
Mods / VS Village
Category:
#Creatures
#Worldgen
Author: Gerste
Side: Both
Created: Feb 28th 2022 at 10:41 PM
Last modified: Nov 24th at 7:39 PM
Downloads: 24286
Follow Unfollow 378
Author: Gerste
Side: Both
Created: Feb 28th 2022 at 10:41 PM
Last modified: Nov 24th at 7:39 PM
Downloads: 24286
Follow Unfollow 378
Latest file for v1.19.0-pre:
vsvillage_v0.8.0.zip
1-click install
>>Very Extremely WIP, please use with caution<<
This mod aims to add a village system into vintage story.
If you like this mod and want to help or just take a closer look at its development, feel free to take a look: https://discord.gg/xVRNnYcsTT
Features:
- A new (and very rough) pathfinder that lets entities climb up (not down yet) ladders and walk through doors
- Villagers that have a daily routine, they will go to their workstations during the day, rest by the fire during the evening and go to sleep at night
- If provoked, villagers that own weapons will draw them and defend themselves
Roadmap:
- More villager professions
- Let villagers actually do their jobs, not just standing near their workstations
- More villager outposts
- More ways to interact with villagers (hire them, trade with them, ... haven´t decided yet)✔️
- Dynamic village generation system✔️
- Introduce ways to found your own villages ("breeding" existing villagers, transforming drifters into humans, ... haven´t decided either)✔️
- Quests (if I get that far)✔️
Contributors:
- macoto_hino (japanese translation)
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.8.0 | 351 | Nov 24th at 7:39 PM | Show | vsvillage_v0.8.0.zip | Install now | |
v0.7.3 | 6767 | Jul 19th at 9:33 PM | Show | vsvillage_v0.7.3.zip | Install now | |
v0.7.2 | 4366 | Apr 18th at 8:05 PM | Show | vsvillage_v0.7.2.zip | Install now | |
v0.7.1 | 448 | Apr 5th at 9:45 PM | Show | vsvillage_v0.7.1.zip | Install now | |
v0.7.0 | 681 | Mar 3rd at 7:26 PM | Show | vsvillage_v0.7.0.zip | Install now | |
v0.6.2 | 958 | Feb 17th at 9:29 PM | Show | vsvillage_v0.6.2.zip | Install now | |
v0.6.1 | 206 | Feb 15th at 9:06 PM | Show | vsvillage_v0.6.1.zip | Install now | |
v0.6.0 | 519 | Jan 31st at 7:05 PM | Show | vsvillage_v0.6.0.zip | Install now | |
v0.5.0 | 1374 | Dec 22nd 2022 at 9:47 PM | Show | vsvillage_v0.5.0.zip | Install now | |
v0.4.1 | 1560 | Oct 23rd 2022 at 5:57 PM | Show | vsvillage_v0.4.1.zip | Install now | |
v0.4.0 | 279 | Oct 22nd 2022 at 5:13 PM | Show | vsvillage_v0.4.0.zip | Install now | |
v0.3.0 | 931 | Sep 20th 2022 at 6:04 PM | Show | vsvillage_v0.3.0.zip | Install now | |
v0.2.4 | 569 | Sep 3rd 2022 at 7:40 PM | Show | vsvillage_v0.2.4_vsquest_v0.0.+.zip | Install now | |
v0.2.2 | 752 | Jul 19th 2022 at 9:23 PM | Show | vsvillage_v0.2.2_vsquest_v0.0.+.zip | Install now | |
v0.2.1 | 248 | Jul 17th 2022 at 12:07 PM | Show | vsvillage_v0.2.1_vsquest_v0.0.+.zip | Install now | |
v0.2.0 | 280 | Jul 12th 2022 at 10:12 PM | Show | vsvillage_v0.2.0_vsquest_v0.0.+.zip | Install now | |
v0.1.0 | 283 | Jul 3rd 2022 at 2:07 PM | Show | vsvillage_v0.1.0_vsquest_v0.0.+.zip | Install now | |
v0.0.6 | 947 | Jun 14th 2022 at 6:00 PM | Show | vsvillage_v0.0.6.zip | Install now | |
v0.0.5 | 464 | May 25th 2022 at 5:12 PM | Show | vsvillage_v0.0.5.zip | Install now | |
v0.0.4 | 474 | May 9th 2022 at 7:23 PM | Show | vsvillage_v0.0.4.zip | Install now | |
v0.0.3 | 986 | Mar 17th 2022 at 7:28 PM | Show | vsvillage_v0.0.3.zip | Install now | |
v0.0.2 | 435 | Mar 6th 2022 at 12:03 AM | Show | vsvillage_v0.0.2.zip | Install now | |
v0.0.1 | 408 | Feb 28th 2022 at 10:42 PM | Show | vsvillage_v0.0.1.zip | Install now |
Can i install this in an ongoing game?
Hello
Has anyone encountered a problem when all the inhabitants disappear in the village and the chunks with the village stop being displayed on the minimap?
What should I do in this situation?
Thank you
I'm running VSVillage 0.7.3 and VSQuest 0.5.0. I just discovered the mod so I grabbed whatever was on the "Latest file for 1.18.x" button up there for each. Gerste
This is an old bug that should have been fixed a lot of versions ago. Are you sure you have the newest version? SamMadeMC
Just discovered this amazing Mod along with VSQuest! Now I'm just wondering why my soldiers are running away from me, terrorized? 😄
quick question on the villages.am i able to take items from the villages i find like the crates of junk/empty crates/bookselfs/piles of books?
Hi,
Is there any chance of a command to recall missing villagers. i have 3 bodies.. fair enough i know 1 was a farmer and 1 was a guard. but i am missing my trader, 2 guards, a herbalist and farmer. not sure where my mayor hides during the day i hope he turns up for campfire.
Thanks
Hiya, my villagers seem to be unable to talk to me. Anyone else having this issue/have a fix? Also checking VSQuest side.
Are we supposed to be able to light the braziers? Sometimes I come across a village where it is lit but mostly they just stand around a dark one and I can't figure out how to light it for them. Since we can buy them from the trader, it'd be nice to be able to use them as light sources that we could control.
the problem its that if you choose to destroy the spawn of a villager and u kill it for the fall damage it die and respawn infinite and cause that 1 time my game crashed
so be carefull with the spawns
Is there a way to keep villagers out of my home, it's getting rather full, i got one dead one in the cellar and two up stairs, they seem to be attrached to my bed, i'm having to detsroy my bed and place it back again just to kick them out of it, which starts a fight,(note the dead body in the cellar)
maybe a totem of sorts, which has a radius effect for keeping them away form certain areas for a number of blocks, something small like a skull or flower pot, it could also work the other way and keep them in a local area as well, also it would be good if we can pick up bodies and move them, a couple of drifter killed off some town guards type and it's a bit messy having the dead bodies lying about.
Summry:
- a totem for keeping the villagers away from or within a certain area.
- Moveable dead bodies
- lootable dead bodies
Really love creating my town and spruking it up, landscaping it and so, cheers for the great mod keep up the great work.
Hi, ..Umm when you kill an npc how do you get rid of the body?
I mean it just stays where it died and doesn't seem to decompose, would be cool if it was lootable.
Also when you accidently hit an npc they stay mad forever, any chance of a cool down, say 24hrs, or till next dawn whichever comes first, that way we don't have to worry about getting rid of bodies, they can be very annoying when there mad at you, unless they kill you first then they forgive you, doesn't work the other way round thou, now Oliver corpse is stuck on my roof.
nice mod thou..
I'm really hoping Millenaire gets a VS port honestly. Making this all from scratch has got to be a pain.
I and another player have noticed after updating to 1.18.6 and vo.7.3 that the villagers can not use gates. Nor can they use the original Wooden Doors (but that is fine, we have options for doors). Has anyone else had this issue? Is there a fix for it?
Thank you for the update ❤️
Beautiful mod. Love the free buckets, saved me in hot weather playthroughs. ;) Keep up the great work!
I just updated to 1.18.6 and my villagers were doing as IAmJade descibed. I had to roll back to 1.18.5. Just a heads up. I'll wait patiently for a fix before I attempt to update again. BTW, Love this MOD.
Gerste
Yeah It would be cool so see the guards defend the town from natural threats though I know adding them in can be a pain. I had to make my own patch for Feverstone Wilds and the Bandits mod to make Direwolve's and Golems attack the various Bandits and hunters and Vice Versa but I'm still very new to modding in Json so it took a good bit to figure it out how to do it and work correctly.
I also found a Weird bug where the Trader would generate with a Old Male body but a Female name and tag in the tooltip. So far it only looks like it only happens to the Trader but its a pretty consistent thing.
We're having problems with the villager behavior in the .NET 7 version of the server game. The villagers "clump" together and seem to scramble alot. Also, they follow players incessantly. This is just an FYI. I know the .NET 7 is experimental.
There is any way to give orders to hired villagers? like "stay here"? also, any way to configure the hired villager to target players and modded mobs?
I got a church build from Wickedschnitzel but havent made it ready for world gen yet.
I could add some compatibility to feverstone wilds. They should fight the golems and the direwolfs if I am not mistaken? Voidwalker
This mod has always been one of my favs, and is always included in my modlist, so thank you for updating and keeping it going!
Have you considered adding things like a graveyard or a Church to the Villages, or maybe a Tavern or shop area with traders near tents?
For Outposts what if it was just the Castle or a smaller version of the castle that only spawned with traders and soldiers and maybe a farmer or two? Maybe you could reuse the older Villages you made as smaller outpost templets?
Also is there a way to patch in new things for the guards to Hunt/Fight? Cause im also using Feverstone wilds and some towns have packs of Direwolve's just hanging out making them impossible to visit safely
The woodcutter is currently unused so this should not be an issue affecting gameplay Yanazake
I noticed these in the logs while messing with my server. I believe it's either this or VSquest
I was missing villagers from one of the rebuilt ruined villages from BetterRuins I had adopted. Found them nearby in a megastructure ruin (also from BetterRuins), all sleeping in the same aged bed, buried under four layers of gravel. Guys, c'mon.
The villager should decay naturally after 96 ingame hours. But like that you gave him a proper burial ^^ normd
Just a question . During a rift storm a villager died in my house how do I get rid of the body ? Can not figure it out. The last last time I ended up digging around , let the villager fall in and covered it over. I like the Mod. Adds a place to rest as youy travel.
Just a shower thought I had: It'd be rad if instead of conventional villages, villagers used like a yurt multiblock/entity and moved around every few days based on local resources.
This mod removes the creation/existence of vanilla trader carts and their traders during World generation in 1.18.0-rc.2.
Surely, this is not what you intended? We (our server anyway) want to have the vanilla traders and their carts still in the game.
Seems the soldier quest "At your service" doesn't work. I have the required rusty gear, but it won't allow me to complete it. Darn, that's one of the biggest thing I wanted out of this mod: A hired army.
I noticed a Bug in the 1.18 Version causes an issue where you cant interact with the trader the town spawns. Not sure if its my Build or a minor bug but I'm running a slim mod list for 1.18 testing so i don't think it was an incompatability but I wont rule it out.
Don't know if its an 1.18 thing or the mod but the Bookshelfs are invisible and if i remove them it crashs.
Experienced same issue as Vilderos and MrMoonshine for two times, while playing on server. I got locked in the bed and time just keept passing. One time on aged bed locked by herbalist, second time on hay bed locked by trader (even can say more... there were 6 different beds in a row, 2 beds of each type... he choose mine 🤣)
Rejoining didn't help, only server restart.
VS v1.17.11, VS Village v0.6.2, lots of mods, server on Linux.
Tried to reproduce it in single game and on local server on Windows with same mods - no sucsess, all works fine.
If someone have same issue let's cooperate to understand why it's happens.
VS and mod versions?
Bug appeared at single/multiplayer?
Operating system?
Have you mod OneBedSleeping?
P.S. For saving our server we just make for villagers and trader sleep "priority": 0.0, hope it will help for a while. Not sure, need to test.
Vilderos
MrMoonshine
Loving the mod, found multiple castles and villages already. The bookshelves all show up as invisible though.
Thanks for the long awaited update!
I'm translating the language for the additions and corrections as soon as possible.
The description of the quest "Gainz over grains" says that 20 pieces of meat are needed, but the actual number requested is 25.
Same issue with textures as PeterSanderson. Shelves give you the white block with a ?.
It is cool to see life in Vintage Story, but the villages doesn't really have a function, I expected them to be all traders, different types of them in a single place, but they don't do anything, they just work as farmers and the blocks they are not good either. But its a fine mod if you want to add a little bit more life into the lonely world of Vintage Story.
vsvillage :block-brazier showing as a "?" block on update to latest version. I already restarted and remapped. It's still showing broken. It is continuing to throw light. Texture problem perhaps?
How do you get more villagers to spawn in? The guard station NPC fell to her death and I want to make her respawn/come back in some way. Does it have something to do with the Mayor station block?
Is it possible to have more control over where villages are generated. For example, the minimum/maximum height of the world at which villages will start generating or disable village generate on the water area? On my modified world, villages generate at water level.
I am reporting that server errors were occurring frequently during multiplayer with mods installed.
The mods are listed in the URL below.
The errors were frequent, but there was no particular problem with the play.
27.11.2022 16:55:16 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at VsVillage.AiTaskVillagerGotoWork.<GetTargetPos>b__6_0(IPointOfInterest poi)
at Vintagestory.GameContent.POIRegistry.GetNearestPoi(Vec3d centerPos, Single radius, PoiMatcher matcher)
at C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Systems\POIRegistry.cs:line 138
at VsVillage.AiTaskVillagerGotoWork.GetTargetPos()
at VsVillage.AiTaskGotoAndInteract.ShouldExecute()
at VsVillage.AiTaskVillagerGotoWork.ShouldExecute()
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt)
at C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 165
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime)
at C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 109
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt)
at C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\Entity.cs:line 822
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt)
at C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 545
at VsVillage.EntityVillager.OnGameTick(Single dt)
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt)
at C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 277
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt)
at C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 147
at Vintagestory.Server.ServerMain.Process()
at C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 756
@Yanazake
That is still true.
I will replace the roof when I use the village facilities as they are.
macoto_hino
I noticed that with rain too. The blocks aren't actually working as a roof.
I have witnessed a strange phenomenon where even where village buildings have roofs, there is snow indoors.
Is it a specification that the villages generated by this mod are often generated in lakes instead of on land?
MrMoonshine Vilderos
Do you guys have any information on how I can reproduce this issue? I have tried sleeping at the same time as the villagers without any effect. I have tried sleeping in the same bed which is successfully denied on my end. If you know of anything that can reproduce this issue, feel free to hit me up on discord directly (or here ofc if you prefer this channel).
just experienced same issue as Vilderos except I was sleeping in a hay bed. I couldn't figure out how to fix it even with console commands. I ended up deleting the save.
I had an issue when I sleept in one of the ancient beds in the village where I got locked in the bed and time just keept passing. I managed to get out of the bed but time keept skipping forward fast. Really creepy. I have not had this issue before I installed this mod ._.
As of this newest update, it still appears that the bookshelves are not rendering in. Leaving these big blank spaces in the wall.
Heebeejeebees
I believe this is a vanilla issue. I already reported it.
Edrein
In 1.17.6 houses with bookshelves spawn invisible bookshelves. Why?
Some 1.17.4 (now trying on 1.17.5) issues I've noticed:
1. No matter what 'biome' a village spawns in, the plants report always being having heat-diffuculties and end up dying if you don't replant them.
2. Having done a few of the quests for the villagers the rewards seem a bit lackluster/weird at times:
2a. Farmers: Killing predatory animals seems to only give gears as rewards and usually a low gear amount; I've only seen 2-3 gears even if the quest was Kill Wolves or Kill Foxes.
2b. Farmers: The quest dialogue seems to be broken or the rewards seem to be for the Gather 20 meat quest. Half the time this quest states that they will give you seeds for the meat. The other times they don't actually say what they'll give you. But the quest name says something like, 'Turnips for Meat' and in turn you actually get turnip seeds. Feedback wise I'd love to see this be broken into two variants, one for seeds and one for actual crops.
2c. Blacksmith: Charcoal quest did not give me a reward. Or if it did it must have been a low amount of rusty gears.
3. Dead bodies linger for a loooooong time before finally decaying. Is there a mechanic to revive villagers perhaps that I'm missing, hence the corpses sticking around for a while? Additionally would it be possible to have dead villagers drop their gear.
Love the concept, and want to see where you take it.
I noticed a few issues, others may have already commented on them.
The mod seems to be trying to generate in the same spots as translocator network temples and often ruins, with the resultant village being pretty much mangled and mixed with the other structures.
And also you end up more often than not with flooded villages.
I noticed also that in the spawn of a brand new village, brand new world, the terrain was also breaking up village spawning so that terrain would blot out fences or walls.
Is this due to something that is hard coded in the way VS distributes spawned locations? I have no idea how that works.
The same thing has always plagued spawned villages in particular in Minecraft. You end up with villages overtop of caves and chasms with huge holes needing to be filled, or in the case of the mingled spawns, fences and walls obliterated by the terrain or other structures.
Anyway, keep up the good work. I loved the larger village in the latest release, aside of the issues mentioned above
Sweet! Keen to get my hands on the new update. Thank you Gerste 😁
Thats a bug and will be fixed with the next version. Glad you enjoy it so far ^^ SIN1K
Not sure if this is a bug or just intended design, but I met with a blacksmith npc who wanted 1 iron ingot, 1 charcoal and 5 gears to make a weapon for his quest. I gave everything and completed the quest but didn't recieve anything in return, no said weapon or rusty gears. Am I supposed to wait a couple days in game for the NPC to give me the weapon after forging it or was I supposed to recieve it immediately upon quest completion? If it was the later, then that might be a possible bug to hash out. Loving your mod regardless though, really makes the world feel lively haha 😁
Heebeejeebees From what I understand, and from experience with using the mod in my game, you will need VS Quest for VS Village to work with the quest system integrated by VS Village. So if you're trying to install this mod with your game, I'd suggest installing both mods. Hope that clears it up 😁
The filenames are confusing — is VS Quest included in recent iterations or are the filenames with VS Quest in them stating that VS Quest is still a dependency?
Not sure if this is what you mean, but I already included quests for the new version 1.17 and made a tutorial/ example how to create your own quests Thomas_Jefferson
Keep up the good work on this Gerste! If and when you DO eventually get to quests, make sure that players can design quests for their NPC's to use.
Edit: Okay cool, https://github.com/G3rste/vsquest. Apologies for my ignorance!
Update (fixed) from my last for folks having similar issues: I had prior versions of this mod loaded in my mods folder but unchecked on the mods menu. I decided to go ahead and delete all versions and reinstall the most recent version of this mod and the VSquest mod fresh. That got it working for me and it's working on the new rc.2 VS release.
Is the current version working with the new rc.2 release? I am having trouble getting the mod to load right now without doing weird things to world gen--like, villages are loading but they are empty of villagers and surrounding chunks stop loading and i'm getting temporal instability. I might be diong something wrong like using the wrong vs quest version or something, and of course, I know that these are development versions and I'm happy to wait for more stable VS builds to get things working perfectly. But I just want to be sure that 1) VSVillage 0.2.2 + vsquest 0.0.3 are both necessary (and are the right pair--I assume these two go together based on their similar release date, and 2) that they are more or less working on the rc.2 release. Thanks!
(Ps this is a really really cool mod that really exhibits a lot of excellent work on your end).
This should be due to bad luck. The fortresses are generated in the same way as trader carts and should not interfere with the sanity system. Stejer
I dunno if I just was extremely unlucky with my seed but everytime im in those fortress buildings my sanity goes down, is it a bug? im also using VS quest btw
I got a crash when a villager sleeps on a bed.
The village was flodded btw. It is in the Issue tracker
So sad, I really like this mod a lot. Now I will be forced to wait until a stable 1.17. @Gerste
No sadly the updates are not compatible with 1.16.5. I already updated the village and quest mods to 1.17 before working on these new updates :/. BlueFuryDragon
Are any of these updates applied to the 1.16.5 stable version of VS?
No worries! Really love what you're trying to do with villages all around, a few bugs are to be expected. I have a lot of fun slowly building up areas around the villages to look more lived-in. Looking forward to some of your roadmap ideas. 😀
Crashing whenever I kill something (v0.0.6)
6.7.2022 16:46:39 [Event] Player Thundathighs got removed. Reason: Threw an exception at the server
6.7.2022 16:46:39 [Error] System.NullReferenceException: Object reference not set to an instance of an object
at VsVillage.ActiveQuest.OnEntityKilled (System.String entityCode) [0x00006] in <6b0347e5ef574b428a62e6956aaebb33>:0 ... so on and so forth
I did kill a quest giver after accepting a quest, so it might be what is bugging it out.
Rolling back to v0.0.5
Thanks for the positive feedback. wwwolk
Sry for the inconvenience. I will attempt to fix these issues for the 1.17 release, but for now I think its best to roll back to 0.0.5. Lash iotid
Этот мод восхитительный!!! Вдохнул в игру новую жизнь!! Наконец-то мир ожил и в одиночной игре!. Жители дают квесты -это круто! Очень ждем развития данного мода. Авторам респект!!
Re: What Iotid said, we rolled it back but I was also experiancing that as well.
Have a player who's throwing exceptions and being disconnected from our server almost every time they kill something with v0.0.6. From the server console, it looks like the game thinks that they have a VSVillage quest that they do not? (The last quest they picked up and completed was one to turn in charcoal, rather than a combat related one.) It's crashing both on killing mod-related creatures like anything from More Animals, as well as base game things like rams. Another odd behavior is any time they kill a deer from Lichen's, it instantly turns the body to bones, or despawns it entirely, nothing lootable left behind. Going to go throw the error logs up on github for you in a minute here. Is there any way we can make this playable for the affected player in the meantime, like forcefully remove them from any quests, or should we just roll back to v0.0.5?
Love this mod, stuff like this that adds more ife to the world is exactly what this game desperately needs. I've had decent experiences with it so far, only real complaint is alotta settlements have a tendency to like to spawn in water for some reason. But besides that keep up the good work. cant wait to see what this mod turnes into.
To me there's a big potential for a survival/strategy mix, I come from Age of Empires and the nr 1 dream with a mod like this would be the ability to hire villagers as soldiers who follow you or a banner. Then you can command them to attack or defend. Plus making buildings that works like Barracks for example, required to turn villagers into soldiers, at the cost of resources stored in another building. Just a dream!
To have villagers who gather resources for you would be a huge thing, with the need of managing the feeding system you mentioned, to keep them happy and not rebellious.
For the founding part I vote for breeding, but rather have it dependent on the amount of resources stored in the major building by villagers/players, and/or their happiness rate, rather than the numbers of beds or doors like Minecraft.
I like the system in Millenaire too, with how a village builds certain buildings - which can have unique features - where you can help with gathering resources for it.
But one step at a time! I'm keeping my eyes on this mod. :)
I created a topic on the forums to discuss ideas further:
www.vintagestory.at/forums/topic/8861-villages-ideas-discussion/
Here are some ideas inspired by Settlers 6, Odd Realm, Banished, Tektopia and the Millenaire mod for minecraft:
FOUNDING A VILLAGE - Create a way to revive abandoned villagers which are already in the world. Alternatively you can purchase a trading post block from a trader which attracts nomads who you can turn into villagers and given jobs like in tektopia
PREGEN VILLAGES - Pre-existing villages have their presets for NPC jobs. Preexisting villages do not grow beyond their size and are self-sustaining.
NPC NEEDS - villagers have stats and three classes (TIER 1 - these NPC require food, clothing, tool, happiness; TIER 2 - require coal, wax for soaps and candles, bread; TIER 3 - alcohol, entertainment, cheese)
HAPPINESS - Warmth, Entertainment and education
FATIQUE - Villagers have a limit to how much activities they can perform before they need test.
EDUCATION or SPIRITUALITY - Provides happiness boost and makes NPC more efficient at their jobs
ENTERTAINMENT - Villagers especially higher class NPCs need entertainment or else they receive penalties when working or stop. They include a tavern, festival around bonfire, singing bard job
CLOTHING UPGRADES - Clothing can be upgraded for increased weather resistance, shoes for increased travel speed, and increased storage when doing jobs by providing baskets, linen basket or leather bagpack
TOOL UPGRADES - The various tool tiers provide bonuses and speed based on the type of metal
JOBS TIED TO CLASS - villagers need to be of a certain class to do certain jobs
VILLAGE LEDGER - This would provide a village ledger that provides a list of all villagers and the jobs or actions allowed by specific NPCs.The game Odd Realm could be looked at. From here, you can see villager stats and manage what jobs they are allowed to do.
NPC HOME - Similar to Tektopia, buildings must be designated and have certain blocks based on the type of building it is. Each NPC home has storage. NPC will bring food to their home for storage and tools for their profession to limit travelling to a warehouse.
PRODUCTION BUILDING - Each production building has storage. NPCs with the laborers job enabled will pick up material from production sites and bring them to the relevant warehouse or storage site. For instance, harvested material from farmer plots to granaries to bakeries. If there aren't any NPC with the laborer job enabled, the NPC with the job will pick up whatever item they need and bring it to the production site
BLUEPRINTS - Lost knowledge can be obtained by having special NPC trading the old blocks blocks you find underground. These provide points which can be used to purchase blueprints. These blueprints are used to unlock special buildings to put in the village, gear set, blocks special weapons and crops. This encourages exploring the game and ties into the vanilla lore, lost knowledge.
TEMPORAL STORMS - Village area has spawn protection from mob spawns however during temporal storms mobs spawn outside the designated village area. These mobs are attracted to the village and try to destroy the NPC. These are monster raids. Defeating enemies in the village during these raids increasing the player standing with the village if it's a preexisting villager.
CONTRACTS - NPCs can be contracted to tasks. This can be to dig a designated area. Clear all the trees in an area. Terraform an area. Craft goods with a long production chain over time if given the resources. Build a schematic/preset building once provided with the resources.
VILLAGE CULTURAL THEMESE - Village presets can be made based on building schematics, though it is not limited to that. This is similar to the Millenaire mod. My ideas so far for the four factions mixing the following cultures:
EUROPEAN - Norman-viking
BUILDING -
SPECIAL ITEMS -
AMERICAS - Mayan-aztec-
BUILDING -
SPECIAL ITEMS -
AFRICAN - Kush-askumite-zulu
Buildings - Obelisk, More Pyramid,
SPECIAL ITEMS -
ASIA - Edo Japan - Zhou chinese - Mauryans
BUILDING - Temple
SPECIAL ITEMS - Samauri gearset
Would love to see this become something like Millenaire or Minecraft Comes Alive. Vintage Story can get rather lonely.
I tried fixing the crash in the newest version. ate0ate AVeryDandyLad
The settlements are already filled with filler blocks. The problem is that the fillerblocks get removed by worldgen and the water/ vegetation gets generated after the ruins section, so the village can still be seen as a perfect location for a body of water by worldgen. This might be something for later if I actually get to implementing dynamic village generation. NiclAss
I also tried adding a little bit of compatibility to the outlaw mod as a lot of people seem to use these two in conjunction.
A fix for @ate0ate 's problem could be to fill all air blocks within the settlement or lets say structure with Filler blocks to prevent Water or else to spawn in there
Amazing work! Definitely a lot of potential to something like this. Really makes a single player world feel a bit more dynamic and lived in. I also had the crash mentioned by ADandyLad below also resulting from a trader/village overlap. One other small issue I thought worth mentioning was if a village spawns in a wetland area or other biome with lots of water, then the village itself gets filled with water. Looks like terrain gen reads the village as some sort of lake meant to be filled and does its thing. Kind of amusing opening the village doors and being greeted by a wall of water:)
Gerste
5/9/2022 2:53:27 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockEntityBed.get_MountPosition()
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysics(EntityPos pos, EntityControls controls, Single dt)
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysicsPre(Entity entity, Single dt)
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.onPhysicsTick(Single deltaTime)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
I hope this is the info you're looking for- as I said in my previous post, a village had a vanilla NPC merchant territory inside of it soo-
I have started fixing some stuff today, like the villagers not attacking wolves but running after them.
But I need more specific info on the error you are receiving in order to fix it AVeryDandyLad.
What would be very helpful ist the errorstacktrace. You could open an issue on my githup with that include or you could simply post it here.
Hi! There's an issue where traveling merchants that have spawned on top of villages causes the game to crash.
So far as I can tell, this is because the VSVillagers try sleeping in the merchant's claimed territory after which several chunks near the village cannot be approached without players immediately crashing their games completely.
This is one amazing mod that adds so much to my world and I'll be looking forward to whenever you do decide to take another swing at it!
This can happen due to the way the world gen works as of now. Villages are created together with vanilla ruins before plants and water. Because of that villages can be flooded/ overgrown just like ruins.
Thanks for reporting, I will look into the fighting behavior of villagers again next time I revisit the project. BlueFuryDragon
I found a flooded animal pen in one of the villages.
I absolutely love this mod. I have run across the mini castle like structure that has a lot of guards, no main gate, a boar and chicken pen, the problem is at this structure the guards go after the wolves but aren't killing them, I killed one of the wolves they were tailing and then they were tailing me but not harming me. Now I know that if you hit one they will kill you and thats ok, but this behavior seems broken? Is there something I can do?
One thing I'd love to see eventually on this (especially if you add questing) is having the world gen aspects toggable in the config. That way servers could use the villagers and the mechanics in their own builds still if they don't have a set up that can handle a lot of world gen modding.
At the moment I have not set up anything like patreon or kofi, but I am always happy to read feedback in any form. If you are missing a feature, you could open up an issue on my github or you could simply post it here if github is too technical for your taste. If I like an idea (or if I think its easy to implement) I might add it to the mod. Rufkut
Yes WIP stands for work in progress. This mod is in a very early stage, so i figured it would be best to at least warn people that it could be responsible for all kinds of issues. BlueFuryDragon
Love this, do you take donations and can we put in feature requests?
What does "WIP" mean? Nvrm, I figured it out! Means "Work in progress?" I'm slow!
This mod is a solo player's dream. However, I tried to find a village on three different maps :) I hope that more villages will be generated in further updates. Very very great mod
Thanks for the overwhelming feedback. Rhaela, RayTC, WickedSchnitzel, hussar, SilverBird
I actually missed the bug where villagers get stuck their beds ^^. I will attempt to fix this together witch the unnessecary rare villages. Rhaela
I really like the idea of something like a hearthstone as the village center. I will attempt to implement a central block that can be crafted and used to recruit new villagers if certain conditions are met. hussar, SilverBird
This is awesome, and will def be looking forward for future updates. I feel villages(ers) are the one thing this game is really missing for singleplayer. There are a couple bugs, but at the same time, not sure if its this mod alone or with combination of others. One was after making my own bed and sleeping in it, a villager ignored their own beds, jumped into bed with me, causing the day/night cycle to go wild. It skipped 5 days in 10 seconds lol. Was able to stop it by logging out and back in, but then, and I do think you are aware of it, the villagers became stuck on their beds.
One other issue I noticed, though I dont think really a bug, its EXTREMELY hard to find villages. Towers can be found easily scattered throughout, but after traveling 18000 blocks, 15000 south, 3000 east, and updating the map throughout, I found a total of two. On another map, 5000 blocks in all directions, and only 1. Is it possible to increase the likely hood of finding a village? One more that might not be a bug, just bad placement, one of the two in the first map was submerged in a lake, the villagers freaking out lol.
Thank you, and again, verry awesome mod, will be looking forward to future updates. :)
this is amazing. I've built tons of villages and until now they were empty. Can't wait for a stable release!
Even though this may be more relevant to singleplayer, i would also love to see players being able to attract npcs to villages, giving them jobs to gain ressources and experience to get better in their profession. Much like suggested down below and maybe something similar to the Dragon Quest Builder games.
I love this idea. It would be fantastic if the player could somehow build a village, attract villagers, and earn resources from their work.
If I may make a suggestion (and augment SilverBird's comment): you build a hearthstone, spend large amounts of food and resources there to attract villagers (a certain number of SAT points of food for each new villager, and enough stone/clay/wood for them to build their home, and specialty items such as an anvil for a smith, an oven for a cook).
Farmers would produce raw food resources, cooks would turn raw food (from the farmers or from you) into food, smiths would process ore, etc.
Ooo, this mod has tons of potential!
I would reccomend that, to bring in new villagers, a player would create suitable homes, provide jobs, and perhaps other incentives to attract newcomers from the world, basically they are people who choose to join your town. "Breeding" or transforming drifters just sounds rather strange.
Perhaps creating better conditions for your villagers would result in improved performance, better trade prices, attracting more/better villagers, etc.