Mods / VS Village

Tags:
Worldgen Creatures
Authors:
Gerste, Kareener, MiraLeaps
Side:
Both
Created:
Feb 28th 2022 at 10:41 PM
Last modified:
1 day ago
Downloads:
188039
Follow Unfollow 2161
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
vsvillage_v6.0.1.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. 

NOTICE:

If you are having an issue with a Village Addon-on Mod (Towers, Viking Villages, Simple, etc), unless there is a logged exception or a crash that names this mod in the error, please report those issues on the addon's page, not this one. We can't do much of anything about issues with those mods, such as Villagers not spawning. Make sure you are using the addon mods updated to the current version of the game!

Features

Founding Villages

You can craft a "Summoning Horn" to summon a Settlement Keeper. These mechanical beings will manifest all items needed for founding your very own village in exchange for rusty gears. Once you have set up a mayors workstation you can manage your village and hire new townspeople from there.
Workstation (mayor)

Villager Types:
  • Farmer: Farmers provide food for the village. Their daily routine is to tend to the fields nearby their workstations. They will make sure the crops are watered and cultivated. Cultivation can make crops grow much faster than ususal, but it requires a lot of work, so not many crops can be cultivated at a time.
  • Shepherd: Shepherds tend to the animals of a village which also provides food. Their daily routine is to check on the animals and place feed into any troughs near their workstations.
  • Herbalist: Herbalists are healers. They will buy foraged things from you, which they will make into things like healing items and candels for you to purchase. If you get hurt, you can visit the Herbalist and they will care for you.
  • Smith: The hardworking Smiths spends their day forging metal items. You can sell them Ingots you smelt and they will craft toolheads which you can purchase.
  • Soldier: Soldiers patrol and guard the village. They will spend their day checking in with the villagers and watching after things. If they see a threat, they will respond!
  • Archer: Archers are soldiers who focus on protecting from range (Or they are supposed to, this is a bit bugged RN).
  • Trader: The village Trader ensures you are stocked up on all the things you need to keep a village going. They will buy various things from you as you go.
  • Builder: The Builder can be hired to build structures for you, for a cost!
  • Mayor: (Not able to be hired) Mayors can be found in other villages you might run into around the world (if you have a village extension installed). They run their villages and see to matters of infrastruture and support.

 

Villager Hiring Requirements

Villager Hiring Requirements:

Villagers have certain needs that must be met before they can be brought to the Village. To get the details on this, Speak to your Village Settlement Keeper

Beds: Villager's beds must be indoors.

Farmers: 20 blocks of farmland closeby where you place their workstation.

Shepherds: 5 animals and 1 trough inside of a pen with their workstation. The pen must be made of fences with a gate and be no larger than 15x15. Alternatively you may set this up in a barn.

Traders: Traders need a shop that's enclosed with only their workstation, a table, chest, crate, shelf, and light source.

Herbalists: They also need an enclosed shop with only their workstation, a table, reed chest, cabinet, a barrel, a flower pot, and light source.

Bakers: Bakers can share their workspace with other bakers, but need a Barrel, Clay Oven, Table, a firepit, and Storage Vessel

Smiths: Can also share their workspace with up to one other Smith. They need a Forge and an Anvil to do their work.

Builders: Can share their workspace. They need a table, a toolrack with a saw and hammer, and a Crate to get their work done!

Soldiers and Archers: They need you to make a Barracks that is 7x7 for training and emergency use. Within they need a tool-rack with either a spear for each soldier or a bow for each archer.

 

Village Fixtures:

  • Mayor Workstation: This should be your first purchase when you summon the Settlement Keeper! This allows you to manage your village. Make sure you place it near the center of your village lands! When you first interact with the station, you can name and set the radius for your village (100 is a recommended start), then you can see the statistics. Once you've named the village, it is now established and you can start placing Workstations, Braziers, Wapoint posts, and Beds! When you place your first Villager Bed (in a nice safe place!) and Workstation (I recommend hiring a Farmer first!), then you can hire your first villager! Hiring Villagers requires having enough food coming in from Farmers and Shepherds, so those should be your first picks. At any time (especially if they are bugged) you can dimiss a villager and they will leave (despawn).
  • Brazier: The Brazier is a gathering point where your villagers can relax and be social after a hard day of work. Essential for their ongoing happiness!
  • Villager Bed: Villagers need somewhere to sleep, these beds can be purchased from the Village Trader as only they can source the unique materials which the villagers need for a good night's sleep.
  • Villager Workstation: Each type of villager has a workstation. You will want to place these near the areas where they will work. You can set up a shop for your trader, a workshop for you Smith, and a Apothecary for you Herbalist. Farmers and Shepherds need their stations near to the fields and animals. All centralized on the Mayor station which will server as thier morning check-in area. Soldier stations can be set up near the center too, or at checkpoints as you like.
  • Waypoint Post: These work like street-signs in larger villages to help keep your villagers from getting lost and give them the ability to confidently find their way on longer walks.
  • Market Stall: This struture attracts Travelling Traders to your village!

How to build a proper Room for your Villagers:

Currently, in order for a space to pass a check for things like a Villager's Bed, the space must be closed in properly. This means solid walls, with a door and no open-spaces (chimney's need trapdoors to seal them). Windows qualify, but are optional. Chiseled blocks can cause issues (we'll come back to those). The check for this to work relies on the base-game 'Is-this-a-room' mechanic; if another mod is modifying this check, it could also cause issues (please keep that in mind when making reports). Usually, if you get the "indoors" status on your character sheet, the room should be good to go.


If you've got a bed placed in a room and it still says its not properly placed try the following:

  1. Are there any Chiseled Blocks as walls? If so, remove them temporarily and replace them with other blocks for now. When the check is passed, you can replace them. Chiseled Block Retention mod -should- make these pass if you use it, but this is untested.
  2. Are you using a Crude Door? These do not actually enclose the room and will fail the check.
  3. Is the space larger than 7x7x7? This will also fail a check.
  4. Try using the debug command /debug rooms hi. This will give you an overlay or a fail-state. If the overlay is green, the room passes. If red, the room is semi-recongnized but not passing the check. Otherwise you might get the message "no room detected" (or something like that). If green, the bed placement should work. To remove the overlay, use /debug rooms unhi
  5. If the rooms check comes back green and the bed STILL is not placing, make sure you have no other beds placed down other than those already taken by villagers. The villagers grab the beds nearest their viable workstations, so if another bed is down, even in a temp position, it could be the culprit. Also, it could be the case of having 'ghost' structures from if there were things copied in or spawned in or things removed via world edit tools that leave lingering registrations. Check to see if your bed count on your mayor station is accurate. If not, pick up the unowned bed (or beds) you are trying to get working, then look for any remaining beds that have no villagers and you can hit the remove structure button. This should clear them from your village and let that function. This is a super rare case to happen.
  6. If none of that is working, put in a bug-report! (make sure you tag MiraLeaps!

 

TIps:

  • Villagers work best with easy to navigate areas. They will go up and down stairs, and make their way around and through most stuff, but the clearer the path, the happier they are.
  • Villagers prefer when their beds are indoors. You don't have to build them a house, but that is an option!
  • The Mayor station is best at the center of the village. The Mayor station is the center point when you create the village. If you set it to 100, then 100 blocks from that station will count as part of the village. Villagers use it to get a start on navigating too.
  • Villager shops for those that stick near their workstations like the trader, smith, and herbalist, need some room to breathe. You can put them against a wall, but the room itself works well at around 5x5 blocks with a roof.
  • The Brazier needs a nice open area outside for everyone to gather up, especially if you get a large population. You can buy multiple and the Villagers will go to the nearest if you need to keep them split up for some reason.

 

Villager Quirks

  • Villagers can get 'stuck' in place sometimes. Don't worry, they are probably just lost in thought or having a standing nap, or disassociating.....the world is broken and that can weigh heavy, just give them time and they'll catch up.
  • Villagers sometimes want to cuddle up at night. Randomly, if beds are close by, villagers might shift and cuddle with other villagers. This is a perfectly normal cultural thing. (And a silly bug)
  • Villagers sometimes sleep....walk. Much like the random cuddling, sometimes villagers will be so drawn to their work you might find them scooting along the ground at night, heading for the fields. They yern for the fields. Don't worry too much, they'll be fine. (another silly little bug. Both are rare but happen)
  • If at any time a villager is just completely refusing to work, you can dismiss them. It is sad to see them go, but sometimes things happen.
  • Check your Mayor Station if a Villager is stuck for too long, especially if they are stuck somewhere other than bed, they might have decided to leave the village without saying (rare rare bug, but happens)

 

NOTICE: Villagers can have issues with modded doors. Depending on the naming convention used by the mod maker in the mod, the doors could work perfectly or fail miserably. If you are having trouble with your villagers pathing through gates and doors, try switching them out for vanilla versions and see if that helps!

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

 
Village Generation Details
This mod comes with its own simple village generation system. By default this system is disabled for people who prefer to build their own villages rather than stumble upon pre generated ones. But if you install a village extension, you can get village generation into your worldgen.
If you dont like the buildings from Simple Villages, you can create your own villages by utilizing the custom village generator.
 
The approach we follow in this mod to generate a village is simple yet powerful. Due to its simplicity however it comes with a couple of drawbacks that hopefully become clear when talking about its functionality.
To generate a village during worldgen or via command (try "/genvillage"), a grid system is used which operates as follows:
  1. 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.
    Empty Village Grid
  2. 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.
    Grid with houses
  3. 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.

RoadMap:

Roadmap Details

Notice: This is not a promise, anything listed here is subject to change depending on time, viablility, and ability. I will always do my best to get stuff in, but I have limits.

 

Late May-June 2026: "Paths and Professions" Update, Mod version 6

Professions and Profits is in the early planning stages as of April 2026. The update is planned on focusing on adding several new Villager types to the hiring options, giving villagers more dynamic dialogue so you can learn snippets about the original lore I'm writing as background fluff if you'd like, and a new system for player-owned shops.

Planned Villager additions:

  • Angler
  • Builder
  • Tailor
  • Scholar
  • Prospector
  • Potter
  • Artist
  • Woodworker

Some of these will provide the option to acquire things normally locked behind traits. These will work towards future plans of a more dynamic Village Economy system thats not really a plan so much as a concept at this point.

Pathfinding optimization: I am working on pathfinding opitmizations to make it even better, have less stuck and fail states, and cover larger villages. I will probably make this an ongoing primary focus until it is in a state I consider optimal.

July-August 2026: "Raiders and Refugees" Update, Mod version 7

This update is planned on adding two new aspects: Raiders, who will originate from villages turned to desperate evil acts by the hardships of the world, and Refugees: Victims of the rust creatures and the storms, or perhaps the afforementioned Raiders.

Raiders will hopefully offer something new to fight against that's not Rust based, or an Animal. If it works out, you will find camps of Raiders spawning occasionally in addition to their roaming bands. These camps will have loot and Refugees to rescue.
The Refugees will offer an alternative way to recruit Villagers. You will find them, as mentioned, as captives or as a random encounter in the world. If you can rescue them and keep them safe, and have food to spare, they will join your village. Each Refugee, if things work as planned, will have a set of skills which will allow you to assign them to a job in the village. Some may not fit in, some may not be all that skilled, and then you have to make a call....do you keep them around even if they can't contribute in a meaningful way, or do make the hard call and keep your scarce resources for those who can grown the Village.

End of Summer or Fall 2026: "Clockworks and Coinage" Update, Mod version 8

Very early concept stages on this, but at some point I want to add in a Clockmaker and Entropic villager who both have different ties to the Rust. The Coinage side of the update will be where I try to implement a more rich and dynamic interactive Village Economy with supply chains and active provision tracking. At some point, maybe in this update, I would like to add a Village prestige system too that tracks and grants different things based on how well your village is set up and so forth.

Copying Villages Via World-Edit:

Warning: If you copy your villages via world-edit tools, ensure that no villagers or Workstations/beds/other present when you do so. Their ownership will not transfer and you can wind up with 'orphaned' Villagers and 'ghost' workstations. For the workstations/beds/other you can break them as you would to move other blocks and put them in a chest to copy them over without having to buy them again. There are some new buttons in the Mayor's station that can mark workstations as invalid, and check for orphaned villagers and despawn them.

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 Requests:

If there is a feature that you are desperately missing just drop us a comment here and we'll get back to you as soon as possible!

BUG REPORT NOTICE:

If you are coming to report a bug or issue with the mod, it is REQUIRED that you provide your SERVER-MAIN.log from the game session in which you encoutered the issues. Without Logs, We can only take broad guesses based on your reports, and that usually isn't helpful. If you report an issue without including the log, the post will not be followed up on.

How to find your logs and post them:

You will first need to navigate over to your Vintage Story Data Folder (not the Install Folder).

Typically it is found (on windows): C:\Users\<username>\AppData\Roaming\VintagestoryData (replace C: with the drive letter the data folder is found)

This is where you had to install your Mods, but if you had them installed via server join you might not know where this is.

In this directory you will see a Folder named Logs, and within this folder you will see a few .log files.

The file that we need is the server-main file. If the observed issue was during a previous session, look in the Archive folder and find the date/time closest to when you remember the incident occuring.

From this point, you have two options: you can reach out on Discord in the VSvillage channel (linked above) and upload your log there -or- you can upload the log to a hosting site and link it in the comments below. If you use GitHub, you can post the issues there using the issue tracker, it has log upload options as well.

If you comment here, please tag MiraLeaps so that your report can be handled as fast as possible. Please add a description of the issue with as much detail as reasonable and that you can remember and describe. If you need to write it in another language so that you can capture the details naturally, I will use google translate and follow-up on things that were maybe lost in the translation.

Please leave any commentary or opinion out of this context, especially if you have a bad attitude about it.

I usually respond to reports with tags within half a day or so, but please be patient

Personal Note: Mod makers work pretty tirelessly to keep the mods you love working at a quality you expect, the least you can do is work with us by reading existing documentation such as what is presented here. I, MiraLeaps, am setting a boundary on this that is in respect for my time and energy. I am a mom with a family and a job. This is my spare time hobby. I love making mods, I love helping people out with those and other mods, and I love making sure the mods I work on are performing the best they can...but I also love spending time with my family, actually playing games, and doing other stuff besides bug hunting. Bug hunting can take hours of effort. It can be stressful. Please, if you like these mods, help the hardworking modders out by providing logs, accurate reports, and by searching around the existing comments to see if the issues were talked about already. This isn't an indictment of anyone, and its not written in anger: I just have to set a boundary here if I am going to keep up working on this and my other projects.

Note on Errors:

 

If you are seing things in your logs that look like this regarding villagers:


These are NOT our villagers. These are Villagers from the base game story Village.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
6.0.1 vsvillage
1.22.0 - 1.22.3
522 1 day ago vsvillage_v6.0.1.zip 1-click install

Hotfix: Issue where a previous debugging state could have cuased the Waypoint system to be disabled by default. Waypoint system is now assured to be working.
Fixed: Builder idle tasks needed an adjustment.

6.0.0 vsvillage
1.22.0 - 1.22.3
382 2 days ago vsvillage_v6.0.0.zip 1-click install

UPDATE 6: "Paths and Professions"

 

Welcome everyone to Update 6, the update I've been working on for about a month and a half now. You may have noticed that this is not a "Preview" build, but rather a full release. That is because we wanted to do things a little different with this update (more on that later). This update will have some exciting new stuff rolling out over the next while, so keep your eyes here and that feedback coming in!

Features:

 

Update 6 has a dual focus: The first is getting our pathfinding and activities system updated and working with more fluidity and immersive behaviors. Part of this has been reworking how Waypoints integrate into your villages, adjusting and tweaking values and area checks, and better expanding the base pathfinding routines. Coming along the way will be a complete reworking of the Villager's daily task arrangements, using broadly defined Morning, Day, and Evening tasks which will then have sub-tasks within them that are selected based on a randomizer. Some villagers will be at work like normal, some will go and take a day off, some will go shopping in the morning....some will host visitors to their homes in the evening, go to the village gathering spots, take a long walk, or maybe do some late work. Along with this their ambient behaviors will be set randomly too, so you'll notice more variety in how they respond and act. Currently, these features will be added as Version 6 is updated.

Release Method:

 

Update 6 will not work like previous updates which started with a preview version; instead, update 6 will be released in parts. One part that adds or refines a feature will be released no faster than 1-week intervals, to give us time to respond to feedback about any bugs people may find. No, these are not 'test' versions of these features....each released feature will have the normal focused Quality Assurance and Bug testing that goes into releases...but releasing this in part allows each feature to get the primary focus. New releases won't happen until we have one feature smoothed out and so on. Of course, hotfixes and critical bug-fixes can still happen when they are needed.

Current Features of 6.0.0:

 

What releases today is:

  • Village Waypoint Update: Those 'mysteroius' waypoint items the Settlement Keeper's been selling, they have become much more useful. The waypoints help villagers find their way through larger or more complex villages much easier than without them. If you have a small, condensed village, you probably won't need these so much...but when your village gets larger, you'll want to add some of these in. Best practice is to place them around 20-30 blocks from one another and workstations or beds or gathering points. Each waypoint gives a connection to the things around it, and then conveys that information to the next waypoint over. Villages will use these waypoints when distances exceede their normal travel distance to be able to find their way AND keep performance impact low. I have been working on this feature for about 2 months now.
  • Builder Villager: The Builder is a new hirable villager that can help you expand your village faster. They are the perfect help to people who want to build up their own villages but don't have the time to build every little house or building or buisiness themselves. The builder will sell "Building Markers" which, when placed, will let you select from a few prefabricated structures to have them construct. The cost for each is dynamically calculated according to what is contained in the Schematic and is paid in Rust Gears, like everything else. Currently, you can build the structures that were in the "Simple Village Addon". In the future, there will be a place where users can add their own schematics via a custom directory in the game data folder.
  • Builder Overlay and Interface: The Building Markers have their own overlay which will show you the general maximum footprint of schematics you can build, and then when you select the one you want from the drop-down menu, you will see an overlay giving the very basic footprint (only one layer) with the doors highlighted so you can accurately find your best rotation setting. You will be informed if you can pay the cost or not (and how much it is), and how long the build will take.
  • Builder Scaffolding: When construction begins, the area is covered by a scaffolding (its based on vanilla Rough-hewn fences for now) to protect it from damage and people getting in the way. Each day, you can see a bit of the progress (and check the % on the marker itself, as well as cancel for a partial refund) as it happens. When the construction is done, the scaffolding will be removed and you will have your new building, ready to add whatever features you wish.
  • Recover Fixtures Button: Now in the Mayorstation interface you will find a button to "recover fixtures", if you ever need to destroy your village (to like rename it or something), you can now hit "recovery villagers" and "recover Fixtures" and that should return them all to the village registration. Makes relocating things much much easier.
  • Combat Broadcast Clamp: Combat callouts are now kept only to those within the village radius.
  • Various tweaks and fixes to timing and what-not.

 

This update is some of the stuff I've been working on for a while now. Things that have taken many hours of work, and a lot of testing and reading. I am proud to say that these features should be wonderful additions to your VSvillage experience.

Coming next time: The Angler, a villager who can provide food for your village via fishing.....and the start of the Task reworks!

As always, thank you for being a part of our Village!

-MiraLeaps

5.1.8 vsvillage
1.22.0 - 1.22.3
1381 Jun 3rd at 12:12 PM vsvillage_v5.1.8.zip 1-click install

Fixes:

  • Fixed a bug caused by 1.22.3 base game changes to the Sheep entity. NOTE: if you are still on a previous 1.22 build, you will probably get an error regarding a patch failing. This just covers the wild sheep running from villagers.
  • Fixed a few nullable cases in the pathfinding that was preventing safe fall backs when villagers were stuck.
  • Optimized pathfinding code in some key locations
  • Ensured the inclusion of Wattle Fences as boundary items and Wattle Gates as door/gate items. Not sure why this was failing out before, but this clamp was tested and they are using the gates as they should.
  • Fixed an issue where sleep pathfinding and its fall-back teleport were not recognizing the area around elevated beds as viable for pathing. Beds can now be elevated up to 1 block high and the villagers will see and path to them.
  • Adjusted a mis-typed value from 5 to 2 in the pathfinding regarding picking viable path drops. Villagers will now refuse pathing where they must drop more than 2 blocks. Should see less of them jumping off of balconies.
  • Adjusted the herbalist to better see their healing tasks through instead of getting stuck in a kind of loop when other tasks were present.
  • other minor code optimizations and fixes

 

Known Issues:

  • The mod Synergy can have a very strong negative impact on the Villager's behavior and will cause them to break or 'go MIA'. For the time being, this mod is considered incompatible with VsVillage.
  • Villages with 2 Brazier gathering points will see that villagers try to visit both during the evening. Its is advisable for only one to be placed for now, but it won't break anything.

 

Shout-outs:

Big thanks to Herp, Emeralddragons, and Mor_havok for helping me lock down some of these bugs and issues by giving additional reports, screenshots, and even save files. Massive extra shout out to Emeralddragons for testing this stuff so much and finding the issue with Synergy through that testing! Lots of stuff I would have missed on my own <3

5.1.7 vsvillage
1.22.0 - 1.22.3
734 Jun 1st at 8:45 AM vsvillage_v5.1.7.zip 1-click install

This Version is OPTIONAL

This is the same as version 5.1.6, the only change is that the Soldiers/guards do not call out to chat whenever they are engaging an enemy. If you want that functionality to remain, stay at version 5.1.6

I am releasing this quickly because I don't have a lot of time to sit down and figure out exaclty where the original code went wrong (those calls are meant to be for people within the Village radius) at the current moment and wanted to get that out to folks on servers whom requested it.

5.1.6 vsvillage
1.22.0 - 1.22.2
1439 May 28th at 6:45 AM vsvillage_v5.1.6.zip 1-click install

5.1.6: Hopefully "Final" fixes and tweaks mod for Version 5 and beyond before moving into Update 6 previews.


VS Village 5.1.6

Fixes

  • Archer bow animation now renders visibly while firing (previously archers fired arrows from an idle pose). Draw and release are also re-synced so the arrow leaves the bow on the release frame, not seconds later.
  • Soldier/Archer toolrack hire check now verifies the rack actually contains a bow or spear. Empty racks no longer pass hire.
  • Smith tradelist had a typo (hoe-head-bismuthbronze should have been hoehead-bismuthbronze), the item didn't exist so that trade slot was broken. Fixed.
  • Villagers respect player-placed locks on doors. A locked door is now treated as impassable for villager pathing, no more villagers strolling through your padlocked storage.
  • Spear attack animation is slightly slower for a smoother, less twitchy combat feel.
  • Ghost structure deletion in the management GUI was silently failing for any workstation or bed at negative X/Z coordinates (a regex bug dropped minus signs). Ghosts at neg-X/Z now actually delete on the first try.
  • Villager-villager pathing no longer walks straight through other villagers in normal traffic. Smart fallback: if avoidance can't find a path around (e.g. crowded bedroom on wake-up), villagers fall back to walking through instead of getting stuck.
  • Morning mayor meetup (6:00-7:30) and evening brazier gather (18:30-20:54) no longer deadlock from all those villagers trying to converge on one point.

Tweaks

  • Baker / Smith workstation routing: they now walk to their workstation first when far away, then to the actual workpiece. Avoids long failing pathfinds from across the village and stops them from standing around in the bed area when their workplace was somewhere else.
  • Chiseled and microblock walls now count as room walls: Use chisel-block walls around villager bedrooms, bakeries, etc. without breaking the room check. New config option ChiseledBlocksCountAsWalls in villageconfig.json if you want to disable (defaults to on). Mechanism credits Rythillian (author of ChiseledBlockRetention).
  • Gotowork fallback: if a villager has been idle for 30 seconds during daytime (7:00-20:00) without any task firing, gotowork triggers regardless of its normal narrow time window. Catches edge cases like a baker whose oven cycle is failing.
  • Baker oven and smith anvil interaction range tightened from 7 blocks to 2 blocks. No more fueling ovens from across the room.
5.1.5 vsvillage
1.22.0 - 1.22.2
2926 May 17th at 5:52 PM vsvillage_v5.1.5.zip 1-click install

Major bug fixes across the board, lots of backend clean up and tweaking.
Soldiers should be fighting much better and coming to help each other.
Villagers move a little faster now.
Pathfinding has been improved and expanded

So many many more tweaks, optmizations, clean ups.

5.1.4 vsvillage
1.22.0 - 1.22.2
3719 May 3rd at 1:44 PM vsvillage_v5.1.4.zip 1-click install

Tweaks:

  • naming made in-line with mod version to keep confusion down for folks.
  • extra safety added to the farmer's land checks to ensure a full check of the set village radius while also checking that the workstation is near farmland itself. This was seemingly working fine before, but due to reports I've made it extra safe.
  • split the baker's tasks to better ensure bread doesn't get burned.
  • small cooldown tweaks
  • villagers will now select beds closest to their workstations (this goes by type, so it could mean any of their valid type, use the assign feature should it need it)

 

Fixes:

  • Wadering traders have better spawn checks
  • textures in creative/trade menus for villagers
  • added better handling of villager bed selection
  • better handling of what happens when a villager is removed
  • Changed Herbalist daily tasks to be more dynamic
5.1.3 vsvillage
1.22.0 - 1.22.2
182 May 2nd at 3:14 PM vsvillage_v5.0.3.zip 1-click install

Fixed:

  • The Shepherd has heard your complaints about it being inappropriate to practice taming on the inanimate objects around the village, they have pinky promised to not do that anymore. (added a filter to that which checks the inanimate behavior/tag)
  • When returning from long-distance trips, villagers should now retain workstation ownership. (added better serialization and chunk unload handling)
  • Transdimensional Skin conditions fixed. Due to translocator radiation exposure, some villagers were having their skin go pale white. Their skin has now been recalibrated to better withstand Translocation. (game domain handling was missing in skin path defaulting which caused a knock on effect despite overrides)
  • Bed confusion has been resolved Newly hired villagers should respect pre-existing claims on beds. (This was due to chunk unload handling too, kinda...different issue same general area)
  • Small minor code optimizations and clean ups.
  • Prepping for release of Update 6 Preview version.

 

NOTICE: Please double check your logs if you think you're having issues with this mod. Our debugs will say [vsvillage] (or they dang well should, but I am human). There is a village in the game that has villagers, the stuff from this mod does not apply to them. 
Please try to include logs, or at least relevant snippets.

If you have any issues with the village addons, please report on those pages first.

 

Quick fix: removed the game version dep

5.1.2 vsvillage
1.22.0 - 1.22.1
1903 Apr 26th at 10:05 PM vsvillage_v5.0.2.zip 1-click install

Cleaned up some pathfinding issues when rooms were small.
Fixed an issue that was spawning in extra Braziers when in certain conditions.

5.1.1 vsvillage 1071 Apr 24th at 7:35 PM vsvillage_v5.0.1.zip 1-click install

Fix: Some change in the last few updates on the road to 1.22 caused the Herbalist workstation to have the odd effect of turning stuff invisible due to how transparency rendering was changed. The workstation had been untouched since 2022, so I guess it was due for a small update.

5.1.0 vsvillage 268 Apr 24th at 12:13 PM vsvillage_v5.0.0.zip 1-click install

Update 5, "Markets and Storms" full release

 

I am very proud to present the stable version of Vs Village Update 5. This was a TON of work, a TON of little adjustments, and a TON of time but, as someone who uses this mod too, I think it is well worth it.
I will be taking a little rest after this to gain my strenght for the next Update, which should be a lot easier. This Update was a lot of work because it represented the second half of what I consider making the mod 'whole', a project I started back in December prior to even joining the team. The previous 4.0.0 version was stable and functional, and this is the update that, to me, added a lot of more immersive features and rounded out the existing systems that I felt were missing. The mod was working, but the villagers could feel very stale. Now, I hope, they will feel a little more alive than they did.

Thank you for joining our Village,
-Miranda "miraleaps"

Welcome to the "Markets and Storms" update.

What's new?

  • We have a new friend, The "Settlement Keeper" to get us started when you use the Summoning Horn.
    • The Horn now spawns a "Settlement Keeper", a Jonas device which handles the Materialization of Village Assets (Workstations, Braziers, etc), and can get you caught up on all the aspects of being the new Mayor of a Village.
    • The Keeper also has new original lore regarding "Project Regenesis". Check it out.
    • The Village Trader will keep selling the Village Assets for now, to protect legacy Villages. It is advisable to give yourself a new horn and spawn in the Keeper too, for all the information it has.
  • Villagers have new requirements which must be met before they can be hired. This information can be found in the handbook or by talking to your Settlement Keeper.
    • Beds must be within a room. Multiple beds can be in a room, so shared spaces are okay. 
    • These requirements vary per Profession
      • Farmers now require 20 blocks of farmland near their workstations per farmer (the check adds 20 for each additional farmer, so the first needs 20, second 40 then so on)
      • Shepherds require their workstations to be near a fenced in area, no larger than 15x15 blocks, containing a trough, and at least 5 animals. Each additional shepherd needs at least 5 more animals and an additional trough. Make sure the area is completely fenced in or it won't pass their needs.
      • Traders and Herbalists need their own shop set up with a few essentials (see handbook)
      • Smiths need a properly equipped Smithy with an Anvil and a Forge, but will gladly share the space and tools with an additional smith later.
      • Soldiers and Archers require the construction of a Barracks, which must contain a tool rack holding a spear or bow per Soldier/Archer hired and be 7x7 blocks in size. The Barracks is a crucial part of your village's defense, so consider setting it up early!
  • A new Villager, the Baker has joined the roster.
    • The Baker will need a proper Bakery with a Clay oven and other essentials to make thier job possible (see handbook for details).
    • The Baker will buy and sell bread related things and provide a small boost to the Village food (to allow for hiring more Villagers).
  • The Market Stall and Travelling Traders!
    • Purchase a Market Stall and place it in an open area to attract Travelling Traders (and their armed escorts) to your Village.
    • The Travelling Traders will announce themselves, stand near the Market Stall and sell you goods, and then depart at the end of the day.
    • These are the same traders you run into at the Trader Outposts, selected randomly.
    • They will show up somewhat rarely, if the Stall is placed in an open space, they will come.
  • The Villagers now respond to the Temporal Storms. They will seek safety in an established Barracks. If there is no Barracks, they will hide in their bedroom.
  • Bears, Wolves, and Rust-monsters now seek out and attack Villagers. Soldiers will defend the village from these foes (and announce enemies they are engaging).
  • Soldiers will now primarily patrol the night, Torches in hand. Archers will patrol the Day, since ranged is more effective with light. If a soldier or archer engages something, others will come running to help.
  • Farmers will now water the fields and clear dead crops.
  • Shepherds will now attempt to 'domesticate' a wild animal (generation 0 to generation 1). This is a rare thing, so give it time. They will announce it if it works.
  • Farmer Workstations now display what crops are planted and how many in their work radius.
  • Shepherd Workstations now display what animals and how many are in thier work radius.
  • Added some new Villager Tasks
    • Shopping: Sometimes a villager will take some time to go visit the shops, bakeries, or smitys in the village to pick up what stuff they need.
    • Job related things: Bakers will bake bread in their ovens, Smiths will hammer on their anvils, Herbalists will plant flowers.
    • Farmers will now walk around the village 'helping out' when they have nothing else to do (like in Winter) and no crops are planted.
    • Villagers now socialize far more dynamically during their gathering time in the evening.

 

Fixes and Tweaks:

There were quite a lot, so I won't list them all. This was a massive amount of work, but will server as a great foundation moving forward.

  • Pathing has been tweaked for better movement when on task, or going to and from different points.
  • Removed debug spamming for things that weren't broken.
  • Adjusted timing on a bunch of stuff.
  • Adjusted priorities on a bunch of stuff.
  • Adjusted Villager socializing. They should appear somewhat more lively while they work and gather and such.
  • Adjusted sleep so they will stay in bed.
  • Texture tweaks and fixes (I'm sure I missed some)
  • So many little things.
  • Tweaked the Orphaned Villager Clean up code to prevent the rare case where World-Gen spawned Villages might have their villagers wiped by this. (It shouldn't have been happening, but I wanted this to be safe)
  • Added a button to the Mayor's Station that allows you to 'recover' villagers who might have not been assigned due to a bug. This button checks for any orphaned villagers within the radius of the village and assigns them if a free workstation is open.
  • Broadened the Search Depth for pathfinding to allow for longer distances across more complex paths.
  • Optimized pathfinding to include indexing so villagers will try paths they've already taken, thus saving the need to look up paths every time.
  • Fixed a compatibility issue with 1.21 Village Addon mods.
  • Added more names to the list of possible names for villagers.
  • Fixed a lot of missing animations.
  • Added a copy of the Vanilla Trader Shape that has been modded to 'slim down' some Travelling Trader's chests a bit, since Vanilla traders seem to have been...'buffed'.
  • So many things that I would flood this page if I listed them all haha. Many things I myself broke.

 

Standing issues:

There's honestly not a lot of issues that I can think of that I haven't stamped out. Of course, I'm sure I missed something, if you catch any please report them.

  • Creative menu: the villagers show up as ? blocks in the creative menu. I am unsure if I will fix this or not, as I had the thought to remove them from the creative menu but have not made that call yet.
  • Villagers sometimes spawn with pure white skin. This is something with vanilla, as well as the weird textured 'front shirt flap' that's suddenly present.
  • The Marketstall and the Trader Station need to be different. Its on the list, but the Market stall needed a load more testing for the final version I have in mind and I didn't want to delay this update further.

 

 

The State of 1.21 going forward:

When I started this update, I had intended to backport everything to 1.21. When I started doing that, it was apparent that the amount of work would essentially be the equivalent of me updating two mods at the same time. With the game releasing to 1.22 stable now, and loads of mods getting updates, I wanted to be clear that I will not be releasing any further updates to the 1.21 version of the mod. The source will be soon updated to Update 5, so if someone wants to back port it for themselves that's fine. This is not an authorization for people to host a fork of the mod without permissions, but personal use is fine. I am sorry if this is a disappointment to some folks, maintaining that build is not friendly to my time and energy going forward.

Roadmap:

The Roadmap for the future of the mod has been updated to relax the release estimates a bit. Getting this one up and functioning as it is took a lot more effort than expected, so I wanted to give some wiggle room.

5.1.0-pre.6 vsvillage
1.22.0-rc.1 - 1.22.0
761 Apr 22nd at 12:48 PM vsvillage_v5.1.0-pre.6.zip 1-click install

Sorry for the back to back releases, I wanted to get that last fix out quickly because it was affecting the wordgen for those village mods.

Changes:

Adjusted some things about how rooms are checked.

Tweaked and added Villager socializing animations and actions during the evening gathering. The villagers should seem far more lively and active instead of just standing around blankly.

Tweaked: Villagers now use an altered version of the Base Game Villager shape.

Tweaked: adjusted the archer's attack. Verified that they are firing arrows like they should.


Please keep the feedback coming! I'll probably be tweaking a couple more things before putting out the stable version.

5.1.0-pre.5 vsvillage
1.22.0-rc.1 - 1.22.0
112 Apr 22nd at 10:49 AM vsvillage_v5.1.0-pre.5.zip 1-click install

Added a fix that -should- allow compatiblity with 1.21-compatible Village Addon extensions for Worldgen Village generation. I don't maintain those mods, so if they have other issues like Villagers not spawning you'll have to let those mod-makers know.

5.1.0-pre.4 vsvillage
1.22.0-rc.1 - 1.22.0
433 Apr 21st at 3:55 PM vsvillage_v5.1.0-pre.4.zip 1-click install

Expanded pathfinding searchdepth to allow for longer and more complex pathing instances.

Cleaned up the Smith and Baker activities. Smiths should now light their Forges, Bakers should actually bake in their ovens.

Tweaked timing on many of the AItasks so things should work more fluidly.

Fixed the Shepherd hiring stuff and workstation animal count display. SHOULD be working with way more accuracy now.

Tweaked workstation collision boxes.

known issue: the room check for the beds and workstations is....fiddly. It should definitely work if you have the stuff in a room (you can use /debug rooms hi to hightlight the room status. /debug rooms unhi removes the overlay).

Temporarily disabled the Go Shopping and Go get a drink tasks. They need some better optimizations to keep the villagers from getting stuck in some weird little loop, so for now they are disabled.


IMPORTANT: If you notice you are having lots of bad performance spikes, use the Mayor's station to remove villagers and then re-hire them (give yourself some rusty gears via creative). This will fix that issue by removing the old entities, which would be maybe in the middle of dead code because of the update, and let them start fresh. You can also just wait for them to do a sleep cycle and it should have them clear their old code and pick up with the new stuff the next day. Your choice.

Please keep that feedback coming!

5.1.0-pre.3 vsvillage
1.22.0-rc.1 - 1.22.0-rc.10
204 Apr 19th at 10:35 PM vsvillage_v5.1.0-pre.3.zip 1-click install

Pre.3: Fixed a small bug that I didn't catch that didn't prevent the trader GUI from opening with the Keeper, but did prevent items from being clicked. Didn't think that was a thing, but here we are :(

Version 5 Preview Build for Testers.

Welcome to the (test version) of the "Markets and Storms" update.


What's new?

  • We have a new friend, The "Settlement Keeper" to get us started when you use the Summoning Horn.
    • The Horn now spawns a "Settlement Keeper", a Jonas device which handles the Materialization of Village Assets (Workstations, Braziers, etc), and can get you caught up on all the aspects of being the new Mayor of a Village.
    • The Keeper also has new original lore regarding "Project Regenesis". Check it out.
    • The Village Trader will keep selling the Village Assets for now, to protect legacy Villages. It is advisable to give yourself a new horn and spawn in the Keeper too, for all the information it has.
  • Villagers have new requirements which must be met before they can be hired. This information can be found in the handbook or by talking to your Settlement Keeper.
    • Beds must be within a room. Multiple beds can be in a room, so shared spaces are okay. 
    • These requirements vary per Profession
      • Farmers now require 20 blocks of farmland near their workstations per farmer (the check adds 20 for each additional farmer, so the first needs 20, second 40 then so on)
      • Shepherds require their workstations to be near a fenced in area, no larger than 15x15 blocks, containing a trough, and at least 5 animals. Each additional shepherd needs at least 5 more animals and an additional trough.
      • Traders and Herbalists need their own shop set up with a few essentials (see handbook)
      • Smiths need a properly equipped Smithy with an Anvil and a Forge, but will gladly share the space and tools with an additional smith later.
      • Soldiers and Archers require the construction of a Barracks, which must contain a tool rack holding a spear or bow per Soldier/Archer hired and be 7x7 blocks in size. The Barracks is a crucial part of your village's defense, so consider setting it up early!
  • A new Villager, the Baker has joined the roster.
    • The Baker will need a proper Bakery with a Clay oven and other essentials to make thier job possible (see handbook for details).
    • The Baker will buy and sell bread related things and provide a small boost to the Village food (to allow for hiring more Villagers).
  • The Market Stall and Travelling Traders!
    • Purchase a Market Stall and place it in an open area to attract Travelling Traders (and their armed escorts) to your Village.
    • The Travelling Traders will announce themselves, stand near the Market Stall and sell you goods, and then depart at the end of the day.
    • These are the same traders you run into at the Trader Outposts, selected randomly.
    • They will show up somewhat rarely, if the Stall is placed in an open space, they will come.
  • The Villagers now respond to the Temporal Storms. They will seek safety in an established Barracks. If there is no Barracks, they will hide in their bedroom.
  • Bears, Wolves, and Rust-monsters now seek out and attack Villagers. Soldiers will defend the village from these foes (and announce enemies they are engaging).
  • Soldiers will now primarily patrol the night, Torches in hand. Archers will patrol the Day, since ranged is more effective with light. If a soldier or archer engages something, others will come running to help.
  • Farmers will now water the fields and clear dead crops.
  • Shepherds will now attempt to 'domesticate' a wild animal (generation 0 to generation 1). This is a rare thing, so give it time. They will announce it if it works.
  • Farmer Workstations now display what crops are planted and how many in their work radius.
  • Shepherd Workstations now display what animals and how many are in thier work radius.
  • Added some new Villager Tasks
    • Shopping: Sometimes a villager will take some time to go visit the shops, bakeries, or smitys in the village to pick up what stuff they need.
    • Water Drinking: Villagers will occasionally take a break to go grab some water during the day.
    • Job related things: Bakers will bake bread in their ovens, Smiths will hammer on their anvils, Herbalists will plant flowers.

 

Fixes and Tweaks:

There were quite a lot, so I won't list them all. This was a massive amount of work, but will server as a great foundation moving forward.

  • Pathing has been tweaked for better movement when on task, or going to and from different points.
  • Removed debug spamming for things that weren't broken.
  • Adjusted timing on a bunch of stuff.
  • Adjusted priorities on a bunch of stuff.
  • Adjusted Villager socializing. They should appear somewhat more lively while they work and gather and such.
  • Adjusted sleep so they will stay in bed.
  • Texture tweaks and fixes (I'm sure I missed some)
  • So many little things.

 

This has been a TON of work, and some pain lol. The Shepherd hiring requirements were driving me crazy, but it should be working now.

I hope people enjoy the update. A 1.21.7 version is coming. I had hoped to release both test versions today but backporting that (I was developing in 1.22) turned out to be a lot harder than I expected (go figure), so expect that sometime next week. Which will give some testing time anyway, so maybe its an advantage lol.

Any bugs or feedback on the tester version, just put them here and tag me please. Make sure you indicate that you are talking about this version of the mod.

Thanks for being a part of our Village,

 

-Mira

5.1.0-pre.2 vsvillage
1.22.0-rc.1 - 1.22.0-rc.10
Apr 19th at 2:41 PM Release Retracted

Retraction Reason:

Had an error in the file

Changelog:

Version has an error preventing purchasing needed stuff, please do not use this build.

4.1.0-pre.6 vsvillage
1.22.0-rc.1 - 1.22.0-rc.8
143 Apr 12th at 4:33 PM vsvillage_v4.1.0-pre.6.zip 1-click install

see 1.21.6 notes for updates.
4.1.X will be used for 1.22 updates that are still parallel with 1.21.6 versions.

4.0.2 vsvillage 231 Apr 24th at 7:45 PM vsvillage_4.0.2.zip 1-click install

Herbalist station fix for this as well. Apparently it existed at this point to, which is wild that I and another person ran into it today and not before.

Should be fixed now

4.0.2-pre.5 vsvillage
1.22.0-rc.1 - 1.22.0-rc.8
85 Apr 11th at 7:11 PM vsvillage_v4.0.2-pre.5.zip 1-click install

Testing build for 1.22.0-rc8+

Current 1.22 compatibility should be stable on this part of the mod. Usage with Village addon mods is not tested. This will allow you to spawn in the villagers through the usual means (horn to get trader, trader to get mayor station, station to get residents)

See previous notes

4.0.1 vsvillage
1.21.6 - 1.21.7
540 Apr 20th at 11:23 PM vsvillage_4.0.1.zip 1-click install

Tweaked: Pathfinding search depth. Villagers will now have a greater allowance for distance and/or complexity when attempting to path to stations and structures. Best practice: Mayor station is the center point of the village, the gathering point Brazier kept around the center would be good too as the villagers path there in the evenings and then to bed afterwards.

Will be tweaking things further as needed.

Optimized: Backported an optimization from the 1.22 version that was pending the full backport, but I went ahead and added it. This -should- keep the performance hit from those tweaks down.

4.0.0 vsvillage
1.21.5 - 1.21.6
1219 Apr 12th at 4:28 PM vsvillage_4.0.0.zip 1-click install

4.0.0 Release for 1.21.6

Pathing is more or less fixed with a teleport back-up as a last resort. You should see them getting through doorways, gates, and all that.

Added Trader-lists to Smith and Herbalist. You can buy and sell stuff relate to their jobs.

Soldier Patrols around and checks on the various Villagers.

Farmers cultivate crops and water farmland

Shepherds feed animals by putting food in a trough.

Removed the Mayor from being able to be hired. YOU are the Mayor now!

Dismissing/firing Villagers despawns them now.

Debug outputs to logs, if you see any errors like "Entity16 isn't a part of a village" or something like that, you might need to fire and then hire that type again.

4.0.0-pre.5 vsvillage 175 Apr 11th at 5:55 PM vsvillage_v4.0.0-pre.5.zip 1-click install

First of Update of a few to come. This update was focused on fixing Village Pathing and activities.

Famers should tend crops via cultivation as intended (Random crop, they have a chance to advance it a step in growth).
All villagers can now path much more naturally over small terrain changes like the difference in farmland and regular blocks.
Herbalists will now come and heal you or other villagers who are wounded.
All Villagers shoud be able to open and close doors as they path, and take better routes around objects. Gates and fences are tricky, but we're getting there.
Shepherds will now seek out the nearest trough and add a portion of food at random intervals. This is just the first in a few more fixes and improvements with them.
All Villagers should be able to get to bed and sleep without issue.
Traders should be spending most of their day at their workstation, so you can find them. Herbalists too.

More updates and a 1.22 test version are coming soon :)

4.0.0-pre.4 vsvillage
1.21.0 - 1.21.6
14579 Dec 13th 2025 at 7:03 PM vsvillage_v4.0.0-pre.4.zip 1-click install
  • villagers should finally spawn again
4.0.0-pre.3 vsvillage
1.21.0 - 1.21.5
3256 Nov 20th 2025 at 9:41 PM vsvillage_v4.0.0-pre.3.zip 1-click install
  • another attempt at migrating old villagers ( for best results, reload world after old villagers are spawned)
  • disabled waypointsystem to avoid crashing
4.0.0-pre.2 vsvillage
1.21.0 - 1.21.5
951 Nov 17th 2025 at 8:33 PM vsvillage_v4.0.0-pre.2.zip 1-click install
  • improved backwards compatibility -> game should no longer crash when getting closer to villages from previous versions
4.0.0-pre.1 vsvillage
1.21.0 - 1.21.5
3064 Oct 29th 2025 at 10:26 PM vsvillage_v4.0.0-pre.1.zip 1-click install
  • update to new villager models (should be backwards compatible though)
  • drastic feature drop, this is still wip (as always I guess ^^)
  • fixed a bunch of exceptions
  • villagers now use the new vanilla activity system (type ".dev aedit" into the console to mess around with it, the villagers all use the working-villager group)
  • villagers still follow their daily routines, but dont do anything else as of now
  • backup your world if you try this out, I wont be able to upload a fix very soon
3.0.1 vsvillage 21362 Sep 6th 2025 at 11:03 AM vsvillage_v3.0.1.zip 1-click install
  • updated to 1.21, thanks Roushk
2.0.0 vsvillage
1.20.0 - 1.20.3
25095 Mar 4th 2025 at 7:07 PM vsvillage_v2.0.0.zip 1-click install
  • Updated to 1.20
  • Handle with care, I have not tested this myself
  • Might still need a larger rewrite to be on par with vanilla code again
  • Thanks a lot to the sole dev who mad this possible Kareener
1.0.6 vsvillage
1.19.6 - 1.19.8
20542 Jul 16th 2024 at 8:59 PM vsvillage_v1.0.6.zip 1-click install
  • Another attempt at fixing the spinning villagers
1.0.5 vsvillage
1.19.5 - 1.19.8
2548 Jul 5th 2024 at 6:28 PM vsvillage_v1.0.5.zip 1-click install
  • Fix foundations of houses sometimes having the wrong rotation
1.0.4 vsvillage
1.19.5 - 1.19.8
1049 Jul 4th 2024 at 6:30 PM vsvillage_v1.0.4.zip 1-click install
  • update translation
1.0.3 vsvillage
1.19.5 - 1.19.8
840 Jul 4th 2024 at 6:30 PM vsvillage_v1.0.3.zip 1-click install
  • Bugfixing the bugfix, the pathtraverser now should work fine again 
1.0.2 vsvillage
1.19.5 - 1.19.8
1098 Jul 3rd 2024 at 6:35 PM vsvillage_v1.0.2.zip 1-click install
  • Fixed crashes with the Pathtraverser
1.0.1 vsvillage
1.19.5 - 1.19.8
1142 Jul 1st 2024 at 9:13 PM vsvillage_v1.0.1.zip 1-click install
  • fix all villagers being listed as smiths
  • more improvements to the pathfinder when near doors or fences
1.0.0 vsvillage
1.19.5 - 1.19.8
2545 Jun 26th 2024 at 9:30 PM vsvillage_v1.0.0.zip 1-click install
  • Improved ladded climbing (70% better climbing down, 30% more funny spinning)
  • Improved door handling (80% more door clacking)
  • Waypoints now regularly update their neighbouring waypoints instead of only after being placed
  • Village traders now decay after being dead for 3 days
  • More types of village beds
  • no more village generation in this mod, outsourced to simple villages
  • new pathwidth for villages (also changes available house sizes)
  • beds and workstations display their owner if they have any
  • fixed smith quest
  • further improvements on village pathfinding
  • highlighting village blocks can now be reverted by typing the same command again 
  • new command to highlight villagers/ workstations/ beds that belong to each other
  • better block sounds when breaking village blocks
1.0.0-pre.8 vsvillage
1.19.5 - 1.19.8
3660 May 20th 2024 at 7:56 PM vsvillage_v1.0.0-pre.8.zip 1-click install
  • remove villagers from the village once they die
  • add audio feedback when successfully hiring a villager
  • the summoning horn now summons a trader instead of the mayor
  • increase stack sizes for village blocks
  • fixed homeless villagers not joining a village despite on its territory
1.0.0-pre.7 vsvillage
1.19.6 - 1.19.8
1395 May 17th 2024 at 5:12 PM vsvillage_v1.0.0-pre.7.zip 1-click install
  • Mayor serves some quests again
  • Fixed crashes on villages that could not be loaded
1.0.0-pre.6 vsvillage
1.19.5 - 1.19.7
1138 May 14th 2024 at 9:49 PM vsvillage_v1.0.0-pre.6.zip 1-click install
  • You can now hire villagers at the mayors workstation instead of through quests
  • Fixed multiple villagers using the same bed
1.0.0-pre.5 vsvillage
1.19.5 - 1.19.7
1799 May 2nd 2024 at 7:41 PM vsvillage_v1.0.0-pre.5.zip 1-click install
  • make villagenames translatable
1.0.0-pre.4 vsvillage
1.19.5 - 1.19.7
870 May 2nd 2024 at 7:10 PM vsvillage_v1.0.0-pre.4.zip 1-click install
  • Fixed: duplicate listings of villagers and blocks on the mayor station
  • Fixed: beds below the village belonging to the village
    • there is now a separate bed block exclusive to villagers that will be sold by the village trader
  • Fixed: villagers should be sliding around less
1.0.0-pre.3 vsvillage
1.19.5 - 1.19.7
1260 Apr 27th 2024 at 10:48 PM vsvillage-v1.0.0-pre.3.zip 1-click install
  • new Block -> Waypoint: helps villagers navigate their way, connects with near waypoints that are connected via path/ packed dirt blocks
  • commands to help visualize village information
    • /hvp: highlights all points of interest in the village in different colors, as well as the village center and border
    • /hvw: highlights all connections between waypoints in the village
    • /vp: hightlight the path as a villager would take it (use /vp start and /vp end to  set the start and end point of the search)
    • /wp: hightlight the path along path blocks (use /wp start and /wp end to  set the start and end point of the search)
    • /genvillage: generates the selected village (currently valid are /genvillage tiny, /genvillage small, /genvillage medium
  • Bug Fix: the village trader should now behave more like an actual villager again
1.0.0-pre.2 vsvillage
1.19.5 - 1.19.7
2701 Apr 2nd 2024 at 7:46 PM vsvillage_v1.0.0-pre.2.zip 1-click install
  • Fix workstations and stuff being twice in every village (delete and recreate existing ones to fix this)
  • Villagers can now open more doors and gates
  • now considers villages added by other mods 
  • village spawns can now be limited by temperature and rainfall (additional attributes MinTemp, MaxTemp, MinRain and MaxRain on Villagetypes)
1.0.0-pre.1 vsvillage 1640 Mar 27th 2024 at 9:30 PM vsvillage_v1.0.0-pre.1.zip 1-click install
  • The mayor block can now be used to view village stats
  • You can now found your very own village using the mayor block
  • Villagers should now use the right workstation again
0.9.2 vsvillage
1.19.0 - 1.19.3
4234 Jan 31st 2024 at 8:29 PM vsvillage_v0.9.2.zip 1-click install
  • fix crash when breaking village blocks outside villages
  • fix villagers not using their weapons
0.9.1 vsvillage
1.19.1 - 1.19.3
1422 Jan 27th 2024 at 6:14 PM vsvillage_v0.9.1.zip 1-click install
  • Fix Client crash when spawning villagers outside a village
0.9.0 vsvillage 1802 Jan 17th 2024 at 10:31 PM vsvillage_v0.9.0.zip 1-click install

This release is mainly for people who already have the mod installed and want to update to 1.19 in their current world. If you are starting a new world, please stand by for another version or two.

  • Updated to 1.19 (should not crash, but no more guarantees granted)
  • Started working on self managed villages (more on that later)
0.8.0 vsvillage 2900 Nov 24th 2023 at 7:39 PM vsvillage_v0.8.0.zip 1-click install
  • updated to 1.19
0.7.3 vsvillage 9871 Jul 19th 2023 at 9:33 PM vsvillage_v0.7.3.zip 1-click install
  • Fixed villagers cluttering together
  • Fixed villagers loosing their ability to open doors (experimental but should be waay more fun than the old version)
0.7.2 vsvillage
1.18.0-rc.8 - 1.18.0
5417 Apr 18th 2023 at 8:05 PM vsvillage_v0.7.2.zip 1-click install
  • updated schematics by NiclAss, so hopefully less invisible and question mark blocks
  • village traders now sell all types of dogs
0.7.1 vsvillage 1339 Apr 5th 2023 at 9:45 PM vsvillage_v0.7.1.zip 1-click install
  • some very much needed fixes
  • trader now trades again 
  • worldgen seems to work again
  • less broken/ unknown blocks in freshly generated villages
0.7.0 vsvillage 1582 Mar 3rd 2023 at 7:26 PM vsvillage_v0.7.0.zip 1-click install
  • updated to 1.18.0-pre
0.6.2 vsvillage 1858 Feb 17th 2023 at 9:29 PM vsvillage_v0.6.2.zip 1-click install
  • Added a bunch of buildings to village creation by NiclAss
  • Fixed meat gathering quest, thanks macoto_hino
0.6.1 vsvillage
1.17.10 - 1.17.11
1103 Feb 15th 2023 at 9:06 PM vsvillage_v0.6.1.zip 1-click install
  • A bunch more quests by CaptainOats
0.6.0 vsvillage 1389 Jan 31st 2023 at 7:05 PM vsvillage_v0.6.0.zip 1-click install
  • check for lakes when generating villages (they should no longer be completely in water, their edgeds hoever still can be located in rivers and ponds)
  • more weapons for soldiers
  • new villager type: archers
  • moved structure generation into mod instead of game domain 
  • added old brazier again for compatibility
0.5.0 vsvillage 2383 Dec 22nd 2022 at 9:47 PM vsvillage_v0.5.0.zip 1-click install
  • reworked mechanic to found villages and recruit villagers
  • added guide
  • pls update VS Quest alongside if youre using it
0.4.1 vsvillage 2444 Oct 23rd 2022 at 5:57 PM vsvillage_v0.4.1.zip 1-click install
  • Bugfix: hare quests unable to complete
  • Tweak: reduce villager respawning frequency
  • Tweak: attempt to reduce village generation jank
0.4.0 vsvillage 1142 Oct 22nd 2022 at 5:13 PM vsvillage_v0.4.0.zip 1-click install
  • Feature: new villager work stations, each villager now has their own dedicated work station
  • Feature: new villager -> the trader (sells workstations)
  • Feature: new villager -> the herbalist (heals wounded villagers)
  • Feature: new village structures/ layouts, big thanks to anyone contributing to the new buildings
  • Feature: new villager gathering spot -> the brazier, sold by the trader villager
  • Feature: its now possible to found your own villages using the new workstations. every villager needs a place to work and a place to sleep
  • Tweak: better door handling thanks to Craluminum
0.3.0 vsvillage 1795 Sep 20th 2022 at 6:04 PM vsvillage_v0.3.0.zip 1-click install
  • Added village generation (the amount of villages can be tweaked via config file)
    • The village generator is kind of simple but produces good enough outputs I think 
    • houses will be placed in a grid and therefore have to be of certain sizes, the valid sizes are
      • SMALL: 7x7
      • MEDIUM: 17x17
      • LARGE: 37x37
  • Tried to fix a bug where the world would crash when a village is submerged in water and a villagers tries to sleep
  • removed VS Quest dependency (Villagers can still have quests if VS Quest is installed, but its optional now)
0.2.4 vsvillage 1438 Sep 3rd 2022 at 7:40 PM vsvillage_v0.2.4_vsquest_v0.0.+.zip 1-click install
  • update to 1.17.2
0.2.2 vsvillage 1856 Jul 19th 2022 at 9:23 PM vsvillage_v0.2.2_vsquest_v0.0.+.zip 1-click install
  • update to 1.17.0-pre.5
0.2.1 vsvillage 1140 Jul 17th 2022 at 12:07 PM vsvillage_v0.2.1_vsquest_v0.0.+.zip 1-click install
  • update to 1.17.0-pre.4
0.2.0 vsvillage 1149 Jul 12th 2022 at 10:12 PM vsvillage_v0.2.0_vsquest_v0.0.+.zip 1-click install
  • Mayors now spawn in small wagons around the map
  • Mayors have quests to let you found your own village
    • Mayors offer a quest line that lets you recruit villagers to live with you
    • I tried to make this kind of lategame content, if you notice anything weird with the balancing, let me know
  • Soldiers now aid nearby attacked villagers
0.1.0 vsvillage 1154 Jul 3rd 2022 at 2:07 PM vsvillage_v0.1.0_vsquest_v0.0.+.zip 1-click install
  • updated to 1.17
  • added some new quests
  • now depends on vsquest
0.0.6 vsvillage 1831 Jun 14th 2022 at 6:00 PM vsvillage_v0.0.6.zip 1-click install
  • added prototype quest system
0.0.5 vsvillage 1323 May 25th 2022 at 5:12 PM vsvillage_v0.0.5.zip 1-click install
  • Attempted to fix crash when loading sleeping villagers
  • added some compatibility to outlaw mod
0.0.4 vsvillage 1352 May 9th 2022 at 7:23 PM vsvillage_v0.0.4.zip 1-click install
  • villager soldiers should now properly attack wolves
  • some villager start being helpful:
    • farmers will sometimes boost the growth of a random crop
    • shepherds will help you fill up those troughs
0.0.3 vsvillage 1850 Mar 17th 2022 at 7:28 PM vsvillage_v0.0.3.zip 1-click install
  • Farmers now will occasionally speed up nearby crop growth
  • Shepherds will fill nearby troughs with animal food
0.0.2 vsvillage 1296 Mar 6th 2022 at 12:03 AM vsvillage_v0.0.2.zip 1-click install
  • New Villagertype: the Shepherd
  • More different types of villagersettlements
  • pathfinder can no navigate down ladders (villagers will break their neck doing so)
0.0.1 vsvillage 1294 Feb 28th 2022 at 10:42 PM vsvillage_v0.0.1.zip 1-click install
  • Initial release

688 Comments (oldest first | newest first) (threaded | flat)

Pamela, 2 minutes ago

So, am I to understand that villages will not generate on their own?
Also, do the other village "styles" work with this mod?

Solidude, 1 hour ago (modified 59 minutes ago)

Quick question MiraLeaps:
After trying every conceivable method I could in-game but not seeing a trader that sold the Builder Workbench, I looked through the code (my god is it ever beautifully structured).
Seems like both the tradelists/village-mechhelper.json and tradelists/villager-trader.json don't contain a reference to any of the block-workstation-builder-[NESW] blocks.

Is that just a wee bit of an oopsie or have I done did a dummy (been known to do that) and read over a piece of text that says you get one of them after you slay the eidelon?
Nothing but <3.

MiraLeaps, 55 minutes ago
@Solidude: Quick question MiraLeaps:After trying every conceivable method I could in-game but not seeing a trader that sold the Builder Workbench, I looked through the code (my god is it ever beautifully structured).Seems like both the tradelists/village-mechhelper.

Omg, I probably legit forgot to put it in the list because it was ported over from the dev build haha.

Egg and my face are in an alignment.

 

That will be fixed asap 

Solidude, 13 hours ago (modified 13 hours ago)

They're doing little dances when they're having a yapbattle with each other omg...

I can not come up with the words to describe how happy this mod makes me.

veekit, 21 hours ago

hiring a second farmer is overloading my game

tired other poeple but it only the farmer

BookOfJob, 22 hours ago

Had the previous version of this mod installed, and one-click installed the newest version. my village was corrupted & after deleting the old one the mod seems to no longer work on this world. 
I'm new to VS. Is there a proper way of de activating the previous mod & installing the newest version while keeping my villages and progress?

MiraLeaps, 17 hours ago
@BookOfJob: Had the previous version of this mod installed, and one-click installed the newest version. my village was corrupted & after deleting the old one the mod seems to no longer work on this world. I'm new to VS. Is there a proper way of de activating the prev

After thinking on this, you should take the following steps:

1: go into your data folder where your mods are kept

2: find the old vsvillage mod file and delete it

3: go to your cache folder and delete the folder called 'unpacked' (this is known as clearing your cache and can be very vital)

Then run the game and see if the new version takes fine.
From my understanding 1-click install is dangerous.

Bl0ckparty, 1 day ago

I've JUST started my own village and have a Player's Base, Mayor's House, and Trader's House (but I'm not very happy with it) and I'm dreading having to build each and every other building, too.  I'm going to put the Builder to the test!!!  I love that other M-game's Minecolonies mod, but I haven't played it for years since I've been so into VS lately and it's become my exclusive game for at least 3 years now.  Okay, I'm ~probably~ going to cheat in rusty gears to see how this goes and I'll update if I find any problems with the Builder and buildings.

MiraLeaps, 1 day ago

Hotfix for a couple of issues released.

Driendle, 2 days ago

New update seems to be fire!

Driendle, 2 days ago
@MiraLeaps: I hope!

Thanks for your hard work!

MiraLeaps, 2 days ago

UPDATE 6: "Paths and Professions"

 

Welcome everyone to Update 6, the update I've been working on for about a month and a half now. You may have noticed that this is not a "Preview" build, but rather a full release. That is because we wanted to do things a little different with this update (more on that later). This update will have some exciting new stuff rolling out over the next while, so keep your eyes here and that feedback coming in!

Features:

 

Update 6 has a dual focus: The first is getting our pathfinding and activities system updated and working with more fluidity and immersive behaviors. Part of this has been reworking how Waypoints integrate into your villages, adjusting and tweaking values and area checks, and better expanding the base pathfinding routines. Coming along the way will be a complete reworking of the Villager's daily task arrangements, using broadly defined Morning, Day, and Evening tasks which will then have sub-tasks within them that are selected based on a randomizer. Some villagers will be at work like normal, some will go and take a day off, some will go shopping in the morning....some will host visitors to their homes in the evening, go to the village gathering spots, take a long walk, or maybe do some late work. Along with this their ambient behaviors will be set randomly too, so you'll notice more variety in how they respond and act. Currently, these features will be added as Version 6 is updated.

Release Method:

 

Update 6 will not work like previous updates which started with a preview version; instead, update 6 will be released in parts. One part that adds or refines a feature will be released no faster than 1-week intervals, to give us time to respond to feedback about any bugs people may find. No, these are not 'test' versions of these features....each released feature will have the normal focused Quality Assurance and Bug testing that goes into releases...but releasing this in part allows each feature to get the primary focus. New releases won't happen until we have one feature smoothed out and so on. Of course, hotfixes and critical bug-fixes can still happen when they are needed.

Current Features of 6.0.0:

 

What releases today is:

  • Village Waypoint Update: Those 'mysteroius' waypoint items the Settlement Keeper's been selling, they have become much more useful. The waypoints help villagers find their way through larger or more complex villages much easier than without them. If you have a small, condensed village, you probably won't need these so much...but when your village gets larger, you'll want to add some of these in. Best practice is to place them around 20-30 blocks from one another and workstations or beds or gathering points. Each waypoint gives a connection to the things around it, and then conveys that information to the next waypoint over. Villages will use these waypoints when distances exceede their normal travel distance to be able to find their way AND keep performance impact low. I have been working on this feature for about 2 months now.
  • Builder Villager: The Builder is a new hirable villager that can help you expand your village faster. They are the perfect help to people who want to build up their own villages but don't have the time to build every little house or building or buisiness themselves. The builder will sell "Building Markers" which, when placed, will let you select from a few prefabricated structures to have them construct. The cost for each is dynamically calculated according to what is contained in the Schematic and is paid in Rust Gears, like everything else. Currently, you can build the structures that were in the "Simple Village Addon". In the future, there will be a place where users can add their own schematics via a custom directory in the game data folder.
  • Builder Overlay and Interface: The Building Markers have their own overlay which will show you the general maximum footprint of schematics you can build, and then when you select the one you want from the drop-down menu, you will see an overlay giving the very basic footprint (only one layer) with the doors highlighted so you can accurately find your best rotation setting. You will be informed if you can pay the cost or not (and how much it is), and how long the build will take.
  • Builder Scaffolding: When construction begins, the area is covered by a scaffolding (its based on vanilla Rough-hewn fences for now) to protect it from damage and people getting in the way. Each day, you can see a bit of the progress (and check the % on the marker itself, as well as cancel for a partial refund) as it happens. When the construction is done, the scaffolding will be removed and you will have your new building, ready to add whatever features you wish.
  • Recover Fixtures Button: Now in the Mayorstation interface you will find a button to "recover fixtures", if you ever need to destroy your village (to like rename it or something), you can now hit "recovery villagers" and "recover Fixtures" and that should return them all to the village registration. Makes relocating things much much easier.
  • Combat Broadcast Clamp: Combat callouts are now kept only to those within the village radius.
  • Various tweaks and fixes to timing and what-not.

 

This update is some of the stuff I've been working on for a while now. Things that have taken many hours of work, and a lot of testing and reading. I am proud to say that these features should be wonderful additions to your VSvillage experience.

Coming next time: The Angler, a villager who can provide food for your village via fishing.....and the start of the Task reworks!

As always, thank you for being a part of our Village!

-MiraLeaps

ssunny2008, 5 days ago

Hi there, 

first of all thanks for reviving the mod. I´m glad it can be used without several bugs again. :D

So i just got a question about something that appeared in our chat:

https://imgur.com/a/QiOyUei

I mean... the coordinates are 500000 blocks away. The villager is still where he belongs too. I also teleported there but the server couldn´t handle that and nothing spawned. 

And what is Smoke actually? We´re a bit curious what and why it happened...


Thanks in advance for any help!

Heebeejeebees, 5 days ago (modified 5 days ago)

Comment #667!

An error seems to have been induced with the latest mod update (5.1.8) in 1.22.2.

server-main.log (excerpt)
5.6.2026 03:02:34 [Error] Patch 6 (target: game:entities/animal/mammal/hooved/sheep-adult.json) in vsvillage:patches/entities/animal-flee-villagers.json failed because supplied path /server/behaviors/10/aitasks/11/entityCodes/- is invalid: The json path /server/behaviors/10/aitasks/11/entityCodes/- was not found. Could traverse until /server/behaviors/10/aitasks/11, but then 'entityCodes' does not exist. Full json at this path: {
"code": "idle",
"animation": "Eat",
"priority": 1.3,
"priorityForCancel": 1.35,
"minduration": 2667,
"maxduration": 2667,
"mincooldown": 6000,
"maxcooldown": 20000,
"animationSpeed": 1,
"whenNotInEmotionState": "aggressiveondamage"
}
5.6.2026 03:02:34 [Notification] JsonPatch Loader: 51 patches total, successfully applied 50 patches, unmet conditions on 27 patches, had errors on 1 patches

I have evaluated with only this mod installed. Hop to it, MiraLeaps.

I'm too tired to test latest mod with latest game right now. If that isn't done by you, I'll re-eval with latest game.

MiraLeaps, Jun 3rd at 9:00 AM

NOTICE:

Some users have reported issues with the mod "Synergy".

This mod makes alterations to the entity AI to help save on performance and can heavily affect the systems needed for proper function of the Villagers from VSvillage.

At this time, I would list the two mods as incompatible.

I have contacted the author to see if a solution can be found.

MiraLeaps, Jun 2nd at 5:35 PM

Notice:

Update 6 is likely to take a bit of a different form, as I am going to do an expansion and overhaul of the pathfinding to make that more solid and reintegrate the waypoints back into being helpful for all villages and essential for larger ones while maintaing good performance. I will probably release a little bit of the new content at a time in the form of the new villagers and what not so we can see how they are and get feedback and move the other structural stuff to Update 7.

Thank you!

HangmanMatt, Jun 1st at 5:31 PM

Don't know if this is a bug or intended design but for the purposes of the shepherd, a wattle fence doesn't work. I confirmed this in creative. When using an area with a wattle fence, it isn't recognized but when I change the fence to a normal wood fence, it sees the zone as valid.

MiraLeaps, Jun 1st at 7:57 PM
@HangmanMatt: Don't know if this is a bug or intended design but for the purposes of the shepherd, a wattle fence doesn't work. I confirmed this in creative. When using an area with a wattle fence, it isn't recognized but when I change the fence to a normal wood fence,

That's not intended. I'll look into it.

Are you running any mods that change them at all? I haven't ran into these during testing. Honestly, I might just make it as a feature since the villagers do like nice things and those gates are the cheapest lol, but it wasn't an intentional feature.

Zandarious, May 31st at 2:20 PM

Hello MiraLeaps ! One of my friends and I have successfully made a village (Yay!) But we're on a public server and whenever our guards see a hostile entity, they scream into chat about it and everyone can see it. Is there a way to disable them doing that? Or is that a part of this mod at all? Apologies if it isn't! I attached a screenshot showing what's happening (everyone in chat even if they're not near our location can see it)

image

MiraLeaps, May 31st at 7:20 PM
@Zandarious: Hello MiraLeaps ! One of my friends and I have successfully made a village (Yay!) But we're on a public server and whenever our guards see a hostile entity, they scream into chat about it and everyone can see it. Is there a way to disable them doing that?

Ah, okay, thank you for the report: that is supposed to be limited to JUST within the village raidus, but I was afraid the chat-command options were more limited than I was trying. I will probably remove the feature or make it work somehow differently if I can't figure out how to fix it to work as intended. Thanks for the report!

MiraLeaps, Jun 1st at 8:46 AM
@Zandarious: Hello MiraLeaps ! One of my friends and I have successfully made a village (Yay!) But we're on a public server and whenever our guards see a hostile entity, they scream into chat about it and everyone can see it. Is there a way to disable them doing that?

5.1.7 is up as a hotfix for you all. I removed the chat output completely for now (for the soldiers, the travelling merchants visiting will still call out). When I have time, I'll fix it

Macaphony, May 31st at 2:02 PM

Is there a way to change the villagers clothes/give armour?

MiraLeaps, Jun 1st at 10:15 AM
@Macaphony: Is there a way to change the villagers clothes/give armour?

As a game mechanic: no, hopefully in the future, but the system for that would be VERY complex so....give that a 'maybe one day'
As something that can be modded: Yes, absolutely and I can detail how.

MiraLeaps, Jun 2nd at 9:49 AM
@Macaphony: How?

You will need to patch the villager accessories json in the assets/vsvillage/config folder, and then in the Villager.json file itself for creating 'on spawn' additional options or changing them completely
Or you will need to code something that can access and edit their attributes as far as post spawn, direct control editing goes.

Alikat, May 31st at 3:45 AM

MiraLeaps

 

I'm getting an error, it just started resently, like the last couple days. Happens when you load a world.

 

30.5.2026 20:27:03 [Error] Patch 6 (target: game:entities/animal/mammal/hooved/sheep-adult.json) in vsvillage:patches/entities/animal-flee-villagers.json failed because supplied path /server/behaviors/10/aitasks/7/entityCodes/- is invalid: The json path /server/behaviors/10/aitasks/7/entityCodes/- was not found. Could traverse until /server/behaviors/10/aitasks/7, but then 'entityCodes' does not exist. Full json at this path: {
"code": "getoutofwater",
"priority": 1.4,
"movespeed": 0.02,
"animation": "Swim",
"animationSpeed": 1
}

 

Full log is here. (I hope this okay, I dont use discord)

 

Spoiler!
30.5.2026 20:27:02 [Notification] Server logger started.
30.5.2026 20:27:02 [Notification] Game Version: v1.22.3 (Stable)
30.5.2026 20:27:02 [Event] It begins...
30.5.2026 20:27:02 [Event] Launching server...
30.5.2026 20:27:02 [Event] It senses...
30.5.2026 20:27:02 [Event] Server v1.22.3, network v1.22.6, api v1.22.0
30.5.2026 20:27:02 [Notification] Entering runphase Initialization
30.5.2026 20:27:02 [Event] Loading configuration...
30.5.2026 20:27:02 [Notification] Entering runphase Configuration
30.5.2026 20:27:02 [Notification] Loading savegame
30.5.2026 20:27:02 [Notification] Create new save game data. Playstyle: surviveandbuild
30.5.2026 20:27:02 [Notification] Default spawn was set in serverconfig, resetting for safety.
30.5.2026 20:27:02 [Notification] Savegame %appdata%\VintagestoryData\Saves\test world.vcdbs loaded
30.5.2026 20:27:02 [Notification] World size = 1024000 256 1024000
30.5.2026 20:27:02 [Notification] Start discovering assets
30.5.2026 20:27:02 [Notification] Found 2 base assets in category blocktypes
30.5.2026 20:27:02 [Notification] Found 0 base assets in category itemtypes
30.5.2026 20:27:02 [Notification] Found 34 base assets in category lang
30.5.2026 20:27:02 [Notification] Found 0 base assets in category patches
30.5.2026 20:27:02 [Notification] Found 24 base assets in category config
30.5.2026 20:27:02 [Notification] Found 0 base assets in category worldproperties
30.5.2026 20:27:02 [Notification] Found 49 base assets in category sounds
30.5.2026 20:27:02 [Notification] Found 230 base assets in category shapes
30.5.2026 20:27:02 [Notification] Found 182 base assets in category textures
30.5.2026 20:27:02 [Notification] Found 0 base assets in category recipes
30.5.2026 20:27:02 [Notification] Found 0 base assets in category worldgen
30.5.2026 20:27:02 [Notification] Found 3 base assets in category entities
30.5.2026 20:27:02 [Notification] Found 524 base assets in total
30.5.2026 20:27:02 [Event] Building assets...
30.5.2026 20:27:02 [Notification] Entering runphase LoadAssets
30.5.2026 20:27:02 [Notification] Will search the following paths for mods:
30.5.2026 20:27:02 [Notification] D:\Users\akhar\AppData\Roaming\Vintagestory\Mods
30.5.2026 20:27:02 [Notification] %appdata%\VintagestoryData\Mods
30.5.2026 20:27:02 [Notification] Found 7 mods (0 disabled)
30.5.2026 20:27:02 [Notification] Mods, sorted by dependency: game, creative, survival, vsvillage, vsvillageaged, vsvillageindustrial, vsvillagetowers
30.5.2026 20:27:03 [Notification] Instantiated 154 mod systems from 7 enabled mods
30.5.2026 20:27:03 [Notification] External Origins in load order: modorigin@D:\Users\akhar\AppData\Roaming\Vintagestory\assets\creative\, modorigin@D:\Users\akhar\AppData\Roaming\Vintagestory\assets\survival\, mod@vsvillagev5.1.6.zip, mod@vsvillageagedv0.0.8.zip, mod@vsvillageindustrialv0.0.8.zip, mod@vsvillagetowersv0.0.8.zip
30.5.2026 20:27:03 [Notification] Found 547 external assets in category blocktypes
30.5.2026 20:27:03 [Notification] Found 317 external assets in category itemtypes
30.5.2026 20:27:03 [Notification] Found 18 external assets in category lang
30.5.2026 20:27:03 [Notification] Found 17 external assets in category patches
30.5.2026 20:27:03 [Notification] Found 159 external assets in category config
30.5.2026 20:27:03 [Notification] Found 25 external assets in category worldproperties
30.5.2026 20:27:03 [Notification] Found 682 external assets in category sounds
30.5.2026 20:27:03 [Notification] Found 6142 external assets in category shapes
30.5.2026 20:27:03 [Notification] Found 9459 external assets in category textures
30.5.2026 20:27:03 [Notification] Found 420 external assets in category recipes
30.5.2026 20:27:03 [Notification] Found 1489 external assets in category worldgen
30.5.2026 20:27:03 [Notification] Found 78 external assets in category entities
30.5.2026 20:27:03 [Notification] Found 0 external assets in category compatibility
30.5.2026 20:27:03 [Notification] Reloaded lang file with mod assets
30.5.2026 20:27:03 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
30.5.2026 20:27:03 [Error] Patch 6 (target: game:entities/animal/mammal/hooved/sheep-adult.json) in vsvillage:patches/entities/animal-flee-villagers.json failed because supplied path /server/behaviors/10/aitasks/7/entityCodes/- is invalid: The json path /server/behaviors/10/aitasks/7/entityCodes/- was not found. Could traverse until /server/behaviors/10/aitasks/7, but then 'entityCodes' does not exist. Full json at this path: {
"code": "getoutofwater",
"priority": 1.4,
"movespeed": 0.02,
"animation": "Swim",
"animationSpeed": 1
}
30.5.2026 20:27:03 [Notification] JsonPatch Loader: 51 patches total, successfully applied 50 patches, unmet conditions on 27 patches, had errors on 1 patches
30.5.2026 20:27:04 [Event] It remembers...
30.5.2026 20:27:04 [Notification] Loaded 4487 unique items
30.5.2026 20:27:04 [Event] All that came before...
30.5.2026 20:27:06 [Notification] Loaded 14165 unique blocks
30.5.2026 20:27:07 [Notification] Loaded 859 unique entitiess
30.5.2026 20:27:07 [Notification] BlockLoader: Entities, Blocks and Items loaded
30.5.2026 20:27:07 [Event] Remapping blocks and items...
30.5.2026 20:27:07 [Event] 15 cooking recipes loaded
30.5.2026 20:27:07 [Event] Taste and smell...
30.5.2026 20:27:07 [Event] 9 metal alloys loaded
30.5.2026 20:27:07 [Event] Glimmers in the soil...
30.5.2026 20:27:08 [Event] 1149 grid recipes loaded from 269 files
30.5.2026 20:27:08 [Event] Grand inventions...
30.5.2026 20:27:08 [Event] 44 smithing recipes loaded from 43 files
30.5.2026 20:27:08 [Event] Burning sparks...
30.5.2026 20:27:08 [Event] 31 clay forming recipes loaded from 31 files
30.5.2026 20:27:08 [Event] Molded forms...
30.5.2026 20:27:08 [Event] 12 knapping recipes loaded from 12 files
30.5.2026 20:27:08 [Event] Simple tools...
30.5.2026 20:27:08 [Event] 90 barrel recipe recipes loaded from 41 files
30.5.2026 20:27:08 [Notification] Tags registry was locked.
30.5.2026 20:27:08 [Notification] Entering runphase AssetsFinalize
30.5.2026 20:27:09 [Event] Server assets loaded, parsed, registered and finalized
30.5.2026 20:27:09 [Event] Initialising systems...
30.5.2026 20:27:09 [Notification] Entering runphase LoadGamePre
30.5.2026 20:27:09 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
30.5.2026 20:27:09 [Notification] Started 131 systems on Server:
30.5.2026 20:27:09 [Notification] Mod 'VSEssentials.dll' (game):
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.Core
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenTerra
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenSnowLayer
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.EntityPartitioning
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ErrorReporter
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
30.5.2026 20:27:09 [Notification] FluffyClouds.FluffyCloudsModSystem
30.5.2026 20:27:09 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
30.5.2026 20:27:09 [Notification] Vintagestory.Essentials.PathfindSystem
30.5.2026 20:27:09 [Notification] Vintagestory.Essentials.PathFindDebug
30.5.2026 20:27:09 [Notification] Vintagestory.Essentials.PathfindingAsync
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.JsonExport
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenMaps
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenRockStrataNew
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenHotSprings
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenCreatures
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.AiRuntimeConfig
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemEmotes
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.LeafBlockDecay
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.POIRegistry
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.RoomRegistry
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.WeatherSystemCommands
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.WeatherSystemServer
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.WorldMapManager
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenDeposits
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.LoadColorMaps
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenCaves
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenStructures
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.WgenCommands
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenBlockLayers
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenPonds
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ClothManager
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenRivulets
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenLightSurvival
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.CollectibleBuffDebug
30.5.2026 20:27:09 [Notification] Mod 'VSSurvivalMod.dll' (survival):
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemControlPoints
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
30.5.2026 20:27:09 [Notification] Vintagestory.Systems.StoryLockableDoor
30.5.2026 20:27:09 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.UpgradeTasks
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.NpcControl
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.MyceliumSystem
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemFishInstaFlee
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.FishingSupportModSystem
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemGliding
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemSwoopDev
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.Timeswitch
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemAuction
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.Core
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.CharacterSystem
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.CustomSpawnConditions
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.VariablesModSystem
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModsystemElevator
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ActivityModSystem
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ActivityEditorSystem
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemFarming
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemTutorial
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemNightVision
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.TobiasTeleporter
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModJournal
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModLootRandomizer
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemRifts
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSleeping
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.TeleporterManager
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModTemperature
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.SystemTemporalStability
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemClimateSpecificTraderTypes
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemWearableStats
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemEditableBook
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.Mechanics.ModSystemWindTurbulence
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenDungeons
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.GenStoryStructures
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.WgenCommandsExt
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenDevastationLayer
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.RecipeLoader
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemFishDepletion
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemWormGrunting
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemOreMap
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemSnowballs
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.HumanoidOutfits
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
30.5.2026 20:27:09 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
30.5.2026 20:27:09 [Notification] Mod 'VSCreativeMod.dll' (creative):
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.Core
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
30.5.2026 20:27:09 [Notification] Vintagestory.ServerMods.GenLightCreative
30.5.2026 20:27:09 [Notification] Mod 'vsvillagev5.1.6.zip' (vsvillage):
30.5.2026 20:27:09 [Notification] VsVillage.TravellingTraderManager
30.5.2026 20:27:09 [Notification] VsVillage.VillageCommands
30.5.2026 20:27:09 [Notification] VsVillage.VillageManager
30.5.2026 20:27:09 [Notification] VsVillage.VsVillage
30.5.2026 20:27:09 [Notification] VsVillage.VillageGenerator
30.5.2026 20:27:09 [Notification] VsVillage.ChiseledBlockLeniencySystem
30.5.2026 20:27:09 [Event] 26 traits loaded from 1 files
30.5.2026 20:27:09 [Event] 6 classes loaded from 1 files
30.5.2026 20:27:11 [Notification] Server map set
30.5.2026 20:27:11 [Event] A world unbroken...
30.5.2026 20:27:11 [Notification] Entering runphase GameReady
30.5.2026 20:27:11 [Notification] Entering runphase WorldReady
30.5.2026 20:27:11 [Event] The center unfolding...
30.5.2026 20:27:11 [Event] Starting world generators...
30.5.2026 20:27:12 [Notification] Sending server identification. Server control privilege is True
30.5.2026 20:27:19 [Notification] Reloaded 35 tree generators
30.5.2026 20:27:19 [Event] Loading 7x7x8 spawn chunks...
30.5.2026 20:27:19 [Event] 0% (49 in queue)
30.5.2026 20:27:19 [Event] The carved mountains...
30.5.2026 20:27:21 [Notification] Dungeon with 117 schematics generated
30.5.2026 20:27:22 [Event] 0% (49 in queue)
30.5.2026 20:27:22 [Event] The rolling hills...
30.5.2026 20:27:22 [Error] Could not find any matching structures for group nvil-herablist-LARGE!
30.5.2026 20:27:24 [Event] 0% (113 in queue)
30.5.2026 20:27:24 [Event] The sheer cliffs...
30.5.2026 20:27:26 [Event] 0% (170 in queue)
30.5.2026 20:27:26 [Event] The endless plains...
30.5.2026 20:27:26 [Event] Begin game ticking...
30.5.2026 20:27:26 [Event] ... it calls to you
30.5.2026 20:27:26 [Notification] Entering runphase RunGame
30.5.2026 20:27:26 [Notification] Starting server threads
30.5.2026 20:27:26 [Event] Singleplayer Server now running!
30.5.2026 20:27:26 [Event] Return again.
30.5.2026 20:27:27 [Notification] A Client attempts connecting via Dummy connection on 127.0.0.1:0, assigning client id 1
30.5.2026 20:27:27 [Notification] Client 1 uid aiR52K8vDQryJI5Kx1e9y95x attempting identification. Name: Alikat
30.5.2026 20:27:27 [Notification] Upped server view distance to: 256, because player is in singleplayer
30.5.2026 20:27:27 [Notification] Delayed join, attempt random spawn position.
30.5.2026 20:27:27 [Notification] Placing Alikat at 511972.5 135 511975.5
30.5.2026 20:27:28 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-herbalist not found, will not load it.
30.5.2026 20:27:29 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-herbalist not found, will not load it.
30.5.2026 20:27:29 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-archer not found, will not load it.
30.5.2026 20:27:29 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-shepherd not found, will not load it.
30.5.2026 20:27:29 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-male-soldier not found, will not load it.
30.5.2026 20:27:29 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-archer not found, will not load it.
30.5.2026 20:27:29 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-male-mayor not found, will not load it.
30.5.2026 20:27:29 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-soldier not found, will not load it.
30.5.2026 20:27:29 [Event] Alikat 127.0.0.1:0 joins.
30.5.2026 20:27:30 [Error] Patch 6 (target: game:entities/animal/mammal/hooved/sheep-adult.json) in vsvillage:patches/entities/animal-flee-villagers.json failed because supplied path /server/behaviors/10/aitasks/7/entityCodes/- is invalid: The json path /server/behaviors/10/aitasks/7/entityCodes/- was not found. Could traverse until /server/behaviors/10/aitasks/7, but then 'entityCodes' does not exist. Full json at this path: {
"code": "getoutofwater",
"priority": 1.4,
"movespeed": 0.02,
"animation": "Swim",
"animationSpeed": 1
}
30.5.2026 20:27:30 [Error] Could not find any matching structures for group nvil-herablist-LARGE!
30.5.2026 20:27:30 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-farmer not found, will not load it.
30.5.2026 20:27:30 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-male-herbalist not found, will not load it.
30.5.2026 20:27:30 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-shepherd not found, will not load it.
30.5.2026 20:27:31 [Event] Saved 300 generating chunks...
30.5.2026 20:27:31 [Event] ...
30.5.2026 20:27:31 [Event] Saved 600 generating chunks...
30.5.2026 20:27:31 [Event] ...
30.5.2026 20:27:31 [Event] Saved 900 generating chunks...
30.5.2026 20:27:31 [Event] ...
30.5.2026 20:27:31 [Event] Saved 1200 generating chunks...
30.5.2026 20:27:31 [Event] ...
30.5.2026 20:27:31 [Event] Saved 1500 generating chunks...
30.5.2026 20:27:31 [Event] ...
30.5.2026 20:27:31 [Notification] Server ticking has been suspended
30.5.2026 20:27:43 [Notification] Server ticking has been resumed
30.5.2026 20:27:43 [Notification] A client reconnected, resuming game calendar.
30.5.2026 20:27:45 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-male-herbalist not found, will not load it.
30.5.2026 20:27:49 [Event] Saved 300 generating chunks...
30.5.2026 20:27:49 [Event] ...
30.5.2026 20:27:49 [Event] Saved 600 generating chunks...
30.5.2026 20:27:49 [Event] ...
30.5.2026 20:27:49 [Event] Saved 900 generating chunks...
30.5.2026 20:27:49 [Event] ...
30.5.2026 20:27:49 [Event] Saved 1200 generating chunks...
30.5.2026 20:27:49 [Event] ...
30.5.2026 20:27:49 [Event] Saved 1500 generating chunks...
30.5.2026 20:27:49 [Event] ...
30.5.2026 20:27:49 [Event] Saved 1800 generating chunks...
30.5.2026 20:27:49 [Event] ...
30.5.2026 20:27:49 [Event] Saved 2100 generating chunks...
30.5.2026 20:27:49 [Event] ...
30.5.2026 20:27:49 [Notification] Server ticking has been suspended
30.5.2026 20:27:49 [Notification] A client reconnected, resuming game calendar.
30.5.2026 20:27:49 [Notification] Server ticking has been resumed
30.5.2026 20:27:51 [Notification] Message to all in group 0: A soldier of a nearby village reports contact with Surface Drifter!
30.5.2026 20:27:59 [Notification] Message to all in group 0: An archer of a nearby village reports contact with Surface Drifter!
30.5.2026 20:28:02 [Event] Saved 300 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Event] Saved 600 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Event] Saved 900 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Event] Saved 1200 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Event] Saved 1500 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Event] Saved 1800 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Event] Saved 2100 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Event] Saved 2400 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Event] Saved 2700 generating chunks...
30.5.2026 20:28:02 [Event] ...
30.5.2026 20:28:02 [Notification] Server ticking has been suspended
MiraLeaps, May 31st at 10:26 AM
@Alikat: MiraLeaps I'm getting an error, it just started resently, like the last couple days. Happens when you load a world. 30.5.2026 20:27:03 [Error] Patch 6 (target: game:entities/animal/mammal/hooved/sheep-adult.json) in vsvillage:patches/entities/animal-flee-

More than okay, looks like I missed a path in a patch and didn't catch it on load. Easy peasy fix, probably just something that I was copy-pasting and that one has a different set up haha.

Thank you for that report :)

MiraLeaps, May 31st at 10:28 AM
@Alikat: MiraLeaps I'm getting an error, it just started resently, like the last couple days. Happens when you load a world. 30.5.2026 20:27:03 [Error] Patch 6 (target: game:entities/animal/mammal/hooved/sheep-adult.json) in vsvillage:patches/entities/animal-flee-

Quick question: was it happening since the 1.22.3 update or was this on 1.22.2 as well? I saw in their patch notes they adjusted some stuff with sheep and pigs and I'm guessing it wasn't caught beause of that, but I could have just missed it since its a load of text to parse.

MiraLeaps, Jun 1st at 8:41 AM
@Alikat: MiraLeaps I'm getting an error, it just started resently, like the last couple days. Happens when you load a world. 30.5.2026 20:27:03 [Error] Patch 6 (target: game:entities/animal/mammal/hooved/sheep-adult.json) in vsvillage:patches/entities/animal-flee-

Hey, I looked into this and I can't replicate the error, did you recently add any mods that could have modified the sheep entity? That's the only way I can explain what you're seeing....that a patch is going off before our patch.

MiraLeaps, May 30th at 8:32 AM

Added this to the description stuff above:

 

BUG REPORT NOTICE:

If you are coming to report a bug or issue with the mod, it is REQUIRED that you provide your SERVER-MAIN.log from the game session in which you encoutered the issues. Without Logs, We can only take broad guesses based on your reports, and that usually isn't helpful. If you report an issue without including the log, the post will not be followed up on.

How to find your logs and post them:

You will first need to navigate over to your Vintage Story Data Folder (not the Install Folder).

Typically it is found (on windows): C:\Users\<username>\AppData\Roaming\VintagestoryData (replace C: with the drive letter the data folder is found)

This is where you had to install your Mods, but if you had them installed via server join you might not know where this is.

In this directory you will see a Folder named Logs, and within this folder you will see a few .log files.

The file that we need is the server-main file. If the observed issue was during a previous session, look in the Archive folder and find the date/time closest to when you remember the incident occuring.

From this point, you have two options: you can reach out on Discord in the VSvillage channel (linked above) and upload your log there -or- you can upload the log to a hosting site and link it in the comments below. If you use GitHub, you can post the issues there using the issue tracker, it has log upload options as well.

If you comment here, please tag MiraLeaps so that your report can be handled as fast as possible. Please add a description of the issue with as much detail as reasonable and that you can remember and describe. If you need to write it in another language so that you can capture the details naturally, I will use google translate and follow-up on things that were maybe lost in the translation.

Please leave any commentary or opinion out of this context, especially if you have a bad attitude about it.

I usually respond to reports with tags within half a day or so, but please be patient

 

Personal Note: Mod makers work pretty tirelessly to keep the mods you love working at a quality you expect, the least you can do is work with us by reading existing documentation such as what is presented here. I, MiraLeaps, am setting a boundary on this that is in respect for my time and energy. I am a mom with a family and a job. This is my spare time hobby. I love making mods, I love helping people out with those and other mods, and I love making sure the mods I work on are performing the best they can...but I also love spending time with my family, actually playing games, and doing other stuff besides bug hunting. Bug hunting can take hours of effort. It can be stressful. Please, if you like these mods, help the hardworking modders out by providing logs, accurate reports, and by searching around the existing comments to see if the issues were talked about already. This isn't an indictment of anyone, and its not written in anger: I just have to set a boundary here if I am going to keep up working on this and my other projects.

Thank you everyone for your bug reports and feedback, we're well on our way towards Update 6!
Thank you for being a part of our village! <3

Mor_Havok, May 29th at 8:30 PM (modified May 29th at 8:31 PM)

I'm running into an issue with farmers not being able to open gates to get into or out of their fields. I have normal wattle fences and gates around my fields so it's not a case of some weird mod interactions. If I leave the gate open my farmer will path in and out just fine but that kind of defeats the purpose of a gate. Checking the logs I see big blocks of warnings for pathfinding failures and they eventually lock up my game for a few seconds at a time. Is there any documentation available on how villager pathfinding works or best practices to build a village that they can navigate easily? I've tired throwing down some waypoints at the corners and intersections of large buildings but I can't really tell if that helps or not and the in game guide is very sparse on information. 

MiraLeaps

MiraLeaps, May 30th at 7:18 AM
@Mor_Havok: I'm running into an issue with farmers not being able to open gates to get into or out of their fields. I have normal wattle fences and gates around my fields so it's not a case of some weird mod interactions. If I leave the gate open my farmer will path

Well that sounds like a legitimate bug. Are you running the latest version of the mod?

 

Are you running any mods that modify vanilla objects? I had a user with a similar issue because of a mod that added some trait to vanilla objects (which was really just through replacing the object completely).

 

Could I get your log files? You can find me on discord MiraLeaps. In the mean time I'll dig into the possible causes because this definitely should not be happening and hasn't been observed in any of my tests. 

 

Quick questions: is the village radius set to a value that covers the area they are meant to traverse?

What normally happens when the villagers fail to path? Do they just stand still?

How many villagers/farmers do you have?

Was this a village you built, spawned in, or found in the world?

Them spamming the logs to the point of slowdown is concerning because that should also not be happening. I've got limiters placed for the debug. If nothing else a snippet from that log output posted here would be very helpful. 

MiraLeaps, May 30th at 7:25 AM
@Mor_Havok: I'm running into an issue with farmers not being able to open gates to get into or out of their fields. I have normal wattle fences and gates around my fields so it's not a case of some weird mod interactions. If I leave the gate open my farmer will path

Secondary response to your questions about pathfinding: The current iteration of the pathfinding shouldn't require a guide, so long as you're not putting up walls expecting them to phase through them, they should path through terrain without much issue. I would have to see your save file to determine if there is some edge case we've not prepared for, but without the area being very very heavily modded, their pathfinding should be able to traverse just about anything.

Screwy, May 28th at 9:40 PM

Okay nice that villagers don't stroll through my padlocked storage anymore. But my neighbors will soon run into trouble I guess. Because our server uses Dana Tweaks, where it is usual that Drifters can open unlocked doors.
Is there any possible way I could give them permission to (at least) open the locks of the houses they live in? Otherwise they will soon get eaten.

MiraLeaps, May 29th at 11:25 AM
@Screwy: Okay nice that villagers don't stroll through my padlocked storage anymore. But my neighbors will soon run into trouble I guess. Because our server uses Dana Tweaks, where it is usual that Drifters can open unlocked doors.Is there any possible way I could

That would be a really really big project to get working, so probably not. The guards and archers are working really well now so they will have some jobs to do lol

MiraLeaps, May 27th at 9:37 AM

Hey Y'all,

5.1.6 will be dropping soon. Just a few more minor tweaks and fixes to get everything nice and finalized before I start really getting into Update 6.

I finally got the archer's animation fixed. That was such a chore. Among other things. Keep an eye out :)

taro_bean, May 24th at 8:10 PM

Sorry to bother you MiraLeaps, I have a question about farmers. Currently it says that farmers will look for farmland near their workstation but it seems like all the farmland in a village is counted, even if far away from the workstation. The farmers also seem to walk to the far farmland and work it. Is this correct? It seems like there is no actual limit to the radius of a farmer workstation.

I was also wondering if there are plans to make "private" areas? Perhaps a way to lock/restrict access to specific doors and fences to make a private estate/farmland/husbandry farm that the villagers cant reach. I dont want them planting on my private farm or accidentally letting my pigs go or something. Just a lock for villagers but not humans would be very helpful. Thanks in advance for your answer!

MiraLeaps, May 24th at 9:17 PM
@taro_bean: Sorry to bother you MiraLeaps, I have a question about farmers. Currently it says that farmers will look for farmland near their workstation but it seems like all the farmland in a village is counted, even if far away from the workstation. The farmers als

The actual placement needs to  be within a certain amount, the totals are the valid farmland within the village radius (there wasn't really a way to make this work in sections cleanly) and is more of a utility for you than meant as use for the hiring metric.

 

Farmers will try to water or cultivate based on need and area last tended to. The RNG for that is relatively simplistic but gets the job done so they should meander around and eventually get a pretty even coverage but it's limited by being kept as simple as possible for performance's sake. In the past they would just stand there doing nothing so I think we've come a good ways haha.

 

I have no plans to make a private area, but as far as I know they shouldn't be able to open locked doors, as in locked with the existing locks you can Smith in game. If that's not the case then I misread the API for how doors with locks are handled and I'll need to fix that.

MiraLeaps, May 25th at 8:43 AM
@taro_bean: Thanks for the fast response!I haven't even checked with the locks available in-game, I'll go see if that works :P

I did some double checking and I think the locks are only as an 'avoid' and they might still be able to toggle them open. I'll be testing this too and if needed 5.1.6 will have this as part of the fixes/tweaks.

MykeEchoes, May 20th at 1:17 AM (modified May 20th at 1:18 AM)

MiraLeaps Inside the smith Villager's selling list, this line is wrong >>> { "code": "game:hoe-head-bismuthbronze", "type": "item", "stacksize": 1, "stock": { "avg": 2, "var": 1 }, "price": { "avg": 11, "var": 2 } }, <<< It should be this > { "code": "game:hoehead-bismuthbronze", "type": "item", "stacksize": 1, "stock": { "avg": 2, "var": 1 }, "price": { "avg": 11, "var": 2 } }, < Kept lagging my massive mod list out every time it tried to process LOL everything else is doing great though, keep up the good work!

Mafroz, May 17th at 9:14 PM

Hi! There is uncontrolled entity spawning after the last update i guess. Cause i have multiple debug messages about spawning entities and the vsvillage mod. There are 20 000 entities was spawned 🤣

MiraLeaps, May 18th at 9:43 AM
@Mafroz: Hi! There is uncontrolled entity spawning after the last update i guess. Cause i have multiple debug messages about spawning entities and the vsvillage mod. There are 20 000 entities was spawned 🤣

I need to see your log. Nothing about that update messed with spawning at all.

The most that's at all related is that it offset the village world Gen to account for trader spawns.

 

When that stuff happens, I'm absolutely blind to help without logs.

Mafroz, May 18th at 7:48 PM
@MiraLeaps: I need to see your log. Nothing about that update messed with spawning at all. The most that's at all related is that it offset the village world Gen to account for trader spawns. When that stuff happens, I'm absolutely blind to help without logs.
Spoiler

Сервер спамит такими дебаг сообщениями после команды /debug logticks 100 и в итоге зависает потом
18.5.2026 00:04:35 [Notification] 1 players online - A tick took 119.89 ms
119.89ms, call : all
69.51ms, 1 call : physicsmanager-servertick
62.86ms, 1 call : entityphysics-mainthread (19341 entities across 2 threads) (4 physics ticks to do)
33.06ms, 13088 calls, avg 2.53 us/call: physicstick-buildpospacket
26.34ms, 26176 calls, avg 1.01 us/call: physicstick-oneentity
1.54ms, 6544 calls, avg 0.24 us/call: physicstick-buildattrpacket
1.36ms, 2 calls, avg 680.94 us/call: physicsmanager-udp
2.44ms, 1 call : done-behavior-repulseagents
0.91ms, 1 call : physicsmanager-afterphysicstick
0.84ms, 1 call : physicsmanager-updatetrackedentitylists
18.28ms, 1 call : tickentities
13.24ms, 22 calls, avg 601.99 us/call: entityAgent-ticking
3.02ms, 22 calls, avg 137.34 us/call: behaviors
2.24ms, 2 calls, avg 1117.88 us/call: done-behavior-activitydriven
0.46ms, 1 call : done-behavior-temporalHandler
13.81ms, 1 call : mainthreadtasks
13.77ms, 4 calls, avg 3442.34 us/call: MTT-ChunkLoaded-Begin
5.58ms, 5 calls, avg 1116.24 us/call: tungsten-allonlineplayers
2.82ms, 36 calls, avg 78.33 us/call: MTT-ChunkLoaded-LoadedEvent
2.12ms, 32 calls, avg 66.27 us/call: MTT-ChunkLoaded-LoadBlockEntities
0.75ms, 126 calls, avg 5.99 us/call: microblock
0.58ms, 126 calls, avg 4.58 us/call: initbebehavior-Vintagestory.GameContent.BEBehaviorSupportBeam
0.43ms, 5 calls, avg 86.84 us/call: groundstorage
6.15ms, 1 call : weathersimulation
5.88ms, 44 calls, avg 133.58 us/call: snowaccum
6.06ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
1.83ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.60ms, 76 calls, avg 21.01 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
0.44ms, 147 calls, avg 3.00 us/call: gmlbVintagestory.GameContent.BlockEntityLocustNest

18.5.2026 00:04:35 [Notification] 1 players online - A tick took 128.53 ms
128.53ms, call : all
71.99ms, 1 call : physicsmanager-servertick
70.50ms, 1 call : entityphysics-mainthread (19346 entities across 2 threads) (4 physics ticks to do)
49.36ms, 13094 calls, avg 3.77 us/call: physicstick-buildpospacket
20.44ms, 26188 calls, avg 0.78 us/call: physicstick-oneentity
0.40ms, 406 calls, avg 0.97 us/call: done-behavior-repulseagents
0.99ms, 1 call : physicsmanager-afterphysicstick
0.42ms, 1 call : done-behavior-repulseagents
25.29ms, 1 call : mainthreadtasks
25.26ms, 4 calls, avg 6314.95 us/call: MTT-ChunkLoaded-Begin
19.22ms, 12 calls, avg 1601.77 us/call: tungsten-allonlineplayers
3.93ms, 36 calls, avg 109.27 us/call: MTT-ChunkLoaded-LoadedEvent
0.65ms, 32 calls, avg 20.34 us/call: MTT-ChunkLoaded-LoadBlockEntities
18.09ms, 1 call : tickentities
14.22ms, 19 calls, avg 748.64 us/call: entityAgent-ticking
1.72ms, 19 calls, avg 90.37 us/call: behaviors
0.71ms, 3 calls, avg 235.49 us/call: ai-tasks
0.67ms, 2 calls, avg 333.86 us/call: task-startexecute-meleeattack
0.47ms, 1 call : done-behavior-temporalHandler
5.26ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
3.14ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemCompressChunks
1.95ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.55ms, 48 calls, avg 32.35 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit

18.5.2026 00:04:35 [Notification] 1 players online - A tick took 102.94 ms
102.94ms, call : all
35.04ms, 1 call : physicsmanager-servertick
27.70ms, 1 call : entityphysics-mainthread (19358 entities across 2 threads) (4 physics ticks to do)
19.31ms, 26212 calls, avg 0.74 us/call: physicstick-oneentity
5.67ms, 13106 calls, avg 0.43 us/call: physicstick-buildpospacket
1.21ms, 6553 calls, avg 0.18 us/call: physicstick-buildattrpacket
1.12ms, 2 calls, avg 561.23 us/call: physicsmanager-udp
2.76ms, 1 call : done-behavior-repulseagents
0.93ms, 1 call : physicsmanager-afterphysicstick
0.92ms, 1 call : physicsmanager-updatetrackedentitylists
27.56ms, 1 call : gmleVintagestory.GameContent.ModSystemSwoopDev
17.20ms, 1 call : tickentities
14.04ms, 31 calls, avg 452.96 us/call: entityAgent-ticking
1.07ms, 31 calls, avg 34.40 us/call: behaviors
0.48ms, 1 call : done-behavior-temporalHandler
5.89ms, 1 call : weathersimulation
5.81ms, 44 calls, avg 132.03 us/call: snowaccum
5.09ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
1.93ms, 2 calls, avg 966.27 us/call: gmleVintagestory.Server.ServerSystemEntitySimulation
1.65ms, 54 calls, avg 30.48 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
1.58ms, 4 calls, avg 394.44 us/call: gmlbherbarium.BETallBerryBush
1.51ms, 1 call : gmleExpandedBeekeeping.ModSystemHiveSmokerDecay

18.5.2026 00:04:35 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-male-farmer not found, will not load it.
18.5.2026 00:04:36 [Notification] 1 players online - A tick took 106.08 ms
106.08ms, call : all
51.90ms, 1 call : physicsmanager-servertick
46.58ms, 1 call : entityphysics-mainthread (19359 entities across 2 threads) (2 physics ticks to do)
26.28ms, 6553 calls, avg 4.01 us/call: physicstick-buildattrpacket
15.04ms, 13106 calls, avg 1.15 us/call: physicstick-oneentity
3.92ms, 6553 calls, avg 0.60 us/call: physicstick-buildpospacket
0.96ms, 1 call : physicsmanager-udp
1.07ms, 1 call : physicsmanager-afterphysicstick
0.94ms, 1 call : physicsmanager-updatetrackedentitylists
0.44ms, 1 call : physicsmanager-mergeThreadPackets
0.42ms, 1 call : done-behavior-repulseagents
16.21ms, 1 call : tickentities
13.32ms, 15 calls, avg 888.24 us/call: entityAgent-ticking
0.85ms, 15 calls, avg 56.66 us/call: behaviors
0.45ms, 1 call : done-behavior-temporalHandler
13.31ms, 1 call : weathersimulation
13.13ms, 47 calls, avg 279.28 us/call: snowaccum
9.47ms, 1 call : mainthreadtasks
9.43ms, 4 calls, avg 2357.86 us/call: MTT-ChunkLoaded-Begin
4.08ms, 3 calls, avg 1361.31 us/call: tungsten-allonlineplayers
3.08ms, 36 calls, avg 85.58 us/call: MTT-ChunkLoaded-LoadedEvent
1.44ms, 32 calls, avg 44.98 us/call: MTT-ChunkLoaded-LoadBlockEntities
0.56ms, 78 calls, avg 7.20 us/call: chiseledblock
0.47ms, 78 calls, avg 5.96 us/call: initbebehavior-Vintagestory.GameContent.BEBehaviorSupportBeam
6.59ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
4.77ms, 1 call : spawningentities
2.80ms, 1 call : spawning:game:bowtorn-deep
1.78ms, 1 call : spawning:game:drifter-corrupt
1.62ms, 76 calls, avg 21.29 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
1.45ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks

18.5.2026 00:04:36 [Notification] 1 players online - A tick took 101.89 ms
101.89ms, call : all
61.98ms, 1 call : physicsmanager-servertick
60.05ms, 1 call : entityphysics-mainthread (19362 entities across 2 threads) (4 physics ticks to do)
54.39ms, 26220 calls, avg 2.07 us/call: physicstick-oneentity
5.05ms, 13110 calls, avg 0.39 us/call: physicstick-buildpospacket
1.10ms, 1 call : physicsmanager-afterphysicstick
0.38ms, 1 call : done-behavior-repulseagents
0.36ms, 1 call : physicsmanager-preparation
17.76ms, 1 call : tickentities
14.13ms, 19 calls, avg 743.62 us/call: entityAgent-ticking
1.05ms, 19 calls, avg 55.51 us/call: behaviors
0.55ms, 1 call : done-behavior-temporalHandler
7.64ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
7.63ms, 1 call : mainthreadtasks
7.59ms, 4 calls, avg 1896.32 us/call: MTT-ChunkLoaded-Begin
4.11ms, 32 calls, avg 128.41 us/call: MTT-ChunkLoaded-LoadBlockEntities
1.48ms, 212 calls, avg 6.96 us/call: microblock
1.17ms, 212 calls, avg 5.54 us/call: initbebehavior-Vintagestory.GameContent.BEBehaviorSupportBeam
0.94ms, 9 calls, avg 104.15 us/call: groundstorage
0.40ms, 197 calls, avg 2.02 us/call: clutter
0.38ms, 10 calls, avg 38.35 us/call: chest-east
3.45ms, 36 calls, avg 95.79 us/call: MTT-ChunkLoaded-LoadedEvent
2.10ms, 1 call : spawningentities
1.98ms, 2 calls, avg 991.01 us/call: spawning:game:drifter-corrupt
1.69ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.60ms, 48 calls, avg 33.33 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit

18.5.2026 00:04:36 [Notification] 1 players online - A tick took 125.77 ms
125.77ms, call : all
47.41ms, 1 call : weathersimulation
47.32ms, 48 calls, avg 985.92 us/call: snowaccum
30.83ms, 1 call : physicsmanager-servertick
25.76ms, 1 call : entityphysics-mainthread (19364 entities across 2 threads) (3 physics ticks to do)
16.82ms, 19668 calls, avg 0.86 us/call: physicstick-oneentity
5.25ms, 13112 calls, avg 0.40 us/call: physicstick-buildpospacket
2.15ms, 6556 calls, avg 0.33 us/call: physicstick-buildattrpacket
1.01ms, 2 calls, avg 503.37 us/call: physicsmanager-udp
0.95ms, 1 call : physicsmanager-afterphysicstick
0.83ms, 1 call : physicsmanager-updatetrackedentitylists
0.38ms, 1 call : done-behavior-repulseagents
17.70ms, 1 call : mainthreadtasks
17.63ms, 4 calls, avg 4408.23 us/call: MTT-ChunkLoaded-Begin
16.28ms, 36 calls, avg 452.31 us/call: MTT-ChunkLoaded-LoadedEvent
1.30ms, 32 calls, avg 40.68 us/call: MTT-ChunkLoaded-LoadBlockEntities
17.02ms, 1 call : tickentities
13.65ms, 21 calls, avg 649.99 us/call: entityAgent-ticking
1.26ms, 21 calls, avg 60.23 us/call: behaviors
0.46ms, 1 call : done-behavior-temporalHandler
0.39ms, 1 call : done-behavior-bodytemperature
6.08ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
3.08ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.64ms, 50 calls, avg 32.74 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
0.44ms, 158 calls, avg 2.76 us/call: gmlbVintagestory.GameContent.BlockEntityLocustNest

18.5.2026 00:04:36 [Notification] 1 players online - A tick took 128.63 ms
128.63ms, call : all
73.07ms, 1 call : physicsmanager-servertick
67.59ms, 1 call : entityphysics-mainthread (19364 entities across 2 threads) (3 physics ticks to do)
42.85ms, 2 calls, avg 21426.05 us/call: physicsmanager-udp
17.06ms, 19668 calls, avg 0.87 us/call: physicstick-oneentity
5.73ms, 13112 calls, avg 0.44 us/call: physicstick-buildpospacket
1.53ms, 6556 calls, avg 0.23 us/call: physicstick-buildattrpacket
1.03ms, 1 call : physicsmanager-afterphysicstick
0.84ms, 1 call : physicsmanager-updatetrackedentitylists
0.43ms, 1 call : done-behavior-repulseagents
18.35ms, 1 call : mainthreadtasks
18.31ms, 4 calls, avg 4576.71 us/call: MTT-ChunkLoaded-Begin
17.07ms, 36 calls, avg 474.28 us/call: MTT-ChunkLoaded-LoadedEvent
1.20ms, 32 calls, avg 37.42 us/call: MTT-ChunkLoaded-LoadBlockEntities
16.30ms, 1 call : tickentities
13.37ms, 14 calls, avg 954.69 us/call: entityAgent-ticking
0.93ms, 14 calls, avg 66.21 us/call: behaviors
0.60ms, 1 call : done-behavior-temporalHandler
12.55ms, 1 call : weathersimulation
12.35ms, 48 calls, avg 257.29 us/call: snowaccum
5.86ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
1.20ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks

18.5.2026 00:04:36 [Notification] 1 players online - A tick took 116.72 ms
116.72ms, call : all
62.83ms, 1 call : physicsmanager-servertick
56.80ms, 1 call : entityphysics-mainthread (19368 entities across 2 threads) (1 physics ticks to do)
50.35ms, 6558 calls, avg 7.68 us/call: physicstick-oneentity
3.33ms, 6558 calls, avg 0.51 us/call: physicstick-buildpospacket
2.13ms, 6558 calls, avg 0.33 us/call: physicstick-buildattrpacket
0.50ms, 1 call : physicsmanager-udp
0.38ms, 406 calls, avg 0.95 us/call: done-behavior-repulseagents
1.24ms, 1 call : physicsmanager-updatetrackedentitylists
0.99ms, 1 call : physicsmanager-afterphysicstick
0.41ms, 1 call : done-behavior-repulseagents
16.12ms, 1 call : tickentities
14.63ms, 17 calls, avg 860.61 us/call: entityAgent-ticking
1.15ms, 17 calls, avg 67.81 us/call: behaviors
0.69ms, 1 call : done-behavior-temporalHandler
11.54ms, 1 call : weathersimulation
11.35ms, 48 calls, avg 236.52 us/call: snowaccum
9.84ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
6.85ms, 1 call : spawningentities
4.43ms, 1 call : spawning:game:shiver-corrupt
2.21ms, 1 call : spawning:game:drifter-nightmare
4.63ms, 1 call : mainthreadtasks
4.60ms, 4 calls, avg 1150.98 us/call: MTT-ChunkLoaded-Begin
3.63ms, 36 calls, avg 100.78 us/call: MTT-ChunkLoaded-LoadedEvent
0.96ms, 32 calls, avg 29.91 us/call: MTT-ChunkLoaded-LoadBlockEntities
0.37ms, 61 calls, avg 6.12 us/call: microblock
1.85ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.55ms, 56 calls, avg 27.60 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
0.47ms, 1 call : unloadchunks-all
0.46ms, 1 call : find-chunkcolumns

18.5.2026 00:04:37 [Notification] 1 players online - A tick took 111.13 ms
111.13ms, call : all
41.12ms, 1 call : mainthreadtasks
41.08ms, 4 calls, avg 10270.93 us/call: MTT-ChunkLoaded-Begin
30.14ms, 2 calls, avg 15069.43 us/call: tungsten-allonlineplayers
8.47ms, 36 calls, avg 235.32 us/call: MTT-ChunkLoaded-LoadedEvent
0.91ms, 32 calls, avg 28.36 us/call: MTT-ChunkLoaded-LoadBlockEntities
32.72ms, 1 call : physicsmanager-servertick
24.84ms, 1 call : entityphysics-mainthread (19373 entities across 2 threads) (3 physics ticks to do)
16.14ms, 19680 calls, avg 0.82 us/call: physicstick-oneentity
5.12ms, 13120 calls, avg 0.39 us/call: physicstick-buildpospacket
1.71ms, 6560 calls, avg 0.26 us/call: physicstick-buildattrpacket
1.20ms, 2 calls, avg 598.78 us/call: physicsmanager-udp
0.37ms, 406 calls, avg 0.91 us/call: done-behavior-repulseagents
2.50ms, 1 call : done-behavior-repulseagents
1.04ms, 1 call : physicsmanager-afterphysicstick
0.96ms, 1 call : physicsmanager-updatetrackedentitylists
16.89ms, 1 call : tickentities
14.31ms, 19 calls, avg 753.09 us/call: entityAgent-ticking
0.89ms, 19 calls, avg 46.86 us/call: behaviors
0.53ms, 1 call : done-behavior-temporalHandler
12.16ms, 1 call : weathersimulation
12.08ms, 48 calls, avg 251.61 us/call: snowaccum
5.23ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
1.82ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks

18.5.2026 00:04:37 [Notification] 1 players online - A tick took 104.68 ms
104.68ms, call : all
60.65ms, 1 call : physicsmanager-servertick
25.40ms, 1 call : entityphysics-mainthread (19391 entities across 2 threads) (3 physics ticks to do)
16.25ms, 19704 calls, avg 0.82 us/call: physicstick-oneentity
5.46ms, 13136 calls, avg 0.42 us/call: physicstick-buildpospacket
1.95ms, 6568 calls, avg 0.30 us/call: physicstick-buildattrpacket
1.27ms, 2 calls, avg 635.20 us/call: physicsmanager-udp
0.37ms, 406 calls, avg 0.90 us/call: done-behavior-repulseagents
5.02ms, 1 call : done-behavior-repulseagents
1.18ms, 1 call : physicsmanager-updatetrackedentitylists
1.08ms, 1 call : physicsmanager-afterphysicstick
17.75ms, 1 call : tickentities
13.88ms, 32 calls, avg 433.79 us/call: entityAgent-ticking
1.52ms, 32 calls, avg 47.56 us/call: behaviors
0.68ms, 1 call : done-behavior-temporalHandler
11.81ms, 1 call : weathersimulation
11.61ms, 48 calls, avg 241.95 us/call: snowaccum
7.43ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
3.92ms, 1 call : mainthreadtasks
3.89ms, 4 calls, avg 973.51 us/call: MTT-ChunkLoaded-Begin
2.16ms, 36 calls, avg 59.98 us/call: MTT-ChunkLoaded-LoadedEvent
1.71ms, 32 calls, avg 53.37 us/call: MTT-ChunkLoaded-LoadBlockEntities
0.69ms, 129 calls, avg 5.33 us/call: microblock
0.54ms, 129 calls, avg 4.22 us/call: initbebehavior-Vintagestory.GameContent.BEBehaviorSupportBeam
1.83ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks

18.5.2026 00:04:37 [Notification] 1 players online - A tick took 113.76 ms
113.76ms, call : all
59.58ms, 1 call : physicsmanager-servertick
58.02ms, 1 call : entityphysics-mainthread (19391 entities across 2 threads) (3 physics ticks to do)
51.88ms, 19704 calls, avg 2.63 us/call: physicstick-oneentity
5.52ms, 13136 calls, avg 0.42 us/call: physicstick-buildpospacket
0.36ms, 406 calls, avg 0.87 us/call: done-behavior-repulseagents
1.04ms, 1 call : physicsmanager-afterphysicstick
0.44ms, 1 call : done-behavior-repulseagents
24.04ms, 1 call : mainthreadtasks
24.00ms, 4 calls, avg 6001.21 us/call: MTT-ChunkLoaded-Begin
9.69ms, 32 calls, avg 302.87 us/call: MTT-ChunkLoaded-LoadBlockEntities
7.68ms, 1508 calls, avg 5.09 us/call: microblock
6.12ms, 1508 calls, avg 4.06 us/call: initbebehavior-Vintagestory.GameContent.BEBehaviorSupportBeam
0.36ms, 231 calls, avg 1.55 us/call: clutter
8.41ms, 127 calls, avg 66.25 us/call: tungsten-allonlineplayers
2.82ms, 36 calls, avg 78.31 us/call: MTT-ChunkLoaded-LoadedEvent
17.84ms, 1 call : tickentities
14.81ms, 14 calls, avg 1057.54 us/call: entityAgent-ticking
0.81ms, 14 calls, avg 57.84 us/call: behaviors
0.45ms, 1 call : done-behavior-temporalHandler
5.37ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
2.66ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.74ms, 58 calls, avg 30.08 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
1.41ms, 20 calls, avg 70.31 us/call: gmlbherbarium.BEHerbariumBerryBush

18.5.2026 00:04:37 [Notification] 1 players online - A tick took 152.46 ms
152.46ms, call : all
47.96ms, 1 call : mainthreadtasks
47.92ms, 4 calls, avg 11979.00 us/call: MTT-ChunkLoaded-Begin
43.01ms, 32 calls, avg 1344.02 us/call: MTT-ChunkLoaded-LoadBlockEntities
34.71ms, 7 calls, avg 4958.42 us/call: locustnest-cage
6.67ms, 1217 calls, avg 5.48 us/call: microblock
5.34ms, 1217 calls, avg 4.38 us/call: initbebehavior-Vintagestory.GameContent.BEBehaviorSupportBeam
2.00ms, 36 calls, avg 55.54 us/call: MTT-ChunkLoaded-LoadedEvent
34.68ms, 1 call : physicsmanager-servertick
25.55ms, 1 call : entityphysics-mainthread (19518 entities across 2 threads) (4 physics ticks to do)
17.36ms, 26528 calls, avg 0.65 us/call: physicstick-oneentity
5.34ms, 13264 calls, avg 0.40 us/call: physicstick-buildpospacket
1.35ms, 6632 calls, avg 0.20 us/call: physicstick-buildattrpacket
1.02ms, 2 calls, avg 510.49 us/call: physicsmanager-udp
0.36ms, 406 calls, avg 0.88 us/call: done-behavior-repulseagents
3.04ms, 1 call : done-behavior-repulseagents
1.02ms, 1 call : physicsmanager-afterphysicstick
0.99ms, 1 call : physicsmanager-updatetrackedentitylists
29.02ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
16.92ms, 1 call : tickentities
5.39ms, 19 calls, avg 283.90 us/call: entityAgent-ticking
0.90ms, 141 calls, avg 6.39 us/call: behaviors
0.47ms, 1 call : done-behavior-temporalHandler
12.62ms, 1 call : weathersimulation
12.53ms, 48 calls, avg 261.14 us/call: snowaccum
6.82ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
2.44ms, 49 calls, avg 49.82 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
0.49ms, 151 calls, avg 3.23 us/call: gmlbVintagestory.GameContent.BlockEntityLocustNest

18.5.2026 00:04:37 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-mayor not found, will not load it.
18.5.2026 00:04:37 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-soldier not found, will not load it.
18.5.2026 00:04:37 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-male-shepherd not found, will not load it.
18.5.2026 00:04:37 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-shepherd not found, will not load it.
18.5.2026 00:04:37 [Notification] 1 players online - A tick took 120.54 ms
120.54ms, call : all
59.84ms, 1 call : physicsmanager-servertick
51.18ms, 1 call : entityphysics-mainthread (19524 entities across 2 threads) (3 physics ticks to do)
27.76ms, 13270 calls, avg 2.09 us/call: physicstick-buildpospacket
19.93ms, 19905 calls, avg 1.00 us/call: physicstick-oneentity
1.48ms, 2 calls, avg 739.35 us/call: physicsmanager-udp
1.36ms, 6635 calls, avg 0.21 us/call: physicstick-buildattrpacket
0.43ms, 406 calls, avg 1.06 us/call: done-behavior-repulseagents
3.20ms, 1 call : done-behavior-repulseagents
1.07ms, 1 call : physicsmanager-updatetrackedentitylists
1.07ms, 1 call : physicsmanager-afterphysicstick
23.50ms, 1 call : mainthreadtasks
23.46ms, 4 calls, avg 5864.57 us/call: MTT-ChunkLoaded-Begin
18.11ms, 304 calls, avg 59.58 us/call: tungsten-allonlineplayers
2.37ms, 32 calls, avg 74.06 us/call: MTT-ChunkLoaded-LoadBlockEntities
0.48ms, 3 calls, avg 160.40 us/call: groundstorage
2.26ms, 36 calls, avg 62.77 us/call: MTT-ChunkLoaded-LoadedEvent
17.42ms, 1 call : tickentities
13.80ms, 22 calls, avg 627.13 us/call: entityAgent-ticking
1.46ms, 22 calls, avg 66.47 us/call: behaviors
0.97ms, 1 call : done-behavior-temporalHandler
11.69ms, 1 call : weathersimulation
11.47ms, 48 calls, avg 238.90 us/call: snowaccum
5.22ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
1.81ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks

18.5.2026 00:04:37 [Notification] 1 players online - A tick took 127.12 ms
127.12ms, call : all
78.81ms, 1 call : physicsmanager-servertick
73.93ms, 1 call : entityphysics-mainthread (19826 entities across 2 threads) (4 physics ticks to do)
65.23ms, 27144 calls, avg 2.40 us/call: physicstick-oneentity
6.46ms, 13572 calls, avg 0.48 us/call: physicstick-buildpospacket
1.97ms, 406 calls, avg 4.86 us/call: done-behavior-repulseagents
3.12ms, 1 call : done-behavior-repulseagents
1.07ms, 1 call : physicsmanager-afterphysicstick
0.62ms, 1 call : physicsmanager-preparation
17.46ms, 1 call : tickentities
1.71ms, 19 calls, avg 90.02 us/call: entityAgent-ticking
1.27ms, 318 calls, avg 4.00 us/call: behaviors
0.69ms, 1 call : done-behavior-temporalHandler
15.90ms, 1 call : mainthreadtasks
15.87ms, 4 calls, avg 3968.08 us/call: MTT-ChunkLoaded-Begin
9.55ms, 3 calls, avg 3181.73 us/call: tungsten-allonlineplayers
3.47ms, 36 calls, avg 96.32 us/call: MTT-ChunkLoaded-LoadedEvent
2.17ms, 32 calls, avg 67.78 us/call: MTT-ChunkLoaded-LoadBlockEntities
0.83ms, 2 calls, avg 412.92 us/call: barrel
4.40ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
2.01ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.99ms, 2 calls, avg 994.42 us/call: gmleVintagestory.Server.ServerSystemEntitySimulation
1.64ms, 53 calls, avg 30.88 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
1.45ms, 442 calls, avg 3.28 us/call: gmlbRealSmoke.BlockEntityBehaviorRealSmokeEmitter
1.23ms, 1 call : gmleExpandedBeekeeping.ModSystemHiveSmokerDecay

18.5.2026 00:04:38 [Notification] 1 players online - A tick took 108.08 ms
108.08ms, call : all
65.36ms, 1 call : physicsmanager-servertick
56.12ms, 1 call : entityphysics-mainthread (19829 entities across 2 threads) (3 physics ticks to do)
47.16ms, 20361 calls, avg 2.32 us/call: physicstick-oneentity
5.65ms, 13574 calls, avg 0.42 us/call: physicstick-buildpospacket
1.75ms, 6787 calls, avg 0.26 us/call: physicstick-buildattrpacket
1.11ms, 2 calls, avg 557.18 us/call: physicsmanager-udp
0.35ms, 406 calls, avg 0.86 us/call: done-behavior-repulseagents
3.59ms, 1 call : done-behavior-repulseagents
1.06ms, 1 call : physicsmanager-updatetrackedentitylists
1.01ms, 1 call : physicsmanager-afterphysicstick
17.57ms, 1 call : tickentities
1.69ms, 22 calls, avg 76.75 us/call: entityAgent-ticking
1.08ms, 321 calls, avg 3.36 us/call: behaviors
0.47ms, 1 call : done-behavior-temporalHandler
7.95ms, 1 call : mainthreadtasks
7.92ms, 4 calls, avg 1978.96 us/call: MTT-ChunkLoaded-Begin
2.58ms, 36 calls, avg 71.69 us/call: MTT-ChunkLoaded-LoadedEvent
0.63ms, 32 calls, avg 19.75 us/call: MTT-ChunkLoaded-LoadBlockEntities
6.01ms, 1 call : weathersimulation
5.89ms, 48 calls, avg 122.76 us/call: snowaccum
5.60ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
1.90ms, 58 calls, avg 32.75 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
1.62ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks

18.5.2026 00:04:38 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-farmer not found, will not load it.
18.5.2026 00:04:38 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-shepherd not found, will not load it.
18.5.2026 00:04:38 [Notification] Entity behavior safeonhurt for entity vsvillage:villager-female-shepherd not found, will not load it.
18.5.2026 00:04:38 [Notification] 1 players online - A tick took 102.48 ms
102.48ms, call : all
55.80ms, 1 call : physicsmanager-servertick
49.02ms, 1 call : entityphysics-mainthread (19836 entities across 2 threads) (3 physics ticks to do)
40.39ms, 20373 calls, avg 1.98 us/call: physicstick-oneentity
5.44ms, 13582 calls, avg 0.40 us/call: physicstick-buildpospacket
1.42ms, 2 calls, avg 707.61 us/call: physicsmanager-udp
1.35ms, 6791 calls, avg 0.20 us/call: physicstick-buildattrpacket
2.12ms, 1 call : done-behavior-repulseagents
0.97ms, 1 call : physicsmanager-afterphysicstick
0.77ms, 1 call : physicsmanager-updatetrackedentitylists
19.78ms, 1 call : mainthreadtasks
19.74ms, 4 calls, avg 4934.81 us/call: MTT-ChunkLoaded-Begin
11.57ms, 6 calls, avg 1927.74 us/call: tungsten-allonlineplayers
3.43ms, 36 calls, avg 95.29 us/call: MTT-ChunkLoaded-LoadedEvent
3.21ms, 32 calls, avg 100.45 us/call: MTT-ChunkLoaded-LoadBlockEntities
1.48ms, 278 calls, avg 5.32 us/call: chiseledblock
1.17ms, 278 calls, avg 4.22 us/call: initbebehavior-Vintagestory.GameContent.BEBehaviorSupportBeam
16.65ms, 1 call : tickentities
13.70ms, 18 calls, avg 760.96 us/call: entityAgent-ticking
0.86ms, 18 calls, avg 47.96 us/call: behaviors
0.51ms, 1 call : done-behavior-temporalHandler
5.30ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
1.94ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.76ms, 54 calls, avg 32.62 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit

18.5.2026 00:04:38 [Notification] 1 players online - A tick took 109.14 ms
109.14ms, call : all
50.44ms, 1 call : physicsmanager-servertick
48.90ms, 1 call : entityphysics-mainthread (19847 entities across 2 threads) (3 physics ticks to do)
42.84ms, 20388 calls, avg 2.10 us/call: physicstick-oneentity
5.42ms, 13592 calls, avg 0.40 us/call: physicstick-buildpospacket
0.39ms, 406 calls, avg 0.95 us/call: done-behavior-repulseagents
1.04ms, 1 call : physicsmanager-afterphysicstick
0.42ms, 1 call : done-behavior-repulseagents
21.85ms, 1 call : tickentities
15.18ms, 14 calls, avg 1083.94 us/call: entityAgent-ticking
4.44ms, 14 calls, avg 317.47 us/call: behaviors
3.36ms, 2 calls, avg 1677.95 us/call: done-behavior-danatweaks:opendoors
0.69ms, 1 call : done-behavior-temporalHandler
20.96ms, 1 call : mainthreadtasks
20.93ms, 4 calls, avg 5233.61 us/call: MTT-ChunkLoaded-Begin
8.30ms, 4 calls, avg 2075.91 us/call: tungsten-allonlineplayers
8.05ms, 36 calls, avg 223.69 us/call: MTT-ChunkLoaded-LoadedEvent
3.41ms, 32 calls, avg 106.66 us/call: MTT-ChunkLoaded-LoadBlockEntities
1.23ms, 131 calls, avg 9.37 us/call: microblock
0.90ms, 131 calls, avg 6.87 us/call: initbebehavior-Vintagestory.GameContent.BEBehaviorSupportBeam
0.51ms, 22 calls, avg 23.20 us/call: crate
0.41ms, 190 calls, avg 2.14 us/call: clutter
5.00ms, 1 call : gmleVintagestory.GameContent.EntityPartitioning
2.51ms, 2 calls, avg 1252.68 us/call: gmleVintagestory.Server.ServerSystemEntitySimulation
2.33ms, 1 call : ss-tick-Vintagestory.Server.ServerSystemSendChunks
1.73ms, 56 calls, avg 30.86 us/call: gmlbVintagestory.GameContent.BlockEntityFirepit
1.37ms, 1 call : gmleExpandedBeekeeping.ModSystemHiveSmokerDecay
0.71ms, 365 calls, avg 1.95 us/call: gmlbDanaTweaks.BEBehaviorRainCollector

MiraLeaps, May 17th at 9:44 AM

added to the above, but I wanted to put it here so people see it :)

How to build a proper Room for your Villagers:

Currently, in order for a space to pass a check for things like a Villager's Bed, the space must be closed in properly. This means solid walls, with a door and no open-spaces (chimney's need trapdoors to seal them). Windows qualify, but are optional. Chiseled blocks can cause issues (we'll come back to those). The check for this to work relies on the base-game 'Is-this-a-room' mechanic; if another mod is modifying this check, it could also cause issues (please keep that in mind when making reports). Usually, if you get the "indoors" status on your character sheet, the room should be good to go.


If you've got a bed placed in a room and it still says its not properly placed try the following:

  1. Are there any Chiseled Blocks as walls? If so, remove them temporarily and replace them with other blocks for now. When the check is passed, you can replace them. Chiseled Block Retention mod -should- make these pass if you use it, but this is untested.
  2. Are you using a Crude Door? These do not actually enclose the room and will fail the check.
  3. Is the space larger than 7x7x7? This will also fail a check.
  4. Try using the debug command /debug rooms hi. This will give you an overlay or a fail-state. If the overlay is green, the room passes. If red, the room is semi-recongnized but not passing the check. Otherwise you might get the message "no room detected" (or something like that). If green, the bed placement should work. To remove the overlay, use /debug rooms unhi
  5. If the rooms check comes back green and the bed STILL is not placing, make sure you have no other beds placed down other than those already taken by villagers. The villagers grab the beds nearest their viable workstations, so if another bed is down, even in a temp position, it could be the culprit. Also, it could be the case of having 'ghost' structures from if there were things copied in or spawned in or things removed via world edit tools that leave lingering registrations. Check to see if your bed count on your mayor station is accurate. If not, pick up the unowned bed (or beds) you are trying to get working, then look for any remaining beds that have no villagers and you can hit the remove structure button. This should clear them from your village and let that function. This is a super rare case to happen.
  6. If none of that is working, put in a bug-report! (make sure you tag MiraLeaps!

 

 

 

Update 5.1.5 coming soon! Loads of little fixes and tweaks and stuff.
Update 6 is sitll chugging along in pre-alpha, looking to put that up for preview in the next while :)

FoxBoxCustoms, May 17th at 7:22 AM

Just a question MiraLeaps. Is there any intention to have construction based villagers that you can use to build the facilities for the village? Something like a holo visuall of the template that you place with a chest where the building asks for materials to build said facility/house?

 

MiraLeaps, May 17th at 8:23 AM
@FoxBoxCustoms: Just a question MiraLeaps. Is there any intention to have construction based villagers that you can use to build the facilities for the village? Something like a holo visuall of the template that you place with a chest where the building asks for material

There sure will be! I've already got it working in the dev version of update 6 and it is confirmed to build. I'm just cleaning up the actual process to be more immersive, with build stages and a more fixed placement overlay (right now I'm using particles and its not the best). When its done it will be not only possible to build some unique village fixtures, but also pre-fabricated buildings that will alllow for user defined structures to be added via world-edit code.

And there will be a system to provide materials, but the key manner in which the builder will have recipes opened for the player to select is by supply chain....eg: does the village have a Woodworker, a miner, a potter, etc etc.

Its probably one of the coolest things I've managed to get working so far haha, if I may say so myself

FoxBoxCustoms, May 18th at 12:06 AM
@MiraLeaps: There sure will be! I've already got it working in the dev version of update 6 and it is confirmed to build. I'm just cleaning up the actual process to be more immersive, with build stages and a more fixed placement overlay (right now I'm using particles

Honestly That has me real excited because I play mostly solo so having to build every single structure by hand myself is quite daunting. This mod makes me thing of the minecraft mod Millenaire and I have alot of fond memories of that one.

MiraLeaps, May 16th at 10:20 AM

Remember folks: if you want a quick response to your issues/bug reports, please tag me in your post! I don't get notified otherwise!

herp, May 16th at 9:05 AM (modified May 16th at 9:05 AM)

Does anyone else have an issue of their villagers all going "missing in action" on the mayer table after some time? The villagers hired at a mayors table and behave normally for a while but then eventually wander out of range of the village and can't be gathered or recalled and just stand in one spot, but will still talk/trade if you manage to find them.

MiraLeaps, May 16th at 10:07 AM
@herp: Does anyone else have an issue of their villagers all going "missing in action" on the mayer table after some time? The villagers hired at a mayors table and behave normally for a while but then eventually wander out of range of the village and can't be g

This is odd. Is there anything making them leave the village (running from monsters?). In many hours of playing this mod and testing it for releases, I've only had villagers go MIA in extreme circumstances. If it's happening regularly, there is some underlying issue.

 

First: try the admin command /vsvillage gather (oh gosh it might be gathervillagers. If you type in /vsvillage it should show you the viable sub commands), this one will teleport villager entities to the mayor station then you can hit the "recover villagers" on the mayor station if they aren't re-registered.

Ensure that your village radius is set to a large enough area to cover all the workstations and that pathing to and from workstations, beds, gathering points, and the mayor station (the center of the village) is decently clear. 

Beyond that I think I would need more details about how the village is set up before I can make more of an analysis.

Was the village generated or did you build it yourself?

Are there any dangers running the villagers away?

Can you follow a villager and see what they are doing before they wander out too far?

What is your radius setting?

herp, May 17th at 12:22 AM
@MiraLeaps: This is odd. Is there anything making them leave the village (running from monsters?). In many hours of playing this mod and testing it for releases, I've only had villagers go MIA in extreme circumstances. If it's happening regularly, there is some under

Hey MiraLeaps thanks for the reply,
The person with admin commands is away for a few days so we can't try /vsvillage at the moment but we'll give it a try.

I'll try and go through your questions in the meantime and see if it helps with troubleshooting. (If it helps in diagnosing we're on 1.22.2 multiplayer server with vs villages 5.1.4)


This village was setup in a fenced+gated "town" we created on our own then established with a workstation(mayor) we bought off a trader off another existing village that was generated.

In terms of layout it's simple square houses with double 3 high doors that house the villagers requirements (bed+workstation+other requirements) littered at random locations within the fenced area.

There shouldn't be any dangers as far as I'm aware, we have mob spawns disabled at any light level and should have full light coverage (so temporal storms should be the only reason they are in danger)

I'll try hiring a new villager and follow them for a while - but the interval for it happening is quite long just happens eventually so i'll get back to you on that one, but from memory before they wander off they usually just stood around.

We started with the recommended radius setting of 100 then reduced it to 50 thinking that was the cause of the problem and have kept it there since (our fence enclosing our village is a radius of 35 from the mayors workstation)

 

Just some extra info if it helps, the wandering villagers don't all wander to the same spot, we've found them at varying distances in varying directions.

EDIT: Just saw something interesting while going after one of the wandered villagers, a temporal rift spawned near them and they ran in a random direction, I also found out I could "leash" them back to the village as well by talking to them slightly out of their range so they kept walking towards me.

MiraLeaps, May 17th at 8:31 AM
@herp: Hey MiraLeaps thanks for the reply,The person with admin commands is away for a few days so we can't try /vsvillage at the moment but we'll give it a try.I'll try and go through your questions in the meantime and see if it helps with troubleshooting. (If

I will look into this, it feels like maybe there's some edge case going on that I can't quite see from the description, but thank you for being as detailed as you can be.....I might get you to send me the save file and the coordinates at some point to try and figure this out.

I am working on a pretty comprehensive bug fix update for version 5 that I hope to get out today (I keep playing wack-a-mole with bugs), I'm going to try to squeeze in a 'you look lost' feature that lets you have the villagers follow you until they can path to the mayorstation themselves via dialogue options.

Rifts can do it, it could be that there is a cave or something spawning monsters below too, but if you're not seeing them running away, they just path away....I'm not sure what's going on there.

Is it all villagers or just some certain professions doing this odd pathing? Right now the ones that I could imagine being likely are the farmers trying to path between farmland, shepherds going to try and train an animal and getting lost (this happened in an old version back when I first started working on the mod, so my fix might not have held), and the herbalist trying to tend to flowers at a further radius that she should.

I also think I found a core reason this is hitting you in my bug hunting today related to a 'search budget' on their general pathing that was supposed to be raised across the board and I found one spot that wasn't. It shoulnd't cause such an issue, but if the terrain is dense or complicated it hypothectially could.

I'll keep looking into it based on what info you've given me. I was going to suggest the 'lead them back' thing today too, I'm glad you figure that out so it can help.

MiraLeaps, May 17th at 10:16 AM
@herp: We've seen this happen to farmers, shepherds, herbalists, trader and smiths (that's all the villagers we've recruited so far)

That's definitely some odd behavior I can't readily account for. I've dug through the code today looking specifically at what could cause that.

If you get a chance and are on discord, could you send me a DM? I'm miraleaps there too. I'll try and take a look at your save if that's possibe for you to send me, because that's a really odd issue that shouldn't be happening and I want to get it nailed down.

Miss0Amelia, May 16th at 12:21 AM (modified May 16th at 12:23 AM)

Does anyone know why the mayor station won't recognize the houses I built for my villagers? Its a closed off square with walls, a roof and door. I even have the farmer workstation and a villager bed inside, along with the 20 farmland nearby but when I try to hire a villager it keeps saying an assigned bed must be placed inside a building.

MiraLeaps, May 16th at 9:58 AM
@Miss0Amelia: Does anyone know why the mayor station won't recognize the houses I built for my villagers? Its a closed off square with walls, a roof and door. I even have the farmer workstation and a villager bed inside, along with the 20 farmland nearby but when I try

Are you using chiseled blocks for the rooms? The room check uses the base game "indoors" check to ensure it qualifies and chiseled blocks can invalidate this check (idk if they changed it in 1.22 but it does seem a lot less forgiving lately). Go to the room and use /debug rooms hi and you should see either a red or green overlay. Red means it's not counting as indoors, green means it does. (/Debug rooms unhi will get rid of the overlay).

If the debug shows green, report back to me. If red: you can temporarily exchange the chiseled blocks for regular blocks to pass the room check and then replace them.

I think I will try to ease the room check a bit but that might take writing a fully custom method for it and I'll probably be changing the system anyway to where bed placement increases or decreases a happiness stat instead of denies hiring so we'll see. 

Thank you for the report, if you can let me know what happens with the debug asap, I have a pending bug fix update that I can delay a little longer if this needs a fix.

MiraLeaps, May 16th at 12:30 PM
@Miss0Amelia: Does anyone know why the mayor station won't recognize the houses I built for my villagers? Its a closed off square with walls, a roof and door. I even have the farmer workstation and a villager bed inside, along with the 20 farmland nearby but when I try

I'll be attempting to loosen up the room check to allow for chiseled blocks if possible (vanilla room checking is sadly a binary yes no check and doing a flood check would mean limiting to what you can build rooms out of or populating a way too large list of viable room blocks). I can't promise anything, but I'm working on it if this is indeed the issue.

Miss0Amelia, May 16th at 8:50 PM
@MiraLeaps: I'll be attempting to loosen up the room check to allow for chiseled blocks if possible (vanilla room checking is sadly a binary yes no check and doing a flood check would mean limiting to what you can build rooms out of or populating a way too large list

Ok I think I figured it out the original problem was that I was using fencing as windows but it still wasn't working last night after I fixed that. It wasn't until today that I used the /debug rooms command that it finally worked.

Madoraan, May 15th at 10:15 PM

Is there a way to make it so random villages spawn on world gen? Or is that not something possible currently?

Miss0Amelia, May 16th at 12:16 AM (modified May 16th at 12:23 AM)
@Madoraan: Is there a way to make it so random villages spawn on world gen? Or is that not something possible currently?

I think what you're asking about is the village addon mods, like the industrial one. This mod alone does not add the generated villages to your world.

 

MiraLeaps, May 16th at 10:08 AM
@Madoraan: Is there a way to make it so random villages spawn on world gen? Or is that not something possible currently?

To add to Miss Amelia's reply: make sure any of the add-ons you download for worldgen are up to date with the current version of the game.

Elkinj, May 14th at 3:48 PM

Gerste, in a multiplayer world with two players colaborating on building a village, will the mayor only interract with the player that initially summoned them?

DeterminedBun, May 13th at 11:18 PM

The knife on the Soldier's Workstation has a missing texture!

MiraLeaps, May 14th at 1:01 PM
@DeterminedBun: The knife on the Soldier's Workstation has a missing texture!

Haha I was wondering when someone would finally mention that.

Will be fixed in the next minor update to version 5.

DeterminedBun, May 13th at 9:50 PM

Can Soldiers and Archers inhabit the same room? Can i put two tool racks with one having spears and another having bows?

MiraLeaps, May 14th at 1:01 PM
@DeterminedBun: Can Soldiers and Archers inhabit the same room? Can i put two tool racks with one having spears and another having bows?

They sure can. You can put spears and bows in the same rack or split it.

NeonStar, May 9th at 7:46 PM

Update 6 sounds hot. Will be there any blueprint management system for builders for example for different architecture style with permit contracts? Or possibility to create own?

MiraLeaps, May 9th at 11:41 AM

Coming Soon (or soonish. Time is relative anyway):

Update 5 (current):
Update 5.1.5 with some fixes and tweaks to make things more optimized and running right. 

Future 5.1.X update: I'm going to try and rework the villagegen system a bit to make those older mods work (as far as villager spawning goes) even when not updated. No promises, I feel like this is going to be a tough one.

Update 6:
Preview of Update 6 is coming soon too. I'm working on getting it ready to release for people to get a look at the features, for the village addon folks to get the new class names, and for people to catch any early bugs....AND put in feature tweaking requests.

Things that are going to be in the preview:

  • Several new Villager types. Anglers provide a new food source for those near lakes, rivers, or the sea. Woodworkers, Potters, and Butchers will offer alternative ways to get processed materials. And a few more!
  • A Builder Villager. This villager will sell you building permit contracts, which you can place down. The builder (or builders) will visit the location each day and work on the structure. After the required days are done, you'll have a new structure ready to use.
  • A custom trade/dialgue UI that will integrate with the current base game stuff, but expand on it to allow for much more dynamic interactions.
  • (maybe) Supply-chain framework. A feature that will be completed by the full update 6 release will be a working supply chain for the village. This means certain jobs will feed into other jobs allowing them to do more, sell more, provide more. Example: If you have a Forager working to get materials, this feeds into the woodworker who can then directly sell some things, which feeds into the Builder which can offer more structures to make.
  • (maybe) Expanded Village statistics: instead of just food, the village will track the average Happiness of the Villagers, Security, Prosperity, Productivity. Some of the things that are currently hiring requirements will be reworked to provide boosts to these stats. Certain levels of stats will be required to bring in certain villagers. Like, for example, a village with high happiness, security, and prosperity will attract the interest of a Scholar who will ask to settle in the village.

 

Stay tuned for more updates!
Thank you for being a part of our growing Village!

MiraLeaps, May 7th at 5:56 PM

Please do not report issues with the village addon mods here!! Report them on the pages for those addons!!

 

If you are having issues with those mods, make sure you are ONLY using the ones updated for 1.22!!!

 

This is stated in the description, and I'm stating it again!

Cookieie, May 7th at 5:30 PM

I have started several new worlds and found villages but no people in them. Is this normal for this new version? Also, are the older villages going to be reworked to align with the new rules? 

MiraLeaps, May 7th at 5:58 PM
@Cookieie: I have started several new worlds and found villages but no people in them. Is this normal for this new version? Also, are the older villages going to be reworked to align with the new rules?

In regards to the older villages...if you mean the addons....depends on those mod makers, A few have already been updated to 1.22 and are working, but others aren't. I am going to try and add the simple village one into the mod as a default world gen village, but that is a ways out.

DeterminedBun, May 7th at 4:10 AM

Are Archers still bugged?

MiraLeaps, May 7th at 5:48 AM
@DeterminedBun: Are Archers still bugged?

Can you be more specific? I don't have any bug reports regarding the archers.

DeterminedBun, May 7th at 1:44 PM
@MiraLeaps: Can you be more specific? I don't have any bug reports regarding the archers.

The Mod Description states that there's a bug with the Archers not keeping their distance?

MiraLeaps, May 7th at 2:18 PM
@DeterminedBun: The Mod Description states that there's a bug with the Archers not keeping their distance?

Ah, right. Kinda. They still attack, they are just not great at running back to distance to do the attack. Just needs some tuning. Why?

d1o444, May 6th at 5:24 AM

I was wondering if there is any way to transfer villagers between villages, like through world files? If not, I think a villager customization interface would be really good for this mod, or a way to keep specific villagers from leaving because I've noticed some villagers disappear out of nowhere that I liked having around. Either or both would be great for the larp. I can point to the example of the "roleplay npcs" mod having a good UI for this. I think compatibility with that mod would go a long way if coding up a whole system to customize villagers is too much for your plate at the moment, if you do like the idea. 

MiraLeaps, May 6th at 8:38 AM
@d1o444: I was wondering if there is any way to transfer villagers between villages, like through world files? If not, I think a villager customization interface would be really good for this mod, or a way to keep specific villagers from leaving because I've notic

1: you can copy villagers and use the 'recover' feature to update them to the new village in the new save (I've had my original cadre from my first save back in december with me), so long as you have empty beds and workstations they'll be fine.

2: I would love to add in villager customization, the biggest hurdle right now is that we're inhereting a ton from the base villager entity class and that gives some restrictions, while making some things play a lot nicer. At some point, I will probably be so far removed from the vanilla villager code that we'll have a new class for them, but that's future stuff. Right now, I'm working on a baby-step towards future stuff by rewriting the whole trade UI into a custom one for them. If that goes well, we'll see about other implementation. I have a hypothectical pathway to doing this, but I'm hammering out other stuff that has priority right now. I promise, this will be something that I will add in some form or fashion in the future if its possible.

3: Roleplay is something I want to expand on too, different personalities and stuff like that....again, future stuff, but its on my mind.

4: Now for me to ask about what seems to be a bug: I've never had a villager disappear, I've had them die, I've had them get stuck outside a pathing radius (why I added the gather teleporting server command), but not disappear....at least not the ones I've hired in to my own village. Are these villagers from an addon, like the Towers, or are they ones you've hired? What were the circumstances of their disappearing? were they replaced by another villager?

Villagers definitely shouldn't be disappearing, at leat the ones spawned in via the hiring interface....they should be both save/load and chunk-loading safe to keep their identity and data. If you can give me some details, I'll start bug hunting if its the hired ones. I did have a villager die once and had to go looking for the body (I'm adding a beacon feature to be able to highlight their beds, them, or their workstations)

Thank you for the questions :)
I'll take a look at that roleplay npcs mod and see if there's something that can be learned from it and maybe reach out to the author about cross integration. I will say that if I do implement a 'customization' thing, it'll be more like you give the villager something and they wear it and treat it like a gift or something rather than a UI where you can manipulate everything about them....but, with the right cross compatibility with the RP NPCS mod, it is hypothetically possible that those npcs can be brought in and assigned to become villagers maybe. We'll see. no promises, only ideas :)

d1o444, May 6th at 9:14 PM
@MiraLeaps: 1: you can copy villagers and use the 'recover' feature to update them to the new village in the new save (I've had my original cadre from my first save back in december with me), so long as you have empty beds and workstations they'll be fine. 2: I would

All of the villagers I deal with are from village gen addons specifically towers and aged. I assume that the villagers disappearing are them just dying or leaving the town, but they do disappear from the mayor table's resident list. For the pre generated villages I have to break and replace the mayor station and waypoints, then recover the villagers since theyre all orphaned under the new mayor table so part of me assumes that whatever weird stuff happens with the villagers is because of that. I thought them disappearing was normal though. It could also be them getting outside of the pathing radius but wouldn't they still be on the resident list in that case? I have not had issues with hiring villagers so far but if it will help I can test it out a bit. For the record I play on a very low end toaster so anything that doesnt crash my game I just assume is normal lol. They also do not show up with gather when this happens, but they do before they disappear and it's all normal until they're just randomly gone. It isn't a huge deal since I don't mind having new villagers around. I am about to get started on a village project so I can keep an eye out for hired villagers disappearing.

Also, thank you for the detailed response[s]. I think your idea of the customization being more hands on than just a ui is good and I would personally enjoy a feature like that. It would be cool if you could give them craftable clothing and armor but I can see how vanilla code would get in the way of something like that. Looking forward to an update of the trading interface, I hope that's all going well!

MiraLeaps, May 6th at 9:51 PM
@d1o444: All of the villagers I deal with are from village gen addons specifically towers and aged. I assume that the villagers disappearing are them just dying or leaving the town, but they do disappear from the mayor table's resident list. For the pre generated

Yeah, the world Generated villagers are not really integrated into the system so they are subject to vanilla spawning and despawning. The intention of the mod is that you are hiring them and their stations etc, not really to use world Gen to have them as "yours"....just the nature of it and could lead to some additional unforseen consequences, just to give some warning. I think with VS quest you can do a quest to recruit them fully. 

Centerion, May 4th at 6:17 PM

would it be possible to make it so guards can use modded weapons? ( such as firearms mod) 

MiraLeaps, May 4th at 8:15 PM
@Centerion: would it be possible to make it so guards can use modded weapons? ( such as firearms mod)

No, but you're welcome to make a mod that adds that feature to it.

MiraLeaps, May 4th at 8:29 AM

Please do not report issues with the village addon mods here!! Report them on the pages for those addons!!

 

If you are having issues with those mods, make sure you are ONLY using the ones updated for 1.22!!!

 

This is stated in the description, and I'm stating it again!

regory, May 3rd at 9:32 PM

Hi, I'm running into an issue on my server. All the village mods are installed, but the villages are empty.

MiraLeaps, May 4th at 8:24 AM
@regory: Hi, I'm running into an issue on my server. All the village mods are installed, but the villages are empty.

Please only use the village addons that have been updated to 1.22, the others are not working according to user reports.

MiraLeaps, May 3rd at 12:44 PM

Update coming later today. Found some more stuff that I wish I had found yesterday lol.

Including the herbalist transparency issue somehow returning.

MiraLeaps, May 3rd at 10:30 AM

Heebeejeebees That's resolved. Apologies, I forgot to set the version dependency to "*" as I usually do. That's fixed now.

As far as people not updating....doesn't the game do this inside the game itself? If the login pops up, just close the game and open with the shortcut and it'll have your login info again (does that for me). Just as a note for your friend.

Centerion Generated villagers aren't meant to be player ran villages. The reason you can't hire them is that you have to pull up and replace -all- of the workstation blocks, beds, and what not to have them register as your valid stuff. If you do that and the issue persists, we'll keep looking into it. The other issue might be that your workstations aren't close enough to the needed resource (farmland or animals). 100 blocks of farmland will support 5 farmers, 20 viable animals will support 5 shepherds (so long as the animals are within valid pens). You should be getting the red text when you try to hire farmers or shepherds that says explicitly what they are missing, it would be helpful if you could share what that says.

In the mean time, I'll do some testing and make sure that the validation for that is set for the village radius, not just farmer station radius because that could be the issue if the fields are particularly stretched out....it *should* be set to this already, but I am sadly semi-human and that part wins out in missing stuff sometimes.

Thank you for the bug report :)

Centerion, May 3rd at 8:12 PM (modified May 3rd at 8:25 PM)
@MiraLeaps: Heebeejeebees That's resolved. Apologies, I forgot to set the version dependency to "*" as I usually do. That's fixed now.As far as people not updating....doesn't the game do this inside the game itself? If the login pops up, just close the game and open

ill try replacing all beds as i havent done that but as for what it says when i try to hire it says===   your village needs at least 20 farmland blocks to support 1 farmer, found 0 within village boundry. till more soil or expand your fields.==== ive replace all workstation blocks and followed each prompt saying what each workstation needs however both the farmer and shepard update till this point and no matter what i do they dont update. as you stated in your comment i have not removed all beds yet so that could be the remaining issue and ill attempt that next when ive more free time again. Thanks for the quick response tho its appreciated and ill post an update stating if replacing all beds worked UPDATE, have removed and replaced all  beds and stations and still got the same red text.

MiraLeaps, May 3rd at 8:35 PM
@Centerion: ill try replacing all beds as i havent done that but as for what it says when i try to hire it says=== your village needs at least 20 farmland blocks to support 1 farmer, found 0 within village boundry. till more soil or expand your fields.==== ive replac

Then I'll have to fall back to what I said at first: generated villages aren't intended to be used like that, so its possibly throwing the error that way?
You probably need to use the 'destroy village' function in the mayorstation, then interact again to name it and set the radius again.
The error is that there isn't any farmland being detected within the radius of the village, so that's either too small or something was set wrong when it generated.
Try increasing the villager radius if that doesn't work, Try pulling up the farmland and make sure the workstations are next to it.

Apart from sending me the save file, I can't think of why it wouldn't be working if things are set up in valid order.

MiraLeaps, May 3rd at 8:44 PM
@Centerion: ill give that a shot, if nothin works ill send ya a save file see if ya have better luck

I'll try to get to it when I can, but I don't have a lot of time. You'll have better luck breaking apart everything in creative and building it back up and making sure the radius fits everything from the center (mayor station). I checked the code multiple times, tested it myself, as long as you have valid farmland in the radius of the village, you should be reading valid farmland.

Centerion, May 4th at 6:13 PM
@MiraLeaps: I'll try to get to it when I can, but I don't have a lot of time. You'll have better luck breaking apart everything in creative and building it back up and making sure the radius fits everything from the center (mayor station). I checked the code multiple

figured it out, seems with the addons your have to compleatly remove all stations and deleate the village, works just fine founding one from scratch. Only issue im seeing now is that sometimess the guards sleep in the sky for some reason lol

Heebeejeebees, May 2nd at 11:54 PM (modified May 3rd at 1:14 AM)

5.0.3 5.1.3 requires game 1.22.1, which is advertised to support 1.22.0.

Centerion, May 3rd at 1:06 AM
@Heebeejeebees: 5.0.3 5.1.3 requires game 1.22.1, which is advertised to support 1.22.0.

yup, still got the issue, unable to hire farmers and shepards, i think the rest would work got them updates till the point where is says i need to produce food and to hire more farmers etc, but then cant hire any farmers

Heebeejeebees, May 3rd at 1:15 AM (modified May 3rd at 1:22 AM)
@Heebeejeebees: 5.0.3 5.1.3 requires game 1.22.1, which is advertised to support 1.22.0.

Orginal comment was one minor version behind. Oops. Resolved. But the problem is still ongoing. 5.1.2 didn't have this problem.

The worst part; this can be resolved by an end-user. But connecting users will be receiving the mod from here, even if it's corrected on a server still running 1.22.0 because of version-dependent mods that have yet to update, or remaining behind due to an abundance of caution, or not telling friends to install their game for the second time after they had difficulty logging into Anego website for accessing the client area because they don't know how to wget the latest game version, or not want to learn the command line just to copy a URL and edit for receiving the game release somebody else wants to use mid-way through a session.

I have a friend who is exactly like this. They won't re-install Windows or even touch Linux because they want to keep what they have (even though it's half-broken), and they exhibit trouble remembering the password for their Anego Studios account. Some people just don't wanna deal with any of that yet-again.

Centerion, May 2nd at 11:46 PM

Having an issue where no matter what i do i cannot hire anyone for my village, its a generated one and all have valid rooms etc, but cannot hire anything. farms dont register either even with 100+ tilled soild/farm blocks MiraLeaps

Therrun, May 2nd at 11:35 PM

Am I doing something wrong? I have all the VS Village mods and i put them on my server and the villages are genertaing but every last village we have found have been completely empty. I saw that Simple VS Village is out of date for the current version should i remove this mod and will that fix the villager spawn.

MiraLeaps, Apr 30th at 6:05 PM

d1oclet1an
The shepherd was just practicing, ya know? (that'll be fixed in the update that's coming)

Yes, chiseled blocks can be removed, the hiring can be done, and they can be placed back on there. This is because of how vanilla checks room interiors/indoors. Its not an 'issue' so much as it is "by vanilla design" and the insulation stat.

d1o444, May 3rd at 11:49 PM
@MiraLeaps: d1oclet1anThe shepherd was just practicing, ya know? (that'll be fixed in the update that's coming)Yes, chiseled blocks can be removed, the hiring can be done, and they can be placed back on there. This is because of how vanilla checks room interiors/indo

Thank you for clarifying, I've seen them tame items and traders also. Its more funny than anything else. Also thank you for the information on chiselled blocks! 

MiraLeaps, May 4th at 12:22 AM
@d1o444: Thank you for clarifying, I've seen them tame items and traders also. Its more funny than anything else. Also thank you for the information on chiselled blocks!

yeah, the items are because of how vanilla handles some things like boats and such....the traders should have been filtered, but I might have missed that haha.

d1o444, Apr 30th at 5:36 PM (modified Apr 30th at 5:48 PM)

Is it just me or are there issues with hiring villagers into buildings that use chiseled blocks, Im on 1.22 and the chiseled blocks ive used are vanilla. If there is an issue with chiseled blocks, are there any workarounds to it, like if you made a valid non chiseled building, hired the villager, and then replaced the walls, would that work

Unrelated note my shepherd just tamed an armor stand, I'm pretty sure thats not an intentional feature 

MiraLeaps, Apr 30th at 10:54 AM (modified Apr 30th at 10:54 AM)

Malkolm2Billion Host not responding is a Base game error that is saying your server and client connection is not solid. This could be from too many mods, bad server settings, or machine specs. Its not directly related to VSvillage, the reason you're seeing it with that stuff is because the mod is trying to communicate what its doing to the server from the client and its failing. You'll need to seek deeper troubleshooting regarding the game itself. Sorry that I can't help you there.

Malkolm2Billion, Apr 30th at 4:28 AM (modified Apr 30th at 4:31 AM)

when i try to hire a villager it does nothing then gives me a host not responding error

 

edit: I got a villager to spawn but it does the host not responding thing to almost all things like assigning villagers to work stations, beds ect.

MiraLeaps, Apr 28th at 3:45 PM

Jadesy No problem!

I'm not personally updating VSquest, but I did do a test version of a 1.22 compatible thing that hopefully helps get it updated soon haha.

Jadesy, Apr 28th at 3:38 PM (modified Apr 28th at 3:41 PM)

MiraLeaps Oh my goodness! Thank you for letting me know this. Of course, I will report this to the dev team. They might be tired of reading all my bug reports, however. Bless you for all your hard work and also for your patience with my inquiries and such. I will delete (or rather update) my original post here. And, then report to the dev team.

Thank you for updating the VS Quest mod, too!

MiraLeaps, Apr 28th at 8:59 AM

Jadesy So, I did some looking at that, because I was like "Wait, that's not my debug print for teleporting, did I change that in my sleep?"

Those aren't my villagers. That's the story village. I don't have villagers named that, the coordinates are at the "hardcoded default" for the village, and the debug return is different than mine.

Please give this report over to the game devs.

MiraLeaps, Apr 28th at 8:48 AM

Jadesy We're just getting VS Quest updated and it was tested and it does work with these villagers aside from the baker for now.

As far as the teleporting: I need to see more of those logs, the teleporting is not something they do unless their pathing absolutely cannot find a way for them to get where they are going. It is basically the third-line back up to ensure they don't get stuck somewhere. If ALL of the villagers are doign this, something has to be set up in such a way that they cannot otherwise pathfind. Either the workstations/beds/gathering points aren't centeral to the mayor station, or they are too far away (which usually just causes a fail state), or their pathing is being obstructed by impassable obstacles. I can't make a diagnosis right now, and that's absolutely not a 'fast easy way to fix pathing', because its not meant to fix pathing, its meant to be a last line back up. The lag is probably not the teleporting so much as it is the pathfinding for all those villagers hitting its full search depth and failing to find a viable spot. The villagers are also not usually prone to leaving their villages, I've not had this problem come up in...many hours of testing. The typical teleport case is when they are stuck on fences or if doors close in their faces, but that doesn't eat up any additional search depth because the block is already targeted.

It would be very helpful if I could get your logs and as much information about how things are set up in the village as you can give. A copy of the save would be very useful, but not required.

Are these your villagers? Are these villagers from a generated village? How big is the village radius set? Where are they at when they are getting teleported?

As much information as you can give will help me resolve this, but this seems to be a very unusual case state.

Jadesy, Apr 28th at 5:53 AM

Do the villagers in this version work with VS Quest mod?

Jadesy, Apr 28th at 4:35 AM (modified Apr 28th at 3:40 PM)

MiraLeaps Villager teleporting is causing lag on multiplayer 1.22.0 server. Surely there is some other way to make them stay in the village? https://imgur.com/a/L2vZG4t 
The teleporting is very, very frequent. I understand that this is a fast and easy way to fix pathing or set a village boundary, but it isn't performant in multiplayer. 

Another example https://imgur.com/a/yhYpvfX

P.S. A follow up to this message. The Villagers who are teleporting are the vanilla villagers and not the VS Village (this mod)'s villagers. Patiently, MiraLeaps tracked this down and made the determination. I will be reporting this to the main game devs shortly.

MiraLeaps, Apr 26th at 3:52 PM

Should be button right under it on on the same station haha. There's also a sever command for it. galaxytraversal

galaxytraversal, Apr 26th at 2:34 PM

yup it turns out it was the chiseled blocks lol. and yea the gather villagers is in the new update you dropped, but idk if theres like a cancel gather typa thing? 

MiraLeaps, Apr 26th at 9:49 AM

galaxytraversal The "building" required is the same to qualify for a room in the base game (it uses the same room check). Basically, if you get the 'indoors' indicator on your character display, it should work as a room (the indicator can be a little buggy). If you're stil not sure and it seems to be having an issue, use the command /debug rooms hi (and then unhi when you're done) and you'll give a color overlay that will indicate if it is a room or not (green means room, red means not). Keep in mind that chiseled blocks can cause a break in a room.

As a special 'hint', once the bed is placed and the person is hired, you can pretty much modify the room as you wish. The initial check for the room is all that matters.

Thank you for the additional info about why this happened, that sounds exaclty like what's going on. I actually had the same thing in a tester room I've made. I spent about an hour staring at the code, even asked claude if it sees something wrong with it....and then it clicked to me to check the display and sure enough: 3 ghost beds.

I am going to try and figure out a fix for it, but its tricky. Right now, picking up the village and resetting it seems to be the way. I've got a 'recover villagers' button in that will make sure you reclaim any lost ones (Actually I need to check if I put that in the last update or if I'm misremembering that, if its not, it will be soon, but it should have been part of the fix to help compatibility with the worldgen stuff).

I wish you luck, if it keeps giving you issues, let me know.

galaxytraversal, Apr 26th at 5:03 AM

also, what makes a building a building when it comes to hiring villagers? im assuming its walls roof door and windows, simple ik but thats what i feel it is.

galaxytraversal, Apr 26th at 2:17 AM

MiraLeaps hello, Pooplover69 is my one of my server mates lol and im just typing in regards to what he said before. yea i installed the 1.22 update u dropped and everything was fine, just one of my other mods was causing crashes and in the mix of fixing that i had to redownload the vs villager mod since u recenntly updated it, and i launched the game ( i forgot lmao ) and didnt add back the new vs vil. mod. so everything was a questionmark block. but im gonna try what u said cuz its making more sense to me now. i think it is the ghost structures. i had to "remake" the village and i think thats what caused the initial issue. ill get back to ya with an update :) loving the mod btw i noticed lots of improvements with each update u have been putting out. i see great things coming with this mod 

MiraLeaps, Apr 25th at 5:46 PM

Pooplover69 (wow what a name), You didn't need to replace the workstations or beds, they are using the same item classes and should work just fine.

Could you tell me how you removed the structures or how they were removed? Were you updating from Update 4 (the latest 1.21 version) or an older one?


What you're probably running into is ghost structures depending on how you removed stuff. Pick up all the beds and see if the mayor station is still registering the beds. If it is, then it sounds like its the ghost structures. I am currently working on a handler to deal with this error, but what -should- fix it for you is to pick up everything (workstations, beds, waypoints, brazier etc) except for the mayor station then 'destroy' the village and reload your save. This should clear any of the ghost-structures (the current things I had to flag them will only temporarily remove them, I'm working on getting this functioning better). Place the mayor station down, interact to name and establish the village, then see if it says you have any beds and such...you should be clear and you can start putting things down again.

Sorry about that, depending on how things were removed, the game can leave these lingering ghost structures that are invisible but will return as valid to the systems that run the village. I only recently ran into it when I started working on a different project that uses the base code from this one lol.

Thank you for your report, and may you be not judged for your name <3

(let me know if my work around fixes it for you, IDK when I'll be able to get some fall back on that set up. Those are pretty complicated systems)

Pooplover69, Apr 25th at 5:24 PM

im running into an issue, i updated the modd to the current one, from 1.21 to 1.22 for the game as well, and i have to replace all the villager workstations and beds (essentially start fresh, i saw this coming this isnt the issue). but now its saying i need walls and roofs around the beds, which i already have lol. i have a whole village built already basically lmao. im not sure if its not like registering the stuff i already have placed? idk im kinda lost. also sorry for the name of the acc, im not sure what made me name myself this 

MiraLeaps, Apr 25th at 12:24 PM

Warlock161 the ones that were compatible with game version 1.21 -should- be compatible on this end. If you give them a try and something is up and there's no error in the logs, let the makers of those mods know on the pages for them.

From what I can see without personally testing them myself, everything is in place and double checked to make sure they are working from my side.

Warlock161, Apr 25th at 1:02 AM

Are the other tile sets (Mods for this that add other pre built villages) compatible with the newest update of Vintage? Or ya'll workin on that? Or do ya not need to do anythin for it?

MiraLeaps, Apr 24th at 10:25 PM

My pleasure Bl0ckparty, I love this mod and I'm happy I can apply my abilities towards making it the best it can be :)

Bl0ckparty, Apr 24th at 10:15 PM

Thank you so much for updating and improving the VS Villager mod!!!

MiraLeaps, Apr 24th at 9:41 PM

MANEL190 People are going to think "Man, she just says 'that's actually something I thought about' every time someone suggests something" but I swear, a few months ago I was talking to my boyfriend about this exact thing. It is just a 'dreamlist' thing, haven't planned it out at all, but I do want to give some personality reworks to the Villagers and assign some with a 'main cast' kind of thing where you can follow their stories dynamically....and villagers will start their own families that stuff. Its not concrete at all and would be really tough haha, but I would love to add something fun like that in the distant future

MANEL190, Apr 24th at 8:10 PM

Will in the future have some kind of marriage system? It gets lonely when you play only single player... 😭😭😭

Vyh06, Apr 24th at 7:16 PM

MiraLeaps It's alright but thanks, I think I may have figured it out and I don't think it's related to this mod

MiraLeaps, Apr 24th at 7:13 PM

Vyh06 if you can give me your logs I might be able to help no matter. And your mod list :)

Just to address your issue: I use both mods during testing and didn't get any freezing.

Vyh06, Apr 24th at 6:42 PM

Actually it may not have been VS Village or Better Ruins, I think it's another mod, so nevermind

Vyh06, Apr 24th at 6:23 PM

This and Better Ruins has caused my world to freeze at the end of loading the world when I updated to 1.22.0, is there anything you guys can do or is it only on my end?

MiraLeaps, Apr 24th at 4:16 PM

Anquest Hey, the full release for update 5 was today haha. I'm glad you like the mod.
The world generation addons aren't my mods, so you'll need to make those requests on the mod pages for those mods :)

Happy you are happy :)

Stay tuned for future updates :D

Anquest, Apr 24th at 3:49 PM (modified Apr 24th at 3:51 PM)

I'm so happy I found this mod. I always hated playing singleplayer and this mod brings the life needed to do so. Thank you for the All the hard work you put into this and I cant wait to play the full release. Also look forword to the future. (Pls update village generation extenion)

MiraLeaps, Apr 24th at 2:05 PM

MoiMoi I am flattered. You are very welcome. Thank you so much for your kindness <3

MoiMoi, Apr 24th at 2:04 PM

words cannot express how much I appreciate this mod thank you

MiraLeaps, Apr 24th at 12:16 PM

Update 5, "Markets and Storms" full release

 

I am very proud to present the stable version of Vs Village Update 5. This was a TON of work, a TON of little adjustments, and a TON of time but, as someone who uses this mod too, I think it is well worth it.
I will be taking a little rest after this to gain my strenght for the next Update, which should be a lot easier. This Update was a lot of work because it represented the second half of what I consider making the mod 'whole', a project I started back in December prior to even joining the team. The previous 4.0.0 version was stable and functional, and this is the update that, to me, added a lot of more immersive features and rounded out the existing systems that I felt were missing. The mod was working, but the villagers could feel very stale. Now, I hope, they will feel a little more alive than they did.

Thank you for joining our Village,
-Miranda "miraleaps"

Welcome to the "Markets and Storms" update.

What's new?

  • We have a new friend, The "Settlement Keeper" to get us started when you use the Summoning Horn.
    • The Horn now spawns a "Settlement Keeper", a Jonas device which handles the Materialization of Village Assets (Workstations, Braziers, etc), and can get you caught up on all the aspects of being the new Mayor of a Village.
    • The Keeper also has new original lore regarding "Project Regenesis". Check it out.
    • The Village Trader will keep selling the Village Assets for now, to protect legacy Villages. It is advisable to give yourself a new horn and spawn in the Keeper too, for all the information it has.
  • Villagers have new requirements which must be met before they can be hired. This information can be found in the handbook or by talking to your Settlement Keeper.
    • Beds must be within a room. Multiple beds can be in a room, so shared spaces are okay. 
    • These requirements vary per Profession
      • Farmers now require 20 blocks of farmland near their workstations per farmer (the check adds 20 for each additional farmer, so the first needs 20, second 40 then so on)
      • Shepherds require their workstations to be near a fenced in area, no larger than 15x15 blocks, containing a trough, and at least 5 animals. Each additional shepherd needs at least 5 more animals and an additional trough. Make sure the area is completely fenced in or it won't pass their needs.
      • Traders and Herbalists need their own shop set up with a few essentials (see handbook)
      • Smiths need a properly equipped Smithy with an Anvil and a Forge, but will gladly share the space and tools with an additional smith later.
      • Soldiers and Archers require the construction of a Barracks, which must contain a tool rack holding a spear or bow per Soldier/Archer hired and be 7x7 blocks in size. The Barracks is a crucial part of your village's defense, so consider setting it up early!
  • A new Villager, the Baker has joined the roster.
    • The Baker will need a proper Bakery with a Clay oven and other essentials to make thier job possible (see handbook for details).
    • The Baker will buy and sell bread related things and provide a small boost to the Village food (to allow for hiring more Villagers).
  • The Market Stall and Travelling Traders!
    • Purchase a Market Stall and place it in an open area to attract Travelling Traders (and their armed escorts) to your Village.
    • The Travelling Traders will announce themselves, stand near the Market Stall and sell you goods, and then depart at the end of the day.
    • These are the same traders you run into at the Trader Outposts, selected randomly.
    • They will show up somewhat rarely, if the Stall is placed in an open space, they will come.
  • The Villagers now respond to the Temporal Storms. They will seek safety in an established Barracks. If there is no Barracks, they will hide in their bedroom.
  • Bears, Wolves, and Rust-monsters now seek out and attack Villagers. Soldiers will defend the village from these foes (and announce enemies they are engaging).
  • Soldiers will now primarily patrol the night, Torches in hand. Archers will patrol the Day, since ranged is more effective with light. If a soldier or archer engages something, others will come running to help.
  • Farmers will now water the fields and clear dead crops.
  • Shepherds will now attempt to 'domesticate' a wild animal (generation 0 to generation 1). This is a rare thing, so give it time. They will announce it if it works.
  • Farmer Workstations now display what crops are planted and how many in their work radius.
  • Shepherd Workstations now display what animals and how many are in thier work radius.
  • Added some new Villager Tasks
    • Shopping: Sometimes a villager will take some time to go visit the shops, bakeries, or smitys in the village to pick up what stuff they need.
    • Job related things: Bakers will bake bread in their ovens, Smiths will hammer on their anvils, Herbalists will plant flowers.
    • Farmers will now walk around the village 'helping out' when they have nothing else to do (like in Winter) and no crops are planted.
    • Villagers now socialize far more dynamically during their gathering time in the evening.

 

Fixes and Tweaks:

There were quite a lot, so I won't list them all. This was a massive amount of work, but will server as a great foundation moving forward.

  • Pathing has been tweaked for better movement when on task, or going to and from different points.
  • Removed debug spamming for things that weren't broken.
  • Adjusted timing on a bunch of stuff.
  • Adjusted priorities on a bunch of stuff.
  • Adjusted Villager socializing. They should appear somewhat more lively while they work and gather and such.
  • Adjusted sleep so they will stay in bed.
  • Texture tweaks and fixes (I'm sure I missed some)
  • So many little things.
  • Tweaked the Orphaned Villager Clean up code to prevent the rare case where World-Gen spawned Villages might have their villagers wiped by this. (It shouldn't have been happening, but I wanted this to be safe)
  • Added a button to the Mayor's Station that allows you to 'recover' villagers who might have not been assigned due to a bug. This button checks for any orphaned villagers within the radius of the village and assigns them if a free workstation is open.
  • Broadened the Search Depth for pathfinding to allow for longer distances across more complex paths.
  • Optimized pathfinding to include indexing so villagers will try paths they've already taken, thus saving the need to look up paths every time.
  • Fixed a compatibility issue with 1.21 Village Addon mods.
  • Added more names to the list of possible names for villagers.
  • Fixed a lot of missing animations.
  • Added a copy of the Vanilla Trader Shape that has been modded to 'slim down' some Travelling Trader's chests a bit, since Vanilla traders seem to have been...'buffed'.
  • So many things that I would flood this page if I listed them all haha. Many things I myself broke.

 

Standing issues:

There's honestly not a lot of issues that I can think of that I haven't stamped out. Of course, I'm sure I missed something, if you catch any please report them.

  • Creative menu: the villagers show up as ? blocks in the creative menu. I am unsure if I will fix this or not, as I had the thought to remove them from the creative menu but have not made that call yet.
  • Villagers sometimes spawn with pure white skin. This is something with vanilla, as well as the weird textured 'front shirt flap' that's suddenly present.
  • The Marketstall and the Trader Station need to be different. Its on the list, but the Market stall needed a load more testing for the final version I have in mind and I didn't want to delay this update further.

 

 

The State of 1.21 going forward:

When I started this update, I had intended to backport everything to 1.21. When I started doing that, it was apparent that the amount of work would essentially be the equivalent of me updating two mods at the same time. With the game releasing to 1.22 stable now, and loads of mods getting updates, I wanted to be clear that I will not be releasing any further updates to the 1.21 version of the mod. The source will be soon updated to Update 5, so if someone wants to back port it for themselves that's fine. This is not an authorization for people to host a fork of the mod without permissions, but personal use is fine. I am sorry if this is a disappointment to some folks, maintaining that build is not friendly to my time and energy going forward.

Roadmap:

The Roadmap for the future of the mod has been updated to relax the release estimates a bit. Getting this one up and functioning as it is took a lot more effort than expected, so I wanted to give some wiggle room.

MiraLeaps, Apr 24th at 10:09 AM

Bertazz0 No, for removal the game will handle clean up of the entities. If you were using a addon to generate villages out in the world, you might get some ? blocks from missing workstations. You'll get the typical "missing blocks" thing in the debug for the stuff in the mod, like other mods that are removed.

Adding is 100% safe and I do my best to make sure every update maintains consistent compatibility with all previous updates, so you won't have missing entities or broken blocks in the future when the mod updates.

Bertazz0, Apr 24th at 1:50 AM

Hey, will i have any major issue if i add or remove this mod on an already existing world?

MiraLeaps, Apr 22nd at 7:56 PM

Ozyzzyl Thank you. I am aware of the creative intentory stuff. I'll probably be removing the villagers from there with the final update, because spawning them in that way has always had issues.

I don't handle the Addon mods, please report that on that mod's page as the creator will probably need to update the spawnblocks if the mod is from an older version.

Ozyzzyl, Apr 22nd at 7:02 PM

I'm looking at the creative inventory menu. All of the various villagers have their texture missing and just show as a white block with the question mark on it. I'm using the viking village mod and it looks like the villagers didn't spawn in at all.

MiraLeaps, Apr 21st at 2:09 PM

galaxytraversal Well, I'm working to make them as smart as they can be within reason haha. I think they're doing a pretty okay job for having started out with the same pathing as goats and chikens lol.

I'm excited to hear what you think of the changes coming in Update 5 (the one that's up for testing on the 1.22rcs right now). Its definitely where I'm adding a lot of polish to the mod. I hope that I can get it backported to 1.21 versions, but that's looking less and less likely because essentially I'd be building two mods at the same time, and as much as I'd like to have an actual team, its just me working on this right now. We'll see. I've got a lot of it working in the backport, but some things would take a full rebuild.

I should be dropping the next preview build for Update 5 today, I'm just getting the Smith, Baker, and Shepherd's working logic funtional and cleaning up some messes haha.

Glad you're enjoying stuff.

galaxytraversal, Apr 21st at 5:37 AM (modified Apr 21st at 5:49 AM)

MiraLeaps awesome awesome. yea dont even worry, ive been blessed with a pretty beast-like machine to handle this game lol, so if theres a preformance drop its always minimal for me at least. and yea alot of what i do playing the game is adjusting pathways and what not and the current world i have is somewhat limit testing the iq of the villagers, can they make their way around my village is the test lmfao. but frfr thank u and your team for working on this mod, me and my crew are pretty invested in this mod lmfao. and hey no problem, honestly it wasnt intentional just with the size of my current village, i feel like i can never have too many villagers lmao, hence the limit testing.

MiraLeaps, Apr 20th at 10:38 PM

galaxytraversal Hey, I did some checking and testing, and I'll be making some adjustments to the pathfinding very soon. I will give a warning, high VIllager counts are going to have a pretty hefty impact on performance and there's little to be done about that...but I am adding some wiggle room and optimizations for the pathfinding to be able to traverse larger areas without failing.

I am in the middle of a whole new system for a future big update (its a really really large addition to the pathfinding that will optimize by using the waypoints to connect a full network to help the pathing) but its really far off. The optimizations I am adding in now I never would have caught (or maybe I would have, but no time soon) if not for your report. Thank you for essentially stress-testing for me haha. I had missed a few really messy spots and weak points that looking into this pointed out.

MiraLeaps, Apr 20th at 8:59 PM

galaxytraversal  Well, 4.0.0 version of the mod should work fine with 1.21.7. Check your server-debug log, if you're seeing it say something about the villagers not finding a place to sleep, then the beds might not be within the village radius (if that changed). If it says they can't find a path to the bed, you might need to move things around to keep things closer to the mayors station (that's the center of the Village), or Put the Brazier between where the workstations and the beds are. I've tested on moderate sized villages with a variety of terrain and adjusted the pathfinding with a lot of fail-safes, including a teleport if they are getting stuck....but it sounds like they aren't finding a clear enough path to bed or finding the beds at all. 29 villagers is also a lot depending on how spread out things are, the pathfinding might be failing just due to the server skipping ticks to keep from desyncing.

Check and make sure you're on version 4.0.0 (or another 1.21.6 compatible version)
Check the logs for any pathing or bed errors
Try picking up the beds and placing them down again.

galaxytraversal, Apr 20th at 5:20 PM

not sure if its a bug or maybe i just have the wrong files installed, but my villagers refuse to sleep. i have 29 villagers atm, a workplace and bed for each, but i never see them sleep. they mostly hang around their workplace or group up at the braziers. maybe its a bug or maybe i have the wrong files installed but im pretty sure i have it all updated. im on version 1.21.7 btw

MiraLeaps, Apr 19th at 11:28 PM

Jadesy

I looked into what's broken and what needs updating for that to work....its actually not much, but would be a little time consuming/tedious.

The village structures are all saved in the worldgen\vsvillage folder as world-edit exported files. What needs to be fixed is that those need to be imported in creative, you need to hit ctrl+f4 to see meta-blocks, then find the spawner meta block in each and right click with it (you may need to break a bunch of filler blocks, this is fine). It will open up a dialogue that will let you select an entity to spawn (Go by what workstations are present I guess). Make sure you set the spawn count or whatever to 1 (if it is at 0 it will spawn them in infinitely). You can even add in the new workstations and entities if you'd like.

I will double-check that my clean-up routines I added don't mess with world-spawned villagers (it didn't before), but these are legit broken in that addon as the class names changed during updates iirc.

If you see anything in your logs saying somthing about 'invalid' or 'ghost' villagers found and despawned, let me know....because that would be my clean-up/protection stuff being overzealous and killing off the villagers the world spawns...but that shouldnt happen since the generator assigns them a village, so long as they are assigned a village they shouldn't despawn.

MiraLeaps, Apr 19th at 11:02 PM

Jadesy 

Why would that be intended haha? I think the issue is that the Simple Villages mod hasn't been updated since 1.19.8 and probably isn't current with any of the updates and changes since 1.21 had a lot of big changes. You're better off with a more recently updated Village pack, but I cannot promise those will work with 1.22 either. I don't manage or maintain those mods.

I am planning on trying to integrate something like thet Simple Villages addon into this mod since it is the base mod and have that able to be toggled in the configs, but yeah.

When looking for mods, it is advisable to try and stay within the middle-number's range because those leaps, like 1.21 to 1.22 can be pretty vast even internal to a mod "family".

Jadesy, Apr 19th at 10:52 PM (modified Apr 19th at 10:53 PM)

MiraLeaps

I installed the Simple villages addon with the VS Villagers mod.
The Simple Villages spawned in the Worldgen; however, there were no villagers in village. Is this intended? Worldgen no longer spawns villages with villagers in it?

Again, I'm working with a dedicated server and 1.22.0-rc.10

MiraLeaps, Apr 19th at 10:45 PM

galaxytraversal

That's actually planned for a future update! Right now, the temporal storm stuff is automatic, but I have a update planned down the road called "Raiders and Refugees", its in super early planning and my target for it is June or so depending on how things go with this Update and the one planned for May, but one of the things on the list is a bell, based on the Bell monster's lore but modified for the village that will be able to rally the Village soldiers and get people to take shealter.

MiraLeaps, Apr 19th at 10:39 PM

Jadesy

I just now caught this myself and fixed it. Was a missing server side conversable. I thought things were working because the GUI would open, but it wasn't clickable.

If the GUI isn't opening try standing closer, the dialogue boxes can be tricky. On my end the GUI opens, the issue was that the items were able to be clicked.

It should be deletable with the 'magic wand' item. The issue regarding that is that vanilla has that working as a block not an entity. I plan on making a custom entity later.

galaxytraversal, Apr 19th at 10:37 PM

so excited for the future of this mod, ive noticed alot of improvements with the last update. i do have a suggestion tho, maybe some type of alarm bell or something that can force the villagers to retreat to their home or something.

Jadesy, Apr 19th at 10:31 PM (modified Apr 19th at 10:35 PM)

MiraLeaps
When I place a Settlement Keeper and then try to trade with it by clicking "I need items for the village" ... nothing happens.
In addition, the Settlement Keeper cannot be deleted or moved even in "creative" mode.

The mod is installed on a dedicated server v. 1.22.0-rc.10.

MiraLeaps, Apr 19th at 2:41 PM

Version 5 Preview Build for Testers.

Welcome to the (test version) of the "Markets and Storms" update.


What's new?

  • We have a new friend, The "Settlement Keeper" to get us started when you use the Summoning Horn.
    • The Horn now spawns a "Settlement Keeper", a Jonas device which handles the Materialization of Village Assets (Workstations, Braziers, etc), and can get you caught up on all the aspects of being the new Mayor of a Village.
    • The Keeper also has new original lore regarding "Project Regenesis". Check it out.
    • The Village Trader will keep selling the Village Assets for now, to protect legacy Villages. It is advisable to give yourself a new horn and spawn in the Keeper too, for all the information it has.
  • Villagers have new requirements which must be met before they can be hired. This information can be found in the handbook or by talking to your Settlement Keeper.
    • Beds must be within a room. Multiple beds can be in a room, so shared spaces are okay. 
    • These requirements vary per Profession
      • Farmers now require 20 blocks of farmland near their workstations per farmer (the check adds 20 for each additional farmer, so the first needs 20, second 40 then so on)
      • Shepherds require their workstations to be near a fenced in area, no larger than 15x15 blocks, containing a trough, and at least 5 animals. Each additional shepherd needs at least 5 more animals and an additional trough.
      • Traders and Herbalists need their own shop set up with a few essentials (see handbook)
      • Smiths need a properly equipped Smithy with an Anvil and a Forge, but will gladly share the space and tools with an additional smith later.
      • Soldiers and Archers require the construction of a Barracks, which must contain a tool rack holding a spear or bow per Soldier/Archer hired and be 7x7 blocks in size. The Barracks is a crucial part of your village's defense, so consider setting it up early!
  • A new Villager, the Baker has joined the roster.
    • The Baker will need a proper Bakery with a Clay oven and other essentials to make thier job possible (see handbook for details).
    • The Baker will buy and sell bread related things and provide a small boost to the Village food (to allow for hiring more Villagers).
  • The Market Stall and Travelling Traders!
    • Purchase a Market Stall and place it in an open area to attract Travelling Traders (and their armed escorts) to your Village.
    • The Travelling Traders will announce themselves, stand near the Market Stall and sell you goods, and then depart at the end of the day.
    • These are the same traders you run into at the Trader Outposts, selected randomly.
    • They will show up somewhat rarely, if the Stall is placed in an open space, they will come.
  • The Villagers now respond to the Temporal Storms. They will seek safety in an established Barracks. If there is no Barracks, they will hide in their bedroom.
  • Bears, Wolves, and Rust-monsters now seek out and attack Villagers. Soldiers will defend the village from these foes (and announce enemies they are engaging).
  • Soldiers will now primarily patrol the night, Torches in hand. Archers will patrol the Day, since ranged is more effective with light. If a soldier or archer engages something, others will come running to help.
  • Farmers will now water the fields and clear dead crops.
  • Shepherds will now attempt to 'domesticate' a wild animal (generation 0 to generation 1). This is a rare thing, so give it time. They will announce it if it works.
  • Farmer Workstations now display what crops are planted and how many in their work radius.
  • Shepherd Workstations now display what animals and how many are in thier work radius.
  • Added some new Villager Tasks
    • Shopping: Sometimes a villager will take some time to go visit the shops, bakeries, or smitys in the village to pick up what stuff they need.
    • Water Drinking: Villagers will occasionally take a break to go grab some water during the day.
    • Job related things: Bakers will bake bread in their ovens, Smiths will hammer on their anvils, Herbalists will plant flowers.

 

Fixes and Tweaks:

There were quite a lot, so I won't list them all. This was a massive amount of work, but will server as a great foundation moving forward.

  • Pathing has been tweaked for better movement when on task, or going to and from different points.
  • Removed debug spamming for things that weren't broken.
  • Adjusted timing on a bunch of stuff.
  • Adjusted priorities on a bunch of stuff.
  • Adjusted Villager socializing. They should appear somewhat more lively while they work and gather and such.
  • Adjusted sleep so they will stay in bed.
  • Texture tweaks and fixes (I'm sure I missed some)
  • So many little things.

 

This has been a TON of work, and some pain lol. The Shepherd hiring requirements were driving me crazy, but it should be working now.

I hope people enjoy the update. A 1.21.7 version is coming. I had hoped to release both test versions today but backporting that (I was developing in 1.22) turned out to be a lot harder than I expected (go figure), so expect that sometime next week. Which will give some testing time anyway, so maybe its an advantage lol.

Any bugs or feedback on the tester version, just put them here and tag me please. Make sure you indicate that you are talking about this version of the mod.

Thanks for being a part of our Village,

 

-Mira

GreyMind, Apr 18th at 6:16 PM

MiraLeaps  First playthrough with some mods and started on rc6 and some haven't updated so I'm just sticking with it for the moment.  However I really wanted to try your mod out so I decided to add it.  Thank you for the info on how to check and change the dependecies in the zip and for your quick fix.  

MiraLeaps, Apr 18th at 3:37 PM

GreyMind Fixed! Sorry about that

MiraLeaps, Apr 18th at 3:23 PM (modified Apr 18th at 3:25 PM)

GreyMind

 

   That's very odd, it must have nabbed the wrong modinfo when I did a build for it. I must have missed it because my tester version has the game version set to * and the modinfo it built with had an error. The quick fix is to open the zip and change the part where it says dependencies, game: "1.22.rc.8" or whatever and change the 1.22.rc.8 to *

I will get that fixed and uploaded very soon. Just a weird little oversight sorry about that <3

Though, I am confused why you aren't using the latest version? That one is behind in features and fixes.

GreyMind, Apr 18th at 11:49 AM (modified Apr 18th at 12:21 PM)

MiraLeaps New Preview 4.1.0-pre.5 says on files page its for 1.22 rc1-8 but when you actually try to load a game with it it says unable to load required rc.8.

MiraLeaps, Apr 18th at 8:19 AM

New preview for folks wanting to test coming soon! (I hope, I'm really just smashing bugs that were lingering, the new features are mostly good to go)

Jadesy, Apr 17th at 12:05 AM

MiraLeaps Fantastic! :) 

MiraLeaps, Apr 16th at 7:14 PM

Jadesy Right now with the current release the farmer will cultivate crops and the shepherds will feed the animals. The shepherds have been given a lesson regarding closing doors and gates behind themselves.

Jadesy, Apr 16th at 7:06 PM (modified Apr 16th at 7:08 PM)

MiraLeaps I had a private server fork of this back in 1.19 where I had coded up the shepherd to feed animals and the farmers to plant (just planting). The game has changed alot since that version. But, perhaps this is still doable? I'm unsure. I haven't dug into the code since 1.19. I am responding to some player's earlier question (below).The problem I was working on with the shepherd back then was the shepherd leaving the gate open sometimes and letting the animals out :/

 

MiraLeaps, Apr 16th at 3:40 PM

Rodericus I appreciate the sentiment, but this mod is a collaborative effort between folks, and even if it didn't have that complication....I am just in this for the love of the game and this mod. My 'pay' is from the happy feedback people give and knowing that folks have had thier VS experiences enhanced by this and other mods I'm working on.

You are all very welcome!

Rodericus, Apr 16th at 3:34 PM

MiraLeaps Can one contribute financially through platforms like Patreon or similar ones?

Thank you for your work

MiraLeaps, Apr 16th at 11:52 AM

Demon_Spawn These are some great ideas. personalized workstations are on the idea list for sure.
Outfit color would take a lot of work because it would need custom textures and that could bloat the filesize (I think there might be a way to manipulate hue dynamically but...I'd have to look into that)
I am hoping to have something scale with the guards at some point, and I'll look into giving them something to make them stand out more. Right now I'm trying to fix them equipping their spear like they should and that should help.
The voices....they should follow the same selection as the traders and vanilla villagers, but I'll check that and expand it to include a little more if possible. Its pretty random which voices they select, so that might just be up to RNG if its nice or not.

Thank you for the enthusiasm and kind words! I'm working hard on the new update that's going to make hiring requirments more than just food, and add in visitng traders and such. Should be out for testing very soon :)

Demon_Spawn, Apr 14th at 4:24 PM (modified Apr 14th at 4:53 PM)

Since you were talking about idea's I think more personalized workstations would be cool so that each villagers station isn't just a table with tools. Another idea I had would be having the ability to change the outfit colour on your citizens for example maybe the ability to change your towns colour and that would replace the blue of the nadiyan outfits with the corrosponding colour so that your village is more personalized to you. Aditionally maybe guards could have leather armor similarly to how some of the basegame traders do just so they stand out more as guards.

Just some thoughts I had other than that maybe the voices could be a little nicer to listen to like the traders voices. 🤷‍♂️

Anyway love what you guys do and i'm glad to hear that more progress is being made and that the mod is continuing to get the love it deserves.

MiraLeaps, Apr 14th at 3:25 PM

Progress Update Post

 

They saw a mouse
They saw a mouse (not really, I'm happy that I finally fixed this issue....I hope)

 

Thanks to everyone for the support and welcoming me to this project, I hope I don't let anyone down. Your excitement and kind words lift me up so much and give me lots of energy to get to work. Thank you all so much, its very appreciated!

Right now, we're up to stable on 1.21.6 and the full 4.0.0 is out finally. This was a lot of work that I started back in late December when I thought I'd just be doing minor code tweaking for our personal LAN that me and my BF and son plan on....that balooned out and became more and more fixes and tweaks, then I reached out to Gerste and had planned on giving them what I had but a real life crisis struck and I had to put the work on hold until a few weeks ago. Its been a climb up a hill, but we're here and I plan on doing more work to add in the features and ideas y'all want to see (if possible). This is still my favorite mod, I love my silly villagers even when they bug out and get stuck somewhere and make me chase down what happened in code for a few hours, and its really lovely to hear how many other people love this mod as much as I do.

Keep that feedback and those ideas coming! I can't use them all, but you never know what might help shape the future of VSVillage!



Current Work:

Just to give folks an idea of what's coming soon I will regularly post what I'm actively working on.

New Features:

New Hire Conditions: hiring villagers will require appropriate set-up for them. Farmers will need farmland, Shepherds will need troughs and animals in a fenced area, Traders and Herbalists will need their own shops, Smiths will need a smithery to work in (alone or with another smith), and soldiers will require a barracks with weapons and armor. If something happens to these accomodations, the villager will inform the player and if its not corrected in a couple of days, they'll depart.

New Villager Type: Baker. The Baker will need a properly set up bakery with tables to work with dough, a barrel of water to mix the dough, and a clay oven to bake in. They'll work alone or with another baker. They will buy flour and stuff for pie and sell bread and pies.

Market Square: Place this new village Fixture to welcome travelling Traders to your village. Once this is placed in an open area, on random days and random vanilla trader will come and visit your village. You will be notified the morning they arrive and they will remain in your village until evening allowing you to buy and sell goods for the day before they head off to other locales.

Progress: Planning is done and I'm now working on implementation code starting tomorrow.

 


In Planning Phase

This is what I'm looking towards planning out next but haven't started development until the current work is done. Subject to change depending on viability checks.

New Features:

Player Shops: If you or the other players on your server want to have a little more involvement with the villagers, I am hoping to add in a system where a player can set up their own shop with a Kiosk workstation and a special storage area that will display the items and offer them to the villagers for sale. Right now I'm in the early planning stages for that, but I know I want a system of 'demands' to abstract and simulate the wants and needs of the villagers so some stuff will sell sometimes and then not sell as well if demand drops. It'll be very simple, just enough to get some engagement for players who want to have that extra immersion roleplaying as shopkeepers or tailors or whatever. The villagers will also take time during the day to come and browse the shops (player and other villagers) and the system will check everything if they make the purchase or not. Don't expect to see them using the items, that's probably more complicated than worth it, but yeah.


Anyway, hope you guys are enjoying the mod. I'm honorned to keep the fire burning and hopefully shape and refine this already awesome mod into something that brings y'all lots of joy and immersion!

Lixzanio, Apr 14th at 4:11 AM

Ah I see. Well that's alright, so long as there are people roaming around town then that can already bring up the liveliness of my world 😂.

But thank you for the info MiraLeaps and bringing this mod back alive from the cryo state 😁.

MiraLeaps, Apr 13th at 10:22 PM (modified Apr 14th at 11:26 AM)

Villanor

 

In short: I don't know, but it should be okay to pop it and Vsvillage into a test save and see if it spits out any errors, which will most likely be missing blocks due to change paths in vanilla...

I will guess that at the very least there will be broken textures on the villages that spawn.

 

I will do my best to take a look at the simple village and see what happens and get it updated too.

 

Hopefully I'll be adding in some of the new features soon, at least the new villager types.

Villanor, Apr 13th at 10:08 PM

Are the extension mods likely to still work with 1.22? I could understand it going either way.

I'm thrilled to see this getting active development and I love the ideas for investing in the villages to get unlocks for them and do more.

MiraLeaps, Apr 13th at 12:13 PM

Lixzanio Hey! Thank you for the kind words and the information about minecolonies! An army sounds...intense!

The Farmer can't actually harvest (and you wouldn't want them to haha) but they can water and perform an action called "Cultivation" where they will essentially advance a random crop by one growth stage on rare occasion.

 

I am looking into the possibility of an add-on station for them that allows you to drop off seeds and the farmers will seek out adjacent viable land and till and plant the seeds placed in that station, as well as on very very rare occasions improve the quality of the soil, but all of this future ideas that I'm only just now roadmapping. Harvesting is something that was on my mind, too and would probably make use of a similar addon workshop box the player could pick up the yield from. Having the NPCs dynamically interact with things in the world is on the tricky side and would probably need to use a lot of 'smoke and mirror tricks'. I want to tie all this to a Village rating metric that players can invest in and get more unlocks, but....again, that's a good way down the road haha. 

As far as documentation goes, One of my immediate to-dos is to get the handbook squared away with all the information. I updated the page here to tell more about what the villages do and give some tips, but having it in the handbook would be nice too.

I hope I don't disappoint! You're welcome!

Lixzanio, Apr 13th at 3:37 AM

Hiya MiraLeaps, I wanted to ask about the farmer, can they harvest a mature crop when its ready? I was just wondering as I did some testing for a bit and couldn't really get a pin on when they can harvest; I was also speeding up the time so I wasn't sure. But if its still a work-in-progress, its oki, this mod still makes my world a bit more lively :3. But a documentation about this mod could be very useful, I was so confused on how things work when I was testing😄 but that's alright. Seeing this mod getting updates again is a crazy miracle.

Also, just to give info about minecolonies, its basically the minecraft equivalent of this mod and it ranged from managing people to building an entire army! But no pressure, minecolonies is one of the really old minecraft mods thats been developed for decades.

Aside from all of that, I am glad this mod is active again. Thank you!

MiraLeaps, Apr 12th at 3:47 PM

HeadspaceValley I have looked into it and the framework is hypothetically possible to make work between the models with a good bit of custom work....but for the time being that's way off the radar. Its a great idea though, I looked into it in the past wanting Elves and Goblins and such....so...maybe one day :)

HeadspaceValley, Apr 12th at 2:16 PM

Wondering if this mod would have playermodel thing? Would love to be able to see varied different species roam in my village like skeletons guarding the gate, Insectoid being a beekeeper, and a really large shopkeeper

MiraLeaps, Apr 12th at 8:04 AM

Demon_Spawn Its my favorite too haha. I'm glad to provide. Right now, I'm hammering out the fixes from general stuff like pathing and them doing their jobs. That stuff is close to getting done. Next is working on immersion details like idle activities and them doing more expressive things when they gather in the evening.

I am also in the model-maker working on some new workstations for existing villagers like the smith, but also new villagers I have planned like, for one example of a few, a Baker. The next update should give the Smith and Herbalist trader-lists so you can buy and sell relevant things with them, and that model will carry on with the new villagers I'm adding.

In the distant future I hope to have some additional metrics in place like Village Happiness, Comfort, Security etc to act as pre-reqs for villager recruitment (not just any village can host those like the Scholar or Artist after all), but we'll see how things go.

First is getting baseline working and playing nice with all the update changes. I'm just super happy and honored I get to help maintain and shape the legacy of this wonderful mod! For me, it gives the game a bit more of a 'point' haha.

purple8cloud I had never heard of this, but on a first glance that could deffo be some inspiration material. I hadn't thought of having a bee-keeper before, but now that seems like a no-brainer.

purple8cloud, Apr 12th at 5:11 AM

i hope this mode will be vs minecolonies someday

Demon_Spawn, Apr 11th at 11:41 PM

I'm so happy to finally see a new update to my favourite mod and I can't wait to see where things go from here, I can only hope our favourite villager friends get more expressive and lively in time.

Keep up the awesome work

MiraLeaps, Apr 11th at 5:58 PM

MacroAggressor They shouldn't break your world. I'm doing my best to keep everything in line with previous builds and legacy stuff. The most that's really changing is internal to the code and shouldn't cause any issues.

Plus there's a shiny new 1.21.6 update here today.

Demon_Spawn jots down notes because that's a really good idea oh yeah, of course that was part of the plan the whole time haha. No, seriously, that's a great idea....its not going to happen super soon, as there is a lot that we're working on to get everything up and running at a good baseline first...but I think at some point, if all's willing and the creek don't rise, we can maybe do that. We'll see haha.

Demon_Spawn, Apr 9th at 12:07 PM

Will there be a Musician villager added that can play music for your villages when the mod updates?

MacroAggressor, Apr 7th at 8:10 PM

If I install the unstable v4, will future updates likely break my world, or should it update smoothly?

MiraLeaps, Apr 7th at 3:05 PM

Czezary I am hoping to push what I have already to 1.21.6 for those who are still there (it won't be complete complete but it will be 'less broken') and then start building for 1.22.

galaxytraversal I'm going to try my best to get it rolling soon (life stuff is still being life stuff). 1.22 has a lot of changes to some stuff that will need things re-written, but it shouldn't be too hard to dig in and parse what's going on. Building houses for my village is 100% why I started working on this haha.

galaxytraversal, Apr 7th at 2:17 PM

MiraLeaps im very excited! this is my favorite mod tbh, i love building houses for the people of my village lol.

Czezary, Apr 6th at 3:14 PM

Will the next update be for 1.21 or 1.22 version?

MiraLeaps, Mar 31st at 7:43 PM

galaxytraversal Hey, Mira here, new to the VSVillage team, I've been working on getting a new update out (for a while now becuase of personal life trouble) and we'll hopefully be posting that soon :)

DarkThoughts Thanks for the note there, there should be a feature to get them to follow you. Its next on my 'to-do' list to work on their patrol pathing, but I'll look into this as well.

Jimothy_Billiams I'll give the info-display a look-see for getting some more information to folks via the mayor station, thanks for that feedback.

Bavid I'll see about adding that to the server config asap, but for now you can go into the mod-zip and find the recipe for the summoning stuff and delete it that should prevent anyone from going about it that way. As far as them buying a mayor workshop from a trader if one is there, that is trickier....but yeah, i'll work on that config option asap.


Current progress on my side has been getting some of the non-functioning systems up and running again. So far I've got the villagers heading to work and doing idle-tasks, the farmers cultivating the field, and the shepherd adding some feed to troughs. The villagers are going to sleep and generally pathing better, but there's still some work to do. Essentially we're having to adapt changes in the vanilla villagers that theres are based on....its mostly working as intended but there are a few things here and there that are still giving trouble. I've managed to null protect and fix a good number of the crashes people have reported in my test build I've been using the last while on my own saves.....so, keep tuned and we'll get ya something out asap!

DarkThoughts, Mar 19th at 2:10 PM

galaxytraversal I'm talking about their hiring quest, not their general role within villages.

galaxytraversal, Mar 19th at 12:29 AM

DarkThoughts the soldiers will kill the enemys that spawn around the village, they usually work around their workstation. the archers, i have not been able to get them to work myself. theres no archer workstation, i just dont have it available anywhere. just make sure u have stone paths and waypoints around the village. 

DarkThoughts, Mar 14th at 8:39 PM

Are the soldiers & archers supposed to follow you? It seems they only take your gears and that's it.

galaxytraversal, Mar 10th at 6:19 PM

hello i love the mod, i have been using it for my entire playthrough with my buddys on our server. it works great, its a little glitchy sometimes but i assume its because of the other mods i have. but anyways i was just wondering on the update progress? i understand it takes time, so i am patient. 

Jimothy_Billiams, Mar 6th at 8:20 AM

Hi, very cool mod, is there a way to see the "Ratios" for villagers, for example im trying to hire my third villager (One trader and one farmer so far) but it says I need more food, is there a way to see how much each farmer makes or is there like a ratio? is it just one farmer/shepard for every one other villager? thanks

 

MiraLeaps, Mar 4th at 10:22 PM

Hey, sorry I vanished. Things have settled down and I have been able to work on mods again, I'll try to be in touch soon about the work I've done on the mod

wojtek16, Mar 3rd at 8:11 PM

Can i add this to an existing world? I wasn't sure if it might work I guess, or if I could find villages in non loaded chunks. I just felt like the villages were giving a lot of advantage to a new player, so wanted to enjoy the world before stumbling on one haha

Bavid, Feb 24th at 9:42 PM

hey is there anyway to turn off Founding Villages and just leave it to the server to Gen them? thanks 

frogblaster, Feb 23rd at 2:26 AM

@Captin_Krunch not ideal but I wanted something similar, what worked like a charm is waiting to enable the mod in the world until after I genned chunks that I wanted without them. 

Feldam, Feb 21st at 9:45 PM

I don't know if it's just me, but some of the villages that spawned in my new world will have villagers that do not move, nor do they have anything to trade. Is this a known bug, or is there something I may have done wrong?

I downloaded version 4.00

Conza1608, Feb 21st at 8:14 AM

Hi, I am getting low FPS near villages after updating on an existing world is that normal?

Captin_Krunch, Feb 18th at 4:09 AM

I wanted to use this mod with the Continental mod but I was wanting to limit village spawns to islands other than spawn Island. That way I'd have my own spawn island to set up on first before exploring to find villages. Is this possible to set up or could a distance from spawn config be possible? Thank you I'm advance!

Matfox, Feb 14th at 6:16 AM

@Maoman I don't get a crash report, the game just sends me back to the home screen

Elwood, Feb 12th at 11:08 PM (modified Feb 14th at 6:16 PM)

My FPS dropped to 1fps when I approched a village

The logs seems odd. repeats 300 times with different names

12.2.2026 16:51:33 [Debug] Villager Dominicus loaded at 511791, 115, 511530
12.2.2026 16:51:33 [Debug] Villager Magdalena loaded at 511791, 115, 511530
12.2.2026 16:51:33 [Debug] Villager William loaded at 511792, 115, 511531
12.2.2026 16:51:33 [Debug] Villager Ludwig loaded at 511792, 115, 511530
12.2.2026 16:51:33 [Debug] Villager En Repos loaded at 511792, 115, 511530


Not sure if this is related to vs village

I approached a building and saw a building full of villagers. they were teleporting around.  still 1 fps.

Edit: I killed all entities and they kept respawning. i had to put blocks over the invisible spawner to stop them and prevent an overpopapocalypse

Maoman, Feb 9th at 12:17 AM

Matfox no one will be able to help you without a crash log unfortunately.

Dweer21, Feb 8th at 8:10 PM

So if you are starting your own village and spawn the initial guy, what's the radious around the initial workstation spawn that the villagers will recognize as actual "village"?

 

Matfox, Feb 7th at 10:12 PM

I'm 90% sure something is bugged here as every time I use the horn or try to even spawn a villager my game hard crashes. What is going on?

 

Maoman, Feb 7th at 5:00 PM

SonyFanboy you have to craft a horn out of bone and a temporal gear, then right-click on the ground to spawn a villager "helper" NPC who selled villager beds and workstations and stuff. He also buys basic cooked foods so you can generate gears more easily to buy the villager stuff.

Scruffest, Feb 5th at 3:09 AM

hopefully this can overlap with the race mods so we can choose which race can run the village for the sake of personal worldbuilding.

SonyFanboy, Feb 4th at 11:26 PM

How in the world do I manually generate a village

 

Maoman, Feb 3rd at 6:00 AM (modified Feb 5th at 8:13 AM)

MiraLeaps looking forward to seeing your fixes being implemented. Good luck with life stuff.

I don't suppose you could upload what you already have so far (like to Mega.nz or Google Drive or something) and share it with the class? I know it's not "complete" as to what you plan to do, but it's already got a lot of fixes implemented, according to your comment below. This mod is the last thing I need before I finally commit to starting a new world now that my modlist is mostly stable (with nearly 200 mods lmao) cause I want to use those addons to generate villages in world.

CocoCookieDough, Feb 3rd at 1:09 AM (modified Feb 3rd at 1:14 AM)

Hello, I’ve installed version 4.0.0-pre.4, and I’m currently experiencing extreme lag on my server.
We recently updated from version 3.0.1.

MiraLeaps, Jan 31st at 11:45 AM

Sorry I haven't been in touch, the power in my house died and we had to quickly move to a temporary place and sort out our son's school stuff and everything. I'll try and be in touch when I get stuff going again!

z16_m0v3r, Jan 22nd at 11:18 AM

I can also confirm that village produce massive lags which makes me actively avoid them, which is a shame because they're really great otherwise.

Undea, Jan 21st at 9:06 PM

hey there,

 

i just wanted to go to the menson from better ruins.

But as soon i was near it i did get massive laggs.

After some testing, i did finde out, that a village was spawned there too.

And the villigers did get spawned from spawners and did not stop spawning them, this caused the laggs.

it looks to me, that the loctus spawner in the ruin was overrited.

MiraLeaps, Jan 20th at 11:03 PM

I'll be in touch asap, when I finally get it all squared away. I'm very very close. Had a breakthrough with the activity driven by digging around in the vanilla repo and found that you can prompt it to allow AI tasks as part of it to get the best of both worlds (which it seems like vanilla isn't doing with their villagers)....so I will probably let it handle some basic schedule stuff and let the AI tasks handle the stuff you'd want to have random. This also fixes this vanilla based health issue tied to damage and activity driven, so works out.

Gonna get it right and then I'll be in touch 💜💜

Gerste , Jan 20th at 6:38 PM

Discord would be easies, you can find me on the official VS Discord as G3rste. MiraLeaps

You can also just send in a PR on GitHub and I could make you co-owner of this mod so you can upload versions yourself.

LumpyAcidFish, Jan 20th at 2:02 AM

you should make it so the villagers have to farm, eat food, hunt, and get mad when you steal stuff

they just make the game easy

MiraLeaps, Jan 19th at 7:46 PM

Hey! is there any way I can get in touch with you? I've been working on this pretty hard for days now and I've got a TON of stuff working and reimplemented and still working on getting other stuff cleaned up.

So far I've returned everything to TaskAI for better random handling instead of ActivityDriven's scripted stuff that seemingly lobotomizes the villagers. I have them pathing with the open/close door while doing those jobs. The shepherd will add feed once more, the Farmer will Cultivate and the Herbalist will heal (working on a fix for this vanilla behavior that needs activity driven to not break apparently, got some fixes in mind....one is a harmony patch but I don't want to go there yet.)
The biggest acomplisment so far is that they can finally walk on farmland haha, that was so ridiculously hard to figure out and just involved tweaking the pathfinding to something more vanilla.
I fixed the hiring crash (mentioned before) with null safty nets so all that's working.

I am planning on making the farmer and shepher's job more dynamic with them walking around making points of interest as they go (like 'target sheep, target chicken' and 'target farmland, now target farmland random-x distance) to keep them moving around during the day, but right now I've got them going to different troughs for feeding, cultivating different crops etc.

Following I'm going to try and get the smith acting a bit more dynmaic too and maybe try and add him in a little 'bring me the ore and I'll smelt you something or fix your whatever'.....something like that.
Also, and this should be easier, I want to make the soldier go on random patrols and actually attack stuff again (they just kinda stand there)

Perhaps use the code thats sitting there already that made them 'hireable' by the player....not sure.

And I've been working on adding several random socializing animations (based on the existing set) to them when they are at go-to gather. Pulled it out because somewhere just getting to the gather was breaking, but I think its solved.

Anyway, gonna keep working at it and I'll give you what I wind up with if you feel its worth it to publish!

Love this mod and I'm so happy to maybe contribute to getting it shining :)

Pontes, Jan 19th at 12:50 AM

Hello there, first, thanks for this great mod!

Did the update alter the soldier/archer jobs? They seem not to fight enemies anymore, and enemies seem not even recognize villagers, so they all just stand side by side.

MiraLeaps, Jan 16th at 11:15 PM

So far I've managed to fix a few crash culprits by adding in null-value safety nets (the hire crash and some other stuff). Right now the big bugbear is how the AI fights between the ActivityTask Driven stuff and the AITask stuff. SOMETIMES they get along, sometimes one breaks. I've managed to get some kind of okay seeming thing one time and then it breaks again haha. I tried fixing both the AItask version of the cultivate/filltrough, and the ActivityDriven, but both seem to....kinda work, sometimes, maybe, but don't actually provide anything. Will let you know what becomes of it soon, but I am thinking of taking some of the tasks and making a routine behavior handler custome inside the code that drives their day to day so its less bound to the vanilla systems, which aren't documented at all (bravo to you for having them working at all, that was so much guess work for me to start to mess aroun with them haha)

Gerste , Jan 16th at 9:03 PM

I take every help I can get ^^. MiraLeaps

MiraLeaps, Jan 15th at 10:20 PM

I understand how that goes, I've been spending most of today sitting down and looking at the code tweaking and adjusting to try and get it up and running on those aspects (I really really love the mod) and I think I've made some breakthroughs on some of the the things after bashing my head against other parts. If I make some headway and get something done, I'll send it your way and maybe spare you the time and trouble? if that's welcome, I don't want to assume.

Gerste , Jan 15th at 6:59 PM

Hi, the most recent game version broke quite a lot and I am trying to migrate to the new activity system, but I am lacking the time I once had for modding so its taking way longer than it should. But all your guesses were basically right MiraLeaps

MiraLeaps, Jan 14th at 5:36 PM

Hey, I was really curious about why the farmers and such don't really do anything when I had read in the changes way back when there was something they did.....so I had a look into the code and was surprised to see that there were systems for cultivating crops and filling troughs and such, so I'm like "Why aren't they using that??" and then I noticed that the code was labled "AITrask....." instead of "AITask....", would that be an issue? I looked back through past versions and it has been like that since the start....was this stuff working the whole time and now its just been removed in favor of the activity driven villager code?

Is it possible to add that stuff to the activity lists in the config? I would love to make one for the farmer and stuff so they can actually work in a given day.

cheers!

MiraLeaps, Jan 12th at 11:01 PM

Such a great mod! We're building up our little village one person at a time and I love interacting with all of them.

Issue we're having is that every time we go to hire on a new person, the person hiring crashes. The villager shows up, alls good with them, we just.....expect a crash every time now. Also, we had a crash when the herbalist quest was finished to let her become our healer. I'm not sure if it worked actually....no chance to test it, but it crashed, much like the hiring....seemed to complete the quest at least.
There also seems to be an error in the logs every time we interact with  the NPCs, but it doesn't really do anything.

It would also be nice to get some more detailed documentation about how the stuff you can purchase to set up you own village works....like I am so lost on the waypoints and I gues the Brazier only creates one hangout spot? It would be cool to somehow get them walking around, even if randomly, during the day. Especially if its just around their workstations so it can look like the farmers are farming and stuff.


I love this mod, I hope to see it go so far! Legit, one of my absolute favorite mods...I'v spent hours and hours building homes for the NPCs, shops for them to work in, and a big bar for the animals the shepherd is tending to....and we have a tower for our soldiers to bunk at!

Legentus, Dec 31st 2025 at 5:02 AM (modified Dec 31st 2025 at 5:14 AM)

 

WARNING! Most recent update for this mod causes the game to constantly spawn and despawn and respawn NPC Villagers causing crazy lag spikes when in a village/a village is rendered on-screen. Reverting to version 3.0.1 fixes the issue as a workaround for now. Hopefully the mod author fixes this.

This happens with no other mods installed. Here is a TINY snippet of my debug log before I reverted while I was standing in a village:

Debug-Log

30.12.2025 23:48:00 [Debug] Villager En Repos de-spawned at 512431, 121, 513083 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Bernadetta de-spawned at 512417, 133, 513049 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Dominicus de-spawned at 512478, 130, 513039 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Philippa de-spawned at 512404, 132, 513120 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Olivia de-spawned at 512399, 131, 513121 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Joana de-spawned at 512406, 122, 513088 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Xerxes de-spawned at 512409, 128, 513088 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Agnes de-spawned at 512402, 132, 513090 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Ludwig de-spawned at 512445, 119, 513091 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Imagina de-spawned at 512449, 118, 513090 for reason Unload
30.12.2025 23:48:00 [Debug] Villager Farhad de-spawned at 512466, 117, 513101 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Diana de-spawned at 511628, 110, 513382 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Cuno de-spawned at 511623, 111, 513383 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Demud de-spawned at 511663, 109, 513360 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Dominicus de-spawned at 511664, 110, 513365 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Tacia de-spawned at 511719, 123, 513358 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Geralt de-spawned at 511636, 121, 513340 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Hermine de-spawned at 511632, 122, 513340 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Lisbeth de-spawned at 511644, 117, 513294 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Baldrich de-spawned at 511625, 117, 513294 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Adachi de-spawned at 511644, 112, 513295 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Erik de-spawned at 511646, 122, 513299 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Temper de-spawned at 511627, 112, 513300 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Maurinus de-spawned at 511629, 117, 513300 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Methild de-spawned at 511625, 122, 513301 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Marcus de-spawned at 511636, 125, 513305 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Rudolf de-spawned at 511663, 112, 513303 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Xerxes de-spawned at 511666, 126, 513296 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Hedwig de-spawned at 511709, 114, 513309 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Adachi de-spawned at 511687, 113, 513308 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Yvonne de-spawned at 511684, 113, 513291 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Joana de-spawned at 511700, 112, 513310 for reason Unload
30.12.2025 23:48:06 [Debug] Villager Floyd de-spawned at 511694, 113, 513311 for reason Unload
30.12.2025 23:48:09 [Debug] Villager Judith de-spawned at 511640, 111, 513374 for reason Unload
30.12.2025 23:48:09 [Debug] Villager En Repos de-spawned at 511640, 130, 513375 for reason Unload
30.12.2025 23:48:09 [Debug] Villager Imagina de-spawned at 511703, 123, 513356 for reason Unload
30.12.2025 23:48:13 [Debug] Villager Zachäus de-spawned at 511663, 111, 513386 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Geralt de-spawned at 510979, 110, 511644 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Richard de-spawned at 511004, 113, 511621 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Triss de-spawned at 510982, 123, 511629 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Joana de-spawned at 511000, 122, 511639 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Dione de-spawned at 511059, 110, 511646 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Floyd de-spawned at 511055, 111, 511647 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Walpurga de-spawned at 511045, 112, 511644 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Maurinus de-spawned at 511037, 117, 511716 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Aphid de-spawned at 511035, 112, 511715 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Judith de-spawned at 511030, 121, 511718 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Wolfram de-spawned at 511036, 117, 511698 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Rudolf de-spawned at 511030, 112, 511700 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Aphid de-spawned at 511029, 117, 511702 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Lisbeth de-spawned at 511029, 122, 511697 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Pippin de-spawned at 511026, 126, 511707 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Brutus de-spawned at 511008, 111, 511698 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Maurinus de-spawned at 511037, 122, 511669 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Hermine de-spawned at 511037, 121, 511674 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Tacia de-spawned at 511059, 111, 511661 for reason Unload
30.12.2025 23:48:37 [Debug] Villager Baggins de-spawned at 511060, 111, 511665 for reason Unload
30.12.2025 23:48:41 [Debug] Villager Methild de-spawned at 511080, 110, 511703 for reason Unload
30.12.2025 23:48:41 [Debug] Villager Pegalesharro de-spawned at 511080, 130, 511703 for reason Unload
30.12.2025 23:49:21 [Debug] Villager Triss de-spawned at 513945, 125, 511175 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Adachi de-spawned at 513926, 125, 511162 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Magdalena de-spawned at 513930, 127, 511151 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Zachäus de-spawned at 513926, 125, 511162 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Wolfram de-spawned at 513969, 128, 511158 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Ludwig de-spawned at 513975, 128, 511159 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Agnes de-spawned at 513929, 129, 511129 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Farhad de-spawned at 513948, 130, 511132 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Zachäus de-spawned at 513948, 135, 511127 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Olivia de-spawned at 513946, 135, 511131 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Pippin de-spawned at 513929, 129, 511130 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Violante de-spawned at 513983, 132, 511113 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Judith de-spawned at 513965, 132, 511130 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Cuno de-spawned at 513964, 132, 511128 for reason Unload
30.12.2025 23:49:24 [Debug] Villager Bianca de-spawned at 513985, 132, 511132 for reason Unload
30.12.2025 23:50:02 [Debug] Villager Johanna de-spawned at 513947, 111, 513949 for reason Unload
30.12.2025 23:50:02 [Debug] Villager Aphid de-spawned at 513945, 112, 513944 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Josephine de-spawned at 514021, 112, 514019 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Aphid de-spawned at 514023, 113, 514023 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Baggins de-spawned at 514003, 111, 514008 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Olivia de-spawned at 514015, 124, 513989 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Joana de-spawned at 514021, 112, 514004 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Aphid de-spawned at 514016, 113, 514004 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Anne de-spawned at 513931, 110, 513968 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Floyd de-spawned at 513927, 111, 513969 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Wolfram de-spawned at 513964, 112, 513945 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Hedwig de-spawned at 513965, 111, 513949 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Ludwig de-spawned at 514001, 118, 513933 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Baggins de-spawned at 514003, 111, 513940 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Hedwig de-spawned at 514006, 118, 513941 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Demud de-spawned at 514001, 122, 513942 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Temper de-spawned at 514011, 126, 513944 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Yennefer de-spawned at 513984, 111, 513925 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Pegalesharro de-spawned at 514021, 118, 513933 for reason Unload
30.12.2025 23:50:05 [Debug] Villager William de-spawned at 514019, 112, 513935 for reason Unload
30.12.2025 23:50:05 [Debug] Villager Leonidas de-spawned at 514021, 122, 513940 for reason Unload
30.12.2025 23:50:14 [Debug] Villager Timoleon de-spawned at 513970, 121, 514012 for reason Unload
30.12.2025 23:50:14 [Debug] Villager Alanus de-spawned at 513970, 121, 514007 for reason Unload
30.12.2025 23:50:14 [Debug] Villager Farhad de-spawned at 513954, 122, 514006 for reason Unload
30.12.2025 23:50:49 [Debug] Villager Joana de-spawned at 510474, 112, 513470 for reason Unload
30.12.2025 23:50:56 [Debug] Villager Geralt loaded at 510979, 110, 511644
30.12.2025 23:50:56 [Debug] Villager Richard loaded at 511004, 113, 511621
30.12.2025 23:50:56 [Debug] Villager Triss loaded at 510982, 123, 511629
30.12.2025 23:50:56 [Debug] Villager Joana loaded at 511000, 122, 511639
30.12.2025 23:50:58 [Debug] Villager Cronos de-spawned at 510510, 111, 513474 for reason Unload
30.12.2025 23:50:58 [Debug] Villager Hubertus de-spawned at 510525, 111, 513469 for reason Unload
30.12.2025 23:50:58 [Debug] Villager Yvonne de-spawned at 510509, 110, 513454 for reason Unload
30.12.2025 23:50:58 [Debug] Villager Walpurga de-spawned at 510530, 110, 513450 for reason Unload
30.12.2025 23:50:58 [Debug] Villager Brutus de-spawned at 510519, 110, 513432 for reason Unload
30.12.2025 23:50:58 [Debug] Villager Floyd de-spawned at 510519, 110, 513427 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Geralt de-spawned at 510979, 110, 511644 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Richard de-spawned at 511004, 113, 511621 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Triss de-spawned at 510982, 123, 511629 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Joana de-spawned at 511000, 122, 511639 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Richard de-spawned at 510495, 115, 513434 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Wolfram de-spawned at 510488, 111, 513418 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Xerxes de-spawned at 510492, 110, 513436 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Frodo de-spawned at 510492, 115, 513435 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Dione de-spawned at 510477, 111, 513435 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Diana de-spawned at 510491, 111, 513416 for reason Unload
30.12.2025 23:51:04 [Debug] Villager Adachi de-spawned at 510477, 110, 513438 for reason Unload
30.12.2025 23:51:23 [Debug] Villager Hermine de-spawned at 510747, 112, 511426 for reason Unload
30.12.2025 23:51:23 [Debug] Villager Josephine de-spawned at 510780, 109, 511416 for reason Unload
30.12.2025 23:51:23 [Debug] Villager Josephine de-spawned at 510776, 109, 511416 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Anne de-spawned at 510731, 112, 511423 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Ludwig de-spawned at 510748, 110, 511405 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Farhad de-spawned at 510746, 116, 511399 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Philippa de-spawned at 510746, 115, 511405 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Farhad de-spawned at 510732, 110, 511412 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Tacia de-spawned at 510727, 110, 511423 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Bernadetta de-spawned at 510748, 111, 511373 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Pippin de-spawned at 510731, 110, 511387 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Temper de-spawned at 510747, 111, 511369 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Adachi de-spawned at 510768, 112, 511369 for reason Unload
30.12.2025 23:51:26 [Debug] Villager Geralt de-spawned at 510766, 110, 511370 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Geralt de-spawned at 511118, 134, 510509 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Floyd de-spawned at 511119, 129, 510511 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Lambert de-spawned at 511124, 139, 510508 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Farhad de-spawned at 511124, 129, 510526 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Judith de-spawned at 511125, 135, 510525 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Yvonne de-spawned at 511128, 143, 510518 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Adachi de-spawned at 511154, 120, 510510 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Olivia de-spawned at 511162, 129, 510515 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Bianca de-spawned at 511197, 130, 510524 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Bernadetta de-spawned at 511192, 130, 510524 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Tacia de-spawned at 511151, 120, 510475 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Cronos de-spawned at 511146, 121, 510476 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Xerxes de-spawned at 511193, 117, 510474 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Bianca de-spawned at 511205, 117, 510494 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Hubertus de-spawned at 511200, 118, 510494 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Marcus de-spawned at 511117, 135, 510528 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Rudolf de-spawned at 511126, 138, 510529 for reason Unload
30.12.2025 23:51:42 [Debug] Villager Dione de-spawned at 511127, 143, 510551 for reason Unload
30.12.2025 23:52:25 [Debug] Villager Zachäus de-spawned at 514258, 120, 510570 for reason Unload
30.12.2025 23:52:25 [Debug] Villager Josephine de-spawned at 514185, 122, 510545 for reason Unload
30.12.2025 23:52:25 [Debug] Villager Baldrich de-spawned at 514190, 123, 510543 for reason Unload
30.12.2025 23:52:25 [Debug] Villager Pegalesharro de-spawned at 514264, 120, 510545 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Methild de-spawned at 514193, 132, 510514 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Dominicus de-spawned at 514199, 132, 510514 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Floyd de-spawned at 514239, 120, 510497 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Hedwig de-spawned at 514258, 120, 510496 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Dione de-spawned at 514240, 120, 510505 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Tacia de-spawned at 514258, 134, 510513 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Johanna de-spawned at 514259, 129, 510520 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Dione de-spawned at 514262, 134, 510520 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Dominicus de-spawned at 514258, 138, 510521 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Demud de-spawned at 514268, 142, 510525 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Dione de-spawned at 514277, 135, 510514 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Walpurga de-spawned at 514276, 128, 510516 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Hedwig de-spawned at 514278, 139, 510520 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Floyd de-spawned at 514263, 119, 510477 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Dominicus de-spawned at 514263, 138, 510478 for reason Unload
30.12.2025 23:52:29 [Debug] Villager Pippin de-spawned at 514280, 131, 510468 for reason Unload

kboyer36, Dec 22nd 2025 at 6:16 PM

Is there a command to manually destroy a village? I have one on my current server that is glitched and crashes my client everytime I try to access the Mayor table.

mr_smellyman, Dec 21st 2025 at 4:35 PM

Hey, so this is an exciting mod, but we're experiencing a crash that was reported back in March and doesn't seem to have been addressed. Using mod version 3.0.1 on a v1.21.5 server. 

Crash Report
System.Collections.Generic.KeyNotFoundException: The given key 'elderbalanced' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at VsVillage.EntityVillager.set_Personality(String value) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 40
at VsVillage.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 71
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 445
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 407
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 222
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 752
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Siegfried_Brehl, Dec 20th 2025 at 1:42 AM

It is working, but I get an incredible amount of lag when I approach Sedna ( musician at nadiya village ) 

Myrak, Dec 19th 2025 at 2:14 AM

@TGerror I have both installed and works.

Gerste, Kareener Villagers are showing up in their villages, ive noticed they dont run around and do anything right now but as it stands, their core function is working great! i mean with vsquest installed that is. 
@Rabblerouser, Pre4 fixes your problem

 

TGerror, Dec 13th 2025 at 10:07 PM

ohh this do look so cool and if someone can get the Kobold mod to work with this can this be nice too

Hatman17, Dec 13th 2025 at 2:25 AM

So, loving the mod so far. The only problem im having so far is whenever i place the herbalist station, alot of the textures in the village become transparent

Rabblerouser, Dec 7th 2025 at 8:20 AM (modified Dec 7th 2025 at 8:37 AM)

Also having the issue with empty villages. Not sure if it's this mod or the village extension submods.

Running the 4.0.0-pre3 version of the mod on game version 1.21.5

Using the summoning horn does nothing, either.

SpiniestMango, Dec 7th 2025 at 1:48 AM

Its not showing me how to make a summoning horn in my guide, how do i make one?

Lunar_Ouppy, Dec 6th 2025 at 10:29 PM

My server has been getting a bug where a portion of the village my friends have commandeered will not load in, and I've narrowed the issue down to specifically this mod rather than any of the addons. Not sure what's going on with that

The_Amish, Dec 4th 2025 at 3:08 PM

Any chance we get some better tools to assign specific villagers to specific beds/jobs? it seems quite random where they decide to choose their bed. I would love to be able to assign a villager a job if the table is there and assign a specific bed.

Jorrit, Dec 2nd 2025 at 2:30 PM (modified Dec 2nd 2025 at 2:31 PM)

I was in my village and right clicked the mayor workstation when my game suddenly crashed. Its V3.0.1

Spoiler!
Crash Report

Running on 64 bit Windows 10.0.26100.0 with 16085 MB RAM
Game Version: v1.21.5 (Stable)
2-12-2025 15:28:47: Critical error occurred in the following mod: vsvillage@3.0.1
Loaded Mods: chiseltools@1.14.12, game@1.21.5, creative@1.21.5, survival@1.21.5, vsvillage@3.0.1
System.Collections.Generic.KeyNotFoundException: The given key '511926, 116, 512030' 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 152
at VsVillage.Village.Init(ICoreAPI api) in E:\Workspace\vintage_story_mods\vsvillage\src\Systems\VillageSystem\Village.cs:line 37
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 152
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 26-10-2025 17:32:48, Site = , Source = Application Error, Message = Toepassingsnaam met fout: Vintagestory.exe, versie: 1.21.5.0, tijdstempel: 0x67fe0000
Naam van foutmodule: openal32.dll, versie: 1.23.0.0, tijdstempel: 0x63dd31ad
Uitzonderingscode: 0x40000015
Foutoffset: 0x00000000000df046
Foutproces-id: 0x3a8c
Begintijd van foutieve toepassing: 0x1dc469606fc937a
Faulting-toepassingspad: C:\Users\MSI\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting-modulepad: C:\Users\MSI\AppData\Roaming\Vintagestory\Lib\openal32.dll
Rapport-id: 6e25f222-e7a3-4847-bd0f-c743ca8e9cf8
Faulting-pakket volledige naam:
Faulting-pakket-relatieve toepassings-id: }

osayra, Dec 1st 2025 at 5:24 PM (modified Dec 1st 2025 at 5:25 PM)

latest release is not working like others have said, but v3.0.1 works, the villagers are spawning

 

I'm not sure why it's not working for you Mothica I hope you can get it figured out 🙁

Mothica, Dec 1st 2025 at 3:49 AM

I dont know if I can reply to your at as Im semi new to Vintage, but in reply -  I have tried both version and neither of them spawned villigers >: 

Waildanbear, Dec 1st 2025 at 3:13 AM

Went back and reloaded vsvillage_v3.0.1 , villagers now back! Thank you.

GhostStoryKai, Dec 1st 2025 at 2:51 AM (modified Dec 1st 2025 at 2:59 AM)

Unsure if an issue unique to my mod pack, but I'm seeing villages spawn within like 100 blocks from each other. Is there a place in the config I am missing for mindistance or spawn chance of villages?

EDIT: utilizing 3.0.1 on 1.21.5

RangerDaddy75, Dec 1st 2025 at 2:17 AM

Katzvielle
Same here bud and none of the command lines for generating a village are working

really frustrating

Katzvielle, Dec 1st 2025 at 2:09 AM

 im playing 

vsvillage_v4.0.0-pre.3

VSVillageAddon-VikingVillage-1.0.2

VSVillageAddon-DesertVillage-1.0.2

all items in the town like beds and the work tables are owned by one villager though there is no villagers around. i cheated myself the horn just to see if it would work. i can blow the horn but but no one shows up

RangerDaddy75, Dec 1st 2025 at 2:06 AM

can someone reply with a command on how to gen the villages cuz everytime i try it doesnt work and it says "try this" and those dont work. super annoying and i cant find a list of commands anywhere!

 

NadaNull, Nov 30th 2025 at 11:49 PM (modified Nov 30th 2025 at 11:52 PM)

Villagers not spawning on the for testers version: vsvillage_v4.0.0-pre.3 

Villagers did spawn on the latest release: vsvillage_v3.0.1 

All this being on the latest Stable release of Vintage Story 1.21.5 and just my own experience with the different versions.

Waildanbear, Nov 30th 2025 at 11:14 PM

Also, any chance to in the future, have the ability to pick the race of your villagers? I use the Racial Equiality mod, playing as a Dwarf, would be cool to have dwarvish strongholds, elven settlements, orc camps, etc. 

The_Grand_Clam, Nov 30th 2025 at 11:00 PM

Yeah the villagers spawn fine if you use the old version

 

Waildanbear, Nov 30th 2025 at 10:57 PM

So I am using pretty much all your village mods.

 

VS Village Desert Village Addon 1.0.2

VS Village Viking Vilage Addon 1.0.2

VS Village Aged Village Addon 0.0.6

VS Village Industrial Village Addon 0.0.6

VS Village 4.0.0-pre3

Myrak, Nov 30th 2025 at 8:12 PM

can you set up the ability for players, not just server owners, to use the commands so they can set up their own pathing and see what is wrong with what they built? My players dont have the privilages to use the commands that come with the mod and is getting overwhelming with many players for us to have to go to each one and do these commands for them.

 

ProphetOfMercy, Nov 30th 2025 at 8:11 PM

Alright, If anyone else posts here about villagers not spawning, please let the rest of us know which version of the VS Villagers mod you downloaded.

I want to know if villagers arent spawning due to people downloading the 1.21.5 Version, but also wanna see if it ATLEAST works on the 1.21.0 Version.

I also wanna know if the Older version download can still be used AND works well "enough when installed for Vintage Story version 1.21.5.

Could yall lemme know which version you downloaded on this page?

Mothica
IgnisPolonia
Katzvielle
Waildanbear

Mothica, Nov 30th 2025 at 4:07 PM

no villagers spawn ): 

IgnisPolonia, Nov 29th 2025 at 3:54 PM

Dear Autor - Seraphs doesn't spown to villiges. Villige is a empty write now.

Katzvielle, Nov 27th 2025 at 6:10 AM (modified Nov 27th 2025 at 6:10 AM)

people dont spawn

 

Spoiler
[Warning] An entity vsvillage:humanoid-villager-male-farmer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:villager-male-farmer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:humanoid-villager-female-soldier failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:villager-female-soldier failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:humanoid-villager-male-trader failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:villager-male-trader failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:humanoid-villager-female-farmer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:villager-female-farmer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:humanoid-villager-female-archer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:villager-female-archer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:humanoid-villager-female-soldier failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:villager-female-soldier failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:humanoid-villager-male-archer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:villager-male-archer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:humanoid-villager-female-farmer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:51 [Warning] An entity vsvillage:villager-female-farmer failed to complete initialisation, will not be physics ticked.
26.11.2025 23:58:52
Katzvielle, Nov 25th 2025 at 5:28 AM

i used the Summoning Horn and the sound played but no one showed up.

fsdfsdfsd, Nov 24th 2025 at 4:40 PM

I can't get "permission to send messages in channel" for the discord, and it always shows only one channel, so I'm going to put my idea here:

 

Is there any way we can get villages that always have walls built around the village limits? One thing that I loved in Nadiya but that drives me nuts with this mod is the lack of walls around the entire village to keep out monsters spawning at night. It just... feels like the villagers have to be idiots to not realize that walls help protect them from incoming monsters, and that always breaks my immersion. I tend to manually create my own walls around settlements like this just to satisfy this itch.

 

Maybe it could be something where you've got (at minimum) one design for corners, one (minimum) design for main wall segments, and one (minimum) design for gates, and the structure will generate the corner-pieces at the ends, the wall segments along the sides, and put 1-4 gates placed along major walls.

 

IDK just an idea.

Katzvielle, Nov 24th 2025 at 12:13 AM

Waildanbear i too had empty villages but im guessing its because the other vs village mods are not updated for 1.21.5.

i went to a story village and they do have people in them.

Gweel, Nov 23rd 2025 at 10:51 AM

Hi I my game crashes when I use a summoning horn with the desciption that says "can be used to call for help"

Waildanbear, Nov 22nd 2025 at 9:07 PM (modified Nov 22nd 2025 at 9:10 PM)

Greetings, so is anyone else having an issue with all of the towns (regular ones you randomly come across) being completely empty? When I first created my current game, they had villagers, even did a few quests for them, then I go back some time later, totally empty, now every town/village/settlement I come across is empty. Not sure if its some random mod conflict that wasnt there when I first started, or if they all have been killed by monsters/critters, or if they are all just hiding from me =(

 

I have yet to create a town myself to see if NPC show there, but was just curious if this was a version issue all of a sudden, or something more Roanoke Colony-ish.

 

Thank you.

Cremini, Nov 20th 2025 at 8:10 PM (modified Nov 20th 2025 at 8:10 PM)

@NoLatePizza306 I don't think it's VS Village causing this. I think your terrain gen overhaul might be linked to the issue: I use Terra Prety and everything seems to be working as intended... Although I have many mods and now, treasure hunter camps spawn underground or on flat floaty disks connected to high terrain... Need to figure out what's that about...

NoLatePizza306, Nov 20th 2025 at 7:38 PM

I dont know if it's only me, but with rivergen, plains and valleys, continental world and this mod together, rivers fail to generate.

VariantHutch, Nov 14th 2025 at 6:26 PM

Client keeps crashing when accessing mayor workstation in version 3.0.1 in 1.21.5 

 

Spoiler!
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32599 MB RAM
Game Version: v1.21.5 (Stable)
11/14/2025 12:22:23 PM: Critical error occurred in the following mod: vsvillage@3.0.1
Loaded Mods: chiseltools@1.15.3, fagreenwich@1.4.1, overhaullib@1.12.20, primitivesurvival@4.0.0, sortablestorage@2.4.3, game@1.21.5, vsimgui@1.1.15, animalcages@4.0.1, bedspawnv2@1.6.4, betterfirepit@1.2.0, betterruins@0.5.2, bettertraders@0.1.0, carryon@1.12.1, combatoverhaul@0.10.12, commonlib@2.8.0, configlib@1.10.8, kevinsfurniture@1.7.5, maltiezcrossbows@1.6.8, maltiezfirearms@1.3.6, oneroof@1.11.0, petai@4.0.1, terraprety@7.0.8, th3dungeon@0.4.4, thecritterpack@1.3.4, creative@1.21.5, vsquest@3.0.0, survival@1.21.5, vsvillage@3.0.1, armory@1.5.3, cats@4.0.0, fastbreeding@0.0.26, stonequarry@3.5.1, vsvillagetowers@0.0.6, wolftaming@4.0.1
System.Collections.Generic.KeyNotFoundException: The given key '512625, 141, 512411' 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 152
at VsVillage.Village.Init(ICoreAPI api) in E:\Workspace\vintage_story_mods\vsvillage\src\Systems\VillageSystem\Village.cs:line 37
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.<StartClientSide>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.<SetMessageHandler>b__0(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 74
at Vintagestory.Client.NoObf.NetworkChannel.OnPacket(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 29
at Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(Packet_Server packet) in VintagestoryLib\Client\API\NetworkAPI.cs:line 152
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 752
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
FeaoikalOitaure, Nov 4th 2025 at 8:14 PM (modified Nov 4th 2025 at 8:18 PM)

Latest version V4.0.0-pre.1 crashing in 1.25. Last version V3.0.1 loads Ok.

 

Crash log:

Spoiler!
Spoiler System.Collections.Generic.KeyNotFoundException: The given key 'formal' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.EntityVillager.set_Personality(String value) in VSSurvivalMod\Lore\Village\EntityVillager.cs:line 33
at Vintagestory.GameContent.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSSurvivalMod\Lore\Village\EntityVillager.cs:line 93
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 445
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 407
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 222
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 752
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95text.
CrownedManticore, Nov 4th 2025 at 7:52 PM

I currently am running the test version in my world. I was wondering if the villages produce anything, or is it purely cosmetic? Do the farmers produce crops or any of the other jobs outside of trading? I was really hoping I could have towns making food. 

FeaoikalOitaure, Nov 4th 2025 at 7:13 PM (modified Nov 4th 2025 at 7:14 PM)

As a feature request, it would be fun to see villages specalize in certain things such as blacksmithing, farming, etc. and have traders travel between villages on roads. That sounds pretty complex though so not expecting much.

neonix, Nov 3rd 2025 at 11:23 PM

i got the same crash as Lucian_Fallen and i have multiple addons,now my game wont stop crashing on start because i'm right next to a village.

PeterSanderson, Nov 3rd 2025 at 3:59 PM

So I placed some soldiers on the map of my 1.21.5 server while in creative mode, using the testing release.
I tried to hire them. They accepted, but did not move from the spot. Upon taking the gears, they continued to stand stil and then the quest showed as complete.
Each soldier had a bed and workstation nearby.

VS Village and VS Quest both installed.


PeterSanderson, Nov 2nd 2025 at 6:01 AM

Is there any way currently to disable a player from creating the horn on a SMP server? Would I have to write a patch?

Bl0ckparty, Oct 31st 2025 at 11:49 PM

StellarHarbour  In a way, VS Village is like Minecraft's Millenaire mod.  The villages spawn randomly, but you can config how often they should spawn.  They come in small, medium, and large size villages.  Some medium and all large villages will have a Trader who only sells VS Village items for the villages themselves.  There is no possible trading between villages like is possible in Millenaire.  If you have VS Quest, most villagers have 3 basic quest/requests that will repeat after a while.  While the Farmer will generally give you an immediate reward, the Herbalist will only heal you after you fulfill all 3 quests should you be hurt while in the village. IE:  During/After fighting mobs that attack the village like predators or drifters. (Currently, the 3.0.1 version and earlier villagers do not recognize bowtorn or shivers, but neither do bowtorn or shivers recognize the villagers.)  The village militia (soldiers/archers) only recognize, seek out, and attack wolves, bears, and drifters that I know of.  You can also hire them for 1 rusty gear per in-game 24 hours to follow you and help you fight whatever you come across.  The village militia seem to have iron tier weapons which you cannot take from them or pick up from the ground.  Attacking a villager will get that villager to attack you and keep attacking you until you die.  Even if you go into Creative mode, the villager will crowd you, still wanting to attack, but unable to do any damage.  They will NOT stop until you die.  I am unsure if killing a villager will set the whole village after you.  It's been a while since I even tried to test that.  Villagers, Traders and Seraphs (Players) all use the music language to "speak", but you need to click on them to get the dialogue box to show up.  There is one additional mod call VS Quest which allows you to modify all the quests.  Plus there are several different styles of "addon" villages beyond the generic villages.  You can either wait to find a village you like and make it your base or you can make your own villager in a location of your choice.  You will need a villager horn which is made by surrounding a teal temporal gear with bones in the crafting grid.  When you use the horn, you will spawn a "Temporary Village Trader" (TVT) who will sell you what you might need to create your own village.  I would suggest you purchase the Mayor's Workstation and one bed minimum with rusty gears.  You can trade meat and bread items with the TVT to get more rusty gears if you're short.  Set up the Mayor's Workstation in the CENTER of where you want your village (you can move it later).  Please, remember that your village border is a square when building dwellings and other structures and the villagers have certain types of roads that they prefer.  I would suggest stone path blocks if your area gets snow as the villagers can become disorientated if they can't reach their destinations due to "high snow drifts".  I would actually suggest building certain buildings before calling your TVT.  Every villager will need a bed placed in a safe location and that is where they will spawn when you hire them.  Your Mayor's Workstation will allow you to hire all the villagers.  The first villager you should "Hire" is a permanent Village Trader--which is why you want that bed.  With your permanent Village Trader, you can buy everything else you need as you Hire more villagers.  All villagers have a destination sequence; from bed to workstation to a brazier (we call it the Gathering or Socializing Brazier) in the evening after the day's work is done and then back to bed.  So you should also buy a Village brazier from your new Village Trader if you didn't buy one from your TVT.  You will need 50% of your village to always be either Farmers or Shepherds (food production).  Farmers will make crops within three blocks of their Workstations grow faster.  Shepherds will place grain into troughs for animals.  You do not even have to give them grain, the Shepherds will materialize it from thin air.  This can be great for you if you have chickens as the chickens will lay eggs when they eat grain.  If you do not have a rooster, you can use the eggs as protein.  If you do, you can increase your flock.  Since adult roosters will attack each other, you may want to trap your existing rooster so that you may later create a second chicken coop when a chick turns into a cockerel (teenage rooster) or rooster.  Most male animals in the game will eat food from the troughs, but they may not need the food to stay healthy.  Food in the troughs in really just a mechanic to get the female animals "ready to mate" and "pregnant" if you have a male nearby.  Males only need to be within a certain distance of a female who is "ready to mate" to get them pregnant.  Since hens who have eaten one serving of food are "ready to mate", they will lay fertile eggs if the rooster is nearby.  You may want to surround your rooster with fences where your hens will walk buy him so they will lay fertile eggs (which can also be eaten if you're desperate for food).  Place the Shepherd's workstation within three blocks of all troughs.  Do not place troughs or the workstation along walls as that may allow animals to escape.  Unfortunately, the Shepherds may accidentally release the animals so you will want to build "airlock gates" that will make it more difficult for the animals to escape.  Warning:  Lightning can kill off your entire chicken coop!  Copper lightning rods cover an area below them in a pyramid shape.  The higher it is, the more it covers.  Lightning can kill the Player, it can kill everything in the game if it hits nearby often enough.  I would suggest that you try to hire a Herbalist and Soldiers as soon as possible if you don't want to always spend night time defending your village from mobs or predators.  The Herbalist can heal anyone from injury or recent death plus defend themselves with a knife.  The Soldiers have either iron swords, spears, or bows/arrows and are not bound by the road system the other villagers must follow.  Try to keep your village boundary tight to the buildings.  You don't want your militia wandering so far that your Herbalist cannot detect their fallen bodies if they get overwhelmed by mobs.  All living entities in the game have a detection range, but it varies by species and time of year.  Same with villagers and their professions.  Soldiers/Archers have a higher detection range than the other villagers.  Villagers "ping" off Waypoint poles to get to their destinations.  If a villager has a long way to travel, using waypoint poles will help them find their destination.  The mod Description and Handbook information should also give you some good basic and debug info.  You do NOT need to hire a Mayor or Smith for your village, but they do offer quests.  I have been unable to determine the benefits of having either a Mayor or a Smith in the village.  Maybe Gerste can elaborate on the benefits of having each villager profession at some date in the future.  I hope this detailed explanation helps.  If your Village Trader runs out of gears, you have two options; hire a new Village Trader or try to find a village with a Village Trader and trade with them.  You can use the Temporary Village Trader summoning horn in a village that you want to take over if they don't have a Mayor's Workstation or their own Village Trader.  I hope this helps you decide if you want to try out this mod.  I would advise you to avoid the 4.0.0 version until it's no longer a WIP/"buggy".  All the above info is for 3.0.1 version and earlier.

Lucian_Fallen, Oct 31st 2025 at 1:45 AM (modified Oct 31st 2025 at 1:57 AM)

I was getting close to a village and my game crashed, I used VS Village Aged Village Addon

Crash Report
System.Collections.Generic.KeyNotFoundException: The given key 'lazy' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.EntityVillager.set_Personality(String value) in VSSurvivalMod\Lore\Village\EntityVillager.cs:line 33
at Vintagestory.GameContent.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSSurvivalMod\Lore\Village\EntityVillager.cs:line 93
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 445
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 407
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 222
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
StellarHarbour, Oct 25th 2025 at 11:50 AM

Is it similar to Millenaire mod?

Blaiyze, Oct 23rd 2025 at 7:01 PM

Gerste

 

Is there a list of all the NPC's you can summon/create somewhere, besides just opening the game with the mod installed? Are there soldier type NPC's, for example? I really like what BadRabbit did with VS Kingdom https://mods.vintagestory.at/vskingdom which was compatible with VS Village/Quest, but sadly they haven't updated their mod in about a year. Any possibility of doing something similar with soldiers for VS Village?

 

Really love these mods, ty! Makes the world more interesting.

Cheers :) 

Waildanbear, Oct 22nd 2025 at 1:57 AM

Hello, not sure if this is the mod where this verbage in the help files about Villages and Villagers comes from, but I found a typo or missing word. It's in the very bottom paragraph.

 

"To find their way around, villagers make use of the . You can put those..."

 

Not sure what the villagers make use of here. 

 

Thank you.

wellenbrecher, Oct 13th 2025 at 11:02 PM

Jaggedcan9ne Cheers. Did that as well when we crashed.
Renamed the vsvillage.dll from the cache folder at a safe distance from Tobias, talked with him and reverted the name at a safe distance. Probably could've (and should've) just disabled the mod driectly from the mod manager in the meantime as well, as not having a .dll in a code mod disables it anyway AFAIK, but that's how we did it in any case.

Only losses as far as I can tell was one village that was too close to the cave (it no longer has a name or villagers with "functions" but the vilagers themselves are still there) and we all lost our elks to the crash. But that was remedied with creative tools.

Just need to remember to disable the mod again when we go back to Tobias, lol.

MisterRozo, Oct 13th 2025 at 12:57 PM

Hi, my game crashes when loading in Tobias, saying it failed to load some kind of villager personality "elderbalanced", similarly to people bellow

KySoto, Oct 10th 2025 at 2:59 AM

I too am getting a crash going to tobias' cave, but i dont know what you meant by editing a dll file @jaggedcan9n (i figured id include the crash report just incase it matters)

Crash Report

Running on 64 bit Windows 10.0.26100.0 with 98217 MB RAM
Game Version: v1.21.2 (Stable)
10/9/2025 7:55:06 PM: Critical error occurred in the following mod: vsvillage@3.0.1
Loaded Mods: betteranthracite@1.0.1, buzzwords@1.8.0, claymortar@1.0.1, rlldtco0001@1.2.3, morehanceforhfs@1.0.14, overhaullib@1.11.16, speararrowheadbits@1.1.0, speleothemsdroplimestone@1.0.0, sustainablebloomery@1.0.0, traderssellborax@1.1.0, vanillaplus@1.4.0, game@1.21.2, vsimgui@1.1.13, anotherdrifter@1.1.1, axleinblocks@1.21.1, backpackpackplusexpanded@1.2.5, bedspawnv2@1.6.2, bettererprospecting@1.3.0, betterfirepit@1.2.0, betterruins@0.5.0, bettertraders@0.1.0, carryon@1.11.0, combatoverhaul@0.9.11, composter@1.2.1, configlib@1.10.5, configureeverything@2.2.1, crushablelime@1.0.0, danatweaks@3.6.0, electricalprogressivecore@2.3.1, fantasycreaturesupdate@0.7.2, farmlanddropswithnutrients@1.2.2, foodshelves@2.3.0, fromgoldencombs@1.9.4, knapster@3.0.0, maltiezcrossbows@1.6.5, maltiezfirearms@1.3.5, oreveintracers@1.2.0, purposefulstorage@1.4.1, recyclingtools@1.4.4, rockchisel@1.0.2, stirlingmotor@2.0.0, vhfp@1.3.1, creative@1.21.2, survival@1.21.2, vsvillage@3.0.1, xlib@0.9.0-pre.2, armory@1.2.3, autoconfiglib@2.0.9, electricalprogressivebasics@2.3.0, morearrows@1.1.1, vsvillagedesert@1.0.2, vsvillageviking@1.0.2, vsvillageaged@0.0.6, vsvillageindustrial@0.0.6, vsvillagetowers@0.0.6, xinvtweaks@1.8.1, xskills@0.9.0-pre.2, electricalprogressiveqol@2.3.0, electricalprogressiveequipment@2.2.1
System.Collections.Generic.KeyNotFoundException: The given key 'elderbalanced' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at VsVillage.EntityVillager.set_Personality(String value) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 40
at VsVillage.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 71
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 445
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 407
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 222
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 752
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 10/9/2025 7:52:19 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.2.0, time stamp: 0x68a40000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x14edc
Faulting application start time: 0x1dc399056d73a7c
Faulting application path: I:\Games\Vintagestory\Vintagestory.exe
Faulting module path: I:\Games\Vintagestory\Lib\openal32.dll
Report Id: 3e9cf003-9b3e-4406-b59a-3449bc62d7bf
Faulting package full name:
Faulting package-relative application ID: }

Jaggedcan9ne, Oct 8th 2025 at 10:31 PM (modified Oct 8th 2025 at 10:31 PM)

I got around the issue of the game crashing trying to make it to tobias by adding "_backup" to the end of the DLL file when I renamed it. I talked to Tobias then moved far enough away and changed the name back, and so far so good. Was able to load in and not have the game crash on me with the same error message.

techy, Oct 7th 2025 at 2:41 AM

@mysticnym I'm having similar issues on 1.21.2

MysticNym, Oct 6th 2025 at 8:36 PM

Hi, not sure if anyone else is having this issue, but Im having an issuse in our locally hosted server where the players in my server can't seem to interact with the villagers without the server throwing a bunch of error lines/red lines and then it will boot the other players (but not me the host). i'll paste the cmd window info if anyone can help, i might just be missing something simple, thx!

Crash Report
6.10.2025 14:29:19 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBaseDoor.DoesBehaviorAllow(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockBaseDoor.cs:line 38
at Vintagestory.GameContent.BlockBaseDoor.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockBaseDoor.cs:line 80
at VsVillage.VillagerWaypointsTraverser.toggleDoor(BlockPos pos, Boolean shouldBeOpen) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 293
at VsVillage.VillagerWaypointsTraverser.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 168
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 128
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1083
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 653
at Vintagestory.GameContent.EntityTradingHumanoid.OnGameTick(Single dt) in VSSurvivalMod\Systems\Trading\EntityTradingHumanoid.cs:line 379
at VsVillage.EntityVillager.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 131
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 238
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 158
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
Dr_Jekylle, Sep 30th 2025 at 3:31 AM

Braziers are set to the "extinct" state after mining them, but there is no way to light them or otherwise get them to the "lit" state. 

EthelVril, Sep 28th 2025 at 6:25 AM

All village houses don't count as inside, rain goes straight through all blocks.

bagela, Sep 27th 2025 at 6:35 PM

All villagers get stuck on walls and fences, pathing is b0rked

ghostmaner, Sep 26th 2025 at 2:12 AM

i have stone path in my village and the waypoints don't recognize the block as road, how do i fix that

NieRJP, Sep 23rd 2025 at 3:59 AM

Does this mod work after world gen'? Or will I have to start a whole new world with this installed?

It may seem obvious, but im new to the game so Im not 100% sure how it works.

MiguelBazil, Sep 22nd 2025 at 10:06 AM

At  the time (some months ago, in 1.20.10+), it seemed the mod had quite an impact on performance. Does anyone know how impactful this is still?

Pontes, Sep 21st 2025 at 6:49 PM

I have noticed that villagers tend to switch their beds and workstations with other villagers constantly, is there a way to fix a workstation and bed to a villager?

 

Ozan, Sep 15th 2025 at 1:21 PM

Allow us to carry or destroy villager bodies

Samousse, Sep 14th 2025 at 12:49 PM

I'm very interested in this! In Minecraft what I always spent my time doing was just building more and more houses for villagers :D. I'm playing vanilla for now bit I'll definitely try this mod eventually

Ailith, Sep 12th 2025 at 12:20 AM (modified Sep 12th 2025 at 12:21 AM)

Patroclus near the top of the description there is a hyperlink to a search on this modsite for the addons which add villages to worldgen. Or you can search village addon in the search here and get the same results. 

Fiora, Sep 11th 2025 at 11:13 PM (modified Sep 11th 2025 at 11:13 PM)

For some reason they keep walking into walls and fences. I mean they find their beds and workstations fine but... unless they are farmers or shepherds they just wonder off away from their post if they have the chance. They didn't do this before.

 

Patroclus, Sep 10th 2025 at 10:10 PM

How do I activate this mod? I read that it's disabled by default but I don't see how to activate it. I don't (at least at the moment) want to download an add on. Thanks.

EruTheTeapot, Sep 10th 2025 at 1:14 PM

Hey there, I wanna use this mod so much but there is huge lag and FPS drop in villages. Villagers are overspawning I think, there is like 10+ villages per house at least? Highly doubt thats intended, any settings I can do to fix this?

 

Damage_Zedd, Sep 8th 2025 at 3:22 AM

heads up to you peeps! vs quest does not work ATM

 

Abra_The_Cadabra, Sep 7th 2025 at 5:28 PM

Are you allowed to take stuff from villagers? Or are there safeguards in place that prevent you from just stealing their stuff like in Minecraft. I hope that you cannot touch their stuff nor break their stuff to preserve the feeling that its not yours. Also helps with gameplay.

LunaGore, Sep 7th 2025 at 2:32 PM

Echoweaver Nice! I've been wanting to get into VS modding but just haven't had the time to truly sit down and go through all the documentation to see what's what.

As for quest suggestions, maybe simple things like:

  • Deliver (x) bread
  • Deliver fruit pie of (y) type
  • Deliver (x) pelts or double the amount as hides
  • Kill (x) wolves or bears
  • Craft a recurve bow
  • Craft (x) arrows
  • Craft (x) linen sheet
  • Craft (x) cloth
  • Deliver (x) of crop type (y)
Tyrnn, Sep 6th 2025 at 7:40 PM

Gerste , Are we gonna get an update to either of your other mods, "Simple Village Add-On" or "VS Quest" ?

Darcmut, Sep 6th 2025 at 6:31 PM

@LunaGore Huh, isn't VS Quest just a framework? Have difficulty finding anything for the newest version that actually uses it.

Echoweaver, Sep 6th 2025 at 5:43 PM (modified Sep 6th 2025 at 5:43 PM)

LunaGore I'm actually messing around with buildings for an elf village for Fantasy Races NPCs. It's a pretty steep learning curve, though. I've never used the building export feature, and I know zero about command blocks. I'd need to come up with some appropriate quests for VS Quest as well. Not a trivial undertaking!

 

I'd love suggestions for quests.

Ozyzzyl, Sep 6th 2025 at 4:49 PM

WOOOOOOOOOOO!

 

YEAH BABY!

 

UPDATE TIME!

LunaGore, Sep 6th 2025 at 3:36 PM (modified Sep 6th 2025 at 3:37 PM)

Darcmut You have to use VS Quest if you wanna interact with them outside of the trader that spawns with their special items to found your own village.

Also it'd be really neat if someone used the Fantasy Races NPCs for these villager mods :P

Darcmut, Sep 6th 2025 at 1:50 PM

Are the villagers useless? Can't interact with em.

OperatorSam, Sep 6th 2025 at 12:50 PM

Hell yeah! this mod has become a essential for my end goals. I can't just build a village for myself. i want it to feel alive. And that's exactly what this mod is.

Sianks, Sep 6th 2025 at 11:19 AM

NO WAY, ITS IN 1.21!!!  🎉🎉

Sarn, Sep 3rd 2025 at 11:20 PM

Kareener Gerste I call upon ye, v1.21 stable, villages generate but villagers do not seem to at this time. Tested in creative and survival, summoning horn plays sound (Oddly, every time in C, only sometimes in S) but no NPCs spawn. I have a pretty stacked modlist, anyone with a small list able to confirm? Dunno what Kivcet 's looks like.

DarkMagiAkiro, Sep 2nd 2025 at 9:21 AM

Hey, I realise my issues might bee cos mod isn't updated, but i see the entities in world edit items, but can't spawn them. All I want is just a customisable NPC trder to use as shop keepers in my NPC city (custom trading, clothing and dialog) can you make this possible without the other functions please? Ideally just by placing them and then maybe interacting with them in creative mode to access the customisation options. Server is 1.21, old version doesn't produce any errors when run but horn of summoning doesnt seem to work. 

Kivcet, Sep 2nd 2025 at 3:41 AM

Can you please update the mod? The villages still spawn in but none of the actual entity villagers spawn in, you cannot even spawn them with creative commands.

Voilyn, Aug 31st 2025 at 9:07 AM

Is this mod being updated? I usually play solo and the world feels so much more alive with these villages. 

bghacha, Aug 31st 2025 at 5:25 AM

Please update Love this in the game please!

Hervoo, Aug 17th 2025 at 7:06 PM (modified Aug 17th 2025 at 7:07 PM)

Ahoy there, Cap’n o’ the Village-Makin’ Mod!

Yarrr, first lemme say ye be a fine sorcerer o’ code, a wizard o’ pixels, an’ a bringer o’ life t’ the empty seas o’ Vintage Story! By me rum-soaked beard, ye gave us villages, aye — villages! — places t’ stumble inta when the winds o’ wanderin’ be blowin’, an’ I loves ye for it, I do.

But… hic! … there be a cursed problem, matey. The blasted corpses, they be layin’ about like barnacles on the hull, never fadin’, never sinkin’. Aye, the bodies pile higher ‘n higher, ‘til the village be naught but a graveyard o’ eternal meatbags. Tis a sight unfit fer sober eyes, though lucky fer me, I ain’t sober since the year o’ the Kraken’s Wedding!

An’ aye, there be other troubles too. Villagers be actin’ like they drank a barrel o’ spoiled grog, houses sometimes spawn all crooked-like, an’ the whole world feels a wee bit cursed when the mod be runnin’. She’s a beauty o’ an idea, aye, but she be leakin’ more than me ship in a hurricane.

So I’m beggin’ ye, with all the dignity a drunk pirate can muster (which ain’t much, mind ye), please, please hoist yer sails once more an’ update this fine mod o’ yours. Patch the holes, send the corpses t’ Davy Jones’ locker where they belong, an’ let the seas o’ Vintage Story be lively once more!

If ye be too weary fer the task, or too deep in yer own bottle, mayhap ye could toss the code map overboard an’ let other sailors patch ‘er up. Better t’ share the treasure than let it rot in the bilge, aye?

Ye made magic once, an’ I knows ye can do it again. Raise yer grog, patch yer code, an’ make the villages shine like gold in the sun!

Forever yer admirer, Hervoo

Vassil, Aug 15th 2025 at 11:05 AM

Getting a crash, maybe an incompatability with Thievery? not sure but it's also in the area near Tobias' Cave

Crash Report
Game Version: v1.20.12 (Stable)
8/15/2025 7:54:32 PM: Critical error occurred in the following mod: vsvillage@2.0.0
Loaded Mods: aculinaryartillery@1.2.5, allclasses@1.3.5, APR@1.0.0, bettertraders@0.0.10, cavesymphony@1.0.6, chiseltools@1.14.20, hqzlights@1.1.2, fieldsandplateaus@1.0.8, firestarters@1.4.4, flickeringlights@0.1.1, forestsymphony@1.0.2, handtohand@1.0.3, immersivecorpsedrop@1.0.3, immersiveorecrush@2.2.2, indappledgroves@2.1.1, linearpower@0.3.4, litbrig@0.7.6, manualquenching@1.0.6, mycodiversity@1.0.4, natshumanskin@1.0.1, overhaullib@0.2.10, plasterwashes@1.1.0, primitivesurvival@3.7.8, royalscurtains@0.0.1, Sergsmetaltongs@2.2.1, sprintmomentum@0.1.2, spyglass@0.5.2, tankardsandgoblets@1.1.2, temporalsymphony@2.1.1, game@1.20.12, alchemy@1.6.51, ancienttools@1.6.0-pre.3, apebeams@1.0.1, barbershop@1.2.0, betterruins@0.4.15, butchering@1.9.1, clipfix@1.0.9, combatoverhaul@0.3.9, commonlib@2.6.1, dressful@1.6.0, expandedfoods@1.7.4, foodshelves@2.2.1, genelib@1.1.5, herbarium@1.4.0, hydrateordiedrate@2.1.2, jaunt@1.1.6, joyofsailing@1.4.0, kevinsfurniture@1.7.0, lavoisier@1.3.1, maltiezbows@1.0.5, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, mannequinstand@1.0.5, medievalexpansionpatch@1.2.2, noticeboard@1.1.1, spearexpantion@0.3.3, pelaguswinds@1.1.0, petai@3.4.3, pewter@1.2.3, purposefulstorage@1.3.0, realsmoke@0.4.0, scaffolding@1.0.1, simplecloth@1.0.2, smithingplus@1.6.5, statushudcont@3.2.7, storageoptions@1.0.2, swordz@1.1.12, th3dungeon@0.4.3, thievery@1.1.6, toolsmith@1.2.3, trailmodcupdate@1.2.1, vanvar@6.0.13, vanity@2.4.2, visorhelmets@1.0.2, creative@1.20.12, vsinstrumentsbase@2.0.3, survival@1.20.12, vsvillage@2.0.0, woodenfortifications@2.0.8, woodenshuttersandmore@1.2.2, alchemistry@1.0.2, armory@0.2.4, bookbinders@1.3.1, cats@3.2.0, chemistrylib@1.1.5, tradercamps@1.1.5, equus@1.1.7, em@3.2.3, pagoldsilver@1.0.2, shearlib@1.1.2, simplevillages@1.0.1, stonequarry@3.4.3, vsinstruments_quackpack@1.0.2, vsvillageaged@0.0.5, vsvillagetowers@0.0.5, wildcraftfruit@1.4.2, wildcraftherb@0.0.1, wildcrafttree@1.3.1, wolftaming@3.0.8, tailorsdelight@1.9.8, trainingweaponsco@1.0.2, wool@1.6.4, dressmakers@1.6.0
System.Collections.Generic.KeyNotFoundException: The given key 'elderbalanced' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at VsVillage.EntityVillager.set_Personality(String value) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 40
at VsVillage.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 71
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 447
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 409
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 220
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Brothnaken, Aug 5th 2025 at 2:57 AM

I noticed that your code had variants for the summoming horn recipe, but they weren't useable, I fixed it, here is how

 

your og code tried to put variants in the base recipe, but VS does variants by mulitple files, one output, so I simplly added 3 new recipes named after the variant, and I put them with the og recipe. for the redmeat version for example, I just made a file called "Villagerhornred.json" and put in it

 

[
    {
        "ingredientPattern": "BBB,BGB,BBB",
        "ingredients": {
            "G": {
                "type": "item",
                "code": "game:redmeat-raw"
               
            },
            "B": {
                "type": "item",
                "code": "game:bone"
            }
        },
        "width": 3,
        "height": 3,
        "output": {
            "type": "item",
            "code": "villagerhorn"
        }
    }
]

I have just started playing around with this mod, but as I play homosapan mostly, I couldn't use the mod until I gave it meat versions
Sneezingprince, Aug 4th 2025 at 5:55 PM

Is this mod safe to remove after having generated random villages? 

LeBarbeRousse, Jul 25th 2025 at 2:13 PM

Hello dear adventurer, just ask does  i do something wrong ? I find any village ... I use only vs village and theirs addon and better ruins.

Someone can explain me how to do please ? Merci ;)

lydocia, Jul 11th 2025 at 1:19 PM

can we revive dead villagers?

MagentaLizard, Jul 1st 2025 at 2:16 AM

Kill them

AlbaRegem, Jun 23rd 2025 at 8:40 PM

How to make those villagers disapper? 

 

CharliePetPup, Jun 18th 2025 at 8:10 AM

an you fix the discord links so we can have access to help and documentation

 

PeachyPotato, Jun 10th 2025 at 2:59 PM

ssunny2008

also have roundabouts of 120~ mods. we ended up switching to ndl villagers. Even on a pretty basic flat area with basic homes, vanilla paths connecting everything, accessible beds, something in this mod would desync players and lead to incompatible game states. Player A would load in and that would crash player B, Player B loads in and Player A and C crashes, server reboots wouldn't always resolve. The lack of updates and engagement from the mod author makes this feel abandoned.

ssunny2008, May 26th 2025 at 6:23 PM

I think we´ve found the issue for Logs written down here.

1. It´s about villagers who´re not able to get back to their bed at the evening. For example our village spawned with a couple of ruined tiles and also caves under it. Some villagers stucked in ruins, others fell into caves. We spotted and either free´d or killed them. We´ve only 2 villagers left now, which are able to get to their beds, we closed the wholes, etc... and the server stopped to crash every ~30 minutes (each evening/bedtime).

So be sure if you´ve a village that your villagers can´t hardstuck somewhere, maybe even build a fence around your village. So lapislilly i guess Danatweaks caused the villagers to stuck here and there in those auto-doors and caused said crash, but there doesn´t seem to be some direct incompability or so.

2. Multiple client-crashes came from "dead objects". We had pretty much a whole house forcing crashes once we saw an info from the blocks. So we disabled the info-box, destroyed the whole house VS-village spawned, enabled the info-box again and all is fine.

I hope that helps. Everything is running perfectly now and we play with 134 mods so far.

Btw we play on 1.20.10.

Legentus, May 26th 2025 at 5:12 PM

Extension links don't work, what am I supposed to install to get villages to generate? Thanks.

CharliePetPup, May 24th 2025 at 7:42 PM

can we get an update?

 

zevulon, May 23rd 2025 at 11:15 PM

Im having the same issue with Tobias' Cave and "elderbalanced" causing infinite crash loops. I've tried it with 3 different save files, one of which only had VS village and no other mods. Result is always the same--as soon as Tobias' Cave is within loading distance, it triggers an infinite crash loop and I have to restart.

lapislilly, May 19th 2025 at 11:35 PM

Evoken Yeah! I updated to the latest version and still have no problems! It might also help to point out that I am NOT using DanaTweaks which I think is a stem for a lot of problems that some people seem to be having. 

Evoken, May 16th 2025 at 1:35 PM

lapislilly Thanks for the info! I'm also staying on lower version (1.20.7) because of mods ^^ So then... I'll give it a try, seems like an awesome mod.

lapislilly, May 16th 2025 at 1:00 AM

Evoken I have 1.20.9. I haven't updated to 10 yet. I'm a little slow on that to give mod authors a chance to update their mods if they need to. I'll do that today and see how it goes!

Evoken, May 13th 2025 at 6:09 PM

lapislilly Good to know! What Vintage Story version are you playing on?

lapislilly, Apr 29th 2025 at 4:54 AM

There's a lot of error reportings but I just wanted to post an encourgining one for others considering this mod. I have this mod, the extensions, and a ton of other mods and the game works just fine! The villagers spawned are all different instead of the old white haired man. Sure some of them die time to time, but just give it a few days for the body to despawn and hire a new villager. 

I constructed my own village and just spawned in a mayor's table, never tried the horn. No issues with doors or gates. They tend to get stuck in the running stream and waterfall running through the village or up on the sod roofs but that's just the game. I got the add on mod for Better ruins and think I set the spawn chance to 150-200% and I get better ruins AND vilages spawning. Not to close together, not too much or too little. 

It works! Everything is okay. Try the mod!

 

F0rged, Apr 20th 2025 at 10:23 PM

The game crashes with a KeyNotFoundException when teleporting to a location related to Tobias' Cave. The crash is triggered by the VsVillage mod trying to assign a villager personality "elderbalanced" which does not appear to exist in the personality dictionary.

Lucian_Fallen, Apr 19th 2025 at 10:56 PM

System.Collections.Generic.KeyNotFoundException: The given key 'elderbalanced' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at VsVillage.EntityVillager.set_Personality(String value) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 40
at VsVillage.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 71
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 458
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 424
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 224
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
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 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

gpelcha, Apr 18th 2025 at 7:31 AM

Just a note, seems the link at the top "If you install an extension for village generation (or create your own for that matter), it will even generate villages into your world." is broken. If you remove the sorting order then it should be fine.

Shaidyn, Apr 15th 2025 at 3:48 AM

I am getting the same error as below, but, I am not running Data Tweaks.

RemiDeLaFaye, Apr 13th 2025 at 10:55 PM

Gerste Unfortuantely I seem to be getting the exact same issue @DanekJovax is running into.

 

System.Collections.Generic.KeyNotFoundException: The given key 'elderbalanced' was not present in the dictionary.\par
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)\par

Nikitten, Apr 10th 2025 at 12:29 AM

Trying to instal on v1.20.1 the mod (mod version 2.0.0)  is grayed out on my mods list and is telling me that it requires dependancy game V1.20.3 when in the list it said it was for 1.20.1 am i missing something?

Elwood, Apr 2nd 2025 at 6:17 PM

I am using Dana tweaks which includes doors automatically close. I get this error.  Server eventually shuts down because too many errors in log.

Not a bug with this mod but people might think it is based on the stack trace.  Just a public service announcement.

Probably something in Dana Tweaks code is in conflict when a non-player entity opens a door.  Can be a problem if you are hanging out in pre-generated villages.

To fix this go into Dana Tweaks config and disable door closing. Appears to prevent the error in the logs.

 

1.4.2025 17:26:12 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBaseDoor.DoesBehaviorAllow(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockBaseDoor.cs:line 36
at Vintagestory.GameContent.BlockBaseDoor.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockBaseDoor.cs:line 83
at VsVillage.VillagerWaypointsTraverser.toggleDoor(BlockPos pos, Boolean shouldBeOpen) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 273
at VsVillage.VillagerWaypointsTraverser.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 263
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1053
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 605
at Vintagestory.GameContent.EntityTradingHumanoid.OnGameTick(Single dt) in VSSurvivalMod\Systems\Trading\EntityTradingHumanoid.cs:line 400
at VsVillage.EntityVillager.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 143
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914

versions: vs 1.20.7, vs village 2.0.0, Dana tweaks 3.4.1

Damonicus1986, Apr 2nd 2025 at 5:40 PM

2.4.2025 18:37:41 [Error] Exception: Object reference not set to an instance of an object.
at VsVillage.VillagerWaypointsTraverser.IsNearTarget(Int32 waypointOffset, Boolean& nearHorizontally) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 293
at VsVillage.VillagerWaypointsTraverser.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 196
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1053
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 594
at Vintagestory.GameContent.EntityTradingHumanoid.OnGameTick(Single dt) in VSSurvivalMod\Systems\Trading\EntityTradingHumanoid.cs:line 399
at VsVillage.EntityVillager.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 143
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914

seems broken on 1.20.7 

Churburby, Mar 31st 2025 at 4:01 PM

Any way to make non-player made villages protected from destroying blocks/stealing from chests?

BoardingBulb, Mar 31st 2025 at 2:35 AM

Any reason the villagers just start to wander away form the village?

Stejer, Mar 28th 2025 at 6:54 PM

Just a question. Is it possible for you to give a custom name for the villagers?

Ive been wanting to name one of the blacksmiths Ae-Nasir since I mainly use him for copper/bronze related stuff

Plus it helps with roleplay

KudereDev, Mar 28th 2025 at 2:23 PM

Have problem with VS Village, not so long build all necesary stuff and summon my first farmer villager. 3-4 Ingame month forward and this villager is dead, his model is still in the world, but i can't interact with him, can't talk to him and he doesn't show in mayor as resident. Is this behaviour is normal or it some kinda of a bug as Mod page didn't say a thing about possibilites of villagers death anywhere.

LordWungus, Mar 27th 2025 at 1:01 AM

Does anyone know if there's a way to stop villagers from wandering off and standing still in the wilderness? It seems like after villagers go a certain distance away from things like beds and workstations they no longer return there even if they're still inside village boundaries

lysis1101, Mar 26th 2025 at 11:13 PM

I'd really like some help with this mod. I've crafted the summoning horn, but having blown and blown it, I haven't found the villager trader guy. Not sure what I'm doing wrong, but it cost me my last temporal gear, and I'd love to know if I've wasted my time. What do I do?

Alphaf4il, Mar 25th 2025 at 8:09 PM

SOMEONE PLEASE HELP, I CANT GET THE CONSOLE COMMAND TO WORK NO MATTER WHAT VARIATIONS I USE )':  sorry for shouting 

DecaByte, Mar 25th 2025 at 7:26 AM

glarmer Do padlocks not work for this?

glarmer, Mar 22nd 2025 at 4:20 PM

Hi, awesome mod but there is one small frustration: villagers will sometimes leave doors open after passing through leading to animals escaping from enclosures and things like cellars failing. Would it be possible to fix the villagers closing doors after themselves and/or add doors that villagers are not allowed to pass through? To add to this, it would be great to have a way to mark areas villagers should not enter 

Cookieie, Mar 19th 2025 at 5:00 PM

HangmanMatt, out of all the villagers the only one who actually actively does anything is the soldiers (they use weapons to take down preditors) and archers (they shoot arrows from a distance that takes down preditors) . All the others just do little gestures such as a farmer might toss something on the ground in the gardens or a shepherd might place a single serving of food in a trough. The mayor just wanders around, the trader is the only one who has a dialogue with you about trading objects. The smith stands around twirling his hammer.The herablist can heal hurt villagers and (players) and bring downed villagers back to life. They can not bring a player back to life. Not that I have experience.  All of this activity and chatter is without the addition of any other mods that change the villagers actions. 

HangmanMatt, Mar 19th 2025 at 3:21 PM

do the villagers actually do anything? Do farmers farm?

Cookieie, Mar 17th 2025 at 8:39 PM

If anyone is interested Laura's Little Worlds is on youtube working out some issues in the VS Villages. 

AlebenTod, Mar 17th 2025 at 1:35 PM

Hi! There is some way to set up spawn villages from addons. They spawn too often and close to each other.

CobbleCobbler, Mar 16th 2025 at 8:09 PM

I wasnt able to find it from reading on the mod page, does this also create a protection claim similar to merchants?

 

DarkThoughts, Mar 15th 2025 at 5:08 PM

I think you might want to double check the handbook entry.

"To find their way around, villagers make use of the . You can put those inside of your village to help them navigate."

Corrmac, Mar 14th 2025 at 8:38 PM

So fun! I love that this mod seems to be built with customizability in mind. 

WickedSchnitzel, Mar 14th 2025 at 5:01 PM

Idk what these waypoints are for, they don't even show on the map, but they are getting placed right on the pathways. They should be placed somewhere else and maybe just 1 instead of 2 or 3?

Pr0fesseur, Mar 13th 2025 at 2:38 PM

if i spawn a villager in creative it will crash my game with the following error

[Server Error] Exception: 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 121
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2433
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2377
at Vintagestory.GameContent.ItemCreature.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling) in VSSurvivalMod\Item\ItemCreature.cs:line 175
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1127
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 342
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 169
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 162

neonix, Mar 13th 2025 at 1:26 AM

is there a config to make villages spawn more often?

Aloy, Mar 11th 2025 at 9:49 PM

1.20.3 right clicking on villagers does nothing, no trade dialogue nothing

Gerste , Mar 11th 2025 at 6:41 PM

They should work without the lore i think PhoenixMastM

PhoenixMastM, Mar 11th 2025 at 2:21 PM

Question:  Me and a bunch of my friends play on Homo Sapiens settings which has the lore disabled by default.

Is the lore setting required for this to work or will villages spawn and work with the lore setting disabled?

glarmer, Mar 10th 2025 at 3:49 PM

Hi, I love the mod it's a lot of fun to add some character to my builds with some villagers.

I have one small problem where occasionally an exception will spam the console and it prevents players from picking up items until server restart, it seems to relate to the pathfinding w/ waypoints:
10.3.2025 15:47:02 [Server Error] Exception: Object reference not set to an instance of an object.
at VsVillage.VillagerWaypointsTraverser.IsNearTarget(Int32 waypointOffset, Boolean& nearHorizontally) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 293
at VsVillage.VillagerWaypointsTraverser.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 263
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1051
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 605
at Vintagestory.GameContent.EntityTradingHumanoid.OnGameTick(Single dt) in VSSurvivalMod\Systems\Trading\EntityTradingHumanoid.cs:line 400
at VsVillage.EntityVillager.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 143
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 896

Thanks again for the great mod,

glarmer

DanekJovax, Mar 10th 2025 at 1:25 PM

Gerste Interesting mod!  We've been testing 2.0.0 on our 1.20.4 server and hit a possible snag.  A player translocated to the VS Village and immediately threw a crash exception booting them from the game, and now is crash looping at that location, unable to play.  I removed the VS Village mod to help unstuck them, but wondered if there's some alteration your mod is doing with the VS Village NPCs?  Here's the exerpt from their client crash.log:

3/10/2025 1:03:34 AM: Critical error occurred in the following mod: vsvillage@2.0.0\par
Loaded Mods: aculinaryartillery@1.2.5, Allclasses@1.2.7, antlershorns@1.0.1, bettercrates@1.8.0, bf@0.0.3, blacksmithname@1.2.0, canoemod@1.0.2, chiseltools@1.14.12, combatoverhaul@0.1.29, bovinae@0.1.3, caninae@1.0.29, capreolinae@1.2.4, casuariidae@1.0.21, cervinae@0.1.1, dinornithidae@1.0.13, elephantidae@1.0.7, felinae@0.2.7, machairodontinae@1.0.22, pantherinae@1.1.22, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.7, vombatidae@0.2.0, goblinears@2.1.1, hangingoillamps@1.0.3, hideplayername@2.1.3, hideplayerpins@1.0.0, immersivecorpsedrop@1.0.3, millwright@1.1.8, molds@0.1.7, morefuel@1.0.6, MoreTorchHolders@1.0.0, unochre@1.3.0, primitivesurvival@3.7.5, prospecttogether@2.0.1, royalscurtains@0.0.1, ruggedrugs@0.0.4, translocatorengineeringredux@1.5.6, game@1.20.4, AgeOfConfession@2.1.4, alchemy@1.6.48, ancienttools@1.5.24, animalcages@3.2.0, apeflowerpots@1.2.0, armory@0.1.7, egocaribautomapmarkers@4.0.1, flags@1.1.6, bedspawnv2@1.4.0, betterfirepit@1.1.5, betterjonasdevicesfixed@2.0.2, betterruins@0.4.7, canjewelry@0.4.17, carryon@1.8.0-pre.1, citadelfix@1.0.9, Clumps@1.0.1, coinage@1.13.0, commonlib@2.6.1, composter@1.2.1, danatweaks@3.4.0, decayingcreatures@0.1.3, envelopes@1.0.1, expandedfoods@1.7.4, fendragonbcs@0.1.6, foodshelves@1.5.3, fromgoldencombs@1.8.11-rc.7, gourmand@1.6.5, hardcorewater@1.3.5, heatretention@1.0.2, herbarium@1.4.0, hydrateordiedrate@1.9.7, kevinsfurniture@1.6.4, liquidcontainers@1.3.1, maltiezcrossbows@0.6.6, metaltongs@1.2.3, noticeboard@1.1.0, spearexpantion@0.3.1, oneroof@1.8.2, petai@3.1.0, playerlist@2.1.5, scarecrow@1.6.5, sleepvote@1.0.8, speedboat@1.0.0, stonebakeoven@1.1.6, storageoptions@1.0.2, tabletopgames@2.9.0, th3dungeon@0.4.1, usefulstuff17@1.4.0, vanity@2.4.1, vinconomy@0.4.0, creative@1.20.4, vsinstrumentsbase@2.0.1, survival@1.20.4, vsvillage@2.0.0, wildfarmingrevival@1.3.6, wildgrass@1.1.3, xlib@0.8.14, em@3.1.0, oregolems@0.1.7, playercorpse@1.11.0, shearlib@1.1.2, stonequarry@3.4.3, tavernadditions@1.1.0, thebasics@5.0.1, vsinstruments_quackpack@1.0.2, wildcraftfruit@1.3.0, xskills@0.8.15, tailorsdelight@1.9.3, wool@1.6.0, dressmakers@1.5.1\par
System.Collections.Generic.KeyNotFoundException: The given key 'elderbalanced' was not present in the dictionary.\par
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)\par
at VsVillage.EntityVillager.set_Personality(String value) in E:\\Workspace\\vintage_story_mods\\vsvillage\\src\\Entity\\EntityVillager.cs:line 40\par
at VsVillage.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in E:\\Workspace\\vintage_story_mods\\vsvillage\\src\\Entity\\EntityVillager.cs:line 71\par
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\\Client\\Systems\\Entities.cs:line 451\par
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\\Client\\Systems\\Entities.cs:line 413\par
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\\Client\\Systems\\Entities.cs:line 222\par
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\\Client\\ClientMain.cs:line 786\par
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\\Client\\ClientMain.cs:line 741\par
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\\Client\\MainMenu\\Screens\\GuiScreenRunningGame.cs:line 170\par
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\\Client\\ScreenManager.cs:line 695\par
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\\Client\\ScreenManager.cs:line 670\par
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\\Client\\ClientPlatform\\GameWindow.cs:line 88\par
at OpenTK.Windowing.Desktop.GameWindow.Run()\par
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\\Client\\ClientProgram.cs:line 334\par
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\\Client\\ClientProgram.cs:line 130\par
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\\Client\\ClientPlatform\\ClientNative\\CrashReporter.cs:line 93\par

Thanks!

FlockOfThese, Mar 9th 2025 at 11:36 AM

For the sake of testing I bumped up the spawn rates in BetterRuins to 10, and then flew around in a new world with creative mode.  I was getting both villages from VS village, and big ruins from BetterRuins.  

Bl0ckparty, Mar 9th 2025 at 12:23 AM

So glad to see this mod updated to 1.20 and thanks to @Kareener as Gerste says.  Just watched Laura's Little Worlds YouTube channel encounter her first game spawned village.  There were already challenges and questions raised, but I hope we'll have solutions and answers to come.  Personally, I'm still comfortably in 1.19.8, but feeling the distinct urge to jump to 1.20 soon.  Wish the game was configured so we could have an instanced game in 1.19.8 and another in 1.20.x without having to remove files, but that's a huge ask of Anego Studios.  So, I'm going to see how Laura does in the future before I decide if I'll take the plunge into 1.20.x or wait a bit longer.  Thank you @Gerste for making these mods.

AcidNight, Mar 8th 2025 at 9:09 PM

Saishi

Th3Dungeon and another tower combat mod were not affected by VSVillage, I only had BetterRuins which was not working

Saishi, Mar 7th 2025 at 8:01 PM

Dang. Thankfully when I disabled VS Villages, it didn't seem to break anything but left some of the white ? blocks around to clean up.  I'd rather have the Better Ruins stuff generating, hopefully I'll be able to find them in areas off the little set of islands I'm currently inhabiting.  The good news is that it doesn't seem to interfere with Th3Dungeon at all, as I had one of those spawn with VS Villages active. Hoping whatever incompatibility they have is resolved soon!

AcidNight, Mar 7th 2025 at 4:15 PM

LadyEdain

me with 100% generation for BetterRuins during the tests of an old version I had no generation, once all the VSvillage mods were unchecked and a file remained in the map which had the same name, there I had constructions every 20 blocks, in this version I do not know if they are compatible or not but you should also test on a new world

AcidNight, Mar 7th 2025 at 4:12 PM

Gerste

hello, during my tests of an old version, the one before 1.2, I had noticed the blatant lack of buildings and the BetterRuins constructions, with the 1.2x I redid a new server and I tested the compatible mods and as it was the same I put the BetterRuins spawn at 100% and reduced the gap between buildings and still nothing... after moving the mods and restarting, same, I noticed that there was a VSvillage file with a single line for the spawn chance at 0.25% once deleted I had the 100% spawn chance

So the two are incompatible at this time, but it is not indicated, and here still not

AzertyMoiloi, Mar 7th 2025 at 2:02 PM

yoooooooooooooooooooo

Ateerix, Mar 6th 2025 at 5:10 PM

Is there a journal/quest menu of some kind to see the accepted quests from villagers when using it with the VS quest mod?

Blaankket, Mar 6th 2025 at 9:56 AM

Gerste the /genvillage command does not appear to be working. I've tried countless variations of it and nothing.

LadyEdain, Mar 6th 2025 at 12:15 AM

Dubbs I have Better Ruins installed and just installed VS Village and all the various village generating mods (not sure yet if they now work since the base component, VS Village, has been updated) last night and have not had an issue. I'm not sure if, as I go out exploring, I will find villages generating instead of mega ruins, but I had both mods on an older version of the game and still found ruins (I don't know if they were vanilla ruins or not, but I think at least one of them was not).

Dubbs, Mar 5th 2025 at 10:43 PM

I'm super excited that this was updated. However, is this incompatable with Better Ruins or Dung3ons mods?

Vilderos, Mar 5th 2025 at 1:29 PM

I cant believe my eyes! Villages has updated <3

BlueSteelAU, Mar 5th 2025 at 4:46 AM

ok i must have forgotten that i had the  a village extension, installed last time, i just installed them all and now its generating villages :)

 

Wilt, Mar 5th 2025 at 4:35 AM

It lives! We've been blessed! In all seriousness, it's nice to see an update to this mod. You are so kind to continue it to 1.20 for those of us who have really enjoyed your work.

BlueSteelAU, Mar 5th 2025 at 4:29 AM

running vs 1.20.4 and not seeing any villages. i've even tried editing the file in modconfig , villigeconfig.json altering the "VillageChance":  setting to many values including 1.0 0.5 100 and nothing has changed . still not getting any villages. please help .. i really miss this mod

ChristsRisen, Mar 5th 2025 at 4:03 AM

😃

FlockOfThese, Mar 5th 2025 at 1:58 AM

Sweet!  Does anyone know if the village addons work?

Aloy, Mar 5th 2025 at 1:52 AM

THE DAY HAS FINALLY COME-  WE HAVE VILLAGES ONCE MORE

The_Amish, Mar 4th 2025 at 11:46 PM

yay! i just added this to my world! thank you so much :D

Arnokill57, Mar 4th 2025 at 7:55 PM

So far when using the Mayor Bench to summon my own villagers, it picks between random skins from the Elderly Traders, so i have blacksmiths and merchants tending my feilds while a guy with a shovel works the forge. Is there future intention of making job specific skins?

Arnokill57, Mar 4th 2025 at 7:51 PM

I caught this a minute after the update and am so happy 🙏 Thank you so much for your hard work!

PRinceMiilk, Mar 4th 2025 at 7:17 PM

I knew checking back every day multiple times would pay off caught it 10 min after the update

 

Ryumachinae, Mar 4th 2025 at 7:16 PM

Lmao just checked 10 minutes ago, damn!

Alindrome, Mar 4th 2025 at 7:11 PM

Looks like you were the lucky charm Nymous

Nymous, Mar 4th 2025 at 6:52 PM

Fingers crossed that this gets updated.

Judgedmental, Mar 1st 2025 at 6:20 AM

Likewise!! I hope the official game devs have their eyes on this mod and might consider implementing it into the base game in future to take the pressure off Gerste :) Would be so cool to stumble across these bustling villages naturally in game similar to the better ruins but with life!

RustRanger, Feb 27th 2025 at 5:28 AM

Gosh I wish this was on 1.20

MonsterAiZoop, Feb 20th 2025 at 1:43 AM

@Kareener Backed up my stuff and am testing in a heavily modded survival (kitchen sink) playthrough. Seems to work so far but will report back after some playtime! Really happy to hear that horn and see the workbenches for sale. The trader seems to be happy too, he's spinning in place like a top while stumbling around. Am still on 1.20.3 though.

Ryumachinae, Feb 20th 2025 at 12:41 AM

Kareener thanks, I did remove the older version BEFORE getting the error but Ill see if any other issues arise

NiclAss, Feb 19th 2025 at 8:20 PM

Dubbs

This mod is not compatible with 1.20 so it breaks your game and also breaks the patching. You need to wait for this mod to get updated.

Dubbs, Feb 19th 2025 at 8:11 PM

So this mod interferes with Better Ruins, right? I'd like to try villages but I don't wanna play without Better Ruins.

Chymera, Feb 19th 2025 at 4:55 PM

Please update it for the newest version :( I feel so alone in this world.

 

Kareener, Feb 19th 2025 at 3:48 PM

Fixed the walking issue. Now all the villagers walk correctly rather than floating around. Test my update here: https://github.com/Kareener/vsvillage/blob/master/vsvillage_v2.0.1.zip

Kareener, Feb 18th 2025 at 11:19 PM

Ryumachinae That happens when the game is already on and another version of vsvillage was loaded. Try removing the older instance of vsvillage from the mods folder and restart the game with just the new vsvillage zip. If that doesn't work, let me know.

Ryumachinae, Feb 18th 2025 at 8:27 PM

Kareener I tried using your mod and got some error about Exception: Assembly with same name is already loaded, let me know if you want the screenshot

Kareener, Feb 17th 2025 at 7:40 PM

Sarn I created the expected zip folder here: https://github.com/Kareener/vsvillage/blob/1.20-testing/vsvillage_v2.0.0.zip That's the zip to download and place in the mods folder. I've gotten the villagers to spawn in a survival world by going into creative mode and placing them and also by hiring them from the mayor's station. I've confirmed all villagers walk to their workstations, walk to braziers, light the brazier at night, and go to sleep. They seem to do their jobs, i.e. heal, shoot arrows at enemies, etc. The villager trader correctly inherited the walking mechanics, but the other villagers float around a bit (Working on that next). I've tried the /genvillage command and that hasn't been working for me. I haven't seen a game-spawned village yet, but if you want to plop down villagers and build a village yourself, it seems like the basics are working. Let me know if you have any questions!

Yskar, Feb 17th 2025 at 3:29 AM

It would be so nice if this mod worked with the new version. 💚

Sarn, Feb 16th 2025 at 5:57 PM

Kareener Havn't been able to get it to load, looks like the file structure on the github download is a little different from the VS village mod, is the vscode, doc, etc files necessary for it to run?

Gerste , Feb 16th 2025 at 2:36 PM

Sadly the problems only affects the villagers themselves. The villagegeneration probably even works. FlockOfThese Vilderos 

FlockOfThese, Feb 15th 2025 at 7:39 PM

While I would prefer the full mod, I do like the suggestion Vilderos just made.  I kind of mostly want the mod for the appearence and atomoshere of a lived in town.  Its what gives me the motivation to build a town at all.  Otherwise i just kind of feel like there is no point to building anything grand at all.

 

MonsterAiZoop You win 😞

Vilderos, Feb 15th 2025 at 10:29 AM

Would it be comlicated to just make an npc mod with the villagers from this mod? I just want to plop down some villagers that walk around my village 😊

MonsterAiZoop, Feb 14th 2025 at 12:06 PM

@FlockOfThese I check this mod four times a day! 🤪

LadyEdain, Feb 14th 2025 at 3:55 AM

@The_Amish I'm glad I'm not the only one. 😂 I've had this mod for a little while and I loved it. Like you, I like building in Minecraft around a village. It does feel too lonely without other "people" around. (And I wonder if the developers intend to do something like this in the future, because the traders mention that there are people still living in scattered villages. And presumably the traders aren't just trading amongst themselves. As the seraphs seem to be new to the world, the traders have to be trading with someone other than us.) I got a new computer for Christmas (after not playing for a while because my old computer just couldn't handle it anymore), but I made the mistake of just upgrading to the newest version of the game without considering my mods. When I figured out this mod wouldn't work in 1.20, I tried to roll it back to 1.19, but then I had mods only for 1.20 and some only for 1.19, and I never had been able to get it all straightened out so I can play on 1.19 again.

As soon as I have this mod, I'll go to 1.20 because if I have this and Primitive Survival, I can start a new world and enjoy it just fine until I can add my other quality of life mods as they update.

FlockOfThese, Feb 13th 2025 at 4:20 PM

The_Amish I check at least twice a day.  😝

The_Amish, Feb 13th 2025 at 1:35 AM

im not even exaggerating when i say I check to see if youve updated this mod every day! ive been looking for something like this for a while and it would add so much life into the game

Kareener, Feb 11th 2025 at 6:59 PM

Wr4Th_0f_D0g I have a build that can spawn villagers: https://github.com/Kareener/vsvillage/tree/1.20-testing I'm working through some additional errors in VillagerWaypointsTraverser right now. I figured out that your entityVillager.cs needed the PersonalizedAnimationManager in line 44 instead of the PlayerAnimationManager. That's what allowed the spawns finally.

lapislilly, Feb 10th 2025 at 7:23 AM

YES! I am so excited to see the news! I came in too late and found this mod and the add ons, but they never worked for me. I love villagers and villages! Take all the time you need, I am so excited! Just like when villages were added to minecraft, I have always wanted them in vintage story so it isn't so lonely. 

Wr4Th_0f_D0g, Feb 9th 2025 at 6:40 AM
Sarn, Feb 8th 2025 at 7:20 PM

Wr4Th_0f_D0g Can you link the version you managed to compile/explain the steps you took? I'm no mod author but I could test it while we wait for this one to be updated.

Bajorr, Feb 8th 2025 at 6:16 PM

Thank you to the Author for not abandoning mod. Great Appreciation for brilliant work.

Berrypha, Feb 7th 2025 at 8:37 AM

Thanks for planning to update, even if it might take a while.
I LOVE this addon, and I feel kinda lost without it.
I actually like spawning in a bunch of soldiers around my base, so I can garden in peace.  :P
The recent update broke a lot of my adons, so I'm without a lot of them.
Feels so weird....especially the clock one. That was a good one to have! I miss having a clock in my house!

It's cool if you actually have a life though.  :P
Real life will always be more important than a game, as fun as it is for the rest of us.  :)
Always rememebr this, and don't stress.
We'll patiently wat until we can play with our little villager friends aagin.  D
Until then....  *waves*

Wr4Th_0f_D0g, Feb 7th 2025 at 3:49 AM

I managed to compile this for 1.20, but no villagers spawn (except the occasional trader posted up in a village). Maybe someone can fix it?

Mothware, Feb 2nd 2025 at 9:48 PM

Gerste Thanks so much for looking into it. I only got into the game recently, started with the 1.20 update and when I saw the mod I was really looking forward to it, only to realize several hours into my first world it wasn't working. I have a few broken translocaters near where I set up my base and already planned to leave them busted, just in case the mod got an update and they'd connect somewhere close to a village. Hope you're able to get it working again at some point, modders like you make a huge difference in taking already great games and turning them into something even more special. Good luck! 👍

FlockOfThese, Feb 2nd 2025 at 12:42 AM

Hooray!  Thank you!

Sarn, Feb 1st 2025 at 11:03 PM

Gerste Thank you for trying to come back and update the mod when you can, I'm sure I speak for everyone who's played with it when I say we appreciate it : )

Gerste , Feb 1st 2025 at 6:47 PM

Hey guys, Cookieie Bl0ckparty Yantar Gatadata Asil FlockOfThese PrinceShuu KitCat333 Wilt Spider Robertson Ricin

I will try to update this to the newest version, but it will probably take me a while.
I have way less time for modding now then when I first got started.
Also a lot of stuff in the vanilla game changed so the mod basically requires a rewrite to be vanilla style again.
Even if I were to try and quickfix stuff, there are quite a couple of places the mod broke and some of them require intensive work.
I will try and post a list with more technical detail on the VS discord (contains vanilla spoilers and I can not mark them as spoilers here).

If anyone wants to try and help out by updating this himself, the code is open source so anyone willing can contribute. I would not even mind if you created a fix and uploaded it here as your own mod.
I will not take donations. Modding started out as a hobby and I want it to stay that way without any obligations (well other than a bunch of you guys jumping in and telling me you can not play without this ^^). 

Thanks a lot for the kind and understanding words. They really mean a lot to me <3

AcidNight, Feb 1st 2025 at 12:44 PM

Hello all,

The mods strongly impact BetterRuins, I had put everything at 100% in a solo world and I had no buildings generated apart from the basic ones, I removed all the VSVillage mods and there I had a maximum of generation !!!

Bl0ckparty, Feb 1st 2025 at 5:51 AM

I wanted to chime in about finding it hard to move on to 1.20 without your Village mods.  They give meaning to the world and keep me playing for hundreds of hours.  I used to change my game regularly between Vintage Story, Banished, Stardew Valley, and Minecraft Java.  For over a year, since I first found your village mod, I stopped playing in any other game except Vintage Story.  At this time, I know you and many here may feel there is a lot of uncertainty with VS Village and one of the new Boss locations (that looks like a village according to the video trailer).  I also noticed when the large Devlog dropped for version 1.20 that there was a picture of a GUI for the actions/controls for a Blacksmith.  It was right after the picture of all the new trapdoors, and it's been removed.  I would inquire if you have talked to the Anego Studios team about the Vintage Story "Roadmap" and their future plans for "More complex Player<->NPC interaction".  I don't know how long you worked on your mod before you posted the first file.  I don't know how long the Roadmap had those plans listed on the website.  I hope you could both work together if Anego Studios is going to add villages to the vanilla game not as just a Boss location/Special Destination, but as a part of the game or a Mode of the game.

Yantar, Jan 31st 2025 at 9:53 PM

Hey dude, let us know if there's any way we can help you keep up the development of this mod. I'd happily donate if it means we can enjoy this awesome mod more.

Gatadata, Jan 31st 2025 at 6:42 PM

i just wanted to let you know that this sort of mod is the type of mod i dream about for Vintage Story c:

Storyteller365, Jan 31st 2025 at 12:58 AM

Question, if I tried /genvillage in Creative Mod, it won't work, right? Also, how can I find/make one, since My game isn't giving me anything. Also, is there function to find said villages, want to make sure my seed is working properly with the mod. Thanks in advance, and take care.

Asil, Jan 30th 2025 at 10:15 PM

Thank you for this mod. Being the goddess of my own village and building upgraded beautiful homes for my poor, hardworking villagers has been so much fun. Too bad game upgrades always seem to conflict with previous versions to the point of breaking a mod entirely. But life, and tastes evolve. May your journey be safe and entertaining.

FlockOfThese, Jan 30th 2025 at 6:03 PM

I would donate. 

PrinceShuu, Jan 30th 2025 at 3:02 PM

If there is any way I can help, be it monetary, or helping with any tedious tasks, please let me know. I have not modded for VS yet but have for similar games. This mod brings so much life to VS. It is one of my top 3 mods and I am not enjoying the recent update without it.

KitCat333, Jan 29th 2025 at 3:42 PM

Gerste

I hope you're doing well. I wanted to see if there might be a possibility of encouraging you to update the mod if we were able to offer donations. I understand that updating the mod can be time-consuming, but given the strong support from your player base, we may be able to provide financial backing to assist with the process.

Thank you for considering this.

Wilt, Jan 29th 2025 at 12:55 AM

It's practically impossible to play without this mod! VS Villages is a staple in my playthroughs. Hearing it may not be updated is killer to my motivation to play the new update. 

Spider, Jan 23rd 2025 at 1:40 AM

@Gerste - Thank you for this mod, it has brought many hours of joy to my server community, most of my Minecraft server players refused to try VS simply because there were no towns to build into and around. It allowed me to convert all of my players over to VS and this will be the centerpiece of any server I make in VS going forward. I truly hope someone continues this work on this essential mod.

Robertson, Jan 23rd 2025 at 12:04 AM

Gerste - That really is a shame and sad to hear, especially given how popular this mod is with over 74,000 downloads and at least 5 other VS Village addons made by some very talented content creators that currently make use of it.

Here's hoping that one day you'll find the motivation to return or that someone else is able to take over and maintain it for you via GitHub while you're gone. I'd offer to do it myself, but unfortunately I'm already tied up working on several ongoing projects for two completely different games and my esteemed colleague (and lead coder) Professor Sins is busy with university at the moment, so it just wouldn't be feasible for us to do that right now.

Regardless, I would like to think that I speak for everyone else here when I offer you our heartfelt thanks for all your hard work and dedication thus far; I can safely say that this mod has personally brought me many hours of enjoyment in Vintage Story, it's made the game even more fun to play and I wish you all the very best of luck in your future endeavours.

 

Best,

Captain Robertson

Cookieie, Jan 22nd 2025 at 7:29 PM

I would also like to add my endorsment for this mod. VS Village is the main reason I play this game. Without the villagers I don't know that I will play this game much. That would make me very unhappy. I understand the work that goes into keeping it going. I am sure I can speak for many when I say, we appreciate you for what you have done with this mod. I'd also like to know why populated villages are not part of the base game? Make it one of those option where folks can pick how often they want to see a village/villagers or none at all. I would like to plead with you to keep it going, but also understand if you choose not to. Thank you for what you have given us so far.     Laura of Laura's Little Worlds

Ricin, Jan 22nd 2025 at 6:11 PM

I would like to add my endorsment for this Mod. I hope it gets updated but can understand that it is a lot of work.

 

FlockOfThese, Jan 22nd 2025 at 5:02 AM

@Gerste I would be quite sad if you chose not to update this mod.  Quite sad indeed.  That being said, you have to do whats right for you.  I guess.  😞

Gerste , Jan 21st 2025 at 9:47 PM

To be honest I have not decided yet. 1.20 caused quite a bit of havoc regarding my mods and stuff has been tedious. With some of the stuff slowly becoming vanilla I am wondering if it is still worthwile.
Also I have not played VS in ages. MisterJern Nikuksis

Nikuksis, Jan 20th 2025 at 11:50 AM

Yeah , i can confirm, this is one of the greatest mods for VS!

One of the main reasons to play for me is to make your own village. Hopefully this will get an update anytime soon!🤗

MisterJern, Jan 19th 2025 at 7:04 PM

Gerste Hey this is a great mod and I'm waiting to see if it's being updated for 1.20 before getting back into the game. I think I'm not the only one.
My question isn't WHEN it will be updated but IF you have plans to update or if it's abandoned. Thank you!

Neocrife, Jan 19th 2025 at 1:16 PM

Villagers disapear in old save from 1.19 but in 1.20 but surely because of it.

Tax0n, Jan 18th 2025 at 8:51 PM

will the mod be updated to version 1.20?

Habs22, Jan 15th 2025 at 2:32 PM

Berrypha

you can use the following command to remove dead npc (but I never tried it with this mods)
/entity remove e[alive=false]
Berrypha, Jan 4th 2025 at 4:32 PM

I'm having the same problem that I've seen a couple of other people here have had as well.
A villager dies (for whatever reason), but it seems an impossibility to remove the dead body.
Now, for anyone else reading this, you CAN revive the dead villager by spawning in a new herbalist nearby, and they might eventually wander over and revive the dead person.
The seem to be other be able to heal up AND revive the dead. Very useful!

However, since I've had to do that a lot, I've had FAR too many herbalists as well as soldiers that I've had to replace, (I'm not gonna fight my own monsters, lol!) and i had rather a lot of both, lol!
I got sick of them wandering around my house, slamming my doors like they owned the place and chatting too loud, (I made them their own, but apparently, mine is better, lol!) so I decided to kill them all.
Now I have a mess of bodies surrounding my house.
It looks like the great plague has hit, lol!
Now if only the Rot would take hold and get rid of them, lol!

I've looked up codes to supposedly delete entities, but not sure if I'm doing it right, or only applies to mobs or traders or something.
We all REALLY need an easy way to get rid of dead villager bodies.
Can we perhaps drag them to a place of our own choosing, shove them into a hole we dug and actually bury them?
Having an actual graveyard would actually be cool!  :D
However, right at this moment, just being able to cleanly delete them would be nice as well.
Maybe a tool we can poke them with to make them disappear?

Pretty please, can we have a solution to this?
I like my massive house.
I don't want to have to relocate becasue of some bodies that refuse to rot or be cut up or burned.

Please and thank you.  :D

SamMadeMC, Jan 2nd 2025 at 4:58 AM

LordWungus considering the mod is not yet stable for 1.20, I guess it's likely something is incompatible between versions and there's breaking changes. Hopefully we'll get an update soon!

LordWungus, Dec 28th 2024 at 3:12 AM

Is the summoning horn working for anyone in 1.20? I can't get it to spawn a trader no matter how much free space is available near me when I blow it

Silas, Dec 24th 2024 at 3:42 AM

I can't wait to see this updated for 1.20! Waiting Patiently

NiclAss, Dec 15th 2024 at 7:24 PM

AlebenTod

That is a vanilla issue in 1.19 will be fixed in 1.20

 

AzuliBluespots, Dec 15th 2024 at 5:46 PM

It used to. Curious.
So it's working normally in 1.20, then??
Also, I THOUGHT this needed vsQuest, it doesn't seem to anymore, just benefits from it??

Ethertrauma, Dec 9th 2024 at 10:02 PM

Elbenson The mod doesn't generate villages by default. You can build your own generated villages or download one of the existing addons as mentioned in the description. 

Elbenson, Dec 9th 2024 at 12:00 AM

Please need update. not working with current version. Well the towns aren't spawning anymore.

Ivanier_Sokolov, Nov 22nd 2024 at 5:35 PM

Hi, i have question. Gerste

Is there any option to change spawn ratio villages ?
Because i have to many villages nearbay together.
I mean, if i walk like 100 meters out of vilage, i see another village close the first village, that make my world looking like country with too much villages.

 

If in text i make mistake, then sorry for that i still learn english and sometime make mistakes.

AlebenTod, Nov 12th 2024 at 9:17 PM

Hi! Some textures in your mod are broken.

https://imgur.com/EYEmukx

 

upd

Sorry, the problem turned out to be in Desert Village.

 

https://mods.vintagestory.at/desertvillage

 

BoardsOfCanada, Oct 30th 2024 at 7:47 AM

Is this mod compatible with Vanilla Terrain Reformed (VTR)?

Echoweaver, Oct 25th 2024 at 6:30 PM

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?

Aimli, Oct 9th 2024 at 12:44 PM

I can't pick up quests even with VS Quest installed, I can't interact with the villagers.

glitchero626, Oct 8th 2024 at 1:00 PM

Hi, I have a question, do other modders really use the mod crowdin?

PeachyPotato, Oct 6th 2024 at 6:59 PM

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.

glitchero626, Oct 1st 2024 at 3:49 PM

Hi, how do I send you the translation es-419?

KhataKhan, Sep 29th 2024 at 8:21 PM

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.

Plurificico, Sep 26th 2024 at 5:50 PM

how do you protect the villagers from temporal storms? they all die in the first storm

Wuzard, Sep 17th 2024 at 6:28 PM

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.

NomnomX3, Sep 7th 2024 at 7:07 PM

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.

Baudskeggjadr, Aug 30th 2024 at 12:20 AM

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

Fjall, Aug 16th 2024 at 10:35 PM

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." 

JackTyme, Aug 16th 2024 at 5:41 PM

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!!

Phoenicius, Aug 9th 2024 at 2:21 PM

My pleasure. Thank you for all the work you do on VS Village <3

Gerste , Aug 9th 2024 at 11:17 AM

Compatibility is always nice to have. Thanks a lot for helping out :) Phoenicius

Phoenicius, Aug 9th 2024 at 12:05 AM

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

waterdrinker, Aug 3rd 2024 at 10:01 PM

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 :(

Gerste , Jul 30th 2024 at 7:33 PM

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

I3eauLeBoi, Jul 29th 2024 at 3:13 PM

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.

Itsapiranha, Jul 28th 2024 at 6:56 PM

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!

BrownishStorm, Jul 27th 2024 at 12:02 AM

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?

Gerste , Jul 19th 2024 at 9:17 AM

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

BrownishStorm, Jul 18th 2024 at 10:32 PM

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. 

laizalott, Jul 17th 2024 at 9:03 PM

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?

Yue, Jul 16th 2024 at 12:32 PM

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.

itselre, Jul 10th 2024 at 4:03 PM

Amazing! Thank you very much Gerste

LowFatMilk, Jul 9th 2024 at 4:31 PM

Will villages still generate if I added this mod after initial world gen?

Azarth, Jul 9th 2024 at 1:41 PM

Are there any future plans for this mod? It's pretty cool so far ^^

MisterJern, Jul 7th 2024 at 12:54 AM

No problem! 1.0.5 seems to be working fine now. You're doing amazing work, Gerste

Gerste , Jul 5th 2024 at 6:30 PM

Farmers boost crop growth sometimes, shepherds feed cattle, herbalists heal villagers and players being hurt and soldiers defend the village. itselre

itselre, Jul 5th 2024 at 12:23 PM

Do the Villagers actually work their jobs?
I'm hoping for a farmer that actually waters the crops.

Gerste , Jul 4th 2024 at 6:31 PM

Sry, I fucked up two releases in a row, lets hope the new ones are working as intended. MisterJern

MisterJern, Jul 4th 2024 at 12:13 AM

Loving this mod. But I just updated from 1.0.0 to 1.0.2 and it replaced the workstations, waypoints, villagers, and other items with the white blocks with red question marks. from a while ago (similar to PeterSanderson and Lumber from a while ago - I restarted/remapped, etc.). Fortunately I was able to load up a backup save with 1.0.0 and things are back to normal. In another attempt, the blocks looked fine but the village was deleted (no npcs, workstations/bed unowned, and /hvp returned "no village found"). Any ideas? Is it an issue with the mod updating or an issue with how we're updating it?

RosstheGreat, Jul 3rd 2024 at 6:39 AM

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 😭

waterdrinker, Jul 3rd 2024 at 4:37 AM

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.

Gerste , Jul 2nd 2024 at 6:40 PM

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

Stejer, Jul 2nd 2024 at 11:57 AM

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)

RosstheGreat, Jul 2nd 2024 at 9:29 AM

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.

 

NateDoesLife, Jul 1st 2024 at 11:02 PM

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)

Gerste , Jun 29th 2024 at 8:45 PM

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

Vronizos, Jun 29th 2024 at 2:48 PM

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

Cookieie, Jun 28th 2024 at 9:39 PM

Gerste, So far I am loving this new update and the additional mod. It is working splendidly on my test world. I have yet to install it on my current world. Do you anticipate any issues when I do that? 

I have found one issue, on the large castle the villagers get hung up at the doorway. Like the doorway is to narrow. 

I found another small issue, on the mayors workstation every resident is listed as a smith. 

Origin_Alpha_43, Jun 27th 2024 at 4:24 PM

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

Gerste , Jun 27th 2024 at 7:28 AM

You should be able to savely update on your existing world. Bl0ckparty

Bl0ckparty, Jun 27th 2024 at 1:03 AM

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?

SoulReaperz, Jun 24th 2024 at 3:11 AM

this mod has been working just fine for me on my very heavily modded server
1.19.8

 

CIGRyneaver, Jun 14th 2024 at 5:25 AM

@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...

https://mods.vintagestory.at/vsvillagecob

Jessterr, Jun 6th 2024 at 4:43 PM

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

Snossoz, May 22nd 2024 at 1:05 PM

How do the waypoints work?

Gerste , May 20th 2024 at 7:56 PM

Try the new pre8 release Chymera

Chymera, May 20th 2024 at 1:38 PM

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

PhobosFogg, May 18th 2024 at 1:29 AM

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

Gerste , May 17th 2024 at 5:12 PM

Sure, let me know if this helps BillyGalbreath

BillyGalbreath, May 17th 2024 at 5:25 AM

Can we get the Pre.7 release soon, Gerste? This bug Ernie reported has crashed my server twice now.

Gerste , May 15th 2024 at 8:41 PM

Does a serverrestart solve your problem? If so, the fix will be included next update. Ernie

PhobosFogg, May 15th 2024 at 4:28 PM

Issue raised on github for error being generated after updating to Pre6 from Pre5 (StatsBloke on github)

Gerste , May 11th 2024 at 8:26 PM

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 

Cookieie, May 11th 2024 at 4:01 PM

@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??

HankKitts, May 11th 2024 at 2:58 AM

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.

Bl0ckparty, May 11th 2024 at 1:58 AM

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.  :)

grunge_forever, May 7th 2024 at 12:23 AM

I've clicked on every villager i've seen and no trade or quest options pop up. How do i do it?

Gerste , May 6th 2024 at 8:32 PM

Sometimes I add a little easteregg and don't tell anybody. ^^ Cookieie Ernie

Cookieie, May 6th 2024 at 3:47 PM

@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. 

PhobosFogg, May 6th 2024 at 9:05 AM

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.

 

Village mayor workstation showing as

Update: the names have now reverted to what they were before.  The comment after this one raises a lot of questions, LOL!

Dreamcrusher, May 5th 2024 at 11:43 AM

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.

Gerste , May 2nd 2024 at 7:17 PM

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

Nikuksis, Apr 30th 2024 at 11:49 AM

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!🤩

Bl0ckparty, Apr 29th 2024 at 8:20 AM

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: 

Cookieie, Apr 29th 2024 at 4:15 AM

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. 

Verlia, Apr 28th 2024 at 5:12 PM

Doing some great stuff to this Gerste! :)

I3eauLeBoi, Apr 20th 2024 at 9:21 PM

Not too sure if its me, though. The village soldiers seem to flee/attack at the same time and act rather jittery?

McSquiggles, Apr 20th 2024 at 3:15 PM

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.

Alcadizaar, Apr 13th 2024 at 3:15 AM

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?

BebRav3, Apr 10th 2024 at 9:02 PM

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?

The_Ancient_One, Apr 10th 2024 at 6:19 AM

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.

Ellis88, Apr 4th 2024 at 7:24 AM

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.

Chocopyro, Apr 2nd 2024 at 8:13 PM

Huzzah! Doors! Thanks for the fix. I haven't found a village yet, but I remember that being a problem in my last playthrough.

Froggowo, Apr 2nd 2024 at 2:52 AM

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?

Cookieie, Mar 29th 2024 at 2:55 PM

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. 

Cookieie, Mar 28th 2024 at 2:46 AM

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. 

Gerste , Mar 27th 2024 at 10:55 PM

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 

Wandour, Mar 27th 2024 at 10:45 PM

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)

Artor, Mar 14th 2024 at 1:01 AM

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.

IAMspEeDex, Mar 13th 2024 at 7:38 AM

Is there a way to Revive a dead Mayor? He doesnt seem to want to use the beds i provide aswell

Cookieie, Mar 11th 2024 at 9:11 PM

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. 

Gerste , Mar 11th 2024 at 7:44 PM

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.

Cookieie, Mar 11th 2024 at 6:51 PM

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. 

Croteau, Mar 11th 2024 at 6:01 PM

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.

OakLucy, Mar 11th 2024 at 5:24 PM

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

Robertson, Mar 11th 2024 at 1:56 AM

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. ;)

Hydromancerx, Mar 5th 2024 at 12:44 AM

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 

SuaveDoggo, Mar 4th 2024 at 10:46 AM

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

Hydromancerx, Mar 3rd 2024 at 6:44 PM

So the placing of the ! 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!

Hydromancerx, Mar 3rd 2024 at 6:13 PM

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
},
]
},

Gerste , Mar 2nd 2024 at 11:31 PM

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.

Robertson, Mar 2nd 2024 at 5:22 PM

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

Hydromancerx, Feb 29th 2024 at 9:56 PM

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?

Hydromancerx, Feb 29th 2024 at 6:54 PM

 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.

SuaveDoggo, Feb 26th 2024 at 9:44 AM

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 ?

MCRusher, Feb 25th 2024 at 5:30 AM

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.

Khana, Feb 15th 2024 at 10:42 AM

dispite there bein beds for everyone, theyre sleepin on the floor... in the open.

 

 

Khana, Feb 14th 2024 at 11:42 AM

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.

 

 

Daggeran, Feb 8th 2024 at 9:04 PM

On a small server that uses this mod... Villagers are going walkabout, not staying near the workspaces. Before 1.19 we found a villager had gone off to be with nature (ie: three hills over away from the village.) and it seems like these ones are trying to do the same. Several of the farmers are away from their workbenches near the center of town and are in fact hanging out with the soldiers around the perimiters. None of them go to their beds either. Our builder made neat bunk beds but they don't use them or even the singular beds, we have to remove the doors to get them in and out of buildings.

Cookieie, Feb 8th 2024 at 3:25 AM

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. 

TheEngineerGuy, Feb 4th 2024 at 11:26 PM

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.

Khana, Feb 4th 2024 at 9:00 PM

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..

 

Gerste , Feb 4th 2024 at 3:40 PM

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

EveOfTheRoses, Feb 4th 2024 at 1:52 PM

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

 

Wandour, Feb 2nd 2024 at 2:35 PM

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

vevi33, Feb 1st 2024 at 7:31 PM

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).

Gerste , Jan 31st 2024 at 8:30 PM

Should be fixed in v0.9.2. Wandour

Wandour, Jan 31st 2024 at 7:10 PM

there is a bug crash when trying to break a braizer

Cpt_C0nfus3d, Jan 29th 2024 at 5:21 AM

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

BadRabbit49, Jan 26th 2024 at 5:59 PM

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.

9Revan9, Jan 26th 2024 at 8:19 AM

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.

Grifthegnome, Jan 26th 2024 at 7:29 AM
My Friend Stole a villager's bed so that he could have a bed in the bed spawn point mod. But every time he put the bed down and broke it to pick it up. His client would crash and the bed would duplicate.

 

26.1.2024 07:21:53 [Server Error] Exception: Value cannot be null. (Parameter 'key')
   at System.ThrowHelper.ThrowArgumentNullException(String name)
   at System.Collections.Concurrent.ConcurrentDictionary`2.TryGetValue(TKey key, TValue& value)
   at VsVillage.VillageManager.GetVillage(String id) in E:\Workspace\vintage_story_mods\vsvillage\src\Systems\VillageSystem\VillageManager.cs:line 39
   at VsVillage.BlockEntityBehaviorVillagerBed.OnBlockBroken(IPlayer byPlayer) in E:\Workspace\vintage_story_mods\vsvillage\src\BlockEntityBehavior\BlockEntityBehaviorVillagerBed.cs:line 47
   at Vintagestory.API.Common.BlockEntity.OnBlockBroken(IPlayer byPlayer) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 218
   at Vintagestory.GameContent.BlockEntityBed.OnBlockBroken(IPlayer byPlayer) in VSSurvivalMod\BlockEntity\BEBed.cs:line 135
   at Vintagestory.API.Common.Block.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1045
   at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Collectible.cs:line 589
   at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 571
   at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 345
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
Aspenizcool, Jan 23rd 2024 at 8:21 AM

getting kicked from the server when breaking various items

Fettuccine, Jan 20th 2024 at 1:36 PM

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)

Moonsad, Jan 20th 2024 at 10:32 AM

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

DarkThoughts, Jan 18th 2024 at 1:59 PM

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.

Cpt_C0nfus3d, Jan 14th 2024 at 6:13 PM

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

Poogans, Jan 4th 2024 at 6:08 PM

The structures generated by this mod don't seem to behave properly with weather. Rain falls through ceilings, etc. 

Odrulf, Dec 13th 2023 at 10:52 PM

What dependencys does this mod have? i am new to vintage and dont understand logs that well

FilipLindhe, Oct 23rd 2023 at 6:13 PM

Can i install this in an ongoing game?

T_R_O_L_E, Oct 14th 2023 at 12:33 PM

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

SamMadeMC, Oct 12th 2023 at 12:50 AM

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

Gerste , Oct 9th 2023 at 9:16 PM

This is an old bug that should have been fixed a lot of versions ago. Are you sure you have the newest version? SamMadeMC

SamMadeMC, Oct 8th 2023 at 8:52 PM

Just discovered this amazing Mod along with VSQuest! Now I'm just wondering why my soldiers are running away from me, terrorized? 😄

jamescook, Oct 6th 2023 at 6:18 AM

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?

Annie68, Sep 11th 2023 at 1:16 AM

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

Sarn, Aug 30th 2023 at 11:06 PM

Hiya, my villagers seem to be unable to talk to me. Anyone else having this issue/have a fix? Also checking VSQuest side.

ScantLobster, Aug 13th 2023 at 2:38 PM

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. 

Resserfi, Aug 6th 2023 at 5:42 PM

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

GhiestWulf, Aug 5th 2023 at 4:35 PM

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.

GhiestWulf, Aug 2nd 2023 at 3:07 PM

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..

Saskia_, Jul 23rd 2023 at 9:43 PM

I'm really hoping Millenaire gets a VS port honestly. Making this all from scratch has got to be a pain.

Cookieie, Jul 23rd 2023 at 4:16 PM

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?

todes, Jul 21st 2023 at 12:19 AM

Thank you for the update ❤️

ShadeOfDead, Jul 3rd 2023 at 6:14 PM

Beautiful mod.  Love the free buckets, saved me in hot weather playthroughs.  ;)  Keep up the great work!

Cookieie, Jun 29th 2023 at 9:49 PM

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. 

Voidwalker, Jun 27th 2023 at 5:06 AM

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.

Jadesy, Jun 9th 2023 at 3:39 PM

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.

Amarillo, May 30th 2023 at 8:26 AM

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?

Gerste , May 9th 2023 at 5:04 PM

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

Voidwalker, May 8th 2023 at 7:36 AM

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

Gerste , Apr 30th 2023 at 2:39 PM

The woodcutter is currently unused so this should not be an issue affecting gameplay Yanazake

AzuliBluespots, Apr 30th 2023 at 11:13 AM

I noticed these in the logs while messing with my server. I believe it's either this or VSquest

30.4.2023 07:10:52 [Server Event] Loading structure farmer-small-6
30.4.2023 07:10:52 [Server Event] Loading structure soldier-small-1
30.4.2023 07:10:52 [Server Event] Loading structure soldier-small-2
30.4.2023 07:10:52 [Server Event] Loading structure cart-small-1
30.4.2023 07:10:52 [Server Event] Loading structure shepherd-medium-1
30.4.2023 07:10:52 [Server Event] Loading structure smith-medium-1
30.4.2023 07:10:52 [Server Event] Loading structure bookrey-medium-1
30.4.2023 07:10:52 [Server Event] Loading structure woodcutter-medium-1
30.4.2023 07:10:52 [Server Warning] Block schematic file woodcutter-medium-1.json uses items that could no longer be found. These will turn into unknown items! (affected: game:knife-copper,game:axe-iron)
30.4.2023 07:10:52 [Server Warning] Block schematic file woodcutter-medium-1.json uses items that could no longer be found. These will turn into unknown items! (affected: game:knife-copper,game:axe-iron)
30.4.2023 07:10:52 [Server Warning] Block schematic file woodcutter-medium-1.json uses items that could no longer be found. These will turn into unknown items! (affected: game:knife-copper,game:axe-iron)
30.4.2023 07:10:52 [Server Warning] Block schematic file woodcutter-medium-1.json uses items that could no longer be found. These will turn into unknown items! (affected: game:knife-copper,game:axe-iron)
GenericNPC, Apr 28th 2023 at 8:42 PM

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.

normd, Apr 20th 2023 at 12:38 AM
normd, Apr 20th 2023 at 12:38 AM
Gerste , Apr 19th 2023 at 6:35 PM

The villager should decay naturally after 96 ingame hours. But like that you gave him a proper burial ^^ normd

normd, Apr 19th 2023 at 12:41 AM

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.

Aksyl, Apr 8th 2023 at 7:12 AM

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.

Jadesy, Apr 5th 2023 at 12:50 AM

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.

Thomas_Jefferson [currently restricted], Apr 1st 2023 at 5:29 AM

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.

Voidwalker, Mar 13th 2023 at 7:40 AM

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.

Ikirou, Mar 10th 2023 at 3:55 PM

Don't know if its an 1.18 thing or the mod but the Bookshelfs are invisible and if i remove them it crashs.

LeonaLens, Mar 5th 2023 at 11:55 AM

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

Whiteindia, Feb 20th 2023 at 5:42 AM

Loving the mod, found multiple castles and villages already. The bookshelves all show up as invisible though.

macoto_hino, Feb 16th 2023 at 2:51 AM

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.

Lumber, Jan 9th 2023 at 2:34 AM

Same issue with textures as PeterSanderson.  Shelves give you the white block with a ?. 

Seshu, Dec 26th 2022 at 5:41 PM

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.

PeterSanderson, Dec 24th 2022 at 4:52 PM

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?

TfThief, Dec 24th 2022 at 8:43 AM

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?

Vronizos, Dec 23rd 2022 at 12:58 PM

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.


macoto_hino, Nov 27th 2022 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 2022 at 1:18 PM

@Yanazake

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

AzuliBluespots, Nov 21st 2022 at 10:42 AM

macoto_hino

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

macoto_hino, Nov 20th 2022 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 2022 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 2022 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 2022 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 2022 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 2022 at 12:54 PM

Heebeejeebees

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

Edrein

  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 2022 at 1:14 AM

In 1.17.6 houses with bookshelves spawn invisible bookshelves. Why?

Edrein, Oct 4th 2022 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 2022 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 2022 at 1:00 AM

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

Gerste , Sep 15th 2022 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 2022 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 2022 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 2022 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 2022 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 [currently restricted], Aug 12th 2022 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, https://github.com/G3rste/vsquest. Apologies for my ignorance!

Josyph, Jul 28th 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 at 6:58 AM

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

iotid, Jul 10th 2022 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 2022 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 2022 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 2022 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 2022 at 4:28 AM

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

iotid, Jun 20th 2022 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 2022 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 2022 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 2022 at 12:37 AM

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

https://www.vintagestory.at/forums/topic/8861

-villages-ideas-discussion/

Rufkut, Jun 1st 2022 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 

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 

 

Artor, Jun 1st 2022 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 2022 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 2022 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 2022 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 2022 at 7:55 PM

Gerste

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

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

Gerste , May 9th 2022 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 2022 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 2022 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 2022 at 6:25 AM

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

BlueFuryDragon, Apr 27th 2022 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 2022 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 2022 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 2022 at 2:30 AM

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

BlueFuryDragon, Mar 17th 2022 at 10:54 PM

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

 

Luka, Mar 4th 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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.