Mods / Phoenicius's Patches

Category: #Other #QoL
Author: Phoenicius
Side: Both
Created: Oct 23rd 2023 at 5:18 PM
Last modified: Feb 2nd at 4:36 PM
Downloads: 986
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Latest file for v1.18.15:
phoenicipatches-v1.8.9.zip 1-click install


CAVEAT - Please Read:

This mod was made purely with the intention for use on my server with my buddies. I'm only uploading it to the DB so they can download it when they join. This is not intended to be something that everyone can/should use. The changes may not be to your liking. Use at your own discretion.

WIP.

A set of patches I made for our server. Requires VSVillage and Sam's Humanoid Creatures. Works on 1.18+. Currently working on 1.18.15.

If you're not using the other three mods (Sam's Humanoid Creatures, Fantasy Creatures, or xSkills), you can still use this mod to get the changes made to VS Villagers (see below). The patches for the other mods will only load if you have the corresponding mod installed.

Summary of changes thus far:

 

Spoiler!

Main Modifications to VS Village:

VS Village changes:
  • Villagers are now harvestable, and have the same drops, and drop rates as Wild Survivors (rusty gears, and flax)
    • This is temporary. I'll gladly consider alternative suggestions for drops and drop rates.
  • Villager corpses/carcasses decay after 48 in game hours (default is 96)
  • Village Soldiers & Archers never flee from combat.
    • I don't like this. It's a temporary work around until I can figure out why their "fleeondamage" behavior isn't working the way I expect.
    • Unless I'm misinterpreting the code, it's set so that they'll flee if they get below 30% HP, but it doesn't seem to be working for some reason.
  • Drifters are now hostile to Villagers 

 

If Sam's Humanoid Creatures is installed:

Changes:
  • Wild Survivors will flee from VS Village guards
  • VS Village guards should attack survivors if they are within 25 blocks
    • I originally had it set up so that it was only if they were within 10 blocks. But that behavior wasn't working properly, so I had to scrap it and simply add the survivors to the pre-existing attack behavior for villagers.
  • Wild Survivors should seek out non-militant villagers (e.g., villagers that aren't Archers or Soldiers) and try to kill them
  • Non-militant villagers should try to run from wild survivors
  • Drifters are now hostile to Wild Survivors

 

If xSkills is installed:

Changes
  • Nearly tripled XP gain for all drifters, based on type. 
  • Nearly tripled XP gain for wild survivors, based on type.
  • Added additional tiers to All rounder skill, that become available after every 5 levels in Survival skill.

 

If Fantasy Creatures is installed:

Changes:
  • Orks should now be hostile to wild survivors, and villagers, and drifters
  • Skeletons should now be hostile to wild survivors, and villagers
  • Goblins (of all types) should now be hostile to wild survivors and villagers
  • Skeletons (of all types) should now be hostile to wild survivors and villagers
  • Non-militant villagers should now flee from skellingtons, orks, and goblins of all types.

Other Misc changes:

Changes
  • If Expanded Matter, Brick Layers, and Division of Labor are installed: add a crafting recipe for raw clay shingles of all color types.
  • If WildCraft and xSkills are installed: alcohols from WildCraft give unlearn points, like other alcohols.
  • NOTE: I don't know if this will cause issues if you're not using these mods. If it is, then please let know, I'll see what I can do.

 

Reasoning:

We're playing with surface drifters turned off. So they're a rarer encounter - found only when exploring the dark caves of the world. In the early game, the Survivors will absolutely f**k you up, therefore xp rewards for slaying them should be increased drastically. On our server, I also turned down the spawn rates for them so that they should be a much rarer encounter - which further lends itself to the idea that killing them ought to be worth more. 

To Do:

  • Add better compatibility with more mods
  • Fix Village soldiers fleeing for no reason
  • Add Dragons to list of hostile mobs for Sam's Humanoid Creatures, and VS Villagers.
  • Dramatically increase xSkills XP reward for killing a dragon.
  • Probably rename/reupload this mod so as to advertise it exclusively as a patch for VSVillage and various other creatures mods.

 

Please let me know if you encounter any weird behaviors while using this.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.8.9 74 Feb 2nd at 4:36 PM Show phoenicipatches-v1.8.9.zip Install now
v1.8.8 63 Jan 21st at 4:41 PM Show phoenicipatches-v1.8.8.zip Install now
v1.8.7 68 Jan 10th at 5:16 PM Show phoenicipatches-v1.8.7.zip Install now
v1.8.6 87 Dec 21st 2023 at 5:36 AM Show phoenicipatches-v1.8.6.zip Install now
v1.8.5 41 Dec 20th 2023 at 5:06 AM Show phoenicipatches-v1.8.5.zip Install now
v1.8.4 176 Nov 24th 2023 at 11:03 PM Show phoenicipatches-v1.8.4.zip Install now
v1.8.3 90 Nov 10th 2023 at 7:51 PM Show phoenicipatches-v1.8.3.zip Install now
v1.8.2 76 Nov 9th 2023 at 6:08 AM Show phoenicipatches-v1.8.2.zip Install now
v1.8.1 80 Nov 5th 2023 at 9:47 PM Show phoenicipatches-v1.8.1.zip Install now
v1.6.2 134 Oct 28th 2023 at 9:28 PM Show phoenicipatches-v1.6.2.zip Install now
v1.5.6 97 Oct 23rd 2023 at 5:19 PM Show phoenicipatches-v1.5.6.zip Install now

8 Comments (oldest first | newest first)

💬 Isendrik, Nov 11th 2023 at 3:21 AM

your patches 1.8.2 resoleve the problem...*

 

I just looked at your changelog 1.8.3, thanks for the additions

💬 Isendrik, Nov 11th 2023 at 3:21 AM
💬 Isendrik, Nov 11th 2023 at 3:20 AM

Hi Yes I think your patches 1.8.3 resolve the problem with the villager who follow us. I play on my server and now they don't follow me 👍

And your patches work for me now maybe a conflict with an other mod I has delete after 

For the villager who don't want desepear when they die and than we can't cut, finally we just need to wait and they turn in human bones, it just take a very very long time. But maybe add the possibility to cut them with a knife can be cool.

 

Thank you for the answer. 

 

If Ihave other suggestion or bug I'll let you know. 

💬 PhoeniciusAuthor, Nov 10th 2023 at 7:58 PM

Check out the latest patch, and be sure to view the Changelog. Most of the issues you've brought up should be fixed now. (hopefully)

But let me know if you encounter any other issues.

Isendrik

 

Also, I haven't added Treants or Dragons to the list of compatibile creatures yet. Although I did test it with Villagers being hostile to Treants, it didn't provide for the experience that I wanted. The villagers kept attacking the treant anytime it was in range (25 blocks). Which doesn't make sense. Treants are supposed to be a surprise/jump scare kind of ordeal. So for now, I simply added Villagers to the list of hostile entities for Treants. It seems that Treants only attack other mobs if it gets attacked first though. Villagers will never seek, attack, or flee from Treants currently. I'm not sure how to handle this, so I'll leave it this way for now.

As for the Dragons... I also don't know how to handle this either. I haven't even encountered a dragon in my game so I have no idea if they should be actively hostile to villagers or not. 

💬 PhoeniciusAuthor, Nov 10th 2023 at 5:13 AM

Damn. It's strange that the guards are still running away after one hit. In my testing, they were only doing it if they were below 30 hp (approximately). I'll try messing with it some more to see if I can figure out what's causing it. 

I haven't added cave goblins or skeleton blackguards yet. That was lower on the list of priorities for me because those creatures should rarely ever encounter villagers. But I can add them to the list of hostile mobs in the next patch.

As for the looting/corpses not despawning thing... As you said, that's a normal feature of VS Village. I'll see if there's anything I can do to it, but no promises.

As for the last request, could you describe this a bit more to me? Are you saying the villagers are following you non-stop? Because they shouldn't be. In previous versions (before phoenicipatches-v1.8.2) this bug was apparent, but it doesn't seem to be the case for me now. 

Thank you for letting me know about these issues! I'll get to work on it over the weekend. 

Isendrik

💬 Isendrik, Nov 9th 2023 at 4:00 PM

Hello, your last fix is not working. Soldier and archer (vsvillage) flee when they are hit one time.

Goblin Cave and blackguard skeleton (feverstone) are not attacked by the soldiers or archers (vsvillage)

 

I have a request, when pnj from vsvillage die we can't loot it and the body stay for ever. Can you fix this, I know it's not your mod but maybe you can fix this.

And an other request, pnj from vsvillage story follow us non-stop

 

Thank you for the patches! 

 

PS: Sorry if my english is bad I'm French

💬 PhoeniciusAuthor, Oct 23rd 2023 at 10:54 PM

Yeah no problem. I hope you find it useful, despite the fact that it was made for a server with my own settings.

I also hope it actually works as intended. This is my first "mod", and while I tested it for several hours, I'm sure there'll be some weirdness that I missed fixing.

T_R_O_L_E

💬 T_R_O_L_E, Oct 23rd 2023 at 5:58 PM

Hello
Maybe it's not for general use, but it's a very necessary thing when you play with these mods
Thank you for doing this

(edit comment delete)