Feycat Posted 12 hours ago Report Posted 12 hours ago I'd much rather fill my city with random citizens than just have trader shopkeepers and nothing else.
MKMoose Posted 11 hours ago Report Posted 11 hours ago (edited) Fair warning - I'm not certain if all of the following is going to work properly. The villagers are currently designed specifically as Nadiyan villagers, and last I checked, they seemed like they just weren't doing anything when spawned in artificially. Currently they have two generic variants which you can either get from creative or spawn with a command, and a set of predefined gender-job-name combinations which can only be spawned through commands. The command for it is as follows: /entity spawn villager-nadiya-male-generic-generic 1 where the code can also be replaced with any of these variants: Spoiler AllowedVariants: [ "villager-nadiya-male-generic-generic", "villager-nadiya-female-generic-generic", "villager-nadiya-male-inventor-tobias", "villager-nadiya-female-baker-beata", "villager-nadiya-female-blacksmith-agnieszka", "villager-nadiya-male-blacksmith-waclaw", "villager-nadiya-male-farmer-folds", "villager-nadiya-male-farmer1-norbert", "villager-nadiya-female-farmer2-indira", "villager-nadiya-female-farmer3-laura", "villager-nadiya-male-hunter-gerhardt", "villager-nadiya-female-guard-kat", "villager-nadiya-male-guard-piotr", "villager-nadiya-male-herbalist-wall", "villager-nadiya-female-innkeeper-liga", "villager-nadiya-male-innkeeper-arzhur", "villager-nadiya-female-musician-sedna", "villager-nadiya-female-shepherd-lena", "villager-nadiya-male-surgeon-tad", "villager-nadiya-female-tailor-alba" ], The special villagers are especially liable to not behave as expected and you might (if there are problems with them) have to use the following command while looking at them right after they spawn (could try pausing the game to ensure you have the time for it) to remove their special behavior - that is my best guess for how to potentially fix them, at least, though I can't really guarantee that it won't break something else: /entity cmd l[] rmbh activitydriven Edited 11 hours ago by MKMoose
Novadegree Posted 11 hours ago Report Posted 11 hours ago 56 minutes ago, Feycat said: I'd much rather fill my city with random citizens than just have trader shopkeepers and nothing else. I highly recommend VS Village to liven up your world with villagers. It is a wonderful mod that I have been using for years. Give it a try!
Feycat Posted 8 hours ago Author Report Posted 8 hours ago 2 hours ago, Novadegree said: I highly recommend VS Village to liven up your world with villagers. It is a wonderful mod that I have been using for years. Give it a try! Last time I used it, it caused hellish lag in my village Also this time I'm making a quite large castle city, rather than a small village, I'm not sure that it would be possible to set up pathing at this scale
Novadegree Posted 8 hours ago Report Posted 8 hours ago 4 minutes ago, Feycat said: Last time I used it, it caused hellish lag in my village Also this time I'm making a quite large castle city, rather than a small village, I'm not sure that it would be possible to set up pathing at this scale I'm sorry to hear about the lag, MiraLeaps has made a lot of progress to date, perhaps the issue has been addressed? As far as scale goes you can have a lot of villagers, although I do not know of a maximum before issues would appear. I had a large village with 30 or so villagers with no issues (unfortunately I can no longer load that world to see exactly how many). Villagers will stop working and sometimes wander off to the unknown but that is all explained or was explained in the mod description. Either way I wish you luck!
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