Mods / VS Village
Author: Gerste
Side: Both
Created: Feb 28th 2022 at 10:41 PM
Last modified: Jul 16th at 8:59 PM
Downloads: 66396
Follow Unfollow 789
Latest file for Various v1.19.x:
vsvillage_v1.0.6.zip
1-click install
Summary
This mod adds villages and their inhabitants to your Vintage Story playthroughs. You can found your very own villages and watch its inhabitants follow their daily routines. If you install an extension for village generation (or create your own for that matter), it will even generate villages into your world.
Features
Founding Villages
Interacting with villagers
Most villagers will follow simple daily routines. They will try to look busy at their workstation during the day, chill at the fireplace sold by the trader during the evening and sleep in their beds during the night.
If you have VS Quest installed, you can interact with your villagers to accept and complete quests for a variety of different rewards.
Village Generation
- An empty grid is generated. The size of the grid depends on the size of the village that needs to be created. So far it is usually 9x9, 17x17 or 25x25 pixels wide. As all of the affected chunks need to be loaded during village generation, we can not really create any larger villages with this system.There is a list of available villages loaded during worldgen. A fitting village is choosen randomly from this list and the grid is initialized accordingly. Each entry in that list defines the contents and size of the village. It states how many types of certain houses it needs, for example 3 gardens, 2 farmers houses and 1 soldier watchtower. In a separate list a bunch of houses are specified to be matched to the village types. Each house has a unique id, a non unique type (e.g. garden, farmer, soldier) as well as attributes for its size and a link to the schematic file.
- After creating the village grid, it is time to put some houses inside. The necessary houses for the current village type are selected randomly depending on the types needed to create the village. Each selected house is then randomly rotated and placed inside the grid with a single path in front of its main door. During that process we need to keep in mind that between every two houses there needs to be at least one empty space for a path, so we can not just place them anywhere.
- The entrances of all house are connected with path blocks. The village is now completely simulated and ready to be generated into the world. Therefore the pixel coordinates of the grid system need to be converted back into in game coordinates. Each path square is 2x2 blocks wide, whereas each small house is 7x7 blocks wide (with medium houses being 16x16 and large ones being 34x34). The coordinates [x, y] on the grid therefore translate into [x * 2 + (x / 2) * 5, y * 2 + (y / 2) * 5] in game coordinates. After translating the grid coordinates into the real ones, all house schematics and path blocks are placed and the village is generated for players to explore.
To utilize this for your own villages, you basically have to create your own mod similar to Simple Villages. Here is a short explanation of its contents:
- A couple of different house schematic files to put inside the village
- Every house has to be one of three sizes (7x7, 16x16, 34x34)
- A house should contain a spawner block that actually spawns in the villagers after being generated
- All schematics have to be placed under /worldgen/vsvillage/..
- A list of houses inside of /config/villagestructures.json that links to the schematics by doing the following
- The code of the house has to be the filename of the schematic
- A group that contains information about what type of building it is (for example farmer, garden, dungeon,...). All groupnames can be freely chosen
- An attachmentpoint between one and three (this determines the direction the door is pointing at and I always forget which number is for which direction
- A vertical offset: If your house has a cellar, you might want to put it a couple of blocks underground
- A size: small=7x7, medium=16x16, large=34x34
- A list of available names for villages located in /config/villagenames.json
- A list of village types inside of /config/villagetypes.json
- Code: Unique id of the corresponding village, used for spawning it in via genvillage command
- Names: Which list of names should be used for this village
- StreetCode: Block code of the street block of this village
- BridgeCode: Block code of the bridge block of this village
- Height/ Width: How many grid clusters should be used for this village
- Min/Max stuff: Limit the spawn conditions of the village
- Structuregroups: List of houses that belong to this village
- Code: links to the group of the villagestructures.json
- Size: links to the size of the villagestructures.json
- MinStructuresPerVillage: How many of these houses should at least be created inside your villages
- MaxStructuresPerVillage: How many of these houses should at most be created inside your villages
Troubleshooting/ Commands
Pathfinding
If your villagers are not finding their way around the village, try the "/villagerpath" (or "/vp") command. You can type "/villagerpath start" and "/villagerpath end" to see which path a villager would take between two points.
VS Village uses a two staged pathfinding system. In addition to regular AStar pathfinding, there are Waypoints scattered across the village that connect to eachother and help the villagers navigate that way. To see if your waypoints are connected correctly, you can use "/highlightvillagewaypoints" (or "/hvw") to highlight all connections of the nearest waypoint.
Points of Interest
If you want to know, what a village consists of, you can type "/highlightvillageplaces" (or "/hvp") to highlight all places relevant to a villages as well as its outer border.
You can use "/highlightvillagerbelongings" (or "/hvb") if you are standing next to a villager/ bed/ workstation to highlight the villager/ bed/ workstation belonging to it.
Contribute
Translations
If you want to help translate the mod into your language, head over to the Crowdin Project to upload your community translation. I use a small script that automatically downloads the translations before every new release.
Features/ Bugfixes/ Assets/ Models
If there is a feature that you are desperately missing in this or you found a bug you want to fix yourself, feel free to hit me up on the Vintage Story Community discord with your idea and send in a Pull Request over on Github.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.6 | 12157 | Jul 16th at 8:59 PM | Show | vsvillage_v1.0.6.zip | Install now | |
v1.0.5 | 1866 | Jul 5th at 6:28 PM | Show | vsvillage_v1.0.5.zip | Install now | |
v1.0.4 | 426 | Jul 4th at 6:30 PM | Show | vsvillage_v1.0.4.zip | Install now | |
v1.0.3 | 238 | Jul 4th at 6:30 PM | Show | vsvillage_v1.0.3.zip | Install now | |
v1.0.2 | 472 | Jul 3rd at 6:35 PM | Show | vsvillage_v1.0.2.zip | Install now | |
v1.0.1 | 525 | Jul 1st at 9:13 PM | Show | vsvillage_v1.0.1.zip | Install now | |
v1.0.0 | 1517 | Jun 26th at 9:30 PM | Show | vsvillage_v1.0.0.zip | Install now | |
v1.0.0-pre.8 | 2958 | May 20th at 7:56 PM | Show | vsvillage_v1.0.0-pre.8.zip | Install now | |
v1.0.0-pre.7 | 759 | May 17th at 5:12 PM | Show | vsvillage_v1.0.0-pre.7.zip | Install now | |
v1.0.0-pre.6 | 505 | May 14th at 9:49 PM | Show | vsvillage_v1.0.0-pre.6.zip | Install now | |
v1.0.0-pre.5 | 1176 | May 2nd at 7:41 PM | Show | vsvillage_v1.0.0-pre.5.zip | Install now | |
v1.0.0-pre.4 | 237 | May 2nd at 7:10 PM | Show | vsvillage_v1.0.0-pre.4.zip | Install now | |
v1.0.0-pre.3 | 651 | Apr 27th at 10:48 PM | Show | vsvillage-v1.0.0-pre.3.zip | Install now | |
v1.0.0-pre.2 | 2072 | Apr 2nd at 7:46 PM | Show | vsvillage_v1.0.0-pre.2.zip | Install now | |
v1.0.0-pre.1 | 1023 | Mar 27th at 9:30 PM | Show | vsvillage_v1.0.0-pre.1.zip | Install now | |
v0.9.2 | 3464 | Jan 31st at 8:29 PM | Show | vsvillage_v0.9.2.zip | Install now | |
v0.9.1 | 808 | Jan 27th at 6:14 PM | Show | vsvillage_v0.9.1.zip | Install now | |
v0.9.0 | 1184 | Jan 17th at 10:31 PM | Show | vsvillage_v0.9.0.zip | Install now | |
v0.8.0 | 2251 | Nov 24th 2023 at 7:39 PM | Show | vsvillage_v0.8.0.zip | Install now | |
v0.7.3 | 9148 | Jul 19th 2023 at 9:33 PM | Show | vsvillage_v0.7.3.zip | Install now | |
v0.7.2 | 4776 | Apr 18th 2023 at 8:05 PM | Show | vsvillage_v0.7.2.zip | Install now | |
v0.7.1 | 719 | Apr 5th 2023 at 9:45 PM | Show | vsvillage_v0.7.1.zip | Install now | |
v0.7.0 | 949 | Mar 3rd 2023 at 7:26 PM | Show | vsvillage_v0.7.0.zip | Install now | |
v0.6.2 | 1233 | Feb 17th 2023 at 9:29 PM | Show | vsvillage_v0.6.2.zip | Install now | |
v0.6.1 | 472 | Feb 15th 2023 at 9:06 PM | Show | vsvillage_v0.6.1.zip | Install now | |
v0.6.0 | 772 | Jan 31st 2023 at 7:05 PM | Show | vsvillage_v0.6.0.zip | Install now | |
v0.5.0 | 1741 | Dec 22nd 2022 at 9:47 PM | Show | vsvillage_v0.5.0.zip | Install now | |
v0.4.1 | 1820 | Oct 23rd 2022 at 5:57 PM | Show | vsvillage_v0.4.1.zip | Install now | |
v0.4.0 | 536 | Oct 22nd 2022 at 5:13 PM | Show | vsvillage_v0.4.0.zip | Install now | |
v0.3.0 | 1190 | Sep 20th 2022 at 6:04 PM | Show | vsvillage_v0.3.0.zip | Install now | |
v0.2.4 | 829 | Sep 3rd 2022 at 7:40 PM | Show | vsvillage_v0.2.4_vsquest_v0.0.+.zip | Install now | |
v0.2.2 | 1032 | Jul 19th 2022 at 9:23 PM | Show | vsvillage_v0.2.2_vsquest_v0.0.+.zip | Install now | |
v0.2.1 | 512 | Jul 17th 2022 at 12:07 PM | Show | vsvillage_v0.2.1_vsquest_v0.0.+.zip | Install now | |
v0.2.0 | 539 | Jul 12th 2022 at 10:12 PM | Show | vsvillage_v0.2.0_vsquest_v0.0.+.zip | Install now | |
v0.1.0 | 544 | Jul 3rd 2022 at 2:07 PM | Show | vsvillage_v0.1.0_vsquest_v0.0.+.zip | Install now | |
v0.0.6 | 1227 | Jun 14th 2022 at 6:00 PM | Show | vsvillage_v0.0.6.zip | Install now | |
v0.0.5 | 716 | May 25th 2022 at 5:12 PM | Show | vsvillage_v0.0.5.zip | Install now | |
v0.0.4 | 737 | May 9th 2022 at 7:23 PM | Show | vsvillage_v0.0.4.zip | Install now | |
v0.0.3 | 1249 | Mar 17th 2022 at 7:28 PM | Show | vsvillage_v0.0.3.zip | Install now | |
v0.0.2 | 687 | Mar 6th 2022 at 12:03 AM | Show | vsvillage_v0.0.2.zip | Install now | |
v0.0.1 | 679 | Feb 28th 2022 at 10:42 PM | Show | vsvillage_v0.0.1.zip | Install now |
Hi! Some textures in your mod are broken.
imgur.com/EYEmukximgur.com/EYEmukximgur.com/EYEmukxhttps://imgur.com/EYEmukx
upd
Sorry, the problem turned out to be in Desert Village.
https://mods.vintagestory.at/desertvillage
Is this mod compatible with Vanilla Terrain Reformed (VTR)?
Same as @Aimli. I'm not sure if this is related to VS Quest or VS Village.
For more info: I added VS Village, VS Quest, and Simple Villages to my mods and loaded a world I had already created. When I found a village, I was unable to talk to the villagers.
I created a new world from the same seed with the mods installed, and a village generated right by the spawn point. I COULD talk to/get quests from those villagers.
Could there be an issue with adding the mod to already generated worlds?
I can't pick up quests even with VS Quest installed, I can't interact with the villagers.
Hi, I have a question, do other modders really use the mod crowdin?
seeing a lot of crashes similar to those below
Loaded Mods: aculinaryartillery@1.1.5, offhandpenalty@1.0.0, asphalt@1.0.2, chiseltools@1.12.5, DiamondTools@1.0.2, icyexc@1.0.0, millwright@1.1.7, leadroof@1.3.4, primitivesurvival@3.6.5, rpgitemrarityreborn@1.0.5, rustandrot@0.0.11, swordz@1.1.8, translocatorengineeringredux@1.5.1, vintageengineering@0.2.8, game@1.19.8, vtr@3.0.3, alchemy@1.6.35, animalcages@3.0.3, apewindows@1.1.0, barreldough@1.0.0, bedspawnv2@1.2.0, beehivekiln@1.6.1, berrybushfixes@1.0.0, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.7, canjewelry@0.2.43, carryon@1.7.4, chickenfeed@1.1.3, commonlib@2.5.0-rc.2, doubleslabs@0.1.1, kdynamicjump@1.0.0, electricity@0.0.11, expandedfoods@1.7.0, farmlanddropssoil@1.4.0, fieldsofsalt@1.2.1, foodshelves@1.3.0, hit@2.1.2, hydrateordiedrate@1.2.8, kcmftospatch@1.0.0, kilntimeviewer@1.0.1, krpgenchantment@0.4.5, kscartographytable@1.0.1, lavoisier@1.3.0, levelup@1.2.8, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, onebedsleeping@2.4.2, petai@2.2.6, prospecttogether@1.4.0-rc.1, rivers@3.1.0, roadworks@2.0.0, rustboundmagic@1.9.74, sailboat@1.3.1, simpletailoring@1.0.1, steamandpower@1.6.2, th3dungeon@0.2.1, traitacquirer@0.9.3, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, vsvillage@1.0.6, wgmt@1.0.2, cats@2.0.3, chemistrylib@1.1.5, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, sandwich@1.0.0, shellpan@1.0.0, simplewinddirection@1.0.2, stonequarry@3.3.1, vsvillageaged@0.0.4, vsvillageindustrial@0.0.4, vsvillagetowers@0.0.4, wolftaming@2.1.3, kosfire@1.1.3, moreroads@1.5.7
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.Client.NoObf.TextureAtlasManager.GetOrInsertTexture(AssetLocation path, Int32& textureSubId, TextureAtlasPosition& texPos, CreateTextureDelegate onCreate, Single alphaTest)
playing with 4 others, issue got really bad all of a sudden when 1 was out mining, died and returned, all 3 of us randomly began crashing any time one of us would load in.
Hi, how do I send you the translation es-419?
Received this error from Vs village when loading into my old save.
https://pastebin.com/wnbrrF2n
The only thing i can tell by it is that Vs village is having an error with rendering something on the atlas or map?
It wasn't an issue at first but I think over time it started crashing more often. Originally i thought it was my graphics card but a new one and same issue. Originally started in 1.06 and downgraded to 1.05 to see if that fixed it but no dice. Disabling the entire mod results in being able to load in. Currently it is winter in my save and has been for a while but usually this issue would only have a single crash and not repeat for some time after reloading. This last issue crashes the game with every load before I have a chance to do anything.
how do you protect the villagers from temporal storms? they all die in the first storm
Is it possible to trade or purchase a villager's professional goods from them?
I just play with one friend, and we'd love to have a village with a tailor so we can buy warm clothes (as neither of us are a tailor). I was hoping we could fill that gap by building or finding villagers with those as well as other skills.
Baudskeggjadr I had the same problem and found out it was because of "animationmanagerlib". So you have to remove all of the mods that use that one or this one.
I'm getting occasional crashes from this mod. They happen periodically and without interaction with any elements that seem to be associated (I haven't come across a village or attempted to make one). Here's the crash log:
Running on 64 bit Windows 10.0.19045.0 with 16322 MB RAM
Game Version: v1.19.8 (Stable)
8/29/2024 5:01:34 PM: Critical error occurred in the following mod: vsvillage@1.0.6
Loaded Mods: aculinaryartillery@1.1.5, weaponpacka@1.3.1, fantasycreatures@0.7.1, primitivesurvival@3.6.4, game@1.19.8, ancienttools@1.5.18, animationmanagerlib@0.8.8, betterruins@0.3.7, butchering@1.6.7, carryon@1.7.4, expandedfoods@1.7.0, herbarium@1.3.0, morepiles@1.5.0, outlawmod@1.2.3, petai@2.2.6, rivers@3.1.0, sailboat@1.3.1, simplefootstepsredux@1.0.0, th3dungeon@0.2.1, trailmod@1.0.8, creative@1.19.8, vsquest@1.2.0, survival@1.19.8, vsvillage@1.0.6, xlib@0.8.6, bullseye-continued@2.5.8, feverstonewilds@1.5.0-rc.2, vsvillageaged@0.0.4, wildcraftfruit@1.2.2, wildcraftherb@0.0.1, wildcrafttree@1.2.0, wolftaming@2.1.3, xskills@0.8.8
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.Client.NoObf.TextureAtlasManager.GetOrInsertTexture(AssetLocation path, Int32& textureSubId, TextureAtlasPosition& texPos, CreateTextureDelegate onCreate, Single alphaTest)
at Vintagestory.API.Common.EntityAgent.<>c__DisplayClass79_0.<addGearToShape>b__0(String texcode, AssetLocation tloc) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 870
at Vintagestory.API.Common.Shape.StepParentShape(ShapeElement parentElem, ShapeElement[] elements, Shape childShape, String childLocationForLogging, String parentLocationForLogging, ILogger logger, Action`2 onTexture) in VintagestoryApi\Common\Model\Shape\Shape.cs:line 185
at Vintagestory.API.Common.EntityAgent.addGearToShape(ItemSlot slot, Shape entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 878
at VsVillage.EntityVillager.OnTesselation(Shape& entityShape, String shapePathForLogging) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 128
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 250
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 424
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Voidwalker I am also experiencing that issue of a trader appearing as an old man with a white beard, but being labelled as female and being named "Judith."
Hallo! Do villagers travel or roam around the world? Or they just stay in village? Have them trade with other villages, and hunt, mine etc! Good mod haha!!
My pleasure. Thank you for all the work you do on VS Village <3
Compatibility is always nice to have. Thanks a lot for helping out :) Phoenicius
I've begun work on a compatibility patch for Rust and Rot, VS Village, and Outlaws. Eventually, I'll look into adding compatibility for the FotSA creatures mod.
See the draft here, if you're interested:
RustAndRot, Outlaws and VS Village Compatibility patch - Vintage Story Mod DB
Been seeing an issue where villagers enter their animal enclosures and let all their animals out because the door stays open. Not sure if this is something that can be fixed? When I set up my home next to a village, I have to put my animals far away from them or they will do the same to my animals as well :(
The upper end is 1.0.
If the genvillage command does not list the village you want to generate, the expansion is not installed properly. Itsapiranha
Crashlog after interacting with the workstation (Mayor)
Running on 64 bit Windows 10.0.19045.0 with 32675 MB RAM
Game Version: v1.19.8 (Stable)
29/07/2024 17:11:34: Critical error occurred in the following mod: vsvillage@1.0.6
Loaded Mods: ancientarmory@1.0.4, attributerreborn@1.0.6, balancedthirst@0.0.35, crazyskincustomization@1.0.0, decor@1.1.1, longtermfood@0.0.1, rpgitemrarityreborn@1.0.5, rustandrot@0.0.6, game@1.19.8, AgeOfConfession@2.0.5, animationmanagerlib@0.8.8, betterruins@0.3.4, commonlib@2.3.0, maltiezbows@1.0.4, outlawmod@1.2.3, petai@2.2.4, rivers@3.1.0, rustyshell@0.0.11, sailboat@1.3.1, sharablewaypoints@1.5.4, vinconomy@0.3.0, creative@1.19.8, vsimgui@1.1.5, vsquest@1.2.0, survival@1.19.8, vsvillage@1.0.6, woodenfortifications@0.0.4, xlib@0.8.3-pre.1, chemistrylib@1.1.5, configlib@1.3.13, fsmlib@0.4.5, playercorpse@1.9.0, vsvillageaged@0.0.4, vsvillageindustrial@0.0.4, wolftaming@2.1.2, xskills@0.8.5-pre.1, entitiesconfiguration@1.0.9, kosphotography@1.4.3, maltiezfirearms@0.5.4
System.Collections.Generic.KeyNotFoundException: The given key '511908, 169, 511890' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at VsVillage.Village.InitWayPoints() in E:\Workspace\vintage_story_mods\vsvillage\src\Systems\VillageSystem\Village.cs:line 151
at VsVillage.Village.Init(ICoreAPI api) in E:\Workspace\vintage_story_mods\vsvillage\src\Systems\VillageSystem\Village.cs:line 36
at VsVillage.VillageManager.OnVillageMessage(Village village, ICoreClientAPI capi) in E:\Workspace\vintage_story_mods\vsvillage\src\Systems\VillageSystem\VillageManager.cs:line 119
at VsVillage.VillageManager.<>c__DisplayClass5_0.b__0(Village village) in E:\Workspace\vintage_story_mods\vsvillage\src\Systems\VillageSystem\VillageManager.cs:line 43
at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.b__0(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 74
at Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(Packet_Server packet) in VintagestoryLib\Client\API\NetworkAPI.cs:line 95
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Odd thing is, after trying again, it doesn't.
Hey Gerste, I am having the same problem as @laizalott. I only have VS Village and VS Aged Village AddOn installed. Using "/genvillage aged-village1" gives this error: Error in argument 1 (village type): Invalid word, not in word range [nvil-medium].
Also, in the Village config json, what is the range for increasing the "VillageChance" please? If the default is .05, what is the upper end value? Thank you!
I had a villager die. Think they sufficated in the celing above thier bed. Is there a camand to remove the body or bring them back to life?
Sure why I have any issues with that.
Everything I wrote here is under MIT License so feel free to steal whatever you deem helpful for you course. BrownishStorm
You need to have at least one of the expansions installed. laizalott
Tbh I do not really have al lot planned out further. I have implemented most of the features I wanted to do. This was never meant to be a mod that lets you automate resource farming. My private life is going to take some big shifts in the very near future and I do not know how much time will be left for modding then. Yue
Hey Gerste I like your mod. I am interested in making my own mod that would expand some of the villagers actions. Would you have any issue with that?
I am familiar with coding and used fallout4 creation engine once to make a small mod.
I was also wondering if you would be able to help me get into modding for VS in general. Give me advice on how to start and such.
The genvillage command seems to be broken, and only ever returns "Error in argument 1 (villagetype): Invalid word, not in word range []"
Is this command only usable after you have created a mod with new village types in config/villagetypes.json ? Is there a guide somewhere with a template for this?
Love the atmosphere the mod brings to the game! Is there a development plan or devlog for what you are looking to include in the future? As I would love to see the villagers perform more jobs and actions.
eg. Weeding, planting & harvasting for the farmer. Shearing, milking and butchering for the shepard. commual granery / wearhouse worksite mechanics, communal cooking and foraging ect.
Amazing! Thank you very much Gerste
Will villages still generate if I added this mod after initial world gen?
Are there any future plans for this mod? It's pretty cool so far ^^
No problem! 1.0.5 seems to be working fine now. You're doing amazing work, Gerste
Farmers boost crop growth sometimes, shepherds feed cattle, herbalists heal villagers and players being hurt and soldiers defend the village. itselre
Do the Villagers actually work their jobs?
I'm hoping for a farmer that actually waters the crops.
Sry, I fucked up two releases in a row, lets hope the new ones are working as intended. MisterJern
Yes, my modlist does in fact contain animanagerlib unfortunately. I understand though and appreciate the response! This has been a hard issue to narrow down with 120+ mods. hah 😭
Just updated to 1.0.1 and it seems to duplicate items when collecting. It puts them back in the inventory, but still leaves them on the ground as uncollectable. So theres just random stuff lying around that has technically been added to my inventory but its still visually on the ground.This is the only mod I changed, and I do not have animmanagerlib anymore.
Your modlist seems to contain animmanagerlib. I am afraid this has caused problems int the past and might not be compatible to VS Village. RosstheGreat NateDoesLife
Hello, love this mod, however Im also a fan of the Fauna of the Stone Age mod series. Unfortunetly since those a new creatures it is not coded in this mod for the guards to defend from wolves attacks for exemple
so when I try to form my village and have a bunch of farm animals, wolves and big cats and the other predators added by those mods are not fought against. It would be nice if you could add compatiability to those mods, since not only they are quite popular with the comunity.
since at the same time the Fauna of the Stone Age creatures dont attack the villagers NPCs it is also a missing chance, in my opnion, to make so the player has to not only use the guards to protect themselves and the livestock but also protect the village.
Also if you could also add similar compatibility with the Outlaw mod so it would feel like there are other threats out there to the villagers it would be interesting (at the very least I think it would be a nice emmersive combination of mods)
I am also having issues, and again think it might be this mod. Same issue NateDoesLife is having where broken blocks that drop items simply bounce around. This was something I had experienced some time ago with the Outlaw mod (Febuary ish). I'm having this issue on a server, I did log in and move around/break stuff, now I can't even do that and it just sits at 'Connecting to Server, Downloading Data' "0 Kilobytes Recieved" and sits there indefinitely.
Gerste
Hey, so no idea what is happening/causing this but I narrowed it down to VS Village as the culprit.
When I am mining all of a sudden the drops are starting to bounce and become uncollectable. If I restart my game and reload I can pick up the stones but they dont disappear and the issue starts over again on freshly broken blocks. After a few restarts the game then crashes and becomes unable to load said world up until you downgrade to the 1.0.0 version of this mod released 5 days ago.
I came to the conclusion it is your mod because I recently updated 4 of my mods (this being one of them) and the issue occured and botched my world. I downgraded all 4 mods including this one to the last working version I had of each and updated each one individually. Your mod was the second one I updated and I tested mining and the issue started.
Here is the crash report I would get upon loading the botched world at the time of the issue: md_5 paste - yeyiyiyulu (md-5.net)
Thanks a lot for your feedback. I do believe that you should be able to upgrade without further issues. I will see if I can do something about the workstation. Does the error with the villagers getting hung up persist after reloading the world? I found that for some strange reason the interaction with doors becomes a lot smoother after the first reload after village generation. Cookieie
You can unzip the mod, go into assests/config/quests.json and edit those values as you please Vronizos
Hey, is it possible to edit the default quests that are available when interacting with residents of generated villages (VS Village + VS Quest + Simple Villages mod set)? I don't see any config file that contains these quests
i'm having a major issue by updating to the lastest v1.0.0
seems like nothing is loading up. I reloaded my world to check if it would load after. nothing
villagers are all gone, the blocks are all '?' blocks
You should be able to savely update on your existing world. Bl0ckparty
My modded world has VS Village v1.0.0-pre.8 and VS Quest. I haven't explored very heavily. Should I update with VS Village v1.0.0, VS Quest v1.2.0 (latest update), and add Simple Villages? Or should I create a new world?
this mod has been working just fine for me on my very heavily modded server
1.19.8
@Jessterr - Conquest of Blocks server uses a modified version of this mod. You may want to post to the thread over there as well, link below...
mods.vintagestory.at/vsvillagecob
The Smith quest causes my game to crash when I turn in the quest. I can't remember the name of the quest but it is to give Smith 4 crowns, an iron ingot, and a charcoal and he forges a weapon for you. I don't rerceive the weapon either.
I didn't find a crash log for it.. but this also happened to me a year ago (I just forgot to report it). I play on the Conquest of Blocks server if you need my mod list
How do the waypoints work?
Try the new pre8 release Chymera
Ich wollte die Bürgermeister Werkbank nutzen, da stürzte das Spiel ab. Was kann ich tun?
Running on 64 bit Windows 10.0.19045.0 with 16336 MB RAM
Game Version: v1.19.8 (Stable)
20.05.2024 15:33:31: Critical error occurred in the following mod: vsvillage@1.0.0-pre.7
Loaded Mods: game@1.19.8, animalcages@3.0.2, betterruins@0.3.3, petai@2.2.3, th3dungeon@0.2.1-rc.1, creative@1.19.8, vsquest@1.2.0, survival@1.19.8, vsvillage@1.0.0-pre.7, cats@2.0.1, wolftaming@2.1.0
System.NullReferenceException: Object reference not set to an instance of an object.
at VsVillage.BlockMayorWorkstation.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in E:\Workspace\vintage_story_mods\vsvillage\src\Block\BlockMayorWorkstation.cs:line 11
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 885
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
A restart didn't help, no. The player actually committed genocide of their entire village population when I told them about the issue! It's not the solution I would have gone with, but it did work! Many thanks for the update, will get that installed. Gerste
Sure, let me know if this helps BillyGalbreath
Can we get the Pre.7 release soon, Gerste? This bug Ernie reported has crashed my server twice now.
Does a serverrestart solve your problem? If so, the fix will be included next update. Ernie
Issue raised on github for error being generated after updating to Pre6 from Pre5 (StatsBloke on github)
The "Destroy Village" Button only removes the savegame Data of your village. I have seen your video and was shocked about the craters, I dont know what could cause this because usually Vintage Story is very robust when it comes to loading Chunks.
If something like this ever happens again or if you have any other question, feel free to ping me in the VS Discord, I am usually faster to respond there and it is better suited for longer discussions about features. Cookieie
@Gerste, Um, this might be a silly question about something that should be obvious but, does your "Destroy Village" button cause huge craters in the village where the Mayors Workstation sits? And does it have a several day delay before it actually causes the village to vanish? HOLDUP, I just started my game. Most things are back. But that does bring to mind, What does that button do??
I have two suggestions that I think could really improve the mod.
First, when the village spawns I think it should clear any trees and shrubs around it, both to prevent the currently tree-choked village plus issue it would better represent the clear cutting that happened near towns.
Second, I think to better fit in with the lore and prevent the constant slaughter of villagers, that villages could spawn with a 'palisade' around it, basically a log wall that was used to protect villages. (probably just using 'aged logs')
It makes sense that such a thing would be used, would give the villages a much more unique look and prevent wildlife massacaring the villagers. But I haven't got a clue how hard it would be to script such a feature, these are just ideas after all.
Also I suppose you could theoretically use the already existing ruin-glue feature to add more lanterns and the like, to light up towns better without advantaging the player too much.
grunge_forever I had this same questions back in October 2022. Gerste, the mod dev, explained it was because I didn't have the VS Quest mod installed. It comes with some basic quests pre-installed, but can be expanded by a modpack maker or server admin to add more or different quests. After loading the mod, walk up to a villager and press shift + right-click and a GUI dialogue box should open. Farmers will probably ask you to kill a certain number of rabbits or wolves as one of their quests. You can hire a soldier for a few days for some rusty gears, and, if set to FOLLOW, they will follow you up and down ladders, too. :)
I've clicked on every villager i've seen and no trade or quest options pop up. How do i do it?
Sometimes I add a little easteregg and don't tell anybody. ^^ Cookieie Ernie
@Ernie,
I'm Lauras Little Worlds, All mine say the same thing too. I have Tried renaming them but some of them revert back to that. I thought it was just me, glad to know it may be a universal issue.
Hi, Gerste
After the most recent update (or perhaps the .4 version as I skipped from .3 to .5 on my server), one of my players, the only player on the server to make their own village so far, has noticed that all of their Village stuff has been renamed from what they named it to "Lauras little Village". I'm certain this was nothing to do with the players, so the most likely candidate is moving from .3 to .4 or .5. Let me know if you need anything from the server or the player in terms of logs.
Update: the names have now reverted to what they were before. The comment after this one raises a lot of questions, LOL!
Can ye make the quests flexible on what they require, such as:
"Kill x hares" doesn't count modded bnuuy types.
"Get x meat" means what, because I've only had success with turning in raw vanilla meat and nothing else.
pls thx.
I tried to solve the issues you experienced with the mod and added a completely new bed block exclusive to villagers (they are not yet generated during world gen and have to be placed manually).
In my tests, the new bed works way better than the old one and the villagers are less likely to lay beside it.
If you have any new feedback, feel free to join the official VS discord and ping me in the subsection for VS Village
Thanks a lot for the kind feedback. Cookieie Verlia Nikuksis
This mod is amazing!
The thing we missed a lot in our vanilla expirience, this should be integrated to vanilla someday!
Keep up a great work, thank you!🤩
I posted a long comment on Laura's Little Worlds v1.0.0-pre.3 Update video. Too long to post here, I guess, because I'm unable to copy/paste it. Essentially, it's suggestions to issues with this mod, some possible solutions to those issues, and some improvement/upgrade suggestions. Hoping for feedback from anyone. Link to Laura's Little Worlds Youtube Channel and the mentioned video: https://www.youtube.com/watch?v=78HW9Y-WUQs
Gerste, Thanks for the update and the cool new toys. I do have some questions and a big issue. I posted a reaction video on YT if you would care to take a look. Laura's Little Worlds.
Doing some great stuff to this Gerste! :)
Not too sure if its me, though. The village soldiers seem to flee/attack at the same time and act rather jittery?
As you supply the villager(s) with supplies like logs, cobblestones, foods; they would be able to progress the town to become bigger and better buildings being able to hold more villagers. Such as in the "Millenaire Mod" for Technic modpack launcher; this mod is also found in the Yogbox modpack for Technic.
So the trader in the village I settled next to died, the one that provides the different workstations. I was wondering if there was a way to revive him using the trader's own workstation? All I have are farmers and one soldier now and I was really depending on that one trader who died to expand my village. any help would be greatly appreciated!!
edit: nevermind it was the soldier who died i think. So purchasing a soldier workplace block from the trader and placing it with a house should spawn a new one? sorry i'm new to using this mod
edit(x2): all of the farmers and shepherds are dead now, a bunch inside of a building. not sure what caused it, there was a temporal storm recently so I guess that. Is there a way to protect your villagers somehow?
I really think this mod looks cools, but your warning has caused me concern. Have you considered creating temporary 1.0 versions that you would consider stable?
Hello. I am not sure if you have ever heard of the Minecraft Comes Alive mod, but the features in that mod that allow you to interact with villagers in conversations, marry them, start a family, etc. It's a very cool mod and I think including those features in a mod ike this would realy help set the VS villlagers apart from the original vanilla MC villagers.
I have a problem, I`ll have the Mayor, Farmer, smith, herbalist, soldier. After sleeping in game i return to the village from my base and they are all missing. The mayor workbench states that they are all missing in action. It has done this to me 3 times in a row.
The mayor workbench was bought from a trader and the mayor comes from the horn when blown. When i interact with a random spawn mayor workbench in world generated village, my game crashes.
Huzzah! Doors! Thanks for the fix. I haven't found a village yet, but I remember that being a problem in my last playthrough.
The mayor wouldn't stop going in my house while I was building so I killed him. The problem is that his body won't despawn and it (frustratingly) blocks where I want to build. How can I despawn the body?
Gerste, I installed the update, played in several villages, new and established. Only issue I found so far is in the structures tab things are being listed twice - I think that is leading to the villagers sleeping 2 or more to 1 bed. Otherwise, I am loving the improvements. I did post a short YT vid of my reaction.
Gerste, I am thrilled to see you posted a new update. I have yet to install it. I am anxious to see how it affects the villagers/villages already established.
Also, thanks for the mention. I am looking forward to others maybe posting vids about their village experiences.
When I originally created the mod back In the day I was like "Hmm, if a villager does not have access to a bed he might still have an urge to sleep" and decided to let them sleep on the floor if they did not find a bed.
So it occurred that villagers would sleep in the open if they had no bed or could not find the way to their bed.
Then someone decided it would be a good idea to add in a bunch of new doors (and old doors that still work differently, and fences, and gates...) my pathfinding could not really handle.
So now villagers might decide to sleep out in the open if they dont like the door to their house.
Until I fix this I can recommend Lauras little worlds. She has probably the most experience of anyone out there with this mod and knows exactly what a villager needs to be happy (and what doors he can open)
I would encourage anyone to check out her channel, its just lovely to watch her care for the villagers and her videos have been a huge motivational boost for me.
I do plan to fix up the pathfinder for the 1.0.0 update though Wandour
I got a question
I don't know but I feel concerned when I see villagers starting to sleep outside of their house that contain their tables and beds
every day i check on them they are sleeping further and further
have this been addressed yet? (this interaction with me was 1-3 months ago i think so im not sure if it was addressed yet)
Do you ever plan on adding features like Minecraft Comes Alive? I really enjoyed starting a family and having them help with chores in that mod.
Is there a way to Revive a dead Mayor? He doesnt seem to want to use the beds i provide aswell
Gerste, thank you for the explanation. I do hope things turn for you. You will be in my thoughts. The little villagers and those of us who love them need you. For me, they are about 75% of why I play this game. As I am sure you have figured out, I built a tiny YT channel based soley on these little creatures. Presently I am trying to create workarounds for the defects they are expericencing. Fences, lots of fences. They keep wandering away from the safety of home and get unalived.
I watched a couple of your videos some time ago and loved every bit of it. Cookieie
Unfortunately my motivation has taken quite a hit and I havent really done as much as I wanted to in the past (or anything at all tbh).
I hope this gets better soon so I can fix those things and add some cool new features.
Gerste, Croteau and OakLucy, For a year I have primarily played with the villages. (Not the Quest mod tho) I've Traveled around fixing them, living in them, expanding them with expected results. After the 1.19 update my villagers have been confused. They do each others jobs, they don't go home, If they do, they end up in the wrong houses. They wander away from the village and never return. In some of the villages they can not operate the doors nor can they operate gates. I loved them then and still love the village mod and my little villagers, but I do wish they were the way they use to be, maybe better.
For the people being introduced to this mod presently and facing issues that make it almost unbearable to play with, hang in there. This really is a fun addition to the whole game and I have faith that the powers that be will fix the issues. If you'd like to see some village game play look for Laura's Little Worlds on YT. I am not an expert but I did manage to figure some things out without a manual. Maybe it can help you. Look for the earlier episodes.
Hello, I believe I am having the same issue as some people previously where none of the villagers (to include the mayor) will speak to me? Does anyone know a solution? Currently running only this mod and VS quest on 1.19.4.
Hi. This is mod I really want to play with, but can someone tell me what i have to do to get the villagers actually live in my village? I call the Mayor with horn, finish his quest, he called 3 villagers, but they are not living in my place. when i look on the work stations, there is "resides in:" and its empty. the same vith villagers... they are just wandering away of my house, their workstations or beds... i dont know what to do... :/ i am new in VS game at all, so can someone tell me how can i play with this mod? :D i need instructions! :D
SuaveDoggo
Unfortunately yes, that's the downside of doing it via the method I mentioned below. I've experimented with deleting the player village entry in an existing save and it seems to keep the old details in the "Resides In" window for the existing villagers and workstations but adding any new ones doesn't seem to work and ends up with the "Resides In" details being blank, sadly.
Editing an existing village's entry temporarily to include only a well or clutter (as you've mentioned in your edit below) should hopefully work - just as long as you don't forget to change it back after you've made the village zone and want to go exploring again. I'll definitely have to test that out at some point later this week when I've got a little more free time, but I strongly suspect that Gerste is already in the process of devising a much better way of allowing the player to create a blank village zone from scratch for a future update. ;)
SuaveDoggo
Hmm that is a good point. I guess I could copy the tiny village and paste i. Means there will be more tiny villages but better than just a well village
Hydromancerx
While this method works, I wanna point out this means your player village is also added to the general village spawn pool as well so you're going to start finding villages consisting of just a well now. I couldn't find anywhere to define how common the different village types spawn so I'm not sure how if there's a way to prevent it, and i imagine removing the player village from the file would result in you losing your player village zone :/
EDIT You might be able to work around this by instead temporarily editing one of the existing village parameters to only generate a single well and generating that specific village type, then immediately changing the parameters back to default so not only future villages generate normally, but your specifically spawned village retains it's village zone status ! Otherwise you might want to add a few other structures to your player village so future-spawned ones aren't so empty
So the placing of the player village worked! I had to try a few times to get it where i wanted. So go NW from where you want it and it should generate SW from you a few blocks.I haven't spawned a new mayor yet but I assume it should work if I stand next to the well.
EDIT The NEW Mayor is part of my village! Huzzah!
Robertson
So something like this added to the villagetypes.json?
{
"Code": "player",
"Height": 1,
"Length": 1,
"StructureGroups": [
{
"Code": "well",
"Size": "SMALL",
"MinStructuresPerVillage": 0,
"MaxStructuresPerVillage": 1
},
]
},
Very cool approach. Robertson
I hope to add a GUI to the mayors workbench in the future where you can found and manage villages.
But this is a really cool way to circumvent this missing feature in the meantime.
Unfortunately for personal use I've had to unpack the mod and edit the quests.json to change some of the conditions required by the mayor to make it a little less grindy and combat orientated. With regards to the NPC's not using the workstations or the Brazier - that's because those only work with worldgen villages, when you use the horn of summoning to spawn the Mayor and begin the quest line to hire NPC's and found your own village it doesn't actually generate a village zone around the player - I've gotten around this by editing the villagetypes.json and adding a new entry named 'player' which just contains one entry (a small water well), then I just use the console command "/genvillage player" to create a village zone with a well but no other houses right next to where I'm standing, that way any beds, work stations or NPC's that spawn nearby will automatically reside in that particular village zone. Hydromancerx
You need to use the horn of summoning to spawn in the Mayor NPC, he will offer the player some quests that spawn in additional NPCs for your village, including the trader that sells those workstations 'etc'. SuaveDoggo
So i can get the trader to follow me due to the trader interface but cannot get the farmers or mayor to. Is there a way to get them to go to their workstations?
i play on settings where there are no drifters and I cannot do the begining quest with the mayor. Is there a way around it? I tried using creative mode to spawn drifters to kill but that didn't work either.
Am I missing something, or is the only way to found a new village by pillaging the workstations from others or getting insanely lucky in finding one for sale from random traders ?
Thanks for the cool mod that breathes life into the singleplayer/local server experience.
Not sure if possible or not but it'd be nice if villages claimed the area they inhabit so I can't just rob them blind and cheat myself out of the hardcore experience.
When I'm starving early game and they have full fields of mature crops and don't retaliate, it's hard to resist.
dispite there bein beds for everyone, theyre sleepin on the floor... in the open.
is there a page that explains the workbenches? Villagers are not goin to bed instead jst sleep on the floor... and dnt stay in their area. is there a way to set a certain villagers spawnin to the workstation placed out instead of a random villager spawnin when the horn is blown? coz i dnt need 5 mayors n jst killed them all instead. plus the bodys clutter the area then as u cant delete them so had to dig a hole to hide the body.
My villagers have decided to do each others jobs. Smiths are hanging in the gardens and Farmers are chasing predators with no weapons. I think there might be a problem. Also, the issue with them not being able to open some doors and gates still persists. I read the last comment. . . I myself have never found the villages boring. You get from them what you put in. I make them functional and pleasing to visit and move on to the next one. I can roam the world from one to another and If I set them up correctly I can get different things from each of them. ie; food, meat, honey, ect. I love the villages and I am making them work for me.
So far I liked visiting some villages for resources and so. In my opinion, it becomes quite boring after the 3rd or so, because they all look and feel the very same. Same loot, same buildings and same crops. I would like to see some variations in theme and style. But so far, it's excellent.
has anyone found a bug where tryin to break a hay bed throws u off the server? i ""Think"" its this mod doin it, the config says something abbout vs villager after yeetin me..
Automating stuff is exactly the scope this project does not have. I want to create some sort of village that is just fun to look at, with villagers roaming around and doing their own thing in this world. They do not actively produce for the player, yet they enhance your experience if you enhance theirs. Farmers will boost crop growth occasionally, shepherds will sometimes feed your sheep, soldiers will protect you if evil foes are nearby. I want the player to be able to help the villagers expand, but I have not really decided on how that will work yet. EveOfTheRoses
So from the description it seems to be sort of finding or creating settled and intricate versions of the trader camps and finding/attracting traders to live in them? With some quests to appease them with an additional mod?
What scope do you think you'd be interested in exploring with it in the future? Because I was thinking that something along the lines of Minecolonies would fit way better within the world of Vintage Story than most minecraft modpacks, especially since it is such a pain to set things up, but well, that's everything in VS and that's sorta the point. But really getting to build residences and workplaces for people who will in turn produce items related to their jobs and provide them to yourself and others, dictating where you want your builders to put guard towers and the smithy and then either providing them with the materials yourself or ordering some poor sod brave the mines to do it for you? Because this game requires so much from so many different professions and doing all this singleplayer means constantly juggling between numerous fields of progress it would be so nice to be able to sit back once you have a nicely managed town and let the potters form and fire clay, the smith make weapons and tools, and your farmer cultivate; whilst you get to focus on what brings you the most joy. Panning in a river for 8 days straight. Or exploring sure
I been having a problem with villagers especially the mayor
they seem to keep wandering off too far and never gather around a braizer
is there something we missing? because I cant find a guide
Unfortunately rain is still falling though the building blocks (ceilings) in all villages. They have collision but it doesn't effect the precipitation. (Using the newest version).
Should be fixed in v0.9.2. Wandour
there is a bug crash when trying to break a braizer
29.1.2024 06:14:07 [Error] Exception: Object reference not set to an instance of an object.
at VsVillage.BlockEntityBehaviorVillagerBed.<Initialize>b__9_0(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\BlockEntityBehavior\BlockEntityBehaviorVillagerBed.cs:line 30
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
29.1.2024 06:14:07 [Error] Exception: Object reference not set to an instance of an object.
at VsVillage.BlockEntityBehaviorVillagerBed.<Initialize>b__9_0(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\BlockEntityBehavior\BlockEntityBehaviorVillagerBed.cs:line 30
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
29.1.2024 06:14:07 [Error] Exception: Object reference not set to an instance of an object.
at VsVillage.BlockEntityBehaviorVillagerBed.<Initialize>b__9_0(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\BlockEntityBehavior\BlockEntityBehaviorVillagerBed.cs:line 30
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
29.1.2024 06:14:07 [Error] Exception: Object reference not set to an instance of an object.
at VsVillage.BlockEntityBehaviorVillagerBed.<Initialize>b__9_0(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\BlockEntityBehavior\BlockEntityBehaviorVillagerBed.cs:line 30
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
29.1.2024 06:14:07 [Error] Exception: Object reference not set to an instance of an object.
at VsVillage.BlockEntityBehaviorVillagerBed.<Initialize>b__9_0(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\BlockEntityBehavior\BlockEntityBehaviorVillagerBed.cs:line 30
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
On Dedicated multiplayer server players crash when using horn and when trying to break items placed (Workstations, Braziers, etc.)
Hoping this can be updated since it's quite gamebreaking. I'm unsure if this is happening in singleplayer or not, but I'm assuming so.
Grifthegnome yeah that has happened to me and my friends on my dedicated server; for us, it eventually became breakable again and allowed us to move it without a server restart. This happened to us with the Aged Wooden Bed and the Braizer. Alos, when we getting kicked and returning, we had a duplicate of the item that threw an exception when we tried to break it.
getting kicked from the server when breaking various items
I believe that picking up a brazier from a village, placing it elsewhere and then attempting to remove it again crashes the game (at least while in multiplayer)
Hi, i have the following error message when I try to use the villager horn.
Running on 64 bit Windows 10.0.19045.0 with 16313 MB RAM
Game Version: v1.19.1 (Stable)
20/01/2024 11:07:16: Critical error occurred in the following mod: vsvillage@0.9.0
Loaded Mods: advancedsmithing@1.3.0, arrowheadsrecovery@1.0.1, landformoverhaul@0.0.2, moreicons_cs@1.1.0, moredrifterloot@1.5.4, moremolds@1.4.12, leadroof@1.3.4, MoreShingles@0.0.2, MoreTorchHolders@1.0.0, nomolding@2.0.1, primitivesurvival@3.4.5, removenegativearmoreffects@1.0.0, rooffix@0.0.1, spyglass@0.5.0, sticksfromfirewood@1.0.0, translocatorengineeringredux@1.4.9, tripleanimaldrop@1.0.0, game@1.19.1, wildcrafttrees@1.2.4, abcsreborn@0.1.4, ancienttools@1.5.12, animalcages@3.0.1, autoloot@1.0.1, blacksmithenhancements@1.0.3, commonlib@2.2.0, egocaribautomapmarkers@3.0.2, fromgoldencombs@1.4.25, medievalexpansion@3.13.1, moreanimals@1.3.1, oneroof@0.9.5, creative@1.19.1, vsimgui@0.3.3, survival@1.19.1, vsvillage@0.9.0, metalrecovery@0.1.19-pre.1, configlib@0.3.3, feverstonewilds@1.4.5, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at VsVillage.EntityVillager.OnEntitySpawn() in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 148
at Vintagestory.Client.NoObf.ClientSystemEntities.OnEntitySpawnOrLoaded(Entity entity, Boolean loaded) in VintagestoryLib\Client\Systems\Entities.cs:line 148
at Vintagestory.Client.NoObf.ClientSystemEntities.<.ctor>b__2_0(Entity e) in VintagestoryLib\Client\Systems\Entities.cs:line 44
at Vintagestory.Client.NoObf.ClientEventManager.TriggerEntitySpawn(Entity entity) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 433
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 256
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 769
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Also noticed the rain going through the structures of this mod, which in 1.19 seem to also mess with the new indoor ambient sound since the outside rain noise does not fade out when indoors. The structures can also eradicate vanilla trading carts if they spawn in the same spot. They also seem to use a weird copy of the sleek door.
I have the following error message when I start my server.
Game Version: v1.19.0-rc.7 (Unstable)
14.01.2024 19:11:50: Critical error occurred
Loaded Mods:
System.MissingFieldException: Field not found: 'Vintagestory.ServerMods.ModStdWorldGen.chunksize'.
at VsVillage.VillageGenerator.initWorldGen()
at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1333
at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnStartWorldgen() in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 183
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 623
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 552
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
The structures generated by this mod don't seem to behave properly with weather. Rain falls through ceilings, etc.
What dependencys does this mod have? i am new to vintage and dont understand logs that well
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
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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.