Mods / NDL Villagers
Author: NateDoesLife
Side: Both
Created: Feb 27th at 8:18 AM
Last modified: Oct 12th at 1:07 AM
Downloads: 9745
Follow Unfollow 260
Latest release (for Vintage Story 1.21.4, potentially outdated):
ndlvillagers_2.3.0.zip
1-click install
About Mod:
Find an Altar within your world! Craft it into a TownCenter! Build up your town around it and supply your towncenter with resources to bring Villagers and Guards to your town, village, city! Protect them and thrive!!!!!
Features:
- Spawning Traders
- Craft/Place a top hat and eventually a trader will appear!
- Wandering Villagers
- Place a towncenter and populate your own town!
- Wandering Guards
- Place a towncenter and guard your own town!
How To Guides:
- Spawning requirements:
- registered house/room (Room - Vintage Story Wiki)
- lantern (within 7 blocks)
- table (within 7 blocks)
- bed (within 7 blocks)
- no other traders around (within 4 blocks)
- Once the hat is placed and the requirements are met (Hover mouse over block and read the block GUI, it will say true/false based on if the requirement is met) then you just need to wait for a trader to arrive!
- Spawn time is kind of random but for the specific trader hats it takes on average 15 in game days, for the random hat it takes on average 7 in game days. Could take less, could take more!
- Craft a "Town Center" block
- Place the Town Center block down in the center of where you think/want your town to be
- Start placing beds around your town
- The Town Center block covers a 200x200 area centered on itself (100 block radius) and will pick up any beds placed in this area
- Now go back to your Town Center and open its inventory
- You need to place 1 bread for every villager you wish to spawn
- Now you wait, there is a 75% chance per ingame day that either a Villager or Guard will spawn once per day
- NPCs will wander around randomly within the 200x200 block area
- General Information:
- 1 Bed = 2 Villagers
- There is a 50 Villager hardcap
- If you shift+right click on the Town Center block, its block information display will update to current values
- This will also happen when it tries to spawn an Villager or Guard once per day
- If you break the towncenter, the Villagerss will remain and adhere to the 200x200 block area
- Villagers will ALWAYS spawn on the Town Center and no where else (I am not updating/changing this)
- You can kill any Villager and eventually a new one will respawn at the Town Center as long as the Villager cap is not hit
Types of Guards
- Stone Spear Guards
- Copper Spear Guards (~50% stronger then Stone Spear Guards)
Guard Abilities
- Self Heal (heal themselves if health drops below a threshold) ~10sec cooldown
- Melee Attack (basic melee attack)
- Heavy Melee Attack (stronger melee attack) ~30sec cooldown
- Craft a "Town Center" block
- Place the Town Center block down in the center fo where you think/want your town to be
- Starting placing Straw Dummies around your town (to train your guards)
- The Town Center block covers a 200x200 area center on itself (100 block radius) and will pick up any beds placed in this area
- Now go back to your Town Center and open its inventory
- You need to place 1 Spear (any stone variant or copper) for every guard you wish to spawn.
- The spear will be consumed on spawn
- Now you wait, there is a 75% chance per ingame day that either an NPC or Guard will spawn
- Guards will wander around randomly within the 200x200 block area and attack any mobs that happen to arrive near them
- General Information:
- 1 Straw Dummy = 2 Guards
- There is a 15 Guard hardcap
- If you shift+right click on the Town Center block, its block informatin display will update to current values
- This will also happen when it tries to spawn an NPC or Guard once per day
- If you break the towncenter, the NPCs will remain and adhere to the 200x200 block area
- Guards will ALWAYS spawn on the Town Center and no where else (I am not updating or changing this)
- You can kill any Guard and eventually a new one will respawn at hte Town Center as long as the Guard cap is not hit
Planned Features/Workings:
- Falx Guards
- More Villager Skins
- Trader spawning integration to TownCenter
Feedback/Suggestions/Support:
I livestream on Twitch or Youtube (ad-free) monday-thursday (6pm est - 10pm est) Typically I play vintage story but on occasion might dive into a random game. I welcome suggestion and feedback on the mod in chat there or you can leave a comment below.
- You can also join my personal discord channel via - https://discord.gg/6qQZYPU
- Please use the channel #ndl-villagers for any comments/chat regarding this mod! (going to be at the bottom of the channel list, in the VS-MODS Category)
Other Mods By Author:
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.3.0 | ndlvillagers | 1831 | Oct 12th at 1:07 AM | ndlvillagers_2.3.0.zip | 1-click install | ||
|
MASSIVE UPDATE PLEASE READ THE CHANGELOG BELOW!!!!!!!!! VERY IMPORTANT!!!!!!!!!!! - Consumption Mechanic - Added NEW Guard Type
Updates: - The TownCenters "Force Area Scan" is now a "Shift+RightClick" function instead of right click - Updated handbook guide to account for new updates - Commented some debugging notifications to remove log spam associated with this mod
Bug Fixes: - Only PERFECTLY cooked bread will work in the TownCenter
| |||||||
| 2.2.2 | ndlvillagers | 351 | Oct 10th at 11:37 PM | ndlvillagers_2.2.2.zip | 1-click install | ||
|
New Features:
Updates:
Bug Fixes: | |||||||
| 2.2.1 | ndlvillagers | 237 | Oct 8th at 5:16 PM | ndlvillagers_2.2.1.zip | 1-click install | ||
|
New Features:
Updates:
Bug Fixes: | |||||||
| 2.2.0 | ndlvillagers | 654 | Oct 1st at 6:55 AM | ndlvillagers_2.2.0.zip | 1-click install | ||
|
New Features:
Updates:
Bug Fixes: | |||||||
| 2.1.2 | ndlvillagers | 782 | Sep 11th at 5:06 AM | ndlvillagers_2.1.2.zip | 1-click install | ||
|
New Features:
Updates:
Bug Fixes: | |||||||
| 2.1.1 | ndlvillagers | 238 | Sep 9th at 3:52 AM | ndlvillagers_2.1.1.zip | 1-click install | ||
|
New Features:
Updates:
Bug Fixes: | |||||||
| 2.1.0 | ndlvillagers | 391 | Sep 4th at 7:54 PM | ndlvillagers_2.1.0.zip | 1-click install | ||
|
New Features:
Updates:
Bug Fixes: | |||||||
| 2.0.0 | ndlvillagers | 541 | Aug 26th at 3:56 PM | ndlvillagers_2.0.0.zip | 1-click install | ||
|
New Features:
Updates:
Bug Fixes: | |||||||
| 1.5.1 | ndlvillagers | 713 | Aug 8th at 5:00 AM | ndlvillagers_1.5.1.zip | 1-click install | ||
|
New Features: Updates:
Bug Fixes: | |||||||
| 1.5.0 | ndlvillagers | 925 | Jun 8th at 7:22 PM | ndlvillagers_1.5.0.zip | 1-click install | ||
|
New Features: Updates: Bug Fixes: | |||||||
| 1.4.0 | ndlvillagers | 1522 | Mar 12th at 7:23 AM | ndlvillagers_1.4.0.zip | 1-click install | ||
|
New Features: Updates: Bug Fixes: | |||||||
| 1.3.2 | ndlvillagers | 215 | Mar 8th at 6:29 AM | ndlvillagers_1.3.2.zip | 1-click install | ||
|
New Features: Updates: Bug Fixes: | |||||||
| 1.3.1 | ndlvillagers | 146 | Mar 7th at 3:09 PM | ndlvillagers_1.3.1.zip | 1-click install | ||
|
New Features: Updates: Bug Fixes: | |||||||
| 1.3.0 | ndlvillagers | 196 | Mar 3rd at 4:19 AM | ndlvillagers_1.3.0.zip | 1-click install | ||
|
New Features: Updates:
| |||||||
| 1.2.0 | ndlvillagers | 752 | Feb 28th at 2:33 PM | ndlvillagers_1.2.0.zip | 1-click install | ||
|
New Features: Updates:
| |||||||
| 1.0.1 | ndlvillagers | 107 | Feb 28th at 3:09 AM | ndlvillagers_1.0.1.zip | 1-click install | ||
|
New Features:
| |||||||
| 1.0.0 | ndlvillagers | 144 | Feb 27th at 4:37 PM | ndlvillagers_1.0.0.zip | 1-click install | ||
|
New Features:
| |||||||



The_Amish
Routines, Maybe. I would have to see how to go about doing that, the meeting block idea isn't bad though. I might be able to incorporate something with the TC block to make them come back at a certain time and chill for a bit or maybe another block.
Spawn chance per day - yes its on my todo list. This month and last month have been very busy. I am hoping to get an update out before the end of december, not sure if this feature will make the list however
would it be possible for you to add villager routines? We have a pub on our server that wed love to have villagers go to at the end of a day. It would be cool to make a meeting point block that from certain set times, the villagers would go to and mingle.
ps: would it be possible to have a setting somewhere to change the spawn chance per day?
Very cool, thank you kindly. Think it would add a little extra umph. Till then I can always pretend they are just large and clunky dwarves. Thanks for the quick response!
Waildanbear Not at the moment, maybe in the future as it would require me to make models for them and provide a way to do this in general. I like the idea though and will put it in my idea/future stuff notes.
Any chance to make it so you can pick the race of your villagers? I am using the Racial Equiality mod, playing a dwarf, and it would be cool to have a dwarvish settlement. etc.
Just installed the mod, hoping to populate my strongholds and villages.
ChezWaldo Believe its a square, but its not specified in the locations I looked at when I setup the radius so cannot be 100% sure. But with how they handle other things and from my testing......square =p
Is the town center a square or a circle when you say 200x200 (100 Radius)?
EthelVril If the patch file is made I will add it to the mod.
Possible to make this work with fantasy creatures reborn mod? The guard villagers seem to not bother attacking goblins, orks, etc
NateDoesLife
Thanks for the info. About time my players build a village at this point.
ProphetOfMercy If I understand correctly....yes lol. The altar is not beholding to builds around it to work.
NateDoesLife
Is it possible to build an altar and place it where we want before building a town?
This reminds me a lot of the "Welcome Mat" mod that was a part of Useful Stuff/Still Useful Stuff pack of mods. From what I understand, the Traders were able to take food from any nearby container. I wonder if this would help when it comes to trying to keep bread "fresh" for a longer duration so the villagers can be summoned. So instead of the food being in the Town block, the food could be in a container near it. Or you could give the Town block the same stats as a vessel when it comes to food items.
ChezWaldo No limit on how many traders you can have. Currently they are a seperate mechanic from the towncenter and villagers but in a future update I will be tying them together I just don't know how I want to do that yet.
Is there a limit to how many traders can be spawned in? does it count towards the villager count as well?
Bl0ckparty You can use both but they wont have any interaction with each other.
Has anyone checked to see if this works in conjunction with the VS Village mods? It would be really cool to summon actual Traders and more guards for the VS Village villagers.
Exmortis The extended food part would probably be pretty easy to get going overall, I started with bread as just a "go to" starting point with a plan to extend later on.
I've been slow with adding features recently because I dont want people to make progress on a feature just for me to rework it later due to wanting to go a different direction. The next update should include falx guards but might be a little before that update.
Haven't had a chance to test the updated guards and food consumption mechanics yet, as apparently Gold is impossible to find on our server -_-
However, I've just noticed a mod, Castle Heart, which uses a food consumption mechanic as well, and was wondering if it might be worth talking with the Dev to see if it's possible to use similar code to allow all food types other than bread?
Might also then allow for having a scaling Food Cost based on how many Villagers/Guards you have, meaning players can't just gun straight for a max sized village and would promote expansion.
Just ideas, we're still keen to get this village started as is (Especially since our current base constantly gets raided by drifters -_-)
Voodooozo37 Awesome! Glad its working for you now!!
@NateDoesLife I updated and now it works. Thanks man and my bad.
Voodooozo37 Ok yeah, so this issue was fixed in 2.1.2
Also any version of my mod marked for 1.21 will work with any 1.21.x version of the game unless specified to not work on pervious versions. Same with most mods out there. Its actually pretty rare that a mod will not work on an updated sub version of the game. So the latest release of my mod 2.3.0 will work on 1.21.0. I just stopped putting older versions of the game on the list because its annoying having to do it.
I am using 2.1.1 version as my world is on 1.21.0.
Voodooozo37 Hmmmmm and just to be sure you are running the latest version of the mod. I was pretty sure I fixed that bug a month or so ago and had it working (even have a building material trader myself that spawned). I will look into it but if you could just verify the version number that would be great.
I eem to have a bit of a problem. For some reason buidling material trader just doesnt want to spawn from my hat. All the requirements are true, it has 100% and says any day now, but it's been like 10 days. Furthermore a treasure hunter trader spawned out of his hat in a room next to that one while TH trader's hat was placed there a few days later. Im not sure if something is blocking the trader from spawning or something but I have seen them spawn before in smaller rooms. (his room is like 4 x 3 with bed and table). There is about 3 traders spawned around that room in about 10 blocks radius but I made sure that none of them reaches the 4 blocks requirement of the hat.
StellarHarbour because thats a lot to code for free and I also work a full time job. Unless your offering your time to come code AITasks for me and then maintain them?
Why not Millenaire type mod?
A generous god.
REAL BIG UPDATE, love this mod so much!!!!
Rexxia So the altar itself is not craftable they come from ruins.
If you are playing on a non-lore world I don't know that you can get it? I will have to see what I want to do about that.
Edit: So did some research and yeah non-lore worlds cannot naturally get the altar without other mods. I have a solution I will put in an update tomorrow for this!
If possible, I would like all the recipes to be acheivable in non-lore worlds
NateDoesLife It does not show how to make the Altar block
SerciusHaylel
There shouldn't be a conflict with that mod, if you go into the handbook and type "TownCenter" and click on the block it should show you how to craft it.
Not sure if I just didnt read properly,but how do I make the altar for the town center block?Or is it a conflict with KRPG Enchantment which the recipe also calls for a stone altar block?
rayray You can have as many towncenters as you can craft
- Now you can overlap them but the way the towncenters work is they scan their 100 radius area (200x200) and check how many of the villager entities or guard entities are in the area and then calculate how far into the cap you are at. So technically if you overlap it will count the same villagers to both towncenters despite them having seperate caps.
I would recommend measuring out and making sure the towncenters are far enough away that they dont overlap but are next to each other if you are trying to cover a larger area.
questions can we have more than 1 town center on a single player world ? and if yes can we over lap not trying to get passed the 50 npc cap but the 150 area i have a large erea planned with a small twon and outer farm erea around the the erea
Wooo updates :D
Hello there! I have a query regarding the coverage radius of the city center.
Is there any possibility to increase it? If so, could you please let me know how this can be achieved?
I would greatly appreciate it. Thank you in advance!
hi! what are the entity names for the NPCs/Guards/Etc this adds?
If I have that info, I think I can make a VSQuest patch to make your entities be included as questgivers.
TGerror I can't use the mod itself but the model inside it I can utilize I would just have to find out what the thought is on using models from another mod......its one thing to use assets from the vanilla game but another to use another mods assets.
That and I would have to figure out how to incorporate a different "race" into my mod as well.
NateDoesLife unfortunately, I have no idea how to make mods, I just know that others have made them https://news.kalataka.ru/koboldrdx I apologize so many times if this is something you can't use at all.
Thats a valid concern - the other thing would be needing to add a couple more things so your guys can be killed like normal. But if youre interested in that approach feel free to reach out. I've been working on NPCs using the EntityVillager class for on and off and most of the time has been spent on getting the accessories files correct which is the biggest drain imho
Blackmare
KInda, I believe you can do a similar setup to EntityAgent as well. Its on my list to look into for when I start cleaning up and streamlining things. The only thing that worries me about going down that route is it relies heavily on vanilla assets outside of my mod to run and if those get changed the mod would break and require me to have to go in and spend time patching stuff. The way I do it now the textures/clothing items I use are within my mod, that way if vanilla ever updates them, removes them, etc then my mod would not break and I can just update it when I get around to it, if that makes sense.
All that being said, I have not looked into it 100%, maybe like 5-10% so its entirely possible it will be easier to do then I think as of right now. Its on my list to investigate further though =p
Have you thought about using the EntityVillager class instead of EntityAgent? Would allow you to use the in game clothing and add more variety without creating more textures and/or models.
TGerror If you make me the models for the villagers and send em over I will see about doing it (need about 5 /w textures). Can't promise though.
ohh this do look cool but I have to ask will this somehow be a way to get this to work with the Kobold Player Model Redux ?
I just think it could be cool if we can get kobolds as villagers too
Akari_Enderwolf
Not at the moment, the essentials to do this are "kinda" there (basically just the animations) but it would be a lot of work to do that and then the maintenance on top of that to keep the mod going would just be annoying in my opinion. Its why other mods that do similar stuff this mine and then some get abandoned after awhile. Goal of this mod was just to add a simplistic, easy to manage way to populate the villages/towns/builds you make in the game.
But as I usually say, who knows what I will get a wild hair to do =p
this kinda makes me think of like, a framework for something like Millenaire or Minecolonies, which were 2 of my favorite mods for the other block game. Any plans to have "jobs" we could assign to some villagers to have them kinda play out doing specific tasks?
I don't mean like, they actually have inventory and stuff, I just mean like, they go to specific spots and act out doing a job, like the villagers in Chapter 2's village, so like, they go to an anvil and make hammering sounds if assigned as a blacksmith at that anvil, or "job" blocks that scan like a 5 block radius for job related blocks to have them go to and make job sounds at.
I was already planning to make a town in my world, I'm just curious if any of this is in the cards at some point in the future.
NateDoesLife No okay makes more sense that way and its clear you want to make a solid system, the system you descripe sound very cool and more develop version to the idea which I had. so i'll let you cook so to say and wait until the rework, good luck!
Dahll Yes for sure, I could 100% just use the vanilla AI for combat and have considered it.
The main thing stopping me right now (other then the rework I have planned for this month on how generalNPC spawning works) is that I just wanted this to be a way to populate a village and have NPC's wandering around. I didn't really want to go down the road of combat NPCs (guards) or even bothering trying to balance all that and what not. Then you get into the crowd that just wants a village with NPCs that they don't have to worry about protecting due to how VS spawning is and not being able to prevent spawning of hostile mobs (especially bowtorns).
THAT being said, the rework I have coming for generalNPC's essentially removes the cost of having to spawn the NPC's past the initial cost. To give you some insight, you will craft a towncenter and it will detect the number of beds in an area and create a "total NPCs allowable" and spawn them (75% chance, once per day currently) on the towncenter to wander in the area (150x150 area currently). SOOOO with that in mind I would be more comfortable with making them have an attack/defend mechanic where they COULD potentially die as the towncenter would eventually just bring a new NPC to your village at no cost to you.
So maybe after the rework, I will work in guards and SOME sort of combat system utilizing the vanilla combat AI task, but it wont be within the next month or two.
NateDoesLife im not that well versed into the modding of this game, but for the "combat" part of the villagers couldn't you just take the enemy AI and change it to fit the villagers? (as example the soldier where it just does basic npc functions until it gets attacked and then switches over to the enemy AI functions. just an idea, since upkeeps for mods like this is very hard. 🙌
CaptainJake
This mod just lets you spawn them into the world with in game funtions (you can do this in creative as well just go to the NDL-Villagers tab and the NPCs have items in there to place).
Other then that the other requests (dialogue options, clothing, trade options) will not be possible with this mod and I have no plans on adding due to the amount of work involved in each of those processes.
Hey, I am looking for some very basic NPC options please. I just want to be able to spawn them into the world, add dialogue options, clothing and trade options just by interacting with them in creative mode. Could you make that possible please?
NateDoesLife Gotcha, glad you've considered it though. Even that basic soldier NPC idea would likely be in high demand for the same reason you mentioned about having some form of population. I personally like the prospect of developing not just your own settlement, the idea of a civilization in general in addition to it. Look forward to seeing any progress you make!
PimpMonkey32 no not particularly. The problem with trying to do what that mod and VS Villages does is that you have to custom make the AI Tasks that they do along with all the interactions/functions.
Few things happen when you begin down that road
1 - updates to the base game are waaaay more likely to break your code.....like both of those mods break EVERY update from what I have found
2 - its a daunting task to make your own AI Tasks and what not, its a lot of work for a hobby project and thats why (in my opinion) both of those mod authors stopped working on those mods, same with the outlaws mod.
This mod uses all vanilla AI Tasks for the general NPC's so the chance of it breaking after each update are slim to none, on top of that its very easy to maintain or fix something. I don't have to rebuild my own custom tasks I just have to conform to what is already created by the Vintage Story Devs.
I really made this mod because I have a pretty big/long term world with villages/castles/etc and wanted them to feel populated when I walk around it. I didn't/don't need them to fight or be attacked and die or anything.
Who knows though, maybe in the future I will whip up a VERY basic solider summoning bundle and just make one VERY BASIC guard npc you can summon😉probably wouldn't be too hard to make it function via vanila AI Tasks. I just dont have the direct interest to do it right now but that changes each week =p
Glad you like the mod though, it is a bit encouraging to work on it a bit more knowing there is more interest in it and its growth then just myself!
Nice work! Ever think about maybe succeeding VS Kingdom? I think this is the closest I've seen recently to what he has going on in terms of the soldier AI.
NateDoesLife maybe the aggro/attack things could be toggleable via the config files?
Kachelcy while I do agree it would be a cool feature to have, I am purposely trying to keep this as simple as possible in terms of the generalNPC's. That way its mostly future proof to keep running.
A lot of the NPC/Village mods I have used/seen end up breaking almost every update or end up being abandoned due to burnout because of the mod author trying to do way to much with the NPCs.
I really just wanted a way to populate my world (I have a long standing world with villages/castles/etc).
Who knows though, maybe I will get a wild hair one day in the future.
Edit: Thinking on this It might be pretty easy to utilize the vanilla aggro/attack system into the NPC's (probably just copy how drifters do it via vanilla AITasks). I will have to see how I feel about the idea of the NPC's potentially dying and needing to be "replaced" especially since you can't prevent drifters/shivers from spawning inside buildings/area's currently. It might not be fun for most people looking to have a full village.
This mod is neat, but it would be pretty nice if they could like be attacked by, and protect themselves from drifters, shivers etc.
This is an adorable mod and I can't wait to use it in this playthrough. I alwas enjoyed 'organic building' where you build up a town, but hated using creative mode to feed traders into the constructed areas. :D
I need a version of this where they appear in the world as stone statues you can revive by pouring a mixture of sulphuric acid and nitric acid on them, for no reference in particular. I think that would be exhiliarating.
I think "hat" works, but there are lots.
I only mention it because the description here says to search for "hats" 😀
Parenn Hmmm I can see if I can adjust that but I don't know that I can adjust how the search function works in that way. I'd be curious if just the word "Hat" works though.
Just a small note, searching for "hats" in the handbook won't find the Trader Hats, but "trader hat" will.
Excellent! An alternative to VS Village!
Not sure how far you're wanting to take this, but if you ever add in having the NPC's do jobs like farming, hunting etc, that'd be amazing
Regardless, having the ability to spawn Traders to populate my village is everything I need at the moment
Thanks for the mod!
Yeah! They only walk/wander. Thats pretty much all I intend on doing with them.
Nothing fancy or anything, just useful to populate a town and make it feel active/alive.
DrKlinger
oooh, first NPCs? I'll have to check em out when I get a chance!
Hahah thank you, and yeah I have been slacking lately on finishing up the models (I hate making/texturing 3D stuff like entities so its taking me a bit longer then normal). Everything else is just about finished on the code side I JUST need to motivate myself to make more of the NPC's lol
Soon though, I promise. Maybe the next rainy weekend (supposed to rain all this weekend) Evoken
NateDoesLife Omg! Amazing idea :D I would love to bring some more life into my town. Can't wait for the update ^^
Just wanted to provide a bit of an update on this
- I am aiming within the next week or so to get the General NPC functionality of this mod working. Got a bit busy at work and needed a small break after updating several of my mods in a 2 week period. That and I don't really like making models for Entities in VS.
- These General NPCs will be just that, NPC's. They will walk around and MAYBE do some sounds here and there and what not but thats about the extent of it. They are mostly for making area's feel populated.
No this mod does not control the spawn rate or location of vanilla traders. It does however, allow you to craft an item that you can place in specific locations to spawn a trader. Read description for more information on what this mod actually does.
Velynicus
Does this mod control or alter the spawn rate or location of vanilla traders? I'd like to be able to "move them" to another location.
Very cool mod! I would also like to ask to include DejFidOFF Animal Traders if possible. Thank you :)
So that essence creature is for the upcoming updating I am adding to this mod (see comment directly below yours and the General NPCs (future feature) part of the mod description for more information. They arn't supposed to be spawning but I didn't disable them correct in the mod during the last update. I can push a quick update that should turn them off if you feel they are too much of a pain.
As for the strawbed, yes any VANILLA bed will work just fine, same with any VANILLA lantern and table!
PvtCuteMuffin
Hey!
I keep getting these item creature essencestones around my house, first one was just in my cellar, killed it and the second spawned outside the room im prepping for my first trader. Any idea what it is and how i can stop them from spawning?
Also, is a straw bed enough to make them spawn?
Great mod so far!
Wanted to post an update on here on the progress towards the General NPC's that I am trying to add.
I have the assets mostly created
- Brazier
- Essence material and essence crystal (that some of you might of run into in the latest version)
- Human NPC models (working on creating atleast 5-7 varients to start)
All thats left after I finish the models is be begin programing the functionality which is going to be somewhat the same as the Hats but with no requirements other then the essence material
Hopefully I will have the update finished and ready to go by next week/weekend. Maybe sooner....maybe later. Depends on how much I feel like working on things =p
Not really possible once they are summoned, they move in a fixed 4x4 area around the block they are spawned on (this is vanilla mechanic) and cannot be moved once summoned. However, once they are summoned you are free to tear down anything around them and build around them again.
A3_Digital
Hello, how feasible is it to move a trader from one room to another?
Glad to hear its working for ya haha!
The creature essence is gonna be for the new general NPC spawning system I am building out they are supposed to be disabled but I guess they work still haha.
mastercrinkle
NateDoesLife ill give it a shot im not the best and im new to this whole modding stuff for vintage but ill see if i can recreate it ill load vintage story dissable the ndl villagers mod then go into my mod folder and delete it then install the latest and see what i get thank you for replying in that timely manner aswell glad to see you trying to help with support for your own mod:) just dissabled the older version of the mod and downloaded the 1.3.2 hats are now showing up and arte showing up in the handbook not sure what was going on last night but it seems fixed ill update this again if it ends up breaking but as of now i broke it and replaced it and it hasnt broke yet really hope this mod works for me now:) i still have the 1.2.0 installed and in the mod folder i just dissabled it and downloaded the 1.3.2 and just enabled that one gonna test something and see if it will finnaly work for me or if its just a shot in the dark PS sorry for the long comment and updated notes as i said im new to all this and this is the first mod ive had to reach out on for support. ill be live on twitch for atleast 12 hours today if i dont get called in and if it happens it would be easier to show you whats going on via stream cause i dont know how to get to certain files and all that farthest ive gotten is looking at the client logs and looking for the error msg i got for them twitch is the same as my vintage name just a update about it i tried placing a hat outside the room and it broke instantly so i think its all golden and fixed now ;) was just running around my world and found a creature essence is this the new way to spawn them in for 1.3.2 ? killed the creature but cant harvest it anyways still waiting to see if the hat will update with the visitor progression IT TOOK OVER 2 HOURS BUT ITS WORKING ITS FINNALY UP TO 10% ITS WORKING THANK YOU FOR THE HELP AND MAKING THIS BEAUTIFAL MOD
It SHOULD as long as all those items are not mod specific and are tied into the vanilla code. Obviously I dont know for 100% as I havent tested it but you would know pretty quick if it doesnt as the hat will pop up.
Novantis
Very cool mod. Does this work with vanilla variants?
NateDoesLife
I can probably add them to the random trader hat.
I'd have to consider the specific trader hats as that would require me to make more of the hat models and whatnot (bit more of a time investment on that one).
I've been trying to get around to working on the general NPC spawning side of this so that will probably take priority over adding support for other mods at the moment.
DilanRona
Could you add support for the other mod traders (like the domestic animal trader, and the wild animal trader)?
👀 Very cool!
I can see about it. For the time being you can use Heat Retention - Vintage Story Mod DB to make your chiseled blocks retain heat and count as a full house as well.
The_Amish
You can also build a room that fits the requirements, spawn the trader, and then get rid of said room and rebuild it as you wish after the trader is spawned!
would it be possible to have some mod functions to remove the requirement of the house being a registered room? my issue is that a lot of the buildings i make are chisled so they dont meet the requirement
NateDoesLife Just checked the hat and found it on the floor. Went and crawled through client-main, server-main, client-debug and server-debug and couldn't find any events or errors related to ndlvillagers. Just the startup events when the mod loads. I can send you the log files if you like.
Just say your last, messaged you on discord with some screenshots.
So I tried specifically the treasurehat, and it seems to be working fine on my end.
Make sure you arn't using a ruins bed as well, those wont work.
If you message me on discord I might be able to help you further, a screenshot of your house location would help. You can contact me via NateDoesLife with a crown emoji infront of it. If you search in the VS discord you should find me pretty easily.
Mor_Havok
Gottcha, I will play around with them and see whats happening.
The log file will have a notification that goes off when the hat breaks and it will tell you what requirements are not being met. Might be hard to find since you will have to wait for the hat to break to see it but I will play around with it in a test world and see if I can replicate it.
BetterTraders shouldn't have any effect!
Mor_Havok
NateDoesLife I'm trying to spawn a treasure hunter. I'm also using the BetterTraders mod which, as far as I can tell, should be compatible as it only changes the pregenerated trader wagons. I'll see what I can find in the logs and let you know. Thanks
Yes, it should say in in the server-main.log file or the client-main.log file why the hat is dropping.
What hat are you having trouble with specifically so I can test it out a bit for you as well on my end!
Mor_Havok
This mod looks very cool but I cannot, for the life of me, get it to work. I've built two different rooms (and checked that they were valid with /debug room hi), placed down a bed, table, and lantern. I put the hat on the table and it shows 0% for several days before falling to the ground. Is there a log file somewhere that I can check for errors or a debug command I can use to force the traders to spawn?
Thanks a lot, i loved it.
mmmm, I haven't tested it myself....but I would assume so with how I have it working. Just need to be able to craft and place the hat meeting the requirements and it will eventually spawn a villager.
So unless there is some entity blocking mechanic in homo sapiens, then it should work.
JDealer18
does the mod work in homo sapiens?
Не проблема! Он простой, но работает и надеюсь расширить его. Я думаю, что большая проблема заключается в том, что это было слишком много, я собираюсь сделать это простым и понятным для того, чего я хочу!RNM
спасибо за вашу работу а то нет ни одного рабочего мода на деревню
Yes, heavily inspired by Terraria in terms of gathering villagers but needing to actually have a house for them and what not prior. I would love to eventually make it so they just show up without having to craft a block and what not and maybe in a future update I will be able to achive that but this is a good work around towards that for the time being!
Glad you like it!
DeviousDoge
Ayy, this sounds super neat. Been missing a mod like VS Village. Is this intended to be a bit more like Terraria inspired? I've always loved the idea of being able to slowly build up your own village of individually unique NPCs, all with their own function, as a core part of progression in the game, the same way that Terraria handles that sort of thing. You're in a great position to have this do something wholly unique, whereas mods like VS Village (when they end up getting updated) seem to focus more on the more ambient, Minecraft style villages. Best of both worlds. :)