Mods / NDL Villagers

Tags: #Creatures #Other #QoL #Utility
Author: NateDoesLife
Side: Both
Created: Feb 27th at 8:18 AM
Last modified: Jun 8th at 7:22 PM
Downloads: 3432
Follow Unfollow 129

Recommended download (for Vintage Story 1.20.12):
ndlvillagers_1.5.0.zip  1-click install


I WILL NOT BE UPDATING THIS MOD FOR ANY PRE-RELEASES/RELEASE CANDIATES.
IF IT BREAKS IN ANY 1.21.X PRE RELEASES FEEL FREE TO REPORT THE BREAK/BUG BUT I WILL NOT FIX UNTIL 1.21 FULL RELEASES!



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

Features:
- Spawning Traders
      - Craft/Place a top hat and eventually a trader will appear!

- General Wandering NPCs
     - Summon general NPCs to your villages!

 

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:
               - 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!

 

- Spawning General NPCs
     - Kill Essence Stones (spawn throughout the world randomly) and gather essence dust (drop)
          - combine essence dust with flax twine to make essence thread
          - combine essence thread with blue coth and dry grass to craft a "human summoning bundle"
     - Craft an Unlit Brazier (will require access to iron smithing)
          - Place in area you want to spawn General NPCs
               - General NPC's will spawn in a 15x15 (7 block radius) around the brazier
          - Right click on unlit brazier with a "Human Summoning Bundle"
               - You can place as many as you want inside and it will SLOWLY spawn General NPCs

 

     - General Information:
          - Once General NPCs are spawned they will wander in a 30 radius around their spawn location
          - Brazier will NOT store Human Summoning Bundle Count if you break it
          - Brazier will NOT attempt to summon General NPC's if you leave the area/unload the brazier
               - This is INTENTIONAL, villagers will not show up unless you are there to greet them =p
          - It DOES take awhile for General NPC's to arrive
               - It takes about half a day (ingame) to run the ATTEMPT to spawn a General NPC. I wanted it to be a somewhat rare enjoyable moment when one arrives, similar to the hats/traders!
          - Currently only 5 General NPC types (more will come later, they are annoying to create IMO)

 

  • Planned Workings:
    - A temporal hat
         - Will allow you to "pick up" traders in your world to move them where you want
         - Will still have to wait a timeframe for the trader to spawn again
    - More random stuff for the General NPCs to do
         - Sit
         - Chat (make random talking sounds)
         - maybe some other stuff!
    - More GeneralNPC skins

 

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)

*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


Other Mods By Author:

NDL Expanded Growth Icon  NDL WoodenTorchHolders NDL ChiselPicks

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.5.0 610 Jun 8th at 7:22 PM ndlvillagers_1.5.0.zip 1-click install

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. 

1.4.0
1.20.8 - 1.20.10 1.20.11 - 1.20.12
1399 Mar 12th at 7:23 AM ndlvillagers_1.4.0.zip 1-click install

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

1.3.2 192 Mar 8th at 6:29 AM ndlvillagers_1.3.2.zip 1-click install

New Features:
- None

Updates:
- None

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

1.3.1 125 Mar 7th at 3:09 PM ndlvillagers_1.3.1.zip 1-click install

New Features:
- None

Updates:
- Removed some log spam

Bug Fixes:
- Room detection was not quite right and has been corrected

1.3.0 174 Mar 3rd at 4:19 AM ndlvillagers_1.3.0.zip 1-click install

New Features:
- None

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!

1.2.0 727 Feb 28th at 2:33 PM ndlvillagers_1.2.0.zip 1-click install

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***

Updates:
- None


Bug Fixes:
- None

1.0.1 84 Feb 28th at 3:09 AM ndlvillagers_1.0.1.zip 1-click install

New Features:
- None


Updates:
- None


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

1.0.0 121 Feb 27th at 4:37 PM ndlvillagers_1.0.0.zip 1-click install

New Features:
- 1.0.0 release


Updates:
- None


Bug Fixes:
- None


39 Comments (oldest first | newest first)

💬 Parenn, 2 days ago

I think "hat" works, but there are lots.

I only mention it because the description here says to search for "hats" 😀

💬 NateDoesLife , 2 days ago

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. 

💬 Parenn, 2 days ago

Just a small note, searching for "hats" in the handbook won't find the Trader Hats, but "trader hat" will.

💬 Exmortis, Jun 11th at 2:54 AM

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!

💬 NateDoesLife , Jun 9th at 6:51 PM

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

💬 DrKlinger, Jun 9th at 5:15 PM

oooh, first NPCs? I'll have to check em out when I get a chance!

💬 NateDoesLife , May 13th at 10:12 PM

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

💬 Evoken, May 13th at 6:28 PM

NateDoesLife Omg! Amazing idea :D I would love to bring some more life into my town. Can't wait for the update ^^

💬 NateDoesLife , Apr 16th at 4:01 PM

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.

💬 NateDoesLife , Mar 20th at 1:13 PM

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

💬 Velynicus, Mar 20th at 11:32 AM

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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