Feycat Posted April 8 Report Posted April 8 I'm building a city and I'd love to add some villagers to give it some life, can anyone explain how the villagers path and know which home to return to?
Zane Mordien Posted April 8 Report Posted April 8 1 hour ago, Feycat said: I'm building a city and I'd love to add some villagers to give it some life, can anyone explain how the villagers path and know which home to return to? Probaby need to ask the mod creator.
ifoz Posted April 8 Report Posted April 8 (edited) If we're talking about the vanilla NPCs, there's an 'activity editor' that you can use (I forget how to pull it up, but it exists) to pre-program NPC schedules. The way it looks to work is pretty much like "at (time) wake up, pathfind to (coordinates), play (this animation), at (time) pathfind to (coordinates)" etc. as far as I can tell. Do be warned though, there isn't a way to give NPCs custom dialogue and trades without making your own mod for it. All the NPCs spawned in creative will be without a specific trade and only with the default dialogue. The way actual NPC trades work in vanilla is that it's hardcoded for that specific NPC. Spoiler For example, I don't think the tailor in Nadiya has a "tailor" profession assigned to them that determines outfit and trading pool, it's that their trading pool and outfit are predefined specifically for them. All of this is assuming you're talking about the vanilla NPCs, not the VSvillage mod NPCs or the vanilla traders (since vanilla traders don't have this kind of pathfinding yet). Edited April 8 by ifoz
Feycat Posted April 8 Author Report Posted April 8 1 hour ago, Zane Mordien said: Probaby need to ask the mod creator. I'm talking about the vanilla Nadiyans 43 minutes ago, ifoz said: If we're talking about the vanilla NPCs, there's an 'activity editor' that you can use (I forget how to pull it up, but it exists) to pre-program NPC schedules. The way it looks to work is pretty much like "at (time) wake up, pathfind to (coordinates), play (this animation), at (time) pathfind to (coordinates)" etc. as far as I can tell. Do be warned though, there isn't a way to give NPCs custom dialogue and trades without making your own mod for it. All the NPCs spawned in creative will be without a specific trade and only with the default dialogue. The way actual NPC trades work in vanilla is that it's hardcoded for that specific NPC Interesting, do you have any idea where I can read more about that? I looked in the wiki and didn't see it, I'm just looking for the vanilla Nadiyans. And I'm not looking for quests or trades, just life and movement. I use Useful Traders to be able to move specific traders, so they're not an issue.
ifoz Posted April 9 Report Posted April 9 2 hours ago, Feycat said: Interesting, do you have any idea where I can read more about that? I looked in the wiki and didn't see it, I'm just looking for the vanilla Nadiyans. Looking into it a little further, looks like the command to bring it up might be ".dev aedit", though I don't know if you need to turn developer mode on in settings or be looking at an NPC for this to work. I haven't found any documentation either, it seems like nobody has really discussed or used this feature since it was added. I'm working on a village mod myself, and this is probably going to be something I'll have to figure out once I get around to actually implementing NPCs. Let me know if you end up finding out anything about it! 3
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