Alright, time for a much needed bugfix update! MCA 5.2.2 for 1.7.10 and 1.10.2 has been released. Changelog follows, get it while it's hot!
Change: RadixCore v2.1.2 is now required.
Change: Villagers will now build mines from the top down.
Fix: Crash when villagers take damage with villager overwriting turned off has been fixed.
Fix: Crash while dropping a baby has been fixed.
Fix: Occasional crash caused by story progression on servers has been fixed.
Fix: Crash when using Extra Utilities' Peaceful Table on a villager has been fixed.
Fix (1.10.2): Villagers now properly sleep in their beds.
Fix (1.10.2): Family members no longer drop an extra memorial item.
Fix (1.10.2): Memorial blocks no longer drop a useless item that causes crashing.
Fix (1.10.2): Fence gate placed while mining now faces the right direction.
heyo any idea why mca is generating iron golems vs guards?- ive noticed this for larger citys with mca villgers naturally they dont like me cus i have to cull the villagers that like to sleep outside vs in their houses
I have to say... great idea, but terrible execution. The relationship building is unintelligent with this random chance for success concept. As well, the tutorial stated that they bore of conversation quickly and to come back later. This give a real "tap it, leave, and wait for her to call back" feel. Not that I have a ring yet, but I seem to just irritate them off more than make them like me with the first chat/joke/etc. And for the personalities, you might as well label them easy-hard as there is nothing you can do appeal to any one personality it seem, and if there is such system the random success chance muddles it to nothing. As well, having only 2-3 lines of dialog for each pro/con for each option makes it feel weird. Like, why would I make a joke about their pig again given I found out they dont like that?
This mod needs some TLC in the form of expanding on ideas present. In chat, give me options on what I chat about, one that has impact with this personality or that personality. Give me feed back/ score board on what has been successful or failed.
I was so eager to play when I read the description, and to get this. It is really disappointing that this mod has been out for so long and its basic functions haven't been improved upon from release. If I could mod, I would trump (not the person!) this mod so hard. I am sorry for the harsh review, but seriously.
not sure why but the Trading table in 1.10 is complete changed by the MCA, librarians dont offer buy paper anymore (for example) and all the trades are complete diferent.
I've been trying to figure this one out, myself. What I've observed is that somehow MCA overwrites each villager's 1st tier trades (including the librarian's paper trade) with 2nd tier trades.
In creative mode, it seems to advance properly through the following tiers, but in survival or hardcore, I've found that it tends to refresh with mostly additional second tier trades. I had one baker whose trades were: pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie...
Rollback Post to RevisionRollBack
For philosophy, law, science, religion and other topics: A Blog of Tom
heyo any idea why mca is generating iron golems vs guards?- ive noticed this for larger citys with mca villgers naturally they dont like me cus i have to cull the villagers that like to sleep outside vs in their houses
not sure why but the Trading table in 1.10 is complete changed by the MCA, librarians dont offer buy paper anymore (for example) and all the trades are complete diferent.
I have to say... great idea, but terrible execution. The relationship building is unintelligent with this random chance for success concept. As well, the tutorial stated that they bore of conversation quickly and to come back later. This give a real "tap it, leave, and wait for her to call back" feel. Not that I have a ring yet, but I seem to just irritate them off more than make them like me with the first chat/joke/etc. And for the personalities, you might as well label them easy-hard as there is nothing you can do appeal to any one personality it seem, and if there is such system the random success chance muddles it to nothing. As well, having only 2-3 lines of dialog for each pro/con for each option makes it feel weird. Like, why would I make a joke about their pig again given I found out they dont like that?
This mod needs some TLC in the form of expanding on ideas present. In chat, give me options on what I chat about, one that has impact with this personality or that personality. Give me feed back/ score board on what has been successful or failed.
I was so eager to play when I read the description, and to get this. It is really disappointing that this mod has been out for so long and its basic functions haven't been improved upon from release. If I could mod, I would trump (not the person!) this mod so hard. I am sorry for the harsh review, but seriously.
Okay, let me clear a few things up:
Personalities: Each personality has a preferred interaction, influenced by the villager's mood. Your potential success with an interaction is calculated by: baseChance - recentInteractions * 6 + personalityChance + moodChance + bonusChanceByHeartLevel
This value becomes a percent success rate.
You can see your calculated success rate for each interaction from the interaction menu by pressing Ctrl.
Dialogue: If you have issues with the dialogue, you can modify it yourself or contribute your own lines. MCA's language file is located in its .jar at assets/mca/lang/en_US.lang.
Basic Features: If you think MCA hasn't changed drastically, try version 4.1.3 (RadixCore here) then come back and tell me MCA 5.x is the same
"If [you] could mod" you'd hopefully have a bit more appreciation for the time people put into these things. You'd also revise your "review" to remove claims that you'd do so much better "if you could". A statement like that only makes you look like a jerk, and invalidates any criticisms you have or changes you hoped would be made based on your opinions. So...you're going to waste a lot of your own time if your "reviews" are always like that.
In the event that you decide to learn how to create a mod, or need assistance doing so, MCA is open-source so you can see how I've done everything. It's definitely not the best thing to use for education, but it could help in some cases. Contributions are always welcome as well.
I still don't know why MCA villagers start out with tier 2 trades instead of tier 1 trades, but I think I have figured out part of the pattern for the new trades they generate: it seems to be based on what trade you just made that triggered the new batch of trades. That is, it will only generate tier 3 trades if you buy the LAST option of the tier 2 trades.
So, I had a baker who started out buying pumpkins (8 per emerald) and selling pumpkin pie (2 per emerald). I sold him pumpkins, and he generated a new Tier 2 set. So then his trades were 8 pumpkins (buy), 2 pie (sell), 10 pumpkins (buy), 3 pumpkins (sell). I kept on selling him pumpkins, and he just kept on generating more and more tier 2 trade sets. It was only when I bought pie from him that he added melon and apple trades (tier 3).
I am not a coder, but it seems to me this might be due to an incomplete update of MCA. I recall that the old villager trades were more random, not arranged into tiers exactly, and new trades would only be triggered if you bought the LAST trade. The newer vanilla villager system puts them into a stricter set of tiers, and will renew randomly with a 20% chance for each transaction, regardless of which trade it is. It could be that the older MCA code checks for the last trade only, while the underlying vanilla code randomly pushes for the "next" tier (which is still 2, because the counter for the first tier still hasn't been triggered). Then, when you buy the last trade, the tier counter is incremented.
Or something like that.
Rollback Post to RevisionRollBack
For philosophy, law, science, religion and other topics: A Blog of Tom
100% support for all mods' tools, that's gonna be a no, sorry.
I will look into that.
Okay, let me clear a few things up:
Personalities: Each personality has a preferred interaction, influenced by the villager's mood. Your potential success with an interaction is calculated by: baseChance - recentInteractions * 6 + personalityChance + moodChance + bonusChanceByHeartLevel
This value becomes a percent success rate.
You can see your calculated success rate for each interaction from the interaction menu by pressing Ctrl.
Dialogue: If you have issues with the dialogue, you can modify it yourself or contribute your own lines. MCA's language file is located in its .jar at assets/mca/lang/en_US.lang.
Basic Features: If you think MCA hasn't changed drastically, try version 4.1.3 (RadixCore here) then come back and tell me MCA 5.x is the same
"If [you] could mod" you'd hopefully have a bit more appreciation for the time people put into these things. You'd also revise your "review" to remove claims that you'd do so much better "if you could". A statement like that only makes you look like a jerk, and invalidates any criticisms you have or changes you hoped would be made based on your opinions. So...you're going to waste a lot of your own time if your "reviews" are always like that.
In the event that you decide to learn how to create a mod, or need assistance doing so, MCA is open-source so you can see how I've done everything. It's definitely not the best thing to use for education, but it could help in some cases. Contributions are always welcome as well.
Fair enough. I was pretty frustrated at the time and was just astounded at not being able to make any progress.
So with a level head, there are things I think you should probably fix, and they should be pretty easy. First, those success percentages IMO should either be default on or have an option to make default on. Second, handshaking is always the highest % of success no matter the personality meaning that there is no reason for any of the other options (at least not to what I have seen from the NPC's that have appeared/born in my village).
I do in fact understand how difficult and tough it can be to program as I have taken a couple courses (relation-ally attributable). I make very clean modules but messy programs myself, most likely due to me needing a more "floor plan" layout. I actually want to eventually make a Steampunk mod that would use gears and axles to transmit "power" and have machines/gear/tools to match. Once my life isn't actually dedicated to my job so much (working on some side ventures to try to be home more to learn and do other things).
I am actually an CIS BS, and have a couple ideas if you would listen to me after all that XD. First, make the personalities 5-6 variable rather than 2 for more complexity. Second, make the Chat, Joke, Story, and Flirt have sub options (like Joke=>Animal/Monster/Town/Adult) to add more attribution pairing of interaction options. Third, NPC relations should be able to be negative between each other, primarily that you cant just pair any two NPC together as they may not like each other (if they aren't already). I would not mind contributing with lines if it got this in depth either.
And sorry for the harsh post, its been a very long week and I wasn't having any of it from something that was suppose to be relaxing.
After thought:
... I need to change my profile pic... thing is near 10 years old XD
Here's a question that hasn't been answered: How do you get a parent and/or relative? And what do I need to type in en_us.lang to make a name mentioned in a dialogue random?
I have a question, When i use the mod on a server with other people It doesnt say Live Alone, Live in a Village, Live with a family
Yeah, they don't want players on a server to be able to overwrite a bunch of chunks with the generated village. I just put an MCA village in a BOP world -- I thought I had enough space in my Chaparral area, but I can still see where the cleared area clipped nearby higher ground, including taking a bite out of the rise to the Highlands where I spawned.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
So this mod is exactly what I'm looking for to add some depth to my first heavily modded Minecraft playthrough. The thing is, I also want to use a number of mods that add new villagers. So I think I'll have to set this mod to not overwrite vanilla villagers, and have a world inhabited by both humans and testificates.
If I do that, though, is the crystal ball the only way to get MCA NPCs into the game? Is there some other way I can get MCA NPCs to spawn in (making buildings a certain way, etc)? I ask because I want to have to start from scratch and survive, so using the crystal ball to auto-generate structures and NPCs doesn't really fit.
So this mod is exactly what I'm looking for to add some depth to my first heavily modded Minecraft playthrough. The thing is, I also want to use a number of mods that add new villagers. So I think I'll have to set this mod to not overwrite vanilla villagers, and have a world inhabited by both humans and testificates.
If I do that, though, is the crystal ball the only way to get MCA NPCs into the game? Is there some other way I can get MCA NPCs to spawn in (making buildings a certain way, etc)? I ask because I want to have to start from scratch and survive, so using the crystal ball to auto-generate structures and NPCs doesn't really fit.
No, MCA converts vanilla villagers that spawn in villages. It's apparently not supposed to overwrite modded villagers, but last I saw it does in fact convert EvilCraft Werewolves. All the crystal ball does is to spawn various amounts of its own structures into the world, including some villagers.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Hi @WildBamaBoy, Congratulations on the marriage, honeymoon and new place
Props for the work accomplished on the mod already. I was very pleased when I saw that it had been ported to 1.10 so I could use it.
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.
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?
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.
Possible Bug: Married Villager Guards sleep walk.They zoom to their home and their eyes close but then they slowly inch towards door / around.
Suggestion: Perhaps guards, married or not, should take shifts (days) of when they're on duty versus when they're sleeping
Suggestion: If I drop food (bread) and they pick it up can they say thanks and get a heart or should I be gifting?
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
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.
My 2 cents worth. Thanks and keep up the good work.
I'd like to ask about how this mod works. I don't wanna be rude or anything but first of all is a question that hasn't been answered. a spouse that is not mine has a baby when you give cake to them but the baby stays a baby. the spouse doesn't bother to spawn in the child, and what is the correct option for a miner or your child to actually mine stuff? and finally how does two villagers get married and have children automatically? I hope you can answer. And if you think I'm forcing you, Think again.
I'm having this problem as well! I gifted a couple a cake and they had a baby, but the baby just won't grow! To clarify, I'm using MCA 5.2.0 for mc 1.8.9 with forge 11.15.1.1765, the story progression is turned on and happens every 90 minutes, the story progression threshold is 60 minutes. The time for babies to grow up is set to 1 minute.
Not sure if this is due to not reaching the story progression threshold (I spawned the villagers in creative, made them marry and gave them cake straight away), or it could be that the "time for babies to grow" option in the config only affects players.
Also I'm having another strange bug, it seems that I cannot get daughters whatsoever, I procreated with my mc wife like 7 times and each time I always get a boy. This also happens on other villagers when I give them cake, they will always have a baby boy.
Also I'm having another strange bug, it seems that I cannot get daughters whatsoever, I procreated with my mc wife like 7 times and each time I always get a boy. This also happens on other villagers when I give them cake, they will always have a baby boy.
This is not a bug, this also happens in real life!
I'm having this problem as well! I gifted a couple a cake and they had a baby, but the baby just won't grow! To clarify, I'm using MCA 5.2.0 for mc 1.8.9 with forge 11.15.1.1765, the story progression is turned on and happens every 90 minutes, the story progression threshold is 60 minutes. The time for babies to grow up is set to 1 minute.
Not sure if this is due to not reaching the story progression threshold (I spawned the villagers in creative, made them marry and gave them cake straight away), or it could be that the "time for babies to grow" option in the config only affects players.
Also I'm having another strange bug, it seems that I cannot get daughters whatsoever, I procreated with my mc wife like 7 times and each time I always get a boy. This also happens on other villagers when I give them cake, they will always have a baby boy.
The baby does not automatically grow up. You need to "use" the baby item, right-clicking on the ground where you want the child to appear.
Rollback Post to RevisionRollBack
For philosophy, law, science, religion and other topics: A Blog of Tom
Also I'm having another strange bug, it seems that I cannot get daughters whatsoever, I procreated with my mc wife like 7 times and each time I always get a boy. This also happens on other villagers when I give them cake, they will always have a baby boy.
Henry XIII would be jealous.
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
heyo any idea why mca is generating iron golems vs guards?- ive noticed this for larger citys with mca villgers naturally they dont like me cus i have to cull the villagers that like to sleep outside vs in their houses
I have to say... great idea, but terrible execution. The relationship building is unintelligent with this random chance for success concept. As well, the tutorial stated that they bore of conversation quickly and to come back later. This give a real "tap it, leave, and wait for her to call back" feel. Not that I have a ring yet, but I seem to just irritate them off more than make them like me with the first chat/joke/etc. And for the personalities, you might as well label them easy-hard as there is nothing you can do appeal to any one personality it seem, and if there is such system the random success chance muddles it to nothing. As well, having only 2-3 lines of dialog for each pro/con for each option makes it feel weird. Like, why would I make a joke about their pig again given I found out they dont like that?
This mod needs some TLC in the form of expanding on ideas present. In chat, give me options on what I chat about, one that has impact with this personality or that personality. Give me feed back/ score board on what has been successful or failed.
I was so eager to play when I read the description, and to get this. It is really disappointing that this mod has been out for so long and its basic functions haven't been improved upon from release. If I could mod, I would trump (not the person!) this mod so hard. I am sorry for the harsh review, but seriously.
I've been trying to figure this one out, myself. What I've observed is that somehow MCA overwrites each villager's 1st tier trades (including the librarian's paper trade) with 2nd tier trades.
In creative mode, it seems to advance properly through the following tiers, but in survival or hardcore, I've found that it tends to refresh with mostly additional second tier trades. I had one baker whose trades were: pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie, pumpkin, pumpkin pie...
Are you using any other mods at the same time?
100% support for all mods' tools, that's gonna be a no, sorry.
I will look into that.
Okay, let me clear a few things up:
"If [you] could mod" you'd hopefully have a bit more appreciation for the time people put into these things. You'd also revise your "review" to remove claims that you'd do so much better "if you could". A statement like that only makes you look like a jerk, and invalidates any criticisms you have or changes you hoped would be made based on your opinions. So...you're going to waste a lot of your own time if your "reviews" are always like that.
In the event that you decide to learn how to create a mod, or need assistance doing so, MCA is open-source so you can see how I've done everything. It's definitely not the best thing to use for education, but it could help in some cases. Contributions are always welcome as well.
I'd like to know how you can make a villager a parent and relative.
I found a piece of the trading tiers puzzle!
I still don't know why MCA villagers start out with tier 2 trades instead of tier 1 trades, but I think I have figured out part of the pattern for the new trades they generate: it seems to be based on what trade you just made that triggered the new batch of trades. That is, it will only generate tier 3 trades if you buy the LAST option of the tier 2 trades.
So, I had a baker who started out buying pumpkins (8 per emerald) and selling pumpkin pie (2 per emerald). I sold him pumpkins, and he generated a new Tier 2 set. So then his trades were 8 pumpkins (buy), 2 pie (sell), 10 pumpkins (buy), 3 pumpkins (sell). I kept on selling him pumpkins, and he just kept on generating more and more tier 2 trade sets. It was only when I bought pie from him that he added melon and apple trades (tier 3).
I am not a coder, but it seems to me this might be due to an incomplete update of MCA. I recall that the old villager trades were more random, not arranged into tiers exactly, and new trades would only be triggered if you bought the LAST trade. The newer vanilla villager system puts them into a stricter set of tiers, and will renew randomly with a 20% chance for each transaction, regardless of which trade it is. It could be that the older MCA code checks for the last trade only, while the underlying vanilla code randomly pushes for the "next" tier (which is still 2, because the counter for the first tier still hasn't been triggered). Then, when you buy the last trade, the tier counter is incremented.
Or something like that.
Fair enough. I was pretty frustrated at the time and was just astounded at not being able to make any progress.
So with a level head, there are things I think you should probably fix, and they should be pretty easy. First, those success percentages IMO should either be default on or have an option to make default on. Second, handshaking is always the highest % of success no matter the personality meaning that there is no reason for any of the other options (at least not to what I have seen from the NPC's that have appeared/born in my village).
I do in fact understand how difficult and tough it can be to program as I have taken a couple courses (relation-ally attributable). I make very clean modules but messy programs myself, most likely due to me needing a more "floor plan" layout. I actually want to eventually make a Steampunk mod that would use gears and axles to transmit "power" and have machines/gear/tools to match. Once my life isn't actually dedicated to my job so much (working on some side ventures to try to be home more to learn and do other things).
I am actually an CIS BS, and have a couple ideas if you would listen to me after all that XD. First, make the personalities 5-6 variable rather than 2 for more complexity. Second, make the Chat, Joke, Story, and Flirt have sub options (like Joke=>Animal/Monster/Town/Adult) to add more attribution pairing of interaction options. Third, NPC relations should be able to be negative between each other, primarily that you cant just pair any two NPC together as they may not like each other (if they aren't already). I would not mind contributing with lines if it got this in depth either.
And sorry for the harsh post, its been a very long week and I wasn't having any of it from something that was suppose to be relaxing.
After thought:
... I need to change my profile pic... thing is near 10 years old XD
Here's a question that hasn't been answered: How do you get a parent and/or relative? And what do I need to type in en_us.lang to make a name mentioned in a dialogue random?
I have a question, When i use the mod on a server with other people It doesnt say Live Alone, Live in a Village, Live with a family
Yeah, they don't want players on a server to be able to overwrite a bunch of chunks with the generated village. I just put an MCA village in a BOP world -- I thought I had enough space in my Chaparral area, but I can still see where the cleared area clipped nearby higher ground, including taking a bite out of the rise to the Highlands where I spawned.
Ahh! Can't wait to try out 1.10, though I'm waiting for a couple more mods to get there too. I'm pumped!
So this mod is exactly what I'm looking for to add some depth to my first heavily modded Minecraft playthrough. The thing is, I also want to use a number of mods that add new villagers. So I think I'll have to set this mod to not overwrite vanilla villagers, and have a world inhabited by both humans and testificates.
If I do that, though, is the crystal ball the only way to get MCA NPCs into the game? Is there some other way I can get MCA NPCs to spawn in (making buildings a certain way, etc)? I ask because I want to have to start from scratch and survive, so using the crystal ball to auto-generate structures and NPCs doesn't really fit.
Okay so loving this mod but when villagers have a child, the child in the mothers hand forever. Can I fix this somehow?
No, MCA converts vanilla villagers that spawn in villages. It's apparently not supposed to overwrite modded villagers, but last I saw it does in fact convert EvilCraft Werewolves. All the crystal ball does is to spawn various amounts of its own structures into the world, including some villagers.
Hi @WildBamaBoy, Congratulations on the marriage, honeymoon and new place
Props for the work accomplished on the mod already. I was very pleased when I saw that it had been ported to 1.10 so I could use it.
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.
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?
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.
Possible Bug: Married Villager Guards sleep walk.They zoom to their home and their eyes close but then they slowly inch towards door / around.
Suggestion: Perhaps guards, married or not, should take shifts (days) of when they're on duty versus when they're sleeping
Suggestion: If I drop food (bread) and they pick it up can they say thanks and get a heart or should I be gifting?
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
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.
My 2 cents worth. Thanks and keep up the good work.
Here's some questions:
1. How do you get parents and relatives?
2. In en_us.lang, How do you make a name random in dialogue?
3. Was the spouse not growing baby issue fixed?
I'm not bumping, I just really need an answer.
I'm having this problem as well! I gifted a couple a cake and they had a baby, but the baby just won't grow! To clarify, I'm using MCA 5.2.0 for mc 1.8.9 with forge 11.15.1.1765, the story progression is turned on and happens every 90 minutes, the story progression threshold is 60 minutes. The time for babies to grow up is set to 1 minute.
Not sure if this is due to not reaching the story progression threshold (I spawned the villagers in creative, made them marry and gave them cake straight away), or it could be that the "time for babies to grow" option in the config only affects players.
Also I'm having another strange bug, it seems that I cannot get daughters whatsoever, I procreated with my mc wife like 7 times and each time I always get a boy. This also happens on other villagers when I give them cake, they will always have a baby boy.
This is not a bug, this also happens in real life!
The baby does not automatically grow up. You need to "use" the baby item, right-clicking on the ground where you want the child to appear.
Henry XIII would be jealous.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!