Mods / NDL Villagers

Tags: #Creatures #Other #QoL #Utility
Author: NateDoesLife
Side: Both
Created: Feb 27th at 8:18 AM
Last modified: Mar 12th at 7:23 AM
Downloads: 1275
Follow Unfollow 73

Latest file for v1.20.5:
ndlvillagers_1.4.0.zip 1-click install


About Mod:
This mod aims to add the ability to grow a village!

Functionalities:
- Spawning Traders

     - Craft trader hats (search "hats" in the handbook and look for top hats!) and place them down in a house meeting the spawning requirements
          - Spawning requirements:
               - registered house/room (Room - Vintage Story Wiki)
               - lantern (within 7 blocks)
               - table (within 7 blocks)
               - bed (within 7 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!

 

Planned Workings:
- General NPC's
     - Wander around a radius from where they spawned

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)


General NPCs (Future Feature):
- Wanted to post how this feature is going to work to get feedback/possibly suggestions on it. You can obviously comment below or join my stream and let me know as well when I am live

*Spawn System*
- There will be a brazier that you craft/place down centered on where you want these general npc's to spawn
     - Once placed you need to start gathering "essence" (not sure how you will gather/find this)
     - Once you have an essence you will place that into the brazier and it will gain a charge and start the counter (similar to the hats) and spawn a villager at a ranomd point in time
          - This will consume the essence in the brazier

*NPC Features*
- They will just walk around, occasionally make some sounds, thats about it. I want this to be mostly about populating a village/town not questing/hiring/reputation/etc

*Potential Features*
- Multiple races of NPC's
     - you will need to gather essence related to the race you want to spawn a villager from
          - Human
          - Dwarf
          - Goblin
          - Reptile

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.4.0 177 Mar 12th at 7:23 AM Show ndlvillagers_1.4.0.zip Install now
v1.3.2 167 Mar 8th at 6:29 AM Show ndlvillagers_1.3.2.zip Install now
v1.3.1 107 Mar 7th at 3:09 PM Show ndlvillagers_1.3.1.zip Install now
v1.3.0 158 Mar 3rd at 4:19 AM Show ndlvillagers_1.3.0.zip Install now
v1.2.0 497 Feb 28th at 2:33 PM Show ndlvillagers_1.2.0.zip Install now
v1.0.1 68 Feb 28th at 3:09 AM Show ndlvillagers_1.0.1.zip Install now
v1.0.0 101 Feb 27th at 4:37 PM Show ndlvillagers_1.0.0.zip Install now

29 Comments (oldest first | newest first)

💬 Velynicus, 53 minutes ago

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.

💬 PrivatePretzel, Mar 12th at 11:05 AM

Very cool mod! I would also like to ask to include DejFidOFF Animal Traders if possible. Thank you :)

💬 NateDoesLife , Mar 11th at 7:38 PM

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

💬 PvtCuteMuffin, Mar 11th at 5:17 PM

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!

💬 NateDoesLife , Mar 11th at 3:26 PM

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

💬 NateDoesLife , Mar 11th at 1:04 PM

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

💬 A3_Digital, Mar 11th at 7:51 AM

Hello, how feasible is it to move a trader from one room to another?

💬 NateDoesLife , Mar 8th at 6:08 PM

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

💬 mastercrinkle, Mar 8th at 12:42 PM

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

💬 NateDoesLife , Mar 7th at 10:50 PM

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

💬 Novantis, Mar 7th at 8:10 PM

Very cool mod. Does this work with vanilla variants?

NateDoesLife

💬 NateDoesLife , Mar 6th at 8:48 PM

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

💬 DilanRona, Mar 6th at 7:32 PM

Could you add support for the other mod traders (like the domestic animal trader, and the wild animal trader)?

💬 BloodThunder, Mar 4th at 1:55 AM

👀 Very cool!

💬 NateDoesLife , Mar 4th at 12:59 AM

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!

💬 The_Amish, Mar 4th at 12:56 AM

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

💬 Mor_Havok, Mar 2nd at 7:34 PM

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.

💬 NateDoesLife , Mar 2nd at 7:13 PM

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

💬 NateDoesLife , Mar 2nd at 6:49 PM

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

💬 Mor_Havok, Mar 2nd at 5:49 PM

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

💬 NateDoesLife , Mar 2nd at 6:53 AM

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

💬 Mor_Havok, Mar 2nd at 5:18 AM

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?

💬 Yskar, Mar 1st at 2:19 AM

Thanks a lot, i loved it.

💬 NateDoesLife , Feb 28th at 11:50 PM

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

💬 JDealer18, Feb 28th at 11:25 PM

does the mod work in homo sapiens?

💬 NateDoesLife , Feb 28th at 3:52 AM
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

💬 RNM, Feb 28th at 3:47 AM

спасибо за вашу работу а то нет ни одного рабочего  мода  на деревню

💬 NateDoesLife , Feb 27th at 6:16 PM

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

💬 DeviousDoge, Feb 27th at 6:11 PM

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. :)

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