The Meaning of Life, the Universe, and Everything.
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Anchorage
Join Date:
8/15/2012
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66
Member Details
Ok so after extensive testing of the mod. I've found several exploits which I am reporting here. And for those of you who are over sensitive to certain dysfunctional familial topics that are not pleasant, dislike slang, or are easily offended, here is your one and ONLY TRIGGER WARNING. You have been warned, read on with an OBJECTIVE MIND ONLY and at your own risk. I assume no responsibility for anyone being offended, nor will I apologize later. I'll just laugh at you for flipping out over words on a screen.
Both of these exploits center around mementos and the staff of life use.
1) Polygamy reborn: You only able to marry one woman at a time, and cannot revive a dead spouse IF you have their memento and you are married. The way I got polygamy to work, is that it does not register you as married until you have at least ONE living spouse. Kill a spouse, take their memento, hold onto it. Marry another spouse. Kill them, take the memento, rinse and repeat until you have the desired number of mementos. Lay them all out. Hit them each with the rez spell before the spell finishes on the first one. The only limit to the number of wives you can have at once is how fast you can cast before that first rez finishes. I am up to 13 wives.
2) Baby boom: You are only supposed to be able to have one baby active at a time. I have come to find out that if you put an infant down to "grow up" it clears this flag stating you have a child. Being that I have 13 wives, they at this moment have 13 active infants. How? If you are quick, you can click "have child" on up to about 3 spouses at once, again, clicking before the animation of the first one with the hearts, spinning, and popping out a baby finishes. I had 3 at a time at first. I would then hand the babies back to them. It wouldn't name the child until I right clicked with the unnamed child, and I was able to name them. As a fail safe, that worked great so as not to screw up my ability to name my kids. When at least one baby is ready to grow up, put it down, but do not put the others down. Once that first baby "grows up" to a child, you can then knock up 3 more wives (4 if you're fast, but I haven't been able to yet. I average 2 to 3 per cycle). Then set one of the babies that is ready to grow up down, again, that you are holding from that first wave still, and go knock up 3 more wives. Rinse and repeat until you're out of ready babies. My nursery is full. I have a 60bedroom sky palace with 15 multi purpose rooms and 3 wings worth of yards. Plenty of space, not an issue for me. I've already sent 4 of my full grown sons down to a village on an island to marry the local women. I will be doing the same with the rest of my kids, so that entire village is my descendants. Then again, I'm playing as a god in character. So I'm ok with this. Repeat this process until all your wives have babies.
3) Incest is best?: So, I really shouldn't talk about this one, but I know Bama does his best to keep this from being possible in the mod, and I feel as mod designer especially he should be made aware of this exploit. I was dinking around in creative mode when I accidentally married my daughter. Yes, you heard me right. I was experimenting with the wedding ring mementos and accidentally married my daughter... How the hell could you do that Zero? You might ask... Well, normally, they are attached to a spouse or child. But there are unattached ones in creative mode, where you right click someone and it attaches it to them. And, like a pokeball, sucks them up. My daughter sort of walked between me and my test subject by accident... and she vanished. I looked at the ring. Oh joy. The only way to free her was to rez her with the staff, and it stated I'm already married. Rubbing my forehead and knowing no good will come of this, but not wanting to lose her... I killed my 12 other wives off, took their mementos, and did the polygamy trick. I am now up to 13 wives, and one of them is my daughter apparently. It states "Married to You." And "Father: You." I'd make a redneck joke but... I feel like being politically correct today. Anyway. The Interact menu only has the options you'd use as your child, but the DIALOGUE is from the SPOUSE section. And being that I edited some with emotes to make them more believable... (nothing beyond PG mind you, but still awkward coming from my "daughter" and hearing her say "I love you" and "I missed you baby how were you today?") was the result. While it did not add "Kiss" "Hug" or "Flirt, guess what button WAS there? "Procreate" (or in my case, as I edited the text to sound less scientific "Have Child"). And... it worked. I have five lovely inbred kids now. I admit, since the rabbit hole had already gone that deep on her labeled as my wife, I HAD to at least test that much if I was going to do a bug report like this...
4) Who Needs Geneology?: This one... is an odd one. If I don't like names, I change them. It's that simple. Villager Editor is a wonderful tool, I love it. And to boot, later I'm going to go through the skins folder and duplicate and rename all the skins so that changing jobs doesn't mean I have to change their skin. This way I can "teach" (or change) professions on villagers without altering their skin (unless it's a guard/archer/warrior). My kids won't just be villagers, and this allows me to create a "class" system for teaching them a profession. But here's the odd part. My wife's name is not Joelle. She was changed to Keavina. But all my kids from when she was revived/married FIRST, have her name. And on the second wave, when Velvet came back first (the other of the 13 wives) her name is on EVERY child. Now, I'm one of those guys that likes to keep geneology. But not really a big deal here. But the other issue, is that Joelle is the name on that first set of kids. Meaning it did not update when I changed her name to Keavina. In addition, when my children, or any other villager for that matter marry someone, the name is not accurate either. It uses the name spawned, and not the one changed too. So village editor is not updating those features accurately. I WOULD have written them all down in a book in game, one for sons, one for daughters... or each wife. But frankly I don't have time for that and we're so far down the rabbit hole I can't remember out of my 50 something kids whose is whose.
5) Adoption Doesn't Work Like That...: Being that I was able to accidentally marry my daughter, I wanted to see if I could turn one of my wife's into one of my children as well. At least in name. But... I decided against it. I didn't feel like killing the other twelve and hoping I was fast enough to rez them all. Maybe I'll try it in another creative mode map with two wives only. I did however, wonder if I could "adopt" a villager as a child using the doll or toy train. Indeed, just like a pokeball it worked! Except... it didn't make them my child. I thought about using it to "marry" a villager, using the broken ring, but why bother when I can just kill and rez? Eh. Thirteen wives was enough. So I turned her into a guard, spawned another, and married her off to one of the same gender so they wouldn't birth kids. My palace guards don't need to reproduce anyway, they're cannon fodder.
6)Star Wars Episode 2, Attack of the Clones: I might have butchered that title, but you get the idea. Cloning. Is it possible in minecraft? It used to be in MCA that clones happened by accident. All villagers could duplicate like this. And I'd have to shove them in lava so I wouldn't lose rep with the villagers by killing them. And... then I was somehow not married. But my living spouse was. A priest could always fix that. But still... I digress. These days, cloning isn't that accidental, thank goodness. No more dopplegangers for me! When a spouse or child dies, they leave behind a memento in a chest. However, the children (not spouses) take it a step further. They also DROP a memento on the ground. That's right. Two mementos, one child. Both attached. And when you revive both, instead of saying "this child is already alive", you now have... a clone. An easy fix of course, is to remove the dropping of the toy, and keep with the chest. However I've had times when chests aren't so obvious and spawn within a chest... or in a wall... or something odd. One of my daughters was being carried on my back while I was flying... and when I went to land, she vanished. She later "died". I could not find her memento, at all. I even dug up all the dirt beneath the palace, checked every floor, flew up high, and down low into the ocean with glowstone all over to search below. My sweet little girl was forever lost... as if she... didn't exist. Oh well. I have 50 other kids to replace her right? But I digress. As you've seen prior in one of my pictures, I cloned about 40 copies of one of my kids in a glass box. I suppose that's one way to build an army right?
So... those are the 6 major bugs/exploits. I would recommend making guards more aggressive, however. Even if asleep, give them an aggro radius.
And... they are still going inside houses and not coming out all the time. There are a few pathing issues as well with villagers not going through single doors. I use doubles most of the time, but I can see how this might bug some folks. There's a few pathing issues too with following through 1 block wide paths (like if I remove the door and it's just a 1x2 vertical hole) Is there any way we can get guards to have the old AI back for patrolling from door to door and actually going BACK to their "Home" point at night? This part only works sometimes. Another major danger is using archers... I almost lost a few people to friendly fire because they are trigger happy. Do you think an option to turn friendly fire OFF to simulate "team work" between archers and guards when fighting/supporting melee might be doable? I'm building an army of guards at my temple on the ground with all the villagers I find and the village editor. Thinking of taking them roaming through the lands on a campaign or something. But taking 3 friendly fire arrows is more than enough to kill/weaken them while they fight off a mob. But archers are necessary for when the Four Horsemen show up during a storm (we all know who these jackasses are. I killed them and took their best horse today for my own and named it).
So that's a summary of my exploits report. Thank you again Bama for all your hard work. I'm sure in the time I've been posting these to you in the past you wonder "Why the hell would someone even try all this? What's WRONG WITH YOU?!" Well. Some of you are also probably wondering that. I know at one time my ex was. But to be fair, this IS a mod based around marriage and having children, so all the loopholes have to be covered somehow. Only things that'll really break the intent of the mod are the things that one wouldn't do in real life right?
I would like to take a moment to ensure it's understood I DO NOT condone incest in any way shape or form. I wouldn't mind having two or more wives though. Actually... no. No. Not even. They tend to team up on you... in not good ways. Then there's the presents and anniversaries and two sets of birthdays and splitting time... I think one's enough. You may wonder why I feel the need to say this. Well, I've had to deal with people on roleplay servers assuming that they know what kind of person you are based on things you'd test in a video game, or roleplay with your character. While I prefer to be clear about how I find exploits, I would rather people didn't get an overactive imagination or fear monger and then proceeds to attempt to defame, attack, or slander me just because I put up these exploits while testing them. So don't be "that guy." And if you are "that guy" and you're reading this, shame on you. Take your crusade elsewhere. The only way these exploits/bugs get found is by trying to do them in game and then reporting them to the mod maker. So while most folks here wouldn't even think such a thing, because I've had to deal with the odd moral zealot having fanatical ideas of destroying even thought criminals, once is enough for me to still put up this disclaimer. Some people take some things just a tad bit too seriously. So I'd appreciate it if folks keep an objective mind and an open one (but not so open your brain falls out... let's be honest here).
PS- While I know my wording for the exploits is a bit... well... wordy... I felt that the humor in the narrative makes for a more interesting read. Plus I felt it better to be clear about how things worked step by step, so it's easier to figure out WHERE in the overall code/processing list of steps where things might be permitting these exploits. To those of you who enjoyed the read and were entertained, I tip my fedora to you, and I must now go ensure my neckbeard is properly groomed and all that other jazz. Time to head back to my sky palace and resume conquering the world, one child at a time with an army of demi gods (well. They're only half breeds, since their mothers were mortal... but close enough). For those interested, here is a screenshot of it. It's the result of almost 30 hours of work and I learned a LOT making it.
Does anyone know a RUNNING server for this mod? I really want to play it with other people but every server I've found has been shut down (most of them for quite some time).
Just a small announcement - MCA has been updated to 5.2.3 on Minecraft 1.10.2! This includes fixes from fans of MCA to repair crashing issues on servers, and problems with villagers' health not regenerating properly.
Does anyone know a RUNNING server for this mod? I really want to play it with other people but every server I've found has been shut down (most of them for quite some time).
We are thinking of starting up the MCA server again, once we have a clear vision of what we want to do with it.
Both of these exploits center around mementos and the staff of life use.
1) Polygamy reborn: You only able to marry one woman at a time, and cannot revive a dead spouse IF you have their memento and you are married. The way I got polygamy to work, is that it does not register you as married until you have at least ONE living spouse. Kill a spouse, take their memento, hold onto it. Marry another spouse. Kill them, take the memento, rinse and repeat until you have the desired number of mementos. Lay them all out. Hit them each with the rez spell before the spell finishes on the first one. The only limit to the number of wives you can have at once is how fast you can cast before that first rez finishes. I am up to 13 wives.
2) Baby boom: You are only supposed to be able to have one baby active at a time. I have come to find out that if you put an infant down to "grow up" it clears this flag stating you have a child. Being that I have 13 wives, they at this moment have 13 active infants. How? If you are quick, you can click "have child" on up to about 3 spouses at once, again, clicking before the animation of the first one with the hearts, spinning, and popping out a baby finishes. I had 3 at a time at first. I would then hand the babies back to them. It wouldn't name the child until I right clicked with the unnamed child, and I was able to name them. As a fail safe, that worked great so as not to screw up my ability to name my kids. When at least one baby is ready to grow up, put it down, but do not put the others down. Once that first baby "grows up" to a child, you can then knock up 3 more wives (4 if you're fast, but I haven't been able to yet. I average 2 to 3 per cycle). Then set one of the babies that is ready to grow up down, again, that you are holding from that first wave still, and go knock up 3 more wives. Rinse and repeat until you're out of ready babies. My nursery is full. I have a 60bedroom sky palace with 15 multi purpose rooms and 3 wings worth of yards. Plenty of space, not an issue for me. I've already sent 4 of my full grown sons down to a village on an island to marry the local women. I will be doing the same with the rest of my kids, so that entire village is my descendants. Then again, I'm playing as a god in character. So I'm ok with this. Repeat this process until all your wives have babies.
3) Incest is best?: So, I really shouldn't talk about this one, but I know Bama does his best to keep this from being possible in the mod, and I feel as mod designer especially he should be made aware of this exploit. I was dinking around in creative mode when I accidentally married my daughter. Yes, you heard me right. I was experimenting with the wedding ring mementos and accidentally married my daughter... How the hell could you do that Zero? You might ask... Well, normally, they are attached to a spouse or child. But there are unattached ones in creative mode, where you right click someone and it attaches it to them. And, like a pokeball, sucks them up. My daughter sort of walked between me and my test subject by accident... and she vanished. I looked at the ring. Oh joy. The only way to free her was to rez her with the staff, and it stated I'm already married. Rubbing my forehead and knowing no good will come of this, but not wanting to lose her... I killed my 12 other wives off, took their mementos, and did the polygamy trick. I am now up to 13 wives, and one of them is my daughter apparently. It states "Married to You." And "Father: You." I'd make a redneck joke but... I feel like being politically correct today. Anyway. The Interact menu only has the options you'd use as your child, but the DIALOGUE is from the SPOUSE section. And being that I edited some with emotes to make them more believable... (nothing beyond PG mind you, but still awkward coming from my "daughter" and hearing her say "I love you" and "I missed you baby how were you today?") was the result. While it did not add "Kiss" "Hug" or "Flirt, guess what button WAS there? "Procreate" (or in my case, as I edited the text to sound less scientific "Have Child"). And... it worked. I have five lovely inbred kids now. I admit, since the rabbit hole had already gone that deep on her labeled as my wife, I HAD to at least test that much if I was going to do a bug report like this...
4) Who Needs Geneology?: This one... is an odd one. If I don't like names, I change them. It's that simple. Villager Editor is a wonderful tool, I love it. And to boot, later I'm going to go through the skins folder and duplicate and rename all the skins so that changing jobs doesn't mean I have to change their skin. This way I can "teach" (or change) professions on villagers without altering their skin (unless it's a guard/archer/warrior). My kids won't just be villagers, and this allows me to create a "class" system for teaching them a profession. But here's the odd part. My wife's name is not Joelle. She was changed to Keavina. But all my kids from when she was revived/married FIRST, have her name. And on the second wave, when Velvet came back first (the other of the 13 wives) her name is on EVERY child. Now, I'm one of those guys that likes to keep geneology. But not really a big deal here. But the other issue, is that Joelle is the name on that first set of kids. Meaning it did not update when I changed her name to Keavina. In addition, when my children, or any other villager for that matter marry someone, the name is not accurate either. It uses the name spawned, and not the one changed too. So village editor is not updating those features accurately. I WOULD have written them all down in a book in game, one for sons, one for daughters... or each wife. But frankly I don't have time for that and we're so far down the rabbit hole I can't remember out of my 50 something kids whose is whose.
5) Adoption Doesn't Work Like That...: Being that I was able to accidentally marry my daughter, I wanted to see if I could turn one of my wife's into one of my children as well. At least in name. But... I decided against it. I didn't feel like killing the other twelve and hoping I was fast enough to rez them all. Maybe I'll try it in another creative mode map with two wives only. I did however, wonder if I could "adopt" a villager as a child using the doll or toy train. Indeed, just like a pokeball it worked! Except... it didn't make them my child. I thought about using it to "marry" a villager, using the broken ring, but why bother when I can just kill and rez? Eh. Thirteen wives was enough. So I turned her into a guard, spawned another, and married her off to one of the same gender so they wouldn't birth kids. My palace guards don't need to reproduce anyway, they're cannon fodder.
6)Star Wars Episode 2, Attack of the Clones: I might have butchered that title, but you get the idea. Cloning. Is it possible in minecraft? It used to be in MCA that clones happened by accident. All villagers could duplicate like this. And I'd have to shove them in lava so I wouldn't lose rep with the villagers by killing them. And... then I was somehow not married. But my living spouse was. A priest could always fix that. But still... I digress. These days, cloning isn't that accidental, thank goodness. No more dopplegangers for me! When a spouse or child dies, they leave behind a memento in a chest. However, the children (not spouses) take it a step further. They also DROP a memento on the ground. That's right. Two mementos, one child. Both attached. And when you revive both, instead of saying "this child is already alive", you now have... a clone. An easy fix of course, is to remove the dropping of the toy, and keep with the chest. However I've had times when chests aren't so obvious and spawn within a chest... or in a wall... or something odd. One of my daughters was being carried on my back while I was flying... and when I went to land, she vanished. She later "died". I could not find her memento, at all. I even dug up all the dirt beneath the palace, checked every floor, flew up high, and down low into the ocean with glowstone all over to search below. My sweet little girl was forever lost... as if she... didn't exist. Oh well. I have 50 other kids to replace her right? But I digress. As you've seen prior in one of my pictures, I cloned about 40 copies of one of my kids in a glass box. I suppose that's one way to build an army right?
So... those are the 6 major bugs/exploits. I would recommend making guards more aggressive, however. Even if asleep, give them an aggro radius.
And... they are still going inside houses and not coming out all the time. There are a few pathing issues as well with villagers not going through single doors. I use doubles most of the time, but I can see how this might bug some folks. There's a few pathing issues too with following through 1 block wide paths (like if I remove the door and it's just a 1x2 vertical hole) Is there any way we can get guards to have the old AI back for patrolling from door to door and actually going BACK to their "Home" point at night? This part only works sometimes. Another major danger is using archers... I almost lost a few people to friendly fire because they are trigger happy. Do you think an option to turn friendly fire OFF to simulate "team work" between archers and guards when fighting/supporting melee might be doable? I'm building an army of guards at my temple on the ground with all the villagers I find and the village editor. Thinking of taking them roaming through the lands on a campaign or something. But taking 3 friendly fire arrows is more than enough to kill/weaken them while they fight off a mob. But archers are necessary for when the Four Horsemen show up during a storm (we all know who these jackasses are. I killed them and took their best horse today for my own and named it).
-snip-
Nice finds! I'll see what I can do about them. MCA's not properly set up for multiple spouses, which is the primary cause of all of these issues, except the clone problem. This is fixed in recent updates (1.7.10 and 1.10.2).
"Suggestion: I'd really love to see Villager Trading made way more useful than the Tier 1-3 that Vanilla MC has, but barring that it would be nice to have Tier 1 Trades be available for MCA Villagers. It was a good way to get some cheap emeralds."
- I'll be having a look at trading issues, and expanding it, soon.
"Possible Bug:Vanilla Fisherman and Farmers plant and harvest crops. However I cannot get MCA Fisherman or Farmers to plant or harvest crops. I've given them crop land, planted crops for them, given them seeds, set their home to be right next to the farm land but they do not plant / harvest anything. Is this a bug or by design?"
- This is by design. You must hire them and use the "Work" menu to make them do any work for you.
"Possible Bug: Not sure if this is a tested scenario or maybe it's happening due to some fringe use case, but I consistently see that If two villagers (wife, and grown up kid etc) are set to sleep in the same room and you put two Villager beds down only one seems to sleep in the bed. The other stands up."
- Known issue that occurs from time to time. Currently there's no fix.
"Possible Bug: Married Villager Guards sleep walk.They zoom to their home and their eyes close but then they slowly inch towards door / around."
- Are you running the latest version of MCA? This has been fixed in 1.7.10 and 1.10.2.
"Suggestion: Perhaps guards, married or not, should take shifts (days) of when they're on duty versus when they're sleeping"
- Unnecessary as in recent updates they still patrol while married.
"Suggestion: If I drop food (bread) and they pick it up can they say thanks and get a heart or should I be gifting?"
- You should be gifting any items you want to give to villagers.
"Suggestion: Craftable Town Council Podium that can be used to do things like Call Council Meeting, Attendance is mandatory, villagers should orient in some sort of manageable fashion next to spouses or parents"
- I like it. What purpose would these meetings serve?
"Suggestion: Craftable Town Hall Registry (could be same as Podium if wanted). Click to be able to see everybody in village and maybe sort/group by parent or spouse."
WildBamaBoy, this is by far the most interesting Mod I've found in the Web. It's awesome and it made my day by having the chance to interact with new characters in my offline local worlds. However, a fail on my local power grid shot down my iMac in the middle of the first session with your Mod , when I already "got married with children" and built some new houses and assets to my wonderful new village people. When the power recovered and I could use my iMac again I logged in my session just to find out that the people I first met in my local village just disappeared and there's some new characters in the village. I also recovered just one of the 4 houses I built before power outage. No big deal to star it over again but there's one problem remaining: I seem to be still married to a character that no longer exists and I don't know how to remove that status from my MC character. Besides this wonderful Mod I also have Silent Gems (Silen Lib), Backpacks (Radix Core) and VoxelMap with its associated libraries on Minecraft V1.10.2 for Mac (OS X 10.11.6) and last version of Java 8. Is there any way to restore my character's "singlehood" in order to get married again?
Thank you so, so much for your inspiring work on this Mod.
WildBamaBoy, this is by far the most interesting Mod I've found in the Web. It's awesome and it made my day by having the chance to interact with new characters in my offline local worlds. However, a fail on my local power grid shot down my iMac in the middle of the first session with your Mod , when I already "got married with children" and built some new houses and assets to my wonderful new village people. When the power recovered and I could use my iMac again I logged in my session just to find out that the people I first met in my local village just disappeared and there's some new characters in the village. I also recovered just one of the 4 houses I built before power outage. No big deal to star it over again but there's one problem remaining: I seem to be still married to a character that no longer exists and I don't know how to remove that status from my MC character. Besides this wonderful Mod I also have Silent Gems (Silen Lib), Backpacks (Radix Core) and VoxelMap with its associated libraries on Minecraft V1.10.2 for Mac (OS X 10.11.6) and last version of Java 8. Is there any way to restore my character's "singlehood" in order to get married again?
Thank you so, so much for your inspiring work on this Mod.
Regards,
Andrea A.
Glad you enjoy it! You can clear your marriage by finding a priest/cleric, clicking "Special" then "Divorce Spouse". That'll get you sorted.
i've made a little localization fix for 1.7.10, cuz encountered a massive fps drop while looking at villagers those don't have several "ru_Ru" lines for their professions. (it's really massive, from 50-70 to 1-5 ...ouch)
just last version with 1 file edited (for "profession.villager" and "profession.warrior" params).
The Meaning of Life, the Universe, and Everything.
Location:
Anchorage
Join Date:
8/15/2012
Posts:
66
Member Details
-The sleep walking and inching villagers problem is still a thing even in the newest update. it doesn't happen all the time. They do it when awake too I've noticed.
-The shifts and patrols thing for guards... I"d recommend going back to them bouncing from house to house on a patrol. Especially when using Mo Creatures, this was a useful way of fending off attacks vs some areas of town not being handled. In addition, there are problems I've had with guards killing a mob and wandering away from town, killing another mob, etc and being baited away then not coming back, and just standing there. Active patrol vs a standing aggro radius with a "return to home" option for leashing a guard would be nice, with the ability to customize the aggro radius in "blocks from home point.
-Friendly fire from archers. Please, get rid of this. It's more of a liability than it is immersion. Allow arrows to either pass through guards/villagers, or do no damage/no knock-back to them. Unless my villages are at war (which there is no way to declare hostility between them, even as a baron for conquering) this serves no useful purpose except to get your guards killed. Personally I turn guard spawning off, and "recruit"/"train" by using villager editor books. Just like turning pvp on and off (I turn it off on my servers for this reason alone, accidental friendly fire in the heat of the moment) I'd say let the player decide to turn this on or off at their discretion.
-Town meeting. This is a brilliant idea. While many things in MC are cosmetic or just for fun, I'd like the ability to setup "work" and "home" locations. For instance, putting servants/cooks/bakers in my palace's kitchen during the day, but have them go to their quarters at night would be nice. Perhaps use the town meeting to manage marriages/divorces, and remove the arrangers rings. While a mock wedding is fine, I'd like the option to do it from a podium en masse too. Maybe have a geneology record book that the podium has so you can view who is whose kid, and highlight the name and be shown their work/home locations on a pop up map? In addition setup patrol start/end points for guards through this, or just allow them to use the old door to door, per guard. So some guards can use a custom patrol route (that you either click start/end, and allow the game to smart path, or allow you to set waypoints, and start/end points?) And do it by clicking the map pop up during the meeting after selecting a guard's name. Obviously allow them to go around each other if needed. I would advise that you allow guards to have their own meeting, or check boxes to state what professions attend said meeting.Also, possibly remove the custom skins per profession or give the villagers all the head and skin, then clothing that changes based on profession instead of changing the body?
Marriages: Another thing, I'd say leave it up to the player to decide if they want their kids to marry each other or not, or allow them to marry if they're only half related at least, esp if polygamy is added. This isn't again advocating for incest, so much as leaving it up to the player to decide or not. There are sometimes I just feel that the villagers aren't good enough for my kids, and it's not like the animals have to worry about inbreeding either. I feel that being concerned about this feature instead of letting the player play as they wish is restrictive. For instance, if I want a village that is only my descendants, and from an in character standpoint, if I'm roleplaying as a god, I might choose NOT to recognize inbreeding as a problem due to divine blood. But let's say I'm playing a map as a mortal, then I'd worry about it and want to find them a good spouse instead. Probably a guard for extra hp. Maybe add a chance for them to inherit traits from their parents just like with horse breeding? Again, like polygamy, leave it up to the player to decide. I mean it's not like game of thrones isn't rife with this stuff anyway. Morals should be a player decision, because that's what gives them meaning.
-Remove/suppress the zombie siege feature: When I"ve built a lit, walled up town, I don't need/want this vanilla feature happening at night. At midnight there's a chance for packs of zombies to just spawn out of nowwhere. It's completely counter productive and not believable. While this was not an issue with the old patrol system, it's a huge problem. Also any and all guards should have outdoor home points, not go inside buildings unless there's a mob to kill, because they get stuck indoors a lot STILL. While I understand the Siege thing isn't an MCA bit, is there a way the mod coding could SUPPRESS/remove this routine from the vanilla code?
-Polygamy: IRL one wife is enough for me. But in game it'd be nice to have the freedom to marry more than one if I wished. I think this feature should be re added, and leave it up to the player to decide for themselves how they feel/what they wish to do. We DID permit gay marriage after all, so personal morals shouldn't come into play on this (not that there's anything wrong with gay marriage, but if we're deviating from traditional, then polygamy shouldn't be outlawed either. Leave it up to the player to decide how to play/marry, minecraft is all about their choices after all.) Someone told me having an army of kids is overpowered. I have 50 children currently, and it's not overpowered, but it's a headache to manage them.
-Combat: Allow warriors to get the HP/dmg boost that guards get. Perhaps add mages/hireable archers. Maybe a druid for healing (since clerics handle marriage/family affairs). Treat the witch as a dark druid. Destructive magic vs healing. Perhaps add warlocks that summon demons as mobs (bad guys only) and add items that allow the player to summon and either tame or fight demons for drops, or use them to do their bidding. I'd like to see magic added to MCA so I don't have to use a separate mod for all that, and have conflicts. MCA could take on such a huge RPG aspect. I know it's a big scope, but hey, I'd be more than willing to help with ideas. I can't code (yet) but I could/would be more than happy to class design/balance for you, find exploits, etc. You know I'm good at finding the obscure stuff after all!
Cosmetic: Warriors should fight like guards/share a skin pool I think. While I like their outlaw look, combining the pools would be much easier. I'd like to be able to keep my villagers/kids looking the same on the personal features, while being able to change their clothing/armor per profession. Or keep the clothes the same, and just change it to armor if they choose a role appropriate, but civilian bodies should remain the same. Meaning even if I swap them to baker/miner, etc, I'd like to see them keep their current skin/clothing. Changing professions shouldn't change their appearance unless they're using armor. On that note. Equippable guards once you become a baron. And equipping my kids with weapons would be nice as well as guards and their swords/bows. I am noticing armor disappears on the outside if you leave the area, but if you open their inventory and re equip an armor piece it displays on the model again.
Ascensions: Maybe allow guards to be ascended using an item to archangels or something? Or devils. Idk, as I play as a "god" in game, for fun, but take mortal form when I go down to interact with the world beyond building (swap to hard mode and get out of creative) The only time I play in creative is either to build an "npc" or lore based structure to add to the world's story, or when i'm in my sky palace. I'd love to have flying guards with wings. Perhaps permit doing this with your kids or other villagers as well. Corrupt or Ascend them. Have it auto respawn them at their home point or maybe a temple altar binding point automatically once this happens? Allow for dark altars or light altars, and permit a player to choose this. Much like the old game Black and White (PC game), I love choosing some maps between good or evil. I just wish I'd been permitted in those games to possess say a statue and come to life like in Actraiser (SNES game), and take mortal form, and walk among my people or the region. MC allows me to kind of do both at a whim with creative mode. But how I play is what matters. Maybe the ability to turn JUST flying on and off, while staying in survival mode. This might just be a command I don't know about tho. Then I could build/harvest like a mortal, worry about inventory and equipment, handling materials, but still at least fly as a godly power. Hope I don't fall in lava while underground or mess up aye?
Statues and fountain heads: These would be a nice touch as they're village oriented. The statue mod isn't up to date, and while I can chisel, umm It takes forever and i'm not that good.
These are just a few updated ideas. Obviously items that are added and blocks, ensure they follow the standard features forge uses to change/set block id's so nothing conflicts. Keep it up Bama, you rock! Let me know if I can support/help any way (i'm in no position to do financial stuff sadly, just barely scraping by) but i'll volunteer my time and ideas to help you anytime I can. You have my full support.
WildBamaBoy, Plz release a patch update that fixes the other spouses baby thing. And, for the last time, How do you get parents and relatives? I'm not bumping or being bad, I'm just desperate.
WildBamaBoy, Plz release a patch update that fixes the other spouses baby thing. And, for the last time, How do you get parents and relatives? I'm not bumping or being bad, I'm just desperate.
Parents and relatives have not been implemented yet.
About the issue you were replying to: It seems that Andrex did not hit Esc to go to the menu in Single Player, which would have saved his world. His MCA-specific data, however, seems to have been saved.
What's the deal with this? Does MCA not use its own save methods, or does playerdata get saved by Forge on a more regular basis than world data, by default?
At some point he would have pressed Esc since the world and data did save, somewhat. Sudden power loss can do some weird stuff.
"Suggestion: I'd really love to see Villager Trading made way more useful than the Tier 1-3 that Vanilla MC has, but barring that it would be nice to have Tier 1 Trades be available for MCA Villagers. It was a good way to get some cheap emeralds."
- I'll be having a look at trading issues, and expanding it, soon.
Definitely will look forward to the results of that
"Possible Bug:Vanilla Fisherman and Farmers
plant and harvest crops. However I cannot get MCA Fisherman or Farmers
to plant or harvest crops. I've given them crop land, planted crops for
them, given them seeds, set their home to be right next to the farm land
but they do not plant / harvest anything. Is this a bug or by design?"
- This is by design. You must hire them and use the "Work" menu to make them do any work for you.
That's a tad annoying as it removes a feature and if it uses the same gold ignots that everything else uses is a tad expensive to hire to plant and then hire to harvest when the crop is ready later.
"Possible Bug: Married Villager Guards sleep walk.They zoom to their home and their eyes close but then they slowly inch towards door / around."
- Are you running the latest version of MCA? This has been fixed in 1.7.10 and 1.10.2.
"Suggestion: Perhaps guards, married or not, should take shifts (days) of when they're on duty versus when they're sleeping"
- Unnecessary as in recent updates they still patrol while married.
This is still happening even in the latest update that you published 24 hours ago. In fact I'd almost say it's worse. Now all of my guards except one are sleep walking.
And the one guard who isn't sleep walking isn't actively patrolling.
Zombies could pretty much attack most of the village and there wouldn't be a guard in range/sight to stop them.
"Suggestion: Craftable Town Council Podium that can be used to do things like Call Council Meeting, Attendance is mandatory, villagers should orient in some sort of manageable fashion next to spouses or parents"
- I like it. What purpose would these meetings serve?
"Suggestion: Craftable Town Hall Registry (could be same as Podium if wanted). Click to be able to see everybody in village and maybe sort/group by parent or spouse."
- I like this as well. Great suggestion.
There's functionality available in RP as some have added. For me I'd like to make it easier to meet and great, shake some hands and kiss some babies. It also makes it much easier to find somebody if you're looking to hire them, etc.
Why did you remove the crowns and stuff from MCA? I loved that part of the mod. It added depth!
The monarchy system in MCA was very overpowered and didn't really fit in with the rest of the mod. It's been replaced by becoming a Baron instead and taxing villagers.
I have a question, Is possible to rig the mod so that children never grow up? Particularly Child to adult stage, if not could it be added as configuration in future in an update to the mod for minecraft v1.7.10?
Also do villagers, family, Ect, die of old age? I assume not because it wasn't in the config.
I'm trying to set it up so its more like Harvest moon, or Runefactory where the child never grows up, and nobody ever dies. Don't worry I plan to limit the number of kids I can have.
I don't know if this is the right place to ask my question but one of the youtubers I watch is currently playing this mod and downloaded the greenfield town. I have installed the town in my game but no villagers are spawning. I don't know if this is something you may be able to help me with. Thank you for your time.
I mean another couple's baby. Not my spouse's baby!
It is possible. I looked in the code and said a bunch of stuff about relatives and parents. So how do you do it!?
Ok so after extensive testing of the mod. I've found several exploits which I am reporting here. And for those of you who are over sensitive to certain dysfunctional familial topics that are not pleasant, dislike slang, or are easily offended, here is your one and ONLY TRIGGER WARNING. You have been warned, read on with an OBJECTIVE MIND ONLY and at your own risk. I assume no responsibility for anyone being offended, nor will I apologize later. I'll just laugh at you for flipping out over words on a screen.
Both of these exploits center around mementos and the staff of life use.
1) Polygamy reborn: You only able to marry one woman at a time, and cannot revive a dead spouse IF you have their memento and you are married. The way I got polygamy to work, is that it does not register you as married until you have at least ONE living spouse. Kill a spouse, take their memento, hold onto it. Marry another spouse. Kill them, take the memento, rinse and repeat until you have the desired number of mementos. Lay them all out. Hit them each with the rez spell before the spell finishes on the first one. The only limit to the number of wives you can have at once is how fast you can cast before that first rez finishes. I am up to 13 wives.
2) Baby boom: You are only supposed to be able to have one baby active at a time. I have come to find out that if you put an infant down to "grow up" it clears this flag stating you have a child. Being that I have 13 wives, they at this moment have 13 active infants. How? If you are quick, you can click "have child" on up to about 3 spouses at once, again, clicking before the animation of the first one with the hearts, spinning, and popping out a baby finishes. I had 3 at a time at first. I would then hand the babies back to them. It wouldn't name the child until I right clicked with the unnamed child, and I was able to name them. As a fail safe, that worked great so as not to screw up my ability to name my kids. When at least one baby is ready to grow up, put it down, but do not put the others down. Once that first baby "grows up" to a child, you can then knock up 3 more wives (4 if you're fast, but I haven't been able to yet. I average 2 to 3 per cycle). Then set one of the babies that is ready to grow up down, again, that you are holding from that first wave still, and go knock up 3 more wives. Rinse and repeat until you're out of ready babies. My nursery is full. I have a 60bedroom sky palace with 15 multi purpose rooms and 3 wings worth of yards. Plenty of space, not an issue for me. I've already sent 4 of my full grown sons down to a village on an island to marry the local women. I will be doing the same with the rest of my kids, so that entire village is my descendants. Then again, I'm playing as a god in character. So I'm ok with this. Repeat this process until all your wives have babies.
3) Incest is best?: So, I really shouldn't talk about this one, but I know Bama does his best to keep this from being possible in the mod, and I feel as mod designer especially he should be made aware of this exploit. I was dinking around in creative mode when I accidentally married my daughter. Yes, you heard me right. I was experimenting with the wedding ring mementos and accidentally married my daughter... How the hell could you do that Zero? You might ask... Well, normally, they are attached to a spouse or child. But there are unattached ones in creative mode, where you right click someone and it attaches it to them. And, like a pokeball, sucks them up. My daughter sort of walked between me and my test subject by accident... and she vanished. I looked at the ring. Oh joy. The only way to free her was to rez her with the staff, and it stated I'm already married. Rubbing my forehead and knowing no good will come of this, but not wanting to lose her... I killed my 12 other wives off, took their mementos, and did the polygamy trick. I am now up to 13 wives, and one of them is my daughter apparently. It states "Married to You." And "Father: You." I'd make a redneck joke but... I feel like being politically correct today. Anyway. The Interact menu only has the options you'd use as your child, but the DIALOGUE is from the SPOUSE section. And being that I edited some with emotes to make them more believable... (nothing beyond PG mind you, but still awkward coming from my "daughter" and hearing her say "I love you" and "I missed you baby how were you today?") was the result. While it did not add "Kiss" "Hug" or "Flirt, guess what button WAS there? "Procreate" (or in my case, as I edited the text to sound less scientific "Have Child"). And... it worked. I have five lovely inbred kids now. I admit, since the rabbit hole had already gone that deep on her labeled as my wife, I HAD to at least test that much if I was going to do a bug report like this...
4) Who Needs Geneology?: This one... is an odd one. If I don't like names, I change them. It's that simple. Villager Editor is a wonderful tool, I love it. And to boot, later I'm going to go through the skins folder and duplicate and rename all the skins so that changing jobs doesn't mean I have to change their skin. This way I can "teach" (or change) professions on villagers without altering their skin (unless it's a guard/archer/warrior). My kids won't just be villagers, and this allows me to create a "class" system for teaching them a profession. But here's the odd part. My wife's name is not Joelle. She was changed to Keavina. But all my kids from when she was revived/married FIRST, have her name. And on the second wave, when Velvet came back first (the other of the 13 wives) her name is on EVERY child. Now, I'm one of those guys that likes to keep geneology. But not really a big deal here. But the other issue, is that Joelle is the name on that first set of kids. Meaning it did not update when I changed her name to Keavina. In addition, when my children, or any other villager for that matter marry someone, the name is not accurate either. It uses the name spawned, and not the one changed too. So village editor is not updating those features accurately. I WOULD have written them all down in a book in game, one for sons, one for daughters... or each wife. But frankly I don't have time for that and we're so far down the rabbit hole I can't remember out of my 50 something kids whose is whose.
5) Adoption Doesn't Work Like That...: Being that I was able to accidentally marry my daughter, I wanted to see if I could turn one of my wife's into one of my children as well. At least in name. But... I decided against it. I didn't feel like killing the other twelve and hoping I was fast enough to rez them all. Maybe I'll try it in another creative mode map with two wives only. I did however, wonder if I could "adopt" a villager as a child using the doll or toy train. Indeed, just like a pokeball it worked! Except... it didn't make them my child. I thought about using it to "marry" a villager, using the broken ring, but why bother when I can just kill and rez? Eh. Thirteen wives was enough. So I turned her into a guard, spawned another, and married her off to one of the same gender so they wouldn't birth kids. My palace guards don't need to reproduce anyway, they're cannon fodder.
6)Star Wars Episode 2, Attack of the Clones: I might have butchered that title, but you get the idea. Cloning. Is it possible in minecraft? It used to be in MCA that clones happened by accident. All villagers could duplicate like this. And I'd have to shove them in lava so I wouldn't lose rep with the villagers by killing them. And... then I was somehow not married. But my living spouse was. A priest could always fix that. But still... I digress. These days, cloning isn't that accidental, thank goodness. No more dopplegangers for me! When a spouse or child dies, they leave behind a memento in a chest. However, the children (not spouses) take it a step further. They also DROP a memento on the ground. That's right. Two mementos, one child. Both attached. And when you revive both, instead of saying "this child is already alive", you now have... a clone. An easy fix of course, is to remove the dropping of the toy, and keep with the chest. However I've had times when chests aren't so obvious and spawn within a chest... or in a wall... or something odd. One of my daughters was being carried on my back while I was flying... and when I went to land, she vanished. She later "died". I could not find her memento, at all. I even dug up all the dirt beneath the palace, checked every floor, flew up high, and down low into the ocean with glowstone all over to search below. My sweet little girl was forever lost... as if she... didn't exist. Oh well. I have 50 other kids to replace her right? But I digress. As you've seen prior in one of my pictures, I cloned about 40 copies of one of my kids in a glass box. I suppose that's one way to build an army right?
So... those are the 6 major bugs/exploits. I would recommend making guards more aggressive, however. Even if asleep, give them an aggro radius.
And... they are still going inside houses and not coming out all the time. There are a few pathing issues as well with villagers not going through single doors. I use doubles most of the time, but I can see how this might bug some folks. There's a few pathing issues too with following through 1 block wide paths (like if I remove the door and it's just a 1x2 vertical hole) Is there any way we can get guards to have the old AI back for patrolling from door to door and actually going BACK to their "Home" point at night? This part only works sometimes. Another major danger is using archers... I almost lost a few people to friendly fire because they are trigger happy. Do you think an option to turn friendly fire OFF to simulate "team work" between archers and guards when fighting/supporting melee might be doable? I'm building an army of guards at my temple on the ground with all the villagers I find and the village editor. Thinking of taking them roaming through the lands on a campaign or something. But taking 3 friendly fire arrows is more than enough to kill/weaken them while they fight off a mob. But archers are necessary for when the Four Horsemen show up during a storm (we all know who these jackasses are. I killed them and took their best horse today for my own and named it).
So that's a summary of my exploits report. Thank you again Bama for all your hard work. I'm sure in the time I've been posting these to you in the past you wonder "Why the hell would someone even try all this? What's WRONG WITH YOU?!" Well. Some of you are also probably wondering that. I know at one time my ex was. But to be fair, this IS a mod based around marriage and having children, so all the loopholes have to be covered somehow. Only things that'll really break the intent of the mod are the things that one wouldn't do in real life right?
I would like to take a moment to ensure it's understood I DO NOT condone incest in any way shape or form. I wouldn't mind having two or more wives though. Actually... no. No. Not even. They tend to team up on you... in not good ways. Then there's the presents and anniversaries and two sets of birthdays and splitting time... I think one's enough. You may wonder why I feel the need to say this. Well, I've had to deal with people on roleplay servers assuming that they know what kind of person you are based on things you'd test in a video game, or roleplay with your character. While I prefer to be clear about how I find exploits, I would rather people didn't get an overactive imagination or fear monger and then proceeds to attempt to defame, attack, or slander me just because I put up these exploits while testing them. So don't be "that guy." And if you are "that guy" and you're reading this, shame on you. Take your crusade elsewhere. The only way these exploits/bugs get found is by trying to do them in game and then reporting them to the mod maker. So while most folks here wouldn't even think such a thing, because I've had to deal with the odd moral zealot having fanatical ideas of destroying even thought criminals, once is enough for me to still put up this disclaimer. Some people take some things just a tad bit too seriously. So I'd appreciate it if folks keep an objective mind and an open one (but not so open your brain falls out... let's be honest here).
PS- While I know my wording for the exploits is a bit... well... wordy... I felt that the humor in the narrative makes for a more interesting read. Plus I felt it better to be clear about how things worked step by step, so it's easier to figure out WHERE in the overall code/processing list of steps where things might be permitting these exploits. To those of you who enjoyed the read and were entertained, I tip my fedora to you, and I must now go ensure my neckbeard is properly groomed and all that other jazz. Time to head back to my sky palace and resume conquering the world, one child at a time with an army of demi gods (well. They're only half breeds, since their mothers were mortal... but close enough). For those interested, here is a screenshot of it. It's the result of almost 30 hours of work and I learned a LOT making it.
Does anyone know a RUNNING server for this mod? I really want to play it with other people but every server I've found has been shut down (most of them for quite some time).
Just a small announcement - MCA has been updated to 5.2.3 on Minecraft 1.10.2! This includes fixes from fans of MCA to repair crashing issues on servers, and problems with villagers' health not regenerating properly.
We are thinking of starting up the MCA server again, once we have a clear vision of what we want to do with it.
Nice finds! I'll see what I can do about them. MCA's not properly set up for multiple spouses, which is the primary cause of all of these issues, except the clone problem. This is fixed in recent updates (1.7.10 and 1.10.2).
"Suggestion: I'd really love to see Villager Trading made way more useful than the Tier 1-3 that Vanilla MC has, but barring that it would be nice to have Tier 1 Trades be available for MCA Villagers. It was a good way to get some cheap emeralds."
- I'll be having a look at trading issues, and expanding it, soon.
"Possible Bug:Vanilla Fisherman and Farmers plant and harvest crops. However I cannot get MCA Fisherman or Farmers to plant or harvest crops. I've given them crop land, planted crops for them, given them seeds, set their home to be right next to the farm land but they do not plant / harvest anything. Is this a bug or by design?"
- This is by design. You must hire them and use the "Work" menu to make them do any work for you.
"Possible Bug: Not sure if this is a tested scenario or maybe it's happening due to some fringe use case, but I consistently see that If two villagers (wife, and grown up kid etc) are set to sleep in the same room and you put two Villager beds down only one seems to sleep in the bed. The other stands up."
- Known issue that occurs from time to time. Currently there's no fix.
"Possible Bug: Married Villager Guards sleep walk.They zoom to their home and their eyes close but then they slowly inch towards door / around."
- Are you running the latest version of MCA? This has been fixed in 1.7.10 and 1.10.2.
"Suggestion: Perhaps guards, married or not, should take shifts (days) of when they're on duty versus when they're sleeping"
- Unnecessary as in recent updates they still patrol while married.
"Suggestion: If I drop food (bread) and they pick it up can they say thanks and get a heart or should I be gifting?"
- You should be gifting any items you want to give to villagers.
"Suggestion: Craftable Town Council Podium that can be used to do things like Call Council Meeting, Attendance is mandatory, villagers should orient in some sort of manageable fashion next to spouses or parents"
- I like it. What purpose would these meetings serve?
"Suggestion: Craftable Town Hall Registry (could be same as Podium if wanted). Click to be able to see everybody in village and maybe sort/group by parent or spouse."
- I like this as well. Great suggestion.
WildBamaBoy, this is by far the most interesting Mod I've found in the Web. It's awesome and it made my day by having the chance to interact with new characters in my offline local worlds. However, a fail on my local power grid shot down my iMac in the middle of the first session with your Mod , when I already "got married with children" and built some new houses and assets to my wonderful new village people. When the power recovered and I could use my iMac again I logged in my session just to find out that the people I first met in my local village just disappeared and there's some new characters in the village. I also recovered just one of the 4 houses I built before power outage. No big deal to star it over again but there's one problem remaining: I seem to be still married to a character that no longer exists and I don't know how to remove that status from my MC character. Besides this wonderful Mod I also have Silent Gems (Silen Lib), Backpacks (Radix Core) and VoxelMap with its associated libraries on Minecraft V1.10.2 for Mac (OS X 10.11.6) and last version of Java 8. Is there any way to restore my character's "singlehood" in order to get married again?
Thank you so, so much for your inspiring work on this Mod.
Regards,
Andrea A.
Glad you enjoy it! You can clear your marriage by finding a priest/cleric, clicking "Special" then "Divorce Spouse". That'll get you sorted.
well, hello...
i've made a little localization fix for 1.7.10, cuz encountered a massive fps drop while looking at villagers those don't have several "ru_Ru" lines for their professions. (it's really massive, from 50-70 to 1-5 ...ouch)
just last version with 1 file edited (for "profession.villager" and "profession.warrior" params).
link: click (MCA 1.7.10 - 5.2.2 ru_RU prof fixed)
looks like mod forces game to try load the profession translation in infinite loop even there is no line for this param...
ah, i hope it helps to someone...
cya
-The sleep walking and inching villagers problem is still a thing even in the newest update. it doesn't happen all the time. They do it when awake too I've noticed.
-The shifts and patrols thing for guards... I"d recommend going back to them bouncing from house to house on a patrol. Especially when using Mo Creatures, this was a useful way of fending off attacks vs some areas of town not being handled. In addition, there are problems I've had with guards killing a mob and wandering away from town, killing another mob, etc and being baited away then not coming back, and just standing there. Active patrol vs a standing aggro radius with a "return to home" option for leashing a guard would be nice, with the ability to customize the aggro radius in "blocks from home point.
-Friendly fire from archers. Please, get rid of this. It's more of a liability than it is immersion. Allow arrows to either pass through guards/villagers, or do no damage/no knock-back to them. Unless my villages are at war (which there is no way to declare hostility between them, even as a baron for conquering) this serves no useful purpose except to get your guards killed. Personally I turn guard spawning off, and "recruit"/"train" by using villager editor books. Just like turning pvp on and off (I turn it off on my servers for this reason alone, accidental friendly fire in the heat of the moment) I'd say let the player decide to turn this on or off at their discretion.
-Town meeting. This is a brilliant idea. While many things in MC are cosmetic or just for fun, I'd like the ability to setup "work" and "home" locations. For instance, putting servants/cooks/bakers in my palace's kitchen during the day, but have them go to their quarters at night would be nice. Perhaps use the town meeting to manage marriages/divorces, and remove the arrangers rings. While a mock wedding is fine, I'd like the option to do it from a podium en masse too. Maybe have a geneology record book that the podium has so you can view who is whose kid, and highlight the name and be shown their work/home locations on a pop up map? In addition setup patrol start/end points for guards through this, or just allow them to use the old door to door, per guard. So some guards can use a custom patrol route (that you either click start/end, and allow the game to smart path, or allow you to set waypoints, and start/end points?) And do it by clicking the map pop up during the meeting after selecting a guard's name. Obviously allow them to go around each other if needed. I would advise that you allow guards to have their own meeting, or check boxes to state what professions attend said meeting.Also, possibly remove the custom skins per profession or give the villagers all the head and skin, then clothing that changes based on profession instead of changing the body?
Marriages: Another thing, I'd say leave it up to the player to decide if they want their kids to marry each other or not, or allow them to marry if they're only half related at least, esp if polygamy is added. This isn't again advocating for incest, so much as leaving it up to the player to decide or not. There are sometimes I just feel that the villagers aren't good enough for my kids, and it's not like the animals have to worry about inbreeding either. I feel that being concerned about this feature instead of letting the player play as they wish is restrictive. For instance, if I want a village that is only my descendants, and from an in character standpoint, if I'm roleplaying as a god, I might choose NOT to recognize inbreeding as a problem due to divine blood. But let's say I'm playing a map as a mortal, then I'd worry about it and want to find them a good spouse instead. Probably a guard for extra hp. Maybe add a chance for them to inherit traits from their parents just like with horse breeding? Again, like polygamy, leave it up to the player to decide. I mean it's not like game of thrones isn't rife with this stuff anyway. Morals should be a player decision, because that's what gives them meaning.
-Remove/suppress the zombie siege feature: When I"ve built a lit, walled up town, I don't need/want this vanilla feature happening at night. At midnight there's a chance for packs of zombies to just spawn out of nowwhere. It's completely counter productive and not believable. While this was not an issue with the old patrol system, it's a huge problem. Also any and all guards should have outdoor home points, not go inside buildings unless there's a mob to kill, because they get stuck indoors a lot STILL. While I understand the Siege thing isn't an MCA bit, is there a way the mod coding could SUPPRESS/remove this routine from the vanilla code?
-Polygamy: IRL one wife is enough for me. But in game it'd be nice to have the freedom to marry more than one if I wished. I think this feature should be re added, and leave it up to the player to decide for themselves how they feel/what they wish to do. We DID permit gay marriage after all, so personal morals shouldn't come into play on this (not that there's anything wrong with gay marriage, but if we're deviating from traditional, then polygamy shouldn't be outlawed either. Leave it up to the player to decide how to play/marry, minecraft is all about their choices after all.) Someone told me having an army of kids is overpowered. I have 50 children currently, and it's not overpowered, but it's a headache to manage them.
-Combat: Allow warriors to get the HP/dmg boost that guards get. Perhaps add mages/hireable archers. Maybe a druid for healing (since clerics handle marriage/family affairs). Treat the witch as a dark druid. Destructive magic vs healing. Perhaps add warlocks that summon demons as mobs (bad guys only) and add items that allow the player to summon and either tame or fight demons for drops, or use them to do their bidding. I'd like to see magic added to MCA so I don't have to use a separate mod for all that, and have conflicts. MCA could take on such a huge RPG aspect. I know it's a big scope, but hey, I'd be more than willing to help with ideas. I can't code (yet) but I could/would be more than happy to class design/balance for you, find exploits, etc. You know I'm good at finding the obscure stuff after all!
Cosmetic: Warriors should fight like guards/share a skin pool I think. While I like their outlaw look, combining the pools would be much easier. I'd like to be able to keep my villagers/kids looking the same on the personal features, while being able to change their clothing/armor per profession. Or keep the clothes the same, and just change it to armor if they choose a role appropriate, but civilian bodies should remain the same. Meaning even if I swap them to baker/miner, etc, I'd like to see them keep their current skin/clothing. Changing professions shouldn't change their appearance unless they're using armor. On that note. Equippable guards once you become a baron. And equipping my kids with weapons would be nice as well as guards and their swords/bows. I am noticing armor disappears on the outside if you leave the area, but if you open their inventory and re equip an armor piece it displays on the model again.
Ascensions: Maybe allow guards to be ascended using an item to archangels or something? Or devils. Idk, as I play as a "god" in game, for fun, but take mortal form when I go down to interact with the world beyond building (swap to hard mode and get out of creative) The only time I play in creative is either to build an "npc" or lore based structure to add to the world's story, or when i'm in my sky palace. I'd love to have flying guards with wings. Perhaps permit doing this with your kids or other villagers as well. Corrupt or Ascend them. Have it auto respawn them at their home point or maybe a temple altar binding point automatically once this happens? Allow for dark altars or light altars, and permit a player to choose this. Much like the old game Black and White (PC game), I love choosing some maps between good or evil. I just wish I'd been permitted in those games to possess say a statue and come to life like in Actraiser (SNES game), and take mortal form, and walk among my people or the region. MC allows me to kind of do both at a whim with creative mode. But how I play is what matters. Maybe the ability to turn JUST flying on and off, while staying in survival mode. This might just be a command I don't know about tho. Then I could build/harvest like a mortal, worry about inventory and equipment, handling materials, but still at least fly as a godly power. Hope I don't fall in lava while underground or mess up aye?
Statues and fountain heads: These would be a nice touch as they're village oriented. The statue mod isn't up to date, and while I can chisel, umm It takes forever and i'm not that good.
These are just a few updated ideas. Obviously items that are added and blocks, ensure they follow the standard features forge uses to change/set block id's so nothing conflicts. Keep it up Bama, you rock! Let me know if I can support/help any way (i'm in no position to do financial stuff sadly, just barely scraping by) but i'll volunteer my time and ideas to help you anytime I can. You have my full support.
WildBamaBoy, Plz release a patch update that fixes the other spouses baby thing. And, for the last time, How do you get parents and relatives? I'm not bumping or being bad, I'm just desperate.
Parents and relatives have not been implemented yet.
At some point he would have pressed Esc since the world and data did save, somewhat. Sudden power loss can do some weird stuff.
Definitely will look forward to the results of that
That's a tad annoying as it removes a feature and if it uses the same gold ignots that everything else uses is a tad expensive to hire to plant and then hire to harvest when the crop is ready later.
This is still happening even in the latest update that you published 24 hours ago. In fact I'd almost say it's worse. Now all of my guards except one are sleep walking.
And the one guard who isn't sleep walking isn't actively patrolling.
Zombies could pretty much attack most of the village and there wouldn't be a guard in range/sight to stop them.
There's functionality available in RP as some have added. For me I'd like to make it easier to meet and great, shake some hands and kiss some babies. It also makes it much easier to find somebody if you're looking to hire them, etc.
Why did you remove the crowns and stuff from MCA? I loved that part of the mod. It added depth!
well in the next update can you pls add back in the lost relative document? And also add back in the high five option.
The monarchy system in MCA was very overpowered and didn't really fit in with the rest of the mod. It's been replaced by becoming a Baron instead and taxing villagers.
Reworking all of that is planned.
How exactly does the baron system work I was never clear on it?
Great! and are you gonna fix the other couple's baby bug?
I have a question, Is possible to rig the mod so that children never grow up? Particularly Child to adult stage, if not could it be added as configuration in future in an update to the mod for minecraft v1.7.10?
Also do villagers, family, Ect, die of old age? I assume not because it wasn't in the config.
I'm trying to set it up so its more like Harvest moon, or Runefactory where the child never grows up, and nobody ever dies. Don't worry I plan to limit the number of kids I can have.
I don't know if this is the right place to ask my question but one of the youtubers I watch is currently playing this mod and downloaded the greenfield town. I have installed the town in my game but no villagers are spawning. I don't know if this is something you may be able to help me with. Thank you for your time.