- Bugfix: half of village troughs no longer have a wall of dirt as one of their sides
- Added config option -
Decor: Fill Troughs With Water
(true
by default) - Added water to the troughs of Taiga Animal Pen, Taiga Butcher Shop, Taiga Tannery, Taiga Temple
- Improved ground height check algorithm for spawning village components
- Bugfix: Loot tables should no longer return an error when running CraftTweaker's
/mt loot
- Fixed typos in the config description referring to most town centers with regards to "other Desert town centers"
- Bugfix: Village Names has a number of ways to place a table into a structure.
If you are using Bibliocraft or Mr. Crayfish Furniture, VN will use one of those. Otherwise, it will create a "vanilla" table (consisting of a pressure plate atop a fence).
If that fence and/or pressure plate was modded, the pressure plate would eventually pop off the table, breaking it—unless you were also using the BugTorch mod.
Now, if you are not using BugTorch or one of the other mods with specialty table blocks, and a table tries to generate with modded components, it will instead be substituted with an inverted stairs block, or with a plank, or in some cases with nothing.
- Bugfix: half of village troughs no longer have a wall of dirt as one of their sides
- Added config option -
Decor: Fill Troughs With Water
(true
by default) - Added water to the troughs of Taiga Animal Pen, Taiga Butcher Shop, Taiga Tannery, Taiga Temple
- Improved ground height check algorithm for spawning village components
- Bugfix: Loot tables should no longer return an error when running CraftTweaker's
/mt loot
- Fixed typos in the config description referring to most town centers with regards to "other Desert town centers"
- Bugfix: there was supposed to be line to cancel a Guardian spawn if there were too many monsters in the world, but it was omitted, resulting in far too many Guardians spawning inside monuments.
- Bugfix: Improved ground height check algorithm, so now village structures should be far less likely to spawn at the tops of trees
- Slightly updated the Pet name syllable pool. Delete
config/VillageNames4/namepieces/pet.cfg
if you want these updated values. - Bugfix: Added a null check to the event that populates Librarian chest contents. CraftTweaker's / MineTweaker's
/mt loot
function should now work properly, instead of erroring partway through. - Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
- Added
RESET
formatting tags to prevent display issues on the mod info screen
- Bugfix: Improved ground height check algorithm, so now village structures should be far less likely to spawn at the tops of trees
- Slightly updated the Pet name syllable pool. Delete
config/VillageNames4/namepieces/pet.cfg
if you want these updated values. - Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
- Added
RESET
formatting tags to prevent display issues on the mod info screen
- Bugfix: Improved ground height check algorithm, so now village structures should be far less likely to spawn at the tops of trees
- Slightly updated the Pet name syllable pool. Delete
config/VillageNames4/namepieces/pet.cfg
if you want these updated values. - Bugfix: Added a null check to the event that populates Librarian chest contents. CraftTweaker's / MineTweaker's
/mt loot
function should now work properly, instead of erroring partway through. - Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
- Added
RESET
formatting tags to prevent display issues on the mod info screen
- Updated to Forge release 2847
- Added support for the undertaker villager from Gravestone mod - Extended. Add
Undertaker|gravestone-extended:undertaker|4
to the Mod Professions entry,gravestone-extended:undertaker
to the Modded Villager Headwear Graylist entry, andgs_undertaker|gs_undertaker|gravestone-extended:undertaker
to the Modded Villager Modular Skins entry to access this skin—or you could delete and re-generate the config file to get the values. - Bugfix: village path blocks that replace water were supposed to turn into planks, but this previously only worked for village roads and not for individual structures. This has been fixed.
- Bugfix: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
- "Decor: Restrict Taiga Troughs" now defaults to
false
- Bugfix: Blocks at the base of decor now defaults to grass instead of dirt
- Bugfix: Taiga Mason House was missing a block in its back wall
- Bugfix: Jungle Cartographer House 1 was missing a single glass pane in a window
- Bugfix: Added stairs to the entrance to Snowy Temple
- Bugfix: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
- Slightly updated the Dragon and Pet name syllable pools. Delete
config/VillageNames4/namepieces/dragon.cfg
and/pet.cfg
if you want these updated values. - Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
- Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
- Added a null check to
EntityInteractHandler.onPlayerAttackEntity()
to hopefully prevent rare NPEs - Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
- About a quarter of village structure and construction code was redundant and was refactored/removed. Special thanks to KibaTheBarbarian for playtesting this update
- Added support for the undertaker villager from Gravestone mod - Extended. Add
Undertaker|gravestone-extended:undertaker|4
to the Mod Professions entry,gravestone-extended:undertaker
to the Modded Villager Headwear Graylist entry, andgs_undertaker|gs_undertaker|gravestone-extended:undertaker
to the Modded Villager Modular Skins entry to access this skin—or you could delete and re-generate the config file to get the values. - Bugfix: village path blocks that replace water were supposed to turn into planks, but this previously only worked for village roads and not for individual structures. This has been fixed.
- Bugfix: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
- "Decor: Restrict Taiga Troughs" now defaults to
false
- Bugfix: Blocks at the base of decor now defaults to grass instead of dirt
- Bugfix: Taiga Mason House was missing a block in its back wall
- Bugfix: Jungle Cartographer House 1 was missing a single glass pane in a window
- Bugfix: Added stairs to the entrance to Snowy Temple
- Bugfix: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
- Slightly updated the Dragon and Pet name syllable pools. Delete
config/VillageNames4/namepieces/dragon.cfg
and/pet.cfg
if you want these updated values. - Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
- Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
- Added a null check to
EntityInteractHandler.onPlayerAttackEntity()
to hopefully prevent rare NPEs - Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
- About a quarter of village structure and construction code was redundant and was refactored/removed. Special thanks to KibaTheBarbarian for playtesting this update
- Bugfix: village path blocks that replace water were supposed to turn into planks, but this previously only worked for village roads and not for individual structures. This has been fixed.
- Bugfix: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
- "Decor: Restrict Taiga Troughs" now defaults to
false
- Bugfix: Blocks at the base of decor now defaults to grass instead of dirt
- Bugfix: Taiga Mason House was missing a block in its back wall
- Bugfix: Jungle Cartographer House 1 was missing a single glass pane in a window
- Bugfix: Added stairs to the entrance to Snowy Temple
- Bugfix: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
- Slightly updated the Dragon and Pet name syllable pools. Delete
config/VillageNames4/namepieces/dragon.cfg
and/pet.cfg
if you want these updated values. - Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
- Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
- Added a null check to
EntityInteractHandler.onPlayerAttackEntity()
to hopefully prevent rare NPEs - Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
- About a quarter of village structure and construction code was redundant and was refactored/removed. Special thanks to KibaTheBarbarian for playtesting this update
- Updated to Forge release 1614
- Added support for the Antique Atlas addon, SignPosts. If you're using both the Antique Atlas and SignPosts mods, then whenever a village spawns, it'll automatically generate a registered Sign-Post. This can be disabled with a new config option in the "mod integration" category.
- Added support for Et Futurum Requiem's bamboo. Add
etfuturum
to Mod Priority: Bamboo to access it. - Bugfix: crash when a village tries to generate Et Futurum Requiem's blue glazed terracotta.
- Added support for the undertaker villager from GraveStone Mod. Add
Undertaker|385|4
to the Mod Professions entry,385
to the Modded Villager Headwear Graylist entry, andgs_undertaker|gs_undertaker|385
to the Modded Villager Modular Skins entry to access this skin—or you could delete and re-generate the config file to get the values. - Bugfix: village path blocks that replace water were supposed to turn into planks, but this previously only worked for village roads and not for individual structures. This has been fixed.
- Bugfix: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
- "Decor: Restrict Taiga Troughs" now defaults to
false
- Bugfix: Blocks at the base of decor now defaults to grass instead of dirt
- Bugfix: Taiga Mason House was missing a block in its back wall
- Bugfix: Jungle Cartographer House 1 was missing a single glass pane in a window
- Bugfix: Added stairs to the entrance to Snowy Temple
- Bugfix: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
- Savanna Well rim now uses veritcal logs, so on the extreme off-chance that construction reverts to logs (as opposed to bark), they will be vertically oriented
- Bugfix: Breaking an Et Futurum or Gany's Surface banner now drops the banner as an object rather than vanishing
- Slightly updated the Dragon and Pet name syllable pools. Delete
config/VillageNames4/namepieces/dragon.cfg
and/pet.cfg
if you want these updated values. - Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
- Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
- Added a null check to
EntityInteractHandler.onPlayerAttackEntity()
to hopefully prevent rare NPEs - Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
- About a quarter of village structure and construction code was redundant and was refactored/removed. Special thanks to KibaTheBarbarian for playtesting this update
- Added config options for disabling Lunarin blocks
- Added support for Rustic's barrels. Add
rustic
to "Mod Priority: Barrel" to access them. - Added support for Rustic's barrels.
- Bugfix: Villages should no longer stack grass paths vertically when constructing roads
- "Snowy" type villages now require the "WASTELAND" tag in the biome. This matches the requirements for the "snow" material, ensuring that, unless you change the configs, Snowy villages should only use the Snow material, and vice-versa
- In cases where Snowy-style buildings are constructed with material other than snow, Blue Ice now swaps out into Stone Brick
- Bugfix: like with older versions, village signs will no longer spawn at town centers when using ToroQuest
- Slightly tweaked path algorithms to prevent a crash in very rare circumstances
- Bugfix: Mod banner should now display in the mod list