Open Sarafimm opened 2 years ago
VS Village does not include Quests itself. You need to install VS Quest alongside.
The way the worldgen of the game currently works, everything is generated chunk wise. However the village generates as a whole.
That can sometimes lead to issues. For example:
I will not raise the villages onto a platform as it does not fit to my vision of how a village should look. However I will try and mitigate villages being ripped apart by hills and mountains further down the road.
Thank you.
about mobs agressivity, villagers tend to kill me when I throw them snow balls...
a little agressive xD
VS v1.17.4 Creature Hostility: Passive (Become aggressive if attacked). VSVillage File v0.3.0 Normal Vanilla Traders still act the same. With VSVillage as my only mod, I am unable to interact or get quests from villagers. VSVillagers do not acknowledge my presence when I right click on them. I can interact with vanilla items in villages. There are still some placement issues around the villages with (branchy) leaves/logs allowing foxes and wolves to get into chicken pens and chickens, pigs, and sheep climbing out of their pens. Forest dirt next to stone fences allowing foxes and wolves into VSVillage enclosures. Water blocks and lily pads inside buildings or floating above VSVillage ground structures.
I don't mean to offend, but I would like to suggest a few different (or used in conjunction with each other) fixes. First, rebuild the currently existing VSVillages so they do not have simple one block in height stone fence enclosures. Exterior/Open Air animal pens are rebuilt with walls/fences that are at least two blocks tall (gates could remain one block high or replaced with doors). Second, place "air blocks" around the villages to avoid trees and terrain from interfering with the village placement. Third, place the villages on a raised packed dirt mound so they can be placed without trees and terrain interfering with them. I believe this was done in ancient times anyways to give people a better view of the surrounding area in case of attack. This would also make it possible for villages to have cellars, "treasure rooms", or even hidden translocator rooms in the future. Different materials like sand or gravel could be used for paths if there is packed dirt beneath them. The packed dirt mound would ensure the village spawns whole and does not fall apart during spawning with buildings floating in air when dirt is one of the falling blocks in the configs of world generation. It could be coded that the packed dirt can be replaced by biome specific stone, ore stone, and other items found in ruins so as not to interfere with cave generation. Unfortunately, I'm not a Dev/Coder so I would not know the specifics on how to do the above, but these were things as a "normie" that I could think of to alleviate the problems/issues that I see with this mod.