- Due to a limitation in Forge, profession outfits will not render for non-vanilla zombie villagers. I'm sorry for the inconvenience.
- Added extra path blocks around the Plains Well so that roads connect more cleanly
- Project URL (pops up when there is an update) now links to this modrinth project page
- Added extra path blocks around the Plains Well so that roads connect more cleanly
- Project URL (pops up when there is an update) now links to this modrinth project page
- Bugfix: Guardians can now drop Prismarine Crystals. This was the main reason I decided to backport the Guardian in the first place—sorry!
- Bugfix: Guardians now drop Prismarine Shards and Crystals instead of Manasteel Ingots when Botania is your priority Prismarine source
- Added extra path blocks around the Plains Well so that roads connect more cleanly
- Project URL (pops up when there is an update) now links to this modrinth project page
- Bugfix: Villages can now spawn in the north-northeast and south-southwest octants of the map
- What a horrible night to have a curse...
- Hotfix: crash when zombie villager tries to render with the new skin system
- What a horrible night to have a curse...
- Hotfix: crash when modded villagers have some extra operations with their trades that would cause a conflict with VN's
- Added Immersive Engineering's villagers to modular villager skins. Add
immersiveengineering:engineer|1
immersiveengineering:engineer|2
immersiveengineering:engineer|3
immersiveengineering:engineer|4
immersiveengineering:engineer|5
to your "Modded Villager Headwear Graylist",
ie_engineer||immersiveengineering:engineer|1
ie_machinist||immersiveengineering:engineer|2
ie_electrician||immersiveengineering:engineer|3
ie_outfitter||immersiveengineering:engineer|4
ie_gunsmith||immersiveengineering:engineer|5
to your "Modded Villager Modular Skins", and
Engineer|immersiveengineering:engineer|3|1
Machinist|immersiveengineering:engineer|0|2
Electrician|immersiveengineering:engineer|0|3
Outfitter|immersiveengineering:engineer|0|4
Gunsmith|immersiveengineering:engineer|0|5
to your "Mod Professions" config entries to access them.
- Fixed lots of default values in the "Mod Professions" config entries. The easiest way to get these values is to delete this config entry and let it re-generate.
- Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end. When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
- Bugfix: hint pages can now be properly generated by modded villagers as per the "Mod Professions" config entry
- Bugfix: zombie profession layers should work properly now
- Refactored villager/zombie skin renderer for better performance
- Mod Villager skins no longer default to Nitwit if none is found
- Added Immersive Engineering's villagers to modular villager skins. Add
immersiveengineering:engineer|1
immersiveengineering:engineer|2
immersiveengineering:engineer|3
immersiveengineering:engineer|4
to your "Modded Villager Headwear Graylist",
ie_engineer||immersiveengineering:engineer|1
ie_machinist||immersiveengineering:engineer|2
ie_electrician||immersiveengineering:engineer|3
ie_outfitter||immersiveengineering:engineer|4
to your "Modded Villager Modular Skins", and
Engineer|immersiveengineering:engineer|3|1
Machinist|immersiveengineering:engineer|0|2
Electrician|immersiveengineering:engineer|0|3
Outfitter|immersiveengineering:engineer|0|4
to your "Mod Professions" config entries to access them.
- Fixed lots of default values in the "Mod Professions" config entries. The easiest way to get these values is to delete this config entry and let it re-generate.
- Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end. When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
- Bugfix: hint pages can now be properly generated by modded villagers as per the "Mod Professions" config entry
- Bugfix: zombie profession layers should work properly now
- Removed log printout when interacting with a golem
- Refactored villager/zombie skin renderer for better performance
- Mod Villager skins no longer default to Nitwit if none is found
- Added Immersive Engineering's villagers to modular villager skins. Add
immersiveengineering:engineer|1
immersiveengineering:engineer|2
immersiveengineering:engineer|3
immersiveengineering:engineer|4
to your "Modded Villager Headwear Graylist",
ie_engineer||immersiveengineering:engineer|1
ie_machinist||immersiveengineering:engineer|2
ie_electrician||immersiveengineering:engineer|3
ie_outfitter||immersiveengineering:engineer|4
to your "Modded Villager Modular Skins", and
Engineer|immersiveengineering:engineer|3|1
Machinist|immersiveengineering:engineer|0|2
Electrician|immersiveengineering:engineer|0|3
Outfitter|immersiveengineering:engineer|0|4
to your "Mod Professions" config entries to access them.
- Fixed lots of default values in the "Mod Professions" config entries. The easiest way to get these values is to delete this config entry and let it re-generate.
- Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end. When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
- Bugfix: hint pages can now be properly generated by modded villagers as per the "Mod Professions" config entry
- Bugfix: zombie profession layers should work properly now
- Refactored villager/zombie skin renderer for better performance
- Mod Villager skins no longer default to Nitwit if none is found
- Added Immersive Engineering's villagers to modular villager skins. Add
immersiveengineering:engineer|1
immersiveengineering:engineer|2
immersiveengineering:engineer|3
to your "Modded Villager Headwear Graylist",
ie_engineer||immersiveengineering:engineer|1
ie_machinist||immersiveengineering:engineer|2
ie_electrician||immersiveengineering:engineer|3
to your "Modded Villager Modular Skins", and
Engineer|immersiveengineering:engineer|3|1
Machinist|immersiveengineering:engineer|0|2
Electrician|immersiveengineering:engineer|0|3
to your "Mod Professions" config entries to access them.
- Fixed lots of default values in the "Mod Professions" config entries. The easiest way to get these values is to delete this config entry and let it re-generate.
- Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end. When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
- Bugfix: hint pages can now be properly generated by modded villagers as per the "Mod Professions" config entry
- Bugfix: zombie profession layers should work properly now
- Refactored villager/zombie skin renderer for better performance
- Mod Villager skins no longer default to Nitwit if none is found
- Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end. When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
- Bugfix: zombie profession layers should work properly now
- Refactored villager/zombie skin renderer for better performance
- Mod Villager skins no longer default to Nitwit if none is found
- Added Immersive Engineering's villagers to modular villager skins. Add
512
to your "Modded Villager Headwear Graylist",ie_engineer||512
to your "Modded Villager Modular Skins", andEngineer|512|0
to your "Mod Professions" config entries to access it. - Added Enchanting Plus v4's Enchanter to modular villager skins, if you should be lucky enough to have a copy. Add
ep_enchanter||935153
to your "Modded Villager Modular Skins" and935153
to your "Modded Villager Headwear Graylist" config entries to access it. - Added support for the Smithing Table from Netherite+ and Smithing In The "90'S". Add
netheriteplus
and/orsmithinginthe90s
to your "Mod Priority: Smithing Table" to use them, if they're not there already. - Refactored villager/zombie skin renderer for better performance
- Mod Villager skins no longer default to Nitwit if none is found