- 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
- Bugfix: if "Entity names" is false, entities on your "Automatic Names" and "Clickable Names" lists should no longer receive names when right-clicked
- Added a new name generation feature: now each syllable pool config has a "Terminal Blank Counts" entry. When default values are used, this ensures that one-syllable names rarely end in a vowel sound, so you don't often get villager names like "Se."
"Terminal Blank Counts" is a list of integers that essentially represents how many names end in an empty ^ character for each length of name (in syllables), rather than having the same chances for all lengths of name. In other words, it's a weighting for how many names of a certain length end in a vowel-like sound. The name generator now uses these alongside "Syllable Count Weighting" to determine not only how long names should be, but how often they end on a vowel-like sound.
If you edited "Syllable Count Weighting", you should modify "Terminal Blank Counts" as well, as each row should be equal to or less than the value in the same row of "Syllable Count Weighting" (i.e. there aren't more names that end on a vowel sound than there are names).
- Changed the Village syllable pool and weightings. The easiest way to get the new defaults is to delete the config/VillageNames4/namepieces/village.cfg file to regenerate them.
- Bugfix: Prefix and suffix chances now properly count the number of Root: Initial entries in your actual config file, rather than referencing the default value. This won't be significant if you never changed from the defaults.
- Bugfix: if your "Root: Terminal" config entry is empty (which it should never be), the name generator will substitute in the proper blank character: ^
- Redesigned syllable config code for efficiency
- The syllable pool for Twilight Forest's Questing Ram has been changed from angel-goblin to angel-golem-goblin. Update this value in your configs if this is not your first time generating them.
- (1.7, 1.8) Added PneumaticCraft's Mechanic to modular villager skins. Add pcmechanic||125 to your "Modded Villager Modular Skins" config entry to access it.
- (1.12) Added PneumaticCraft's Mechanic to modular villager skins. Add pc_mechanic||pneumaticcraft:mechanic to your "Modded Villager Modular Skins" config entry to access it.
- (1.7) Added support for replacing Et Futurum: Requiem's Mud blocks (not yet implemented) with planks when generating village paths