod and I can't wait to use it in this playthrough. I alwas enjoyed 'organic building' where you build up a town, but hated using creative mode to feed traders into the constructed areas. :D
I need a version of this where they appear in the world as stone statues you can revive by pouring a mixture of sulphuric acid and nitric acid on them, for no reference in particular. I think that would be exhiliarating.
I think "hat" works, but there are lots.
I only mention it because the description here says to search for "hats" 😀
Parenn Hmmm I can see if I can adjust that but I don't know that I can adjust how the search function works in that way. I'd be curious if just the word "Hat" works though.
Just a small note, searching for "hats" in the handbook won't find the Trader Hats, but "trader hat" will.
Excellent! An alternative to VS Village!
Not sure how far you're wanting to take this, but if you ever add in having the NPC's do jobs like farming, hunting etc, that'd be amazing
Regardless, having the ability to spawn Traders to populate my village is everything I need at the moment
Thanks for the mod!
Yeah! They only walk/wander. Thats pretty much all I intend on doing with them.
Nothing fancy or anything, just useful to populate a town and make it feel active/alive.
DrKlinger
oooh, first NPCs? I'll have to check em out when I get a chance!
Hahah thank you, and yeah I have been slacking lately on finishing up the models (I hate making/texturing 3D stuff like entities so its taking me a bit longer then normal). Everything else is just about finished on the code side I JUST need to motivate myself to make more of the NPC's lol
Soon though, I promise. Maybe the next rainy weekend (supposed to rain all this weekend) Evoken
NateDoesLife Omg! Amazing idea :D I would love to bring some more life into my town. Can't wait for the update ^^
Just wanted to provide a bit of an update on this
- I am aiming within the next week or so to get the General NPC functionality of this mod working. Got a bit busy at work and needed a small break after updating several of my mods in a 2 week period. That and I don't really like making models for Entities in VS.
- These General NPCs will be just that, NPC's. They will walk around and MAYBE do some sounds here and there and what not but thats about the extent of it. They are mostly for making area's feel populated.
No this mod does not control the spawn rate or location of vanilla traders. It does however, allow you to craft an item that you can place in specific locations to spawn a trader. Read description for more information on what this mod actually does.
Velynicus
Does this mod control or alter the spawn rate or location of vanilla traders? I'd like to be able to "move them" to another location.
Very cool mod! I would also like to ask to include DejFidOFF Animal Traders if possible. Thank you :)
So that essence creature is for the upcoming updating I am adding to this mod (see comment directly below yours and the General NPCs (future feature) part of the mod description for more information. They arn't supposed to be spawning but I didn't disable them correct in the mod during the last update. I can push a quick update that should turn them off if you feel they are too much of a pain.
As for the strawbed, yes any VANILLA bed will work just fine, same with any VANILLA lantern and table!
PvtCuteMuffin
Hey!
I keep getting these item creature essencestones around my house, first one was just in my cellar, killed it and the second spawned outside the room im prepping for my first trader. Any idea what it is and how i can stop them from spawning?
Also, is a straw bed enough to make them spawn?
Great mod so far!
Wanted to post an update on here on the progress towards the General NPC's that I am trying to add.
I have the assets mostly created
- Brazier
- Essence material and essence crystal (that some of you might of run into in the latest version)
- Human NPC models (working on creating atleast 5-7 varients to start)
All thats left after I finish the models is be begin programing the functionality which is going to be somewhat the same as the Hats but with no requirements other then the essence material
Hopefully I will have the update finished and ready to go by next week/weekend. Maybe sooner....maybe later. Depends on how much I feel like working on things =p
Not really possible once they are summoned, they move in a fixed 4x4 area around the block they are spawned on (this is vanilla mechanic) and cannot be moved once summoned. However, once they are summoned you are free to tear down anything around them and build around them again.
A3_Digital
Hello, how feasible is it to move a trader from one room to another?
Glad to hear its working for ya haha!
The creature essence is gonna be for the new general NPC spawning system I am building out they are supposed to be disabled but I guess they work still haha.
mastercrinkle
NateDoesLife ill give it a shot im not the best and im new to this whole modding stuff for vintage but ill see if i can recreate it ill load vintage story dissable the ndl villagers mod then go into my mod folder and delete it then install the latest and see what i get thank you for replying in that timely manner aswell glad to see you trying to help with support for your own mod:) just dissabled the older version of the mod and downloaded the 1.3.2 hats are now showing up and arte showing up in the handbook not sure what was going on last night but it seems fixed ill update this again if it ends up breaking but as of now i broke it and replaced it and it hasnt broke yet really hope this mod works for me now:) i still have the 1.2.0 installed and in the mod folder i just dissabled it and downloaded the 1.3.2 and just enabled that one gonna test something and see if it will finnaly work for me or if its just a shot in the dark PS sorry for the long comment and updated notes as i said im new to all this and this is the first mod ive had to reach out on for support. ill be live on twitch for atleast 12 hours today if i dont get called in and if it happens it would be easier to show you whats going on via stream cause i dont know how to get to certain files and all that farthest ive gotten is looking at the client logs and looking for the error msg i got for them twitch is the same as my vintage name just a update about it i tried placing a hat outside the room and it broke instantly so i think its all golden and fixed now ;) was just running around my world and found a creature essence is this the new way to spawn them in for 1.3.2 ? killed the creature but cant harvest it anyways still waiting to see if the hat will update with the visitor progression IT TOOK OVER 2 HOURS BUT ITS WORKING ITS FINNALY UP TO 10% ITS WORKING THANK YOU FOR THE HELP AND MAKING THIS BEAUTIFAL MOD
It SHOULD as long as all those items are not mod specific and are tied into the vanilla code. Obviously I dont know for 100% as I havent tested it but you would know pretty quick if it doesnt as the hat will pop up.
Novantis
Very cool mod. Does this work with vanilla variants?
NateDoesLife
I can probably add them to the random trader hat.
I'd have to consider the specific trader hats as that would require me to make more of the hat models and whatnot (bit more of a time investment on that one).
I've been trying to get around to working on the general NPC spawning side of this so that will probably take priority over adding support for other mods at the moment.
DilanRona
Could you add support for the other mod traders (like the domestic animal trader, and the wild animal trader)?
👀 Very cool!
I can see about it. For the time being you can use Heat Retention - Vintage Story Mod DB to make your chiseled blocks retain heat and count as a full house as well.
The_Amish
You can also build a room that fits the requirements, spawn the trader, and then get rid of said room and rebuild it as you wish after the trader is spawned!
would it be possible to have some mod functions to remove the requirement of the house being a registered room? my issue is that a lot of the buildings i make are chisled so they dont meet the requirement
NateDoesLife Just checked the hat and found it on the floor. Went and crawled through client-main, server-main, client-debug and server-debug and couldn't find any events or errors related to ndlvillagers. Just the startup events when the mod loads. I can send you the log files if you like.
Just say your last, messaged you on discord with some screenshots.
So I tried specifically the treasurehat, and it seems to be working fine on my end.
Make sure you arn't using a ruins bed as well, those wont work.
If you message me on discord I might be able to help you further, a screenshot of your house location would help. You can contact me via NateDoesLife with a crown emoji infront of it. If you search in the VS discord you should find me pretty easily.
Mor_Havok
Gottcha, I will play around with them and see whats happening.
The log file will have a notification that goes off when the hat breaks and it will tell you what requirements are not being met. Might be hard to find since you will have to wait for the hat to break to see it but I will play around with it in a test world and see if I can replicate it.
BetterTraders shouldn't have any effect!
Mor_Havok
NateDoesLife I'm trying to spawn a treasure hunter. I'm also using the BetterTraders mod which, as far as I can tell, should be compatible as it only changes the pregenerated trader wagons. I'll see what I can find in the logs and let you know. Thanks
Yes, it should say in in the server-main.log file or the client-main.log file why the hat is dropping.
What hat are you having trouble with specifically so I can test it out a bit for you as well on my end!
Mor_Havok
This mod looks very cool but I cannot, for the life of me, get it to work. I've built two different rooms (and checked that they were valid with /debug room hi), placed down a bed, table, and lantern. I put the hat on the table and it shows 0% for several days before falling to the ground. Is there a log file somewhere that I can check for errors or a debug command I can use to force the traders to spawn?
Thanks a lot, i loved it.
mmmm, I haven't tested it myself....but I would assume so with how I have it working. Just need to be able to craft and place the hat meeting the requirements and it will eventually spawn a villager.
So unless there is some entity blocking mechanic in homo sapiens, then it should work.
JDealer18
does the mod work in homo sapiens?
Не проблема! Он простой, но работает и надеюсь расширить его. Я думаю, что большая проблема заключается в том, что это было слишком много, я собираюсь сделать это простым и понятным для того, чего я хочу!RNM
спасибо за вашу работу а то нет ни одного рабочего мода на деревню
Yes, heavily inspired by Terraria in terms of gathering villagers but needing to actually have a house for them and what not prior. I would love to eventually make it so they just show up without having to craft a block and what not and maybe in a future update I will be able to achive that but this is a good work around towards that for the time being!
Glad you like it!
DeviousDoge
Ayy, this sounds super neat. Been missing a mod like VS Village. Is this intended to be a bit more like Terraria inspired? I've always loved the idea of being able to slowly build up your own village of individually unique NPCs, all with their own function, as a core part of progression in the game, the same way that Terraria handles that sort of thing. You're in a great position to have this do something wholly unique, whereas mods like VS Village (when they end up getting updated) seem to focus more on the more ambient, Minecraft style villages. Best of both worlds. :)