Mods / VS Village

Category: #Creatures #Worldgen
Author: Gerste
Side: Both
Created: Feb 28th at 10:41 PM
Last modified: Oct 23rd at 5:57 PM
Downloads: 6559
Follow Unfollow 140

>>Very Extremely WIP, please use with caution<<

This mod aims to add a village system into vintage story.

If you like this mod and want to help or just take a closer look at its development, feel free to take a look:


  • A new (and very rough) pathfinder that lets entities climb up (not down yet) ladders and walk through doors
  • Villagers that have a daily routine, they will go to their workstations during the day, rest by the fire during the evening and go to sleep at night
    • Soldiers will search for a nearby training dummy
    • Smiths will look for an anvil
    • Farmers will spend their work days at the quern
    • Shepherds will stay near a feeding trough for animals, doesnt matter if a small or big one
  • If provoked, villagers that own weapons will draw them and defend themselves


  • More villager professions
  • Let villagers actually do their jobs, not just standing near their workstations
  • More villager outposts
  • More ways to interact with villagers (hire them, trade with them, ... haven´t decided yet)
  • Dynamic village generation system✔️
  • Introduce ways to found your own villages ("breeding" existing villagers, transforming drifters into humans, ... haven´t decided either)
  • Quests (if I get that far)✔️

Version For Game version Downloads Release date Changelog Download
v0.4.1 1024 Oct 23rd at 5:57 PM Show
v0.4.0 162 Oct 22nd at 5:13 PM Show
v0.3.0 780 Sep 20th at 6:04 PM Show
v0.2.4 459 Sep 3rd at 7:40 PM Show
v0.2.2 605 Jul 19th at 9:23 PM Show
v0.2.1 141 Jul 17th at 12:07 PM Show
v0.2.0 172 Jul 12th at 10:12 PM Show
v0.1.0 183 Jul 3rd at 2:07 PM Show
v0.0.6 807 Jun 14th at 6:00 PM Show
v0.0.5 350 May 25th at 5:12 PM Show
v0.0.4 368 May 9th at 7:23 PM Show
v0.0.3 875 Mar 17th at 7:28 PM Show
v0.0.2 337 Mar 6th at 12:03 AM Show
v0.0.1 296 Feb 28th at 10:42 PM Show

58 Comments (oldest first | newest first)

💬 macoto_hino, Nov 27th at 3:49 PM

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

💬 macoto_hino, Nov 21st at 1:18 PM


That is still true.
I will replace the roof when I use the village facilities as they are.

💬 Yanazake, Nov 21st at 10:42 AM


I noticed that with rain too. The blocks aren't actually working as a roof.

💬 macoto_hino, Nov 20th at 2:25 PM

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?

💬 Gerste, Nov 15th at 7:43 PM

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).

💬 MrMoonshine, Nov 14th at 11:07 PM

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.

💬 Vilderos, Nov 2nd at 1:51 PM

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 ._.

💬 MisterBlonk, Oct 24th at 3:04 AM

As of this newest update, it still appears that the bookshelves are not rendering in. Leaving these big blank spaces in the wall. 

💬 Gerste, Oct 9th at 12:54 PM


I believe this is a vanilla issue. I already reported it.


  1. The creative world where I prepare the assets is very hot. Maybe I will figure something out to mitigate that.
  2. The quest rewards can be seen here. If you want to rebalance some stuff there, feel free to open up a pullrequest over on my github. 
  3. There will be some time soon.
💬 Heebeejeebees, Oct 8th at 1:14 AM

In 1.17.6 houses with bookshelves spawn invisible bookshelves. Why?

💬 Edrein, Oct 4th at 2:16 AM

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.

💬 PeterSanderson, Sep 23rd at 10:48 PM

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

💬 SIN1K, Sep 20th at 1:00 AM

Sweet! Keen to get my hands on the new update. Thank you Gerste 😁

💬 Gerste, Sep 15th at 5:57 PM

Thats a bug and will be fixed with the next version. Glad you enjoy it so far ^^ SIN1K

💬 SIN1K, Sep 13th at 8:30 AM

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 😁

💬 SIN1K, Sep 8th at 8:44 AM

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 😁

💬 Heebeejeebees, Sep 8th at 6:15 AM

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?

💬 Gerste, Aug 13th at 10:39 PM

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

💬 Thomas_Jefferson, Aug 12th at 6:19 PM

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, Apologies for my ignorance!

💬 Josyph, Jul 28th at 1:28 AM

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.  

💬 Josyph, Jul 27th at 10:38 PM

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).

💬 Gerste, Jul 27th at 7:29 PM

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

💬 Stejer, Jul 27th at 7:27 PM

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

💬 DemonBigj781, Jul 23rd at 2:02 PM

I got a crash when a villager sleeps on a bed.

The village was flodded btw. It is in the Issue tracker

💬 BlueFuryDragon, Jul 14th at 8:04 AM

So sad, I really like this mod a lot. Now I will be forced to wait until a stable 1.17. @Gerste

💬 Gerste, Jul 14th at 7:39 AM

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 

💬 BlueFuryDragon, Jul 14th at 6:58 AM

Are any of these updates applied to the 1.16.5 stable version of VS?

💬 iotid, Jul 10th at 12:27 AM

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.  😀

💬 Thundathighs, Jul 7th at 4:15 AM

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

💬 Gerste, Jul 1st at 9:15 PM

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

💬 wwwolk, Jun 27th at 5:07 AM

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!!

💬 Lash, Jun 20th at 4:28 AM

Re: What Iotid said, we rolled it back but I was also experiancing that as well.

💬 iotid, Jun 20th at 12:16 AM

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?

💬 Big_Bunga, Jun 16th at 12:05 AM

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.

💬 Zelascelar, Jun 10th at 4:29 PM

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. :)

💬 Rufkut, Jun 2nd at 12:37 AM

I created a topic on the forums to discuss ideas further:

💬 Rufkut, Jun 1st at 6:18 PM

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 




AMERICAS - Mayan-aztec-




AFRICAN - Kush-askumite-zulu

Buildings - Obelisk, More Pyramid, 



ASIA - Edo Japan - Zhou chinese - Mauryans

BUILDING - Temple 

SPECIAL ITEMS - Samauri gearset 


💬 Artor, Jun 1st at 8:40 AM

Would love to see this become something like Millenaire or Minecraft Comes Alive. Vintage Story can get rather lonely.

💬 Gerste, May 25th at 5:18 PM

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.

💬 NiclAss, May 14th at 9:01 PM

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

💬 ate0ate, May 10th at 11:00 AM

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:)

💬 AVeryDandyLad, May 9th at 7:55 PM


5/9/2022 2:53:27 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockEntityBed.get_MountPosition()
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysics(EntityPos pos, EntityControls controls, Single dt)
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysicsPre(Entity entity, Single dt)
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.onPhysicsTick(Single deltaTime)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )

I hope this is the info you're looking for- as I said in my previous post, a village had a vanilla NPC merchant territory inside of it soo-

💬 Gerste, May 9th at 7:16 PM

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.

💬 AVeryDandyLad, May 4th at 8:30 PM

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!

💬 Gerste, Apr 29th at 5:52 PM

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

💬 BlueFuryDragon, Apr 29th at 6:25 AM

I found a flooded animal pen in one of the villages.

💬 BlueFuryDragon, Apr 27th at 6:16 AM

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?

💬 Amigurumi, Apr 25th at 7:16 PM

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.

💬 Gerste, Mar 18th at 6:36 PM

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

💬 Rufkut, Mar 18th at 2:30 AM

Love this, do you take donations and can we put in feature requests?

💬 BlueFuryDragon, Mar 17th at 10:54 PM

What does "WIP" mean? Nvrm, I figured it out! Means "Work in progress?" I'm slow!


💬 Luka, Mar 4th at 9:35 AM
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
💬 Gerste, Mar 3rd at 6:24 PM

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

💬 Rhaela, Mar 3rd at 3:56 PM

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. :)

💬 RayTC, Mar 2nd at 1:33 PM

this is amazing. I've built tons of villages and until now they were empty. Can't wait for a stable release!

💬 WickedSchnitzel, Mar 1st at 7:19 AM

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.

💬 hussar, Mar 1st at 4:34 AM

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.  

💬 SilverBird, Mar 1st at 12:07 AM

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.

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