村庄名称模组将现代村庄结构和村民皮肤带回游戏,并为村庄、村民以及其他实体和建筑分配随机名称。该模组提供了大量定制化村庄生成和实体命名的选项。
多年来开发的一些功能包括:
* 全新的村庄生成器,能够放置除了沙砾以外的路障,甚至在1.7版本中使用某些回溯的草径方块。
* 回溯和定制[村庄组件](
* 高度可配置的村庄大小和组件
* 高度可配置的名称生成音节池
* 为每个村庄定制的名称标志、旗帜和首选颜色
* 一种自定义物品(Codex),用于为支持的非村庄结构生成名称,可以通过向图书管理员/制图师支付翡翠和铁/金或在箱子中找到它们来获取
* 可配置的实体列表,可以在生成时自动分配名称,或在右键单击时分配名称
* 具有根据生成生物群系的皮肤色调的村民
* 对1.7版本进行类似职业的专业细分支持
* 修改了村民交易池,并为图书管理员和制图师添加了“宝藏”交易
* 模块化的生物群系和职业基础的村民服装
* 回溯了制图师村民到以前的版本,并在可能的情况下回溯了愚者
* 回溯了混凝土和彩釉陶瓷到以前的版本
* 回溯了守卫者、海底神殿和海晶石到1.7版本
* 回溯了冰屋到1.7和1.8版本
以下是功能展示视频:
[ rather than crashing.
* **Bugfix:** Added back wall to lava basin in Snowy Weapon Smithy
* Added Chinese lang file by [Omgise](https://modrinth.com/user/Omgise)
* Added mod icon to `mcmod.info`
Village Names 4.4.13 for JE 1.11
* **Bugfix:** When attempting to generate decor but where village type, material type, and/or biome checks would fail and return null, villages will now place a tall oak torch (default plains decor) rather than crashing.
* **Bugfix:** Added back wall to lava basin in Snowy Weapon Smithy
* Added Chinese lang file by [Omgise](https://modrinth.com/user/Omgise)
* Added mod icon to `mcmod.info`
Village Names 4.4.13 for JE 1.10
* **Bugfix:** When attempting to generate decor but where village type, material type, and/or biome checks would fail and return null, villages will now place a tall oak torch (default plains decor) rather than crashing.
* **Bugfix:** Added back wall to lava basin in Snowy Weapon Smithy
* Added Chinese lang file by [Omgise](https://modrinth.com/user/Omgise)
* Added mod icon to `mcmod.info`
Village Names 4.4.13 for JE 1.9
* **Bugfix:** When attempting to generate decor but where village type, material type, and/or biome checks would fail and return null, villages will now place a tall oak torch (default plains decor) rather than crashing.
* **Bugfix:** Added back wall to lava basin in Snowy Weapon Smithy
* Added Chinese lang file by [Omgise](https://modrinth.com/user/Omgise)
* Added mod icon to `mcmod.info`
Village Names 4.4.13 for JE 1.8
* **Bugfix:** When attempting to generate decor but where village type, material type, and/or biome checks would fail and return null, villages will now place a tall oak torch (default plains decor) rather than crashing.
* **Bugfix:** Added back wall to lava basin in Snowy Weapon Smithy
* Added Chinese lang file by [Omgise](https://modrinth.com/user/Omgise)
* Added mod icon to `mcmod.info`
Village Names 4.4.13 for JE 1.7
* **Bugfix:** When attempting to generate decor but where village type, material type, and/or biome checks would fail and return null, villages will now place a tall oak torch (default plains decor) rather than crashing.
* **Bugfix:** Added back wall to lava basin in Snowy Weapon Smithy
* Added new "Automatic Names" and "Clickable Names" entries for the [Amun-Ra mod](https://www.curseforge.com/minecraft/mc-mods/amun-ra). The easiest way to access these is to delete your "Automatic Names" and "Clickable Names" entries entirely, or to simply delete the `config\VillageNames4\general.cfg` to regenerate it with the new defaults
* Added Chinese lang file by [Omgise](https://modrinth.com/user/Omgise)
* Added mod icon to `mcmod.info`
Village Names 4.4.12 for JE 1.12
* **Bugfix:** You can once again obtain Codices from librarians and cartographers, sorry about that.
* Added "Villager makes book" config option which lets you turn off the feature where villagers generate village books
* Renamed "Villager drops book" config option to "Villager drops book/codex" because it applies to both. If you changed this value from the default, you may need to change it again.
* Added "Villagers offer Codex trade" config option, where Librarians and Cartographers will sell you Codexes in the ordinary trade way. The original idea for acquiring the Codex item was going to be through a villager trade, but due to my lack of experience and the lack of ways to easily modify villager trades in 1.8, I scrapped this idea in favor of the right-click-with-emerald method in use since Village Names version 1.1 back in 2017.
* "Villager makes codex" is now false by default, to allow the Codex trade to be the preferred acquistion method.
* If "Codex Chest Loot," "Villager makes codex," and "Villagers offer Codex trade" are all false, Librarian and Cartographer villagers should no longer offer treasure trades, because you have no way to obtain Codices, and therefore no way to obtain the specialized books required for those trades.
* Structure foundations should now use cobblestone instead of dirt when in ocean, river, beach, mesa, or mountain biomes
* Added support for jbredwards's [Campfire](https://modrinth.com/mod/campfire) mod. Add `campfire` to "Mod Priority: Campfire" to access it.
* Added support for [Oceanic Expanse](https://modrinth.com/mod/oceanic-expanse)'s Blue Ice. Add `oceanicexpanse` to "Mod Priority: Blue Ice" to access it.
* Changed the "Concrete Well" config option to clarify that it only applies to old-school wells: i.e. if "Activate New Village Generator" is false.
* Fixed Swamp Small House 2 foundation
* Optimized some code
Village Names 4.4.12 for JE 1.11
* **Bugfix:** You can once again obtain Codices from librarians and cartographers, sorry about that.
* Added "Villager makes book" config option which lets you turn off the feature where villagers generate village books
* Renamed "Villager drops book" config option to "Villager drops book/codex" because it applies to both. If you changed this value from the default, you may need to change it again.
* Added "Villagers offer Codex trade" config option, where Librarians and Cartographers will sell you Codexes in the ordinary trade way. The original idea for acquiring the Codex item was going to be through a villager trade, but due to my lack of experience and the lack of ways to easily modify villager trades in 1.8, I scrapped this idea in favor of the right-click-with-emerald method in use since Village Names version 1.1 back in 2017.
* "Villager makes codex" is now false by default, to allow the Codex trade to be the preferred acquistion method.
* If "Codex Chest Loot," "Villager makes codex," and "Villagers offer Codex trade" are all false, Librarian and Cartographer villagers should no longer offer treasure trades, because you have no way to obtain Codices, and therefore no way to obtain the specialized books required for those trades.
* Structure foundations should now use cobblestone instead of dirt when in ocean, river, beach, mesa, or mountain biomes
* Changed the "Concrete Well" config option to clarify that it only applies to old-school wells: i.e. if "Activate New Village Generator" is false.
* Fixed Swamp Small House 2 foundation
* Optimized some code
Village Names 4.4.12 for JE 1.10
* Added "Villager makes book" config option which lets you turn off the feature where villagers generate village books
* Renamed "Villager drops book" config option to "Villager drops book/codex" because it applies to both. If you changed this value from the default, you may need to change it again.
* Added "Villagers offer Codex trade" config option, where Librarians and Cartographers will sell you Codexes in the ordinary trade way. The original idea for acquiring the Codex item was going to be through a villager trade, but due to my lack of experience and the lack of ways to easily modify villager trades in 1.8, I scrapped this idea in favor of the right-click-with-emerald method in use since Village Names version 1.1 back in 2017.
* "Villager makes codex" is now false by default, to allow the Codex trade to be the preferred acquistion method.
* If "Codex Chest Loot," "Villager makes codex," and "Villagers offer Codex trade" are all false, Librarian and Cartographer villagers should no longer offer treasure trades, because you have no way to obtain Codices, and therefore no way to obtain the specialized books required for those trades.
* Structure foundations should now use cobblestone instead of dirt when in ocean, river, beach, mesa, or mountain biomes
* Changed the "Concrete Well" config option to clarify that it only applies to old-school wells: i.e. if "Activate New Village Generator" is false.
* Fixed Swamp Small House 2 foundation
* Optimized some code
Village Names 4.4.12 for JE 1.9
* Added "Villager makes book" config option which lets you turn off the feature where villagers generate village books
* Renamed "Villager drops book" config option to "Villager drops book/codex" because it applies to both. If you changed this value from the default, you may need to change it again.
* Added "Villagers offer Codex trade" config option, where Librarians and Cartographers will sell you Codexes in the ordinary trade way. The original idea for acquiring the Codex item was going to be through a villager trade, but due to my lack of experience and the lack of ways to easily modify villager trades in 1.8, I scrapped this idea in favor of the right-click-with-emerald method in use since Village Names version 1.1 back in 2017.
* "Villager makes codex" is now false by default, to allow the Codex trade to be the preferred acquistion method.
* If "Codex Chest Loot," "Villager makes codex," and "Villagers offer Codex trade" are all false, Librarian and Cartographer villagers should no longer offer treasure trades, because you have no way to obtain Codices, and therefore no way to obtain the specialized books required for those trades.
* Structure foundations should now use cobblestone instead of dirt when in ocean, river, beach, mesa, or mountain biomes
* Changed the "Concrete Well" config option to clarify that it only applies to old-school wells: i.e. if "Activate New Village Generator" is false.
* Fixed Swamp Small House 2 foundation
* Optimized some code
Village Names 4.4.12 for JE 1.8
* Added "Villager makes book" config option which lets you turn off the feature where villagers generate village books
* Renamed "Villager drops book" config option to "Villager drops book/codex" because it applies to both. If you changed this value from the default, you may need to change it again.
* Added "Villagers offer Codex trade" config option, where Librarians and Cartographers will sell you Codexes in the ordinary trade way. The original idea for acquiring the Codex item was going to be through a villager trade, but due to my lack of experience and the lack of ways to easily modify villager trades in 1.8, I scrapped this idea in favor of the right-click-with-emerald method in use since Village Names version 1.1 back in 2017.
* "Villager makes codex" is now false by default, to allow the Codex trade to be the preferred acquistion method.
* If "Codex Chest Loot," "Villager makes codex," and "Villagers offer Codex trade" are all false, Librarian and Cartographer villagers should no longer offer treasure trades, because you have no way to obtain Codices, and therefore no way to obtain the specialized books required for those trades.
* Structure foundations should now use cobblestone instead of dirt when in ocean, river, beach, mesa, or mountain biomes
* Changed the "Concrete Well" config option to clarify that it only applies to old-school wells: i.e. if "Activate New Village Generator" is false.
* Fixed Swamp Small House 2 foundation
* Optimized some code
Village Names 4.4.12 for JE 1.7
* Added "Villager makes book" config option which lets you turn off the feature where villagers generate village books
* Renamed "Villager drops book" config option to "Villager drops book/codex" because it applies to both. If you changed this value from the default, you may need to change it again.
* Added "Villagers offer Codex trade" config option, where Librarians and Cartographers will sell you Codexes in the ordinary trade way. The original idea for acquiring the Codex item was going to be through a villager trade, but due to my lack of experience and the lack of ways to easily modify villager trades in 1.8, I scrapped this idea in favor of the right-click-with-emerald method in use since Village Names version 1.1 back in 2017.
* "Villager makes codex" is now false by default, to allow the Codex trade to be the preferred acquistion method.
* If "Codex Chest Loot," "Villager makes codex," and "Villagers offer Codex trade" are all false, Librarian and Cartographer villagers should no longer offer treasure trades, because you have no way to obtain Codices, and therefore no way to obtain the specialized books required for those trades.
* Structure foundations should now use cobblestone instead of dirt when in ocean, river, beach, mesa, or mountain biomes
* Changed the "Concrete Well" config option to clarify that it only applies to old-school wells: i.e. if "Activate New Village Generator" is false.
* Fixed Swamp Small House 2 foundation
* Optimized some code
Village Names 4.4.11 for JE 1.12
* Clarified the "error formatting" messages
* **Bugfix:** missing blocks above and upstairs window in Jungle Small House 1
Village Names 4.4.11 for JE 1.11
* Clarified the "error formatting" messages
* **Bugfix:** missing blocks above and upstairs window in Jungle Small House 1
Village Names 4.4.11 for JE 1.10
* Clarified the "error formatting" messages
* **Bugfix:** missing blocks above and upstairs window in Jungle Small House 1
Village Names 4.4.11 for JE 1.9
* Clarified the "error formatting" messages
* **Bugfix:** missing blocks above and upstairs window in Jungle Small House 1
Village Names 4.4.11 for JE 1.8
* **Bugfix:** Writing a village book will no longer print out a "formatting" error message in the console if the modded village profession is not specified in the configs
* Clarified the "error formatting" messages
* **Bugfix:** missing blocks above and upstairs window in Jungle Small House 1
Village Names 4.4.11 for JE 1.7
* **Bugfix:** Writing a village book will no longer print out a "formatting" error message in the console if the modded village profession is not specified in the configs
* Clarified the "error formatting" messages
* **Bugfix:** missing blocks above and upstairs window in Jungle Small House 1
Village Names 4.4.10a for JE 1.7
Village Names 4.4.10 for JE 1.12
* Added config option - `Decor: Fill Troughs With Water` (`true` by default)
* Added water to the troughs of Taiga Animal Pen, Taiga Butcher Shop, Taiga Tannery, Taiga Temple
* Improved ground height check algorithm for spawning village components
* **Bugfix**: Loot tables should no longer return an error when running CraftTweaker's `/mt loot`
* Fixed typos in the config description referring to most town centers with regards to "other Desert town centers"
Village Names 4.4.10 for JE 1.11
* Added config option - `Decor: Fill Troughs With Water` (`true` by default)
* Added water to the troughs of Taiga Animal Pen, Taiga Butcher Shop, Taiga Tannery, Taiga Temple
* Improved ground height check algorithm for spawning village components
* **Bugfix**: Loot tables should no longer return an error when running CraftTweaker's `/mt loot`
* Fixed typos in the config description referring to most town centers with regards to "other Desert town centers"
Village Names 4.4.10 for JE 1.10
* Added config option - `Decor: Fill Troughs With Water` (`true` by default)
* Added water to the troughs of Taiga Animal Pen, Taiga Butcher Shop, Taiga Tannery, Taiga Temple
* Improved ground height check algorithm for spawning village components
* **Bugfix**: Loot tables should no longer return an error when running CraftTweaker's `/mt loot`
* Fixed typos in the config description referring to most town centers with regards to "other Desert town centers"
Village Names 4.4.10 for JE 1.9
* Added config option - `Decor: Fill Troughs With Water` (`true` by default)
* Added water to the troughs of Taiga Animal Pen, Taiga Butcher Shop, Taiga Tannery, Taiga Temple
* Improved ground height check algorithm for spawning village components
* **Bugfix**: Loot tables should no longer return an error when running CraftTweaker's `/mt loot`
* Fixed typos in the config description referring to most town centers with regards to "other Desert town centers"
Village Names 4.4.10 for JE 1.8
* Added config option - `Decor: Fill Troughs With Water` (`true` by default)
* Added water to the troughs of Taiga Animal Pen, Taiga Butcher Shop, Taiga Tannery, Taiga Temple
* Improved ground height check algorithm for spawning village components
* **Bugfix**: Loot tables should no longer return an error when running CraftTweaker's `/mt loot`
* Fixed typos in the config description referring to most town centers with regards to "other Desert town centers"
Village Names 4.4.10 for JE 1.7
Village Names has a number of ways to place a table into a structure.
If you are using Bibliocraft or Mr. Crayfish Furniture, VN will use one of those. Otherwise, it will create a "vanilla" table (consisting of a pressure plate atop a fence).
If that fence and/or pressure plate was modded, the pressure plate would eventually pop off the table, breaking it—unless you were also using the [BugTorch](https://modrinth.com/mod/bugtorch) mod.
Now, if you are not using BugTorch or one of the other mods with specialty table blocks, _and_ a table tries to generate with modded components, it will instead be substituted with an inverted stairs block, or with a plank, or in some cases with nothing.
* **Bugfix**: half of village troughs no longer have a wall of dirt as one of their sides
* Added config option - `Decor: Fill Troughs With Water` (`true` by default)
* Added water to the troughs of Taiga Animal Pen, Taiga Butcher Shop, Taiga Tannery, Taiga Temple
* Improved ground height check algorithm for spawning village components
* **Bugfix**: Loot tables should no longer return an error when running CraftTweaker's `/mt loot`
* Fixed typos in the config description referring to most town centers with regards to "other Desert town centers"
Village Names 4.4.9 for JE 1.7
Village Names 4.4.8 for JE 1.12
* Slightly updated the Pet name syllable pool. Delete `config/VillageNames4/namepieces/pet.cfg` if you want these updated values.
* **Bugfix**: Added a null check to the event that populates Librarian chest contents. CraftTweaker's / MineTweaker's `/mt loot` function should now work properly, instead of erroring partway through.
* Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
* Added `RESET` formatting tags to prevent display issues on the mod info screen
Village Names 4.4.8 for JE 1.11
* Slightly updated the Pet name syllable pool. Delete `config/VillageNames4/namepieces/pet.cfg` if you want these updated values.
* Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
* Added `RESET` formatting tags to prevent display issues on the mod info screen
Village Names 4.4.8 for JE 1.10
* Slightly updated the Pet name syllable pool. Delete `config/VillageNames4/namepieces/pet.cfg` if you want these updated values.
* Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
* Added `RESET` formatting tags to prevent display issues on the mod info screen
Village Names 4.4.8 for JE 1.9
* Slightly updated the Pet name syllable pool. Delete `config/VillageNames4/namepieces/pet.cfg` if you want these updated values.
* Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
* Added `RESET` formatting tags to prevent display issues on the mod info screen
Village Names 4.4.8 for JE 1.8
* Slightly updated the Pet name syllable pool. Delete `config/VillageNames4/namepieces/pet.cfg` if you want these updated values.
* Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
* Added `RESET` formatting tags to prevent display issues on the mod info screen
Village Names 4.4.8 for JE 1.7
* Slightly updated the Pet name syllable pool. Delete `config/VillageNames4/namepieces/pet.cfg` if you want these updated values.
* **Bugfix**: Added a null check to the event that populates Librarian chest contents. CraftTweaker's / MineTweaker's `/mt loot` function should now work properly, instead of erroring partway through.
* Removed color formatting for the version number in the splash screen so that it will be better handled by Forge
* Added `RESET` formatting tags to prevent display issues on the mod info screen
Village Names 4.4.7 for JE 1.12
* Added support for the undertaker villager from [Gravestone mod - Extended](https://legacy.curseforge.com/minecraft/mc-mods/gravestone-mod-extended). Add `Undertaker|gravestone-extended:undertaker|4` to the **Mod Professions** entry, `gravestone-extended:undertaker` to the **Modded Villager Headwear Graylist** entry, and `gs_undertaker|gs_undertaker|gravestone-extended:undertaker` to the **Modded Villager Modular Skins** entry to access this skin—or you could delete and re-generate the config file to get the values.
* **Bugfix**: village path blocks that replace water were supposed to turn into planks, but this previously only worked for village roads and not for individual structures. This has been fixed.
* **Bugfix**: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
* "Decor: Restrict Taiga Troughs" now defaults to `false`
* **Bugfix**: Blocks at the base of decor now defaults to grass instead of dirt
* **Bugfix**: Taiga Mason House was missing a block in its back wall
* **Bugfix**: Jungle Cartographer House 1 was missing a single glass pane in a window
* **Bugfix**: Added stairs to the entrance to Snowy Temple
* **Bugfix**: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
* Slightly updated the Dragon and Pet name syllable pools. Delete `config/VillageNames4/namepieces/dragon.cfg` and `/pet.cfg` if you want these updated values.
* Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
* Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
* Added a null check to `EntityInteractHandler.onPlayerAttackEntity()` to hopefully prevent rare NPEs
* Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
* About a quarter of village structure and construction code was redundant and was refactored/removed.
Special thanks to [KibaTheBarbarian](https://modrinth.com/user/KibaTheBarbarian) for playtesting this update
Village Names 4.4.7 for JE 1.11
* **Bugfix**: village path blocks that replace water were supposed to turn into planks, but this previously only worked for village roads and not for individual structures. This has been fixed.
* **Bugfix**: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
* "Decor: Restrict Taiga Troughs" now defaults to `false`
* **Bugfix**: Blocks at the base of decor now defaults to grass instead of dirt
* **Bugfix**: Taiga Mason House was missing a block in its back wall
* **Bugfix**: Jungle Cartographer House 1 was missing a single glass pane in a window
* **Bugfix**: Added stairs to the entrance to Snowy Temple
* **Bugfix**: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
* Slightly updated the Dragon and Pet name syllable pools. Delete `config/VillageNames4/namepieces/dragon.cfg` and `/pet.cfg` if you want these updated values.
* Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
* Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
* Added a null check to `EntityInteractHandler.onPlayerAttackEntity()` to hopefully prevent rare NPEs
* Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
* About a quarter of village structure and construction code was redundant and was refactored/removed.
Special thanks to [KibaTheBarbarian](https://modrinth.com/user/KibaTheBarbarian) for playtesting this update
Village Names 4.4.7 for JE 1.10
* **Bugfix**: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
* "Decor: Restrict Taiga Troughs" now defaults to `false`
* **Bugfix**: Blocks at the base of decor now defaults to grass instead of dirt
* **Bugfix**: Taiga Mason House was missing a block in its back wall
* **Bugfix**: Jungle Cartographer House 1 was missing a single glass pane in a window
* **Bugfix**: Added stairs to the entrance to Snowy Temple
* **Bugfix**: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
* Slightly updated the Dragon and Pet name syllable pools. Delete `config/VillageNames4/namepieces/dragon.cfg` and `/pet.cfg` if you want these updated values.
* Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
* Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
* Added a null check to `EntityInteractHandler.onPlayerAttackEntity()` to hopefully prevent rare NPEs
* Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
* About a quarter of village structure and construction code was redundant and was refactored/removed.
Special thanks to [KibaTheBarbarian](https://modrinth.com/user/KibaTheBarbarian) for playtesting this update
Village Names 4.4.7 for JE 1.9
* **Bugfix**: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
* "Decor: Restrict Taiga Troughs" now defaults to `false`
* **Bugfix**: Blocks at the base of decor now defaults to grass instead of dirt
* **Bugfix**: Taiga Mason House was missing a block in its back wall
* **Bugfix**: Jungle Cartographer House 1 was missing a single glass pane in a window
* **Bugfix**: Added stairs to the entrance to Snowy Temple
* **Bugfix**: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
* Slightly updated the Dragon and Pet name syllable pools. Delete `config/VillageNames4/namepieces/dragon.cfg` and `/pet.cfg` if you want these updated values.
* Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
* Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
* Added a null check to `EntityInteractHandler.onPlayerAttackEntity()` to hopefully prevent rare NPEs
* Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
* About a quarter of village structure and construction code was redundant and was refactored/removed.
Special thanks to [KibaTheBarbarian](https://modrinth.com/user/KibaTheBarbarian) for playtesting this update
Village Names 4.4.7 for JE 1.8
* **Bugfix**: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
* "Decor: Restrict Taiga Troughs" now defaults to `false`
* **Bugfix**: Blocks at the base of decor now defaults to grass instead of dirt
* **Bugfix**: Taiga Mason House was missing a block in its back wall
* **Bugfix**: Jungle Cartographer House 1 was missing a single glass pane in a window
* **Bugfix**: Added stairs to the entrance to Snowy Temple
* **Bugfix**: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
* Slightly updated the Dragon and Pet name syllable pools. Delete `config/VillageNames4/namepieces/dragon.cfg` and `/pet.cfg` if you want these updated values.
* Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
* Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
* Added a null check to `EntityInteractHandler.onPlayerAttackEntity()` to hopefully prevent rare NPEs
* Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
* About a quarter of village structure and construction code was redundant and was refactored/removed.
Special thanks to [KibaTheBarbarian](https://modrinth.com/user/KibaTheBarbarian) for playtesting this update
Village Names 4.4.7 for JE 1.7
* Added support for the Antique Atlas addon, [SignPosts](https://github.com/LegacyModdingMC/SignPosts/releases). If you're using both the Antique Atlas and SignPosts mods, then whenever a village spawns, it'll automatically generate a registered Sign-Post. This can be disabled with a new config option in the "mod integration" category.
* Added support for Et Futurum Requiem's bamboo. Add `etfuturum` to **Mod Priority: Bamboo** to access it.
* **Bugfix**: crash when a village tries to generate Et Futurum Requiem's blue glazed terracotta.
* Added support for the undertaker villager from [GraveStone Mod](https://legacy.curseforge.com/minecraft/mc-mods/gravestone-mod-graves). Add `Undertaker|385|4` to the **Mod Professions** entry, `385` to the **Modded Villager Headwear Graylist** entry, and `gs_undertaker|gs_undertaker|385` to the **Modded Villager Modular Skins** entry to access this skin—or you could delete and re-generate the config file to get the values.
* **Bugfix**: village path blocks that replace water were supposed to turn into planks, but this previously only worked for village roads and not for individual structures. This has been fixed.
* **Bugfix**: village building decor is constructed before the rest of the building, so things like lamps spawning on roofs or rocks cutting into buildings should no longer occur
* "Decor: Restrict Taiga Troughs" now defaults to `false`
* **Bugfix**: Blocks at the base of decor now defaults to grass instead of dirt
* **Bugfix**: Taiga Mason House was missing a block in its back wall
* **Bugfix**: Jungle Cartographer House 1 was missing a single glass pane in a window
* **Bugfix**: Added stairs to the entrance to Snowy Temple
* **Bugfix**: Multiple jungle and swamp buildings did not properly substitute their stripped logs with non-log blocks when generating in specific biomes, e.g. sandstone when in deserts. Buildings don't ordinarily spawn in these conditions unless explicitly allowed by the player (see Component Village Types config option), which is why this bug fell through for so long.
* Savanna Well rim now uses veritcal logs, so on the extreme off-chance that construction reverts to logs (as opposed to bark), they will be vertically oriented
* **Bugfix**: Breaking an Et Futurum or Gany's Surface banner now drops the banner as an object rather than vanishing
* Slightly updated the Dragon and Pet name syllable pools. Delete `config/VillageNames4/namepieces/dragon.cfg` and `/pet.cfg` if you want these updated values.
* Many config entries that have have long lists of values as their default entries will no longer print those entries in the config description text. This will prevent huge lists populating your configs, making it hard to see which are just part of the description and which are the actual active values. This update will not retroactively remove these huge lists from your config descriptions, so you will have to either manually remove them from the descriptions, or delete and repopulate the configs.
* Added clarification in the description of "Component Village Types": you can use the word "any" or "all" (no quotes) to allow a component to spawn in any village type.
* Added a null check to `EntityInteractHandler.onPlayerAttackEntity()` to hopefully prevent rare NPEs
* Infinite loop warning when generating villager trades was upgraded from "info" to "warn" log level
* About a quarter of village structure and construction code was redundant and was refactored/removed.
Special thanks to [KibaTheBarbarian](https://modrinth.com/user/KibaTheBarbarian) for playtesting this update
Village Names 4.4.6 for JE 1.12.2
* Added support for Rustic's barrels. Add `rustic` to "Mod Priority: Barrel" to access them.
* Added support for Rustic's barrels.
* **Bugfix:** Villages should no longer stack grass paths vertically when constructing roads
* "Snowy" type villages now require the "WASTELAND" tag in the biome. This matches the requirements for the "snow" material, ensuring that, unless you change the configs, Snowy villages should only use the Snow material, and vice-versa
* In cases where Snowy-style buildings are constructed with material other than snow, Blue Ice now swaps out into Stone Brick
* **Bugfix:** like with older versions, village signs will no longer spawn at town centers when using ToroQuest
* Slightly tweaked path algorithms to prevent a crash in very rare circumstances
* **Bugfix:** Mod banner should now display in the mod list
Village Names 4.4.6 for JE 1.11.2
* Added support for Rustic's barrels.
* **Bugfix:** Villages should no longer stack grass paths vertically when constructing roads
* "Snowy" type villages now require the "WASTELAND" tag in the biome. This matches the requirements for the "snow" material, ensuring that, unless you change the configs, Snowy villages should only use the Snow material, and vice-versa
* **Bugfix:** like with older versions, village signs will no longer spawn at town centers when using ToroQuest
* Slightly tweaked path algorithms to prevent a crash in very rare circumstances
* **Bugfix:** Mod banner should now display in the mod list
Village Names 4.4.6 for JE 1.10.2
* Added support for Rustic's barrels.
* **Bugfix:** Villages should no longer stack grass paths vertically when constructing roads
* "Snowy" type villages now require the "WASTELAND" tag in the biome. This matches the requirements for the "snow" material, ensuring that, unless you change the configs, Snowy villages should only use the Snow material, and vice-versa
* **Bugfix:** like with older versions, village signs will no longer spawn at town centers when using ToroQuest
* Slightly tweaked path algorithms to prevent a crash in very rare circumstances
* **Bugfix:** Mod banner should now display in the mod list
Village Names 4.4.6 for JE 1.9.4
* **Bugfix:** Villages should no longer stack grass paths vertically when constructing roads
* "Snowy" type villages now require the "WASTELAND" tag in the biome. This matches the requirements for the "snow" material, ensuring that, unless you change the configs, Snowy villages should only use the Snow material, and vice-versa
* Slightly tweaked path algorithms to prevent a crash in very rare circumstances
* **Bugfix:** Mod banner should now display in the mod list
Village Names 4.4.6 for JE 1.8.9
* "Snowy" type villages now require the "WASTELAND" tag in the biome. This matches the requirements for the "snow" material, ensuring that, unless you change the configs, Snowy villages should only use the Snow material, and vice-versa
* Slightly tweaked path algorithms to prevent a crash in very rare circumstances
* **Bugfix:** Mod banner should now display in the mod list
Village Names 4.4.6 for JE 1.7.10
* Added new mod option: "Mod Priority: Crafting Table" with support for the mod [Cement](https://modrinth.com/mod/cement)
* Added support for Cement's bookshelves. Add `cement` to "Mod Priority: Bookshelf" to access them.
* **Bugfix:** Villages should no longer stack grass paths vertically when constructing roads
* "Snowy" type villages now require the "WASTELAND" tag in the biome. This matches the requirements for the "snow" material, ensuring that, unless you change the configs, Snowy villages should only use the Snow material, and vice-versa
* In cases where Snowy-style buildings are constructed with material other than snow, Blue Ice now swaps out into Stone Brick
* Slightly tweaked path algorithms to prevent a crash in very rare circumstances
* **Bugfix:** Mod banner should now display in the mod list
Village Names 4.4.5a for JE 1.7.10
Village Names 4.4.5
* Added entries and adjusted weights for the Pet syllable pools. Delete the config file to re-generate it with the new default values.
Village Names 4.4.5
* Added entries and adjusted weights for the Pet syllable pools. Delete the config file to re-generate it with the new default values.
Village Names 4.4.5
* Added entries and adjusted weights for the Pet syllable pools. Delete the config file to re-generate it with the new default values.
Village Names 4.4.5
* Added entries and adjusted weights for the Pet syllable pools. Delete the config file to re-generate it with the new default values.
Village Names 4.4.5
* Added entries and adjusted weights for the Pet syllable pools. Delete the config file to re-generate it with the new default values.
Village Names 4.4.5
Village Names 4.4.4
<li>Weapon Smith chests now use the vanilla Blacksmith chest loot. As it turns out, the weaponsmith's chest loot table was identical to old vanilla blacksmith chest. So, I've decided to delete that loot table This should add compatibility with other mods that add things to the old blacksmith chests.</li>
<li>Added entries and adjusted weights for the Villager syllable pools. Delete the config file to re-generate it with the new default values.</li>
<li>Added skin system support for <a href="https://www.curseforge.com/minecraft/mc-mods/mine-trading-cards-open-source-edition/" target="_blank" rel="noopener noreferrer">Mine Trading Cards</a>'s villagers. Technically, the supported skins are in MTC version 3 and up, so please update to that version to avoid bugs. Add:<br /><code>Card Master|is_mtc:card_master|2</code> and <code>Card Trader|is_mtc:card_trader|0</code> to "Mod Professions"<br /><code>is_mtc:card_master</code> to "Modded Villager Headwear Graylist"<br /><code>mtc_cardmaster||is_mtc:card_master</code> and <code>mtc_cardtrader||is_mtc:card_trader</code> to "Modded Villager Modular Skins"</li>
<li>Added <a href="https://www.curseforge.com/minecraft/mc-mods/special-mobs" target="_blank" rel="noopener noreferrer">Special Mobs</a>'s Witches to the default "Automatic Names" config values. These values WILL NOT be added on to an already-generated config file. You can either delete that config entry (or the whole config file) to regenerate them, or add them yourself:<br /><code>villager-goblin|Witch of Domination|fathertoast.specialmobs.entity.witch.EntityDominationWitch|add</code><br /><code>villager-goblin|Witch of Shadows|fathertoast.specialmobs.entity.witch.EntityShadowsWitch|add</code><br /><code>villager-goblin|Witch of the Wilds|fathertoast.specialmobs.entity.witch.EntityWildsWitch|add</code><br /><code>villager-goblin|Witch of the Wind|fathertoast.specialmobs.entity.witch.EntityWindWitch|add</code></li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Farmer villagers won't spawn inside compost bins in Plains-style farms</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Descriptions for some village components accidentally referred to spawning in the wrong village type. The actual code worked correctly, though.</li>
</ul>
Village Names 4.4.4
<li>Weapon Smith chests now use the vanilla Blacksmith chest loot. As it turns out, the weaponsmith's chest loot table was identical to old vanilla blacksmith chest. So, I've decided to delete that loot table This should add compatibility with other mods that add things to the old blacksmith chests.</li>
<li>Added entries and adjusted weights for the Villager syllable pools. Delete the config file to re-generate it with the new default values.</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Farmer villagers won't spawn inside compost bins in Plains-style farms</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Descriptions for some village components accidentally referred to spawning in the wrong village type. The actual code worked correctly, though.</li>
</ul>
Village Names 4.4.4
<li>Weapon Smith chests now use the vanilla Blacksmith chest loot. As it turns out, the weaponsmith's chest loot table was identical to old vanilla blacksmith chest. So, I've decided to delete that loot table This should add compatibility with other mods that add things to the old blacksmith chests.</li>
<li>Added support for Industrial Engineerings's Iron Nugget. Add <code>industrialengineering</code> to your "Mod Priority: Iron Nugget" config entry to access that version of the Iron Nugget.</li>
<li>Added entries and adjusted weights for the Villager syllable pools. Delete the config file to re-generate it with the new default values.</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Farmer villagers won't spawn inside compost bins in Plains-style farms</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Descriptions for some village components accidentally referred to spawning in the wrong village type. The actual code worked correctly, though.</li>
</ul>
Village Names 4.4.4
<li>Weapon Smith chests now use the vanilla Blacksmith chest loot. As it turns out, the weaponsmith's chest loot table was identical to old vanilla blacksmith chest. So, I've decided to delete that loot table This should add compatibility with other mods that add things to the old blacksmith chests.</li>
<li>Added entries and adjusted weights for the Villager syllable pools. Delete the config file to re-generate it with the new default values.</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Farmer villagers won't spawn inside compost bins in Plains-style farms</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Descriptions for some village components accidentally referred to spawning in the wrong village type. The actual code worked correctly, though.</li>
</ul>
Village Names 4.4.4
<li>Weapon Smith chests now use the vanilla Blacksmith chest loot. As it turns out, the weaponsmith's chest loot table was identical to old vanilla blacksmith chest. So, I've decided to delete that loot table This should add compatibility with other mods that add things to the old blacksmith chests.</li>
<li>Added support for Industrial Engineerings's Iron Nugget.</li>
<li>Added entries and adjusted weights for the Villager syllable pools. Delete the config file to re-generate it with the new default values.</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Farmer villagers won't spawn inside compost bins in Plains-style farms</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Descriptions for some village components accidentally referred to spawning in the wrong village type. The actual code worked correctly, though.</li>
</ul>
Village Names 4.4.4
<li>Weapon Smith chests now use the vanilla Blacksmith chest loot. As it turns out, the weaponsmith's chest loot table was identical to old vanilla blacksmith chest. So, I've decided to delete that loot table This should add compatibility with other mods that add things to the old blacksmith chests.</li>
<li>Added support for Industrial Engineerings's Iron Nugget. Add <code>industrialengineering</code> to your "Mod Priority: Iron Nugget" config entry to access that version of the Iron Nugget.</li>
<li>Added support for Et Futurum Requiem's colored beds. Add <code>etfuturum</code> to "Mod Priority: Bed" to access them.</li>
<li>Added support for Greg Tech's grass paths. Add <code>gregtech</code> to "Mod Priority: Grass Path" to access it.</li>
<li>Added entries and adjusted weights for the Villager syllable pools. Delete the config file to re-generate it with the new default values.</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Elder Guardians spawned using the spawn egg now have the intended 80 health instead of 30</li>
<li>Added skin system support for <a href="https://www.curseforge.com/minecraft/mc-mods/mine-trading-cards-open-source-edition/" target="_blank" rel="noopener noreferrer">Mine Trading Cards</a>'s villagers. Technically, the supported skins are in MTC version 3 and up, so please update to that version to avoid bugs. Add:<br /><code>Card Master|7117|2</code> and <code>Card Trader|7118|0</code> to "Mod Professions"<br /><code>7117</code> to "Modded Villager Headwear Graylist"<br /><code>mtc_cardmaster||7117</code> and <code>mtc_cardtrader||7118</code> to "Modded Villager Modular Skins" </li>
<li>Added <a href="https://www.curseforge.com/minecraft/mc-mods/special-mobs" target="_blank" rel="noopener noreferrer">Special Mobs</a>'s Witches to the default "Automatic Names" config values. These values WILL NOT be added on to an already-generated config file. You can either delete that config entry (or the whole config file) to regenerate them, or add them yourself:<br /><code>villager-goblin|Witch of Domination|toast.specialMobs.entity.witch.EntityDominationWitch|add</code><br /><code>villager-goblin|Witch of Rage|toast.specialMobs.entity.witch.EntityRageWitch|add</code><br /><code>villager-goblin|Witch of Shadows|toast.specialMobs.entity.witch.EntityShadowsWitch|add</code><br /><code>villager-goblin|Witch of the Undead|toast.specialMobs.entity.witch.EntityUndeadWitch|add</code><br /><code>villager-goblin|Witch of the Wilds|toast.specialMobs.entity.witch.EntityWildsWitch|add</code><br /><code>villager-goblin|Witch of the Wind|toast.specialMobs.entity.witch.EntityWindWitch|add</code></li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Farmer villagers won't spawn inside compost bins in Plains-style farms</li>
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Descriptions for some village components accidentally referred to spawning in the wrong village type. The actual code worked correctly, though.</li>
</ul>
Village Names 4.4.3
* Added extra path blocks around the Plains Well so that roads connect more cleanly
* Project URL (pops up when there is an update) now links to this modrinth project page
Village Names 4.4.3
* Project URL (pops up when there is an update) now links to this modrinth project page
Village Names 4.4.3
* **Bugfix:** Husks now render properly again
* Due to a limitation in Forge, profession outfits will not render for non-vanilla zombie villagers. I'm sorry for the inconvenience.
* Added extra path blocks around the Plains Well so that roads connect more cleanly
* Project URL (pops up when there is an update) now links to this modrinth project page
Village Names 4.4.3
* Added extra path blocks around the Plains Well so that roads connect more cleanly
* Project URL (pops up when there is an update) now links to this modrinth project page
Village Names 4.4.3
* Project URL (pops up when there is an update) now links to this modrinth project page
Village Names 4.4.3
* **Bugfix:** Guardians now drop Prismarine Shards and Crystals instead of Manasteel Ingots when [Botania](https://modrinth.com/mod/botania) is your priority Prismarine source
* Added extra path blocks around the Plains Well so that roads connect more cleanly
* Project URL (pops up when there is an update) now links to this modrinth project page
Village Names
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Villages can now spawn in the north-northeast and south-southwest octants of the map</li>
<li><span style="font-size: 10px;"><em>What a horrible night to have a curse...</em></span></li>
</ul>
Village Names
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Villages can now spawn in the north-northeast and south-southwest octants of the map</li>
<li><span style="font-size: 10px;"><em>What a horrible night to have a curse...</em></span></li>
</ul>
Village Names
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Villages can now spawn in the north-northeast and south-southwest octants of the map</li>
<li><span style="font-size: 10px;"><em>What a horrible night to have a curse...</em></span></li>
</ul>
Village Names
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Villages can now spawn in the north-northeast and south-southwest octants of the map</li>
<li><span style="font-size: 10px;"><em>What a horrible night to have a curse...</em></span></li>
</ul>
Village Names
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Villages can now spawn in the north-northeast and south-southwest octants of the map</li>
<li><span style="font-size: 10px;"><em>What a horrible night to have a curse...</em></span></li>
</ul>
Village Names
<li><span style="color: #ff6600;"><strong>Bugfix:</strong></span> Villages can now spawn in the north-northeast and south-southwest octants of the map</li>
<li><span style="font-size: 10px;"><em>What a horrible night to have a curse...</em></span></li>
</ul>
Village Names
<li><span style="color: #ff0000;"><strong>Hotfix:</strong></span> crash when zombie villager tries to render with the new skin system</li>
<li>What a horrible night to have a curse...</li>
</ul>
Village Names
Village Names
Village Names
Village Names
Village Names
```
immersiveengineering:engineer|1
immersiveengineering:engineer|2
immersiveengineering:engineer|3
immersiveengineering:engineer|4
immersiveengineering:engineer|5
```
to your "Modded Villager Headwear Graylist",
```
ie_engineer||immersiveengineering:engineer|1
ie_machinist||immersiveengineering:engineer|2
ie_electrician||immersiveengineering:engineer|3
ie_outfitter||immersiveengineering:engineer|4
ie_gunsmith||immersiveengineering:engineer|5
```
to your "Modded Villager Modular Skins", and
```
Engineer|immersiveengineering:engineer|3|1
Machinist|immersiveengineering:engineer|0|2
Electrician|immersiveengineering:engineer|0|3
Outfitter|immersiveengineering:engineer|0|4
Gunsmith|immersiveengineering:engineer|0|5
```
to your "Mod Professions" config entries to access them.
* Fixed lots of default values in the "Mod Professions" config entries. The easiest way to get these values is to delete this config entry and let it re-generate.
* Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end.
When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
```
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
```
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
* Bugfix: hint pages can now be properly generated by modded villagers as per the "Mod Professions" config entry
* Bugfix: zombie profession layers should work properly now
* Refactored villager/zombie skin renderer for better performance
* Mod Villager skins no longer default to Nitwit if none is found
Village Names
```
immersiveengineering:engineer|1
immersiveengineering:engineer|2
immersiveengineering:engineer|3
immersiveengineering:engineer|4
```
to your "Modded Villager Headwear Graylist",
```
ie_engineer||immersiveengineering:engineer|1
ie_machinist||immersiveengineering:engineer|2
ie_electrician||immersiveengineering:engineer|3
ie_outfitter||immersiveengineering:engineer|4
```
to your "Modded Villager Modular Skins", and
```
Engineer|immersiveengineering:engineer|3|1
Machinist|immersiveengineering:engineer|0|2
Electrician|immersiveengineering:engineer|0|3
Outfitter|immersiveengineering:engineer|0|4
```
to your "Mod Professions" config entries to access them.
* Fixed lots of default values in the "Mod Professions" config entries. The easiest way to get these values is to delete this config entry and let it re-generate.
* Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end.
When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
```
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
```
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
* Bugfix: hint pages can now be properly generated by modded villagers as per the "Mod Professions" config entry
* Bugfix: zombie profession layers should work properly now
* Removed log printout when interacting with a golem
* Refactored villager/zombie skin renderer for better performance
* Mod Villager skins no longer default to Nitwit if none is found
Village Names
```
immersiveengineering:engineer|1
immersiveengineering:engineer|2
immersiveengineering:engineer|3
immersiveengineering:engineer|4
```
to your "Modded Villager Headwear Graylist",
```
ie_engineer||immersiveengineering:engineer|1
ie_machinist||immersiveengineering:engineer|2
ie_electrician||immersiveengineering:engineer|3
ie_outfitter||immersiveengineering:engineer|4
```
to your "Modded Villager Modular Skins", and
```
Engineer|immersiveengineering:engineer|3|1
Machinist|immersiveengineering:engineer|0|2
Electrician|immersiveengineering:engineer|0|3
Outfitter|immersiveengineering:engineer|0|4
```
to your "Mod Professions" config entries to access them.
* Fixed lots of default values in the "Mod Professions" config entries. The easiest way to get these values is to delete this config entry and let it re-generate.
* Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end.
When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
```
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
```
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
* Bugfix: hint pages can now be properly generated by modded villagers as per the "Mod Professions" config entry
* Bugfix: zombie profession layers should work properly now
* Refactored villager/zombie skin renderer for better performance
* Mod Villager skins no longer default to Nitwit if none is found
Village Names
```
immersiveengineering:engineer|1
immersiveengineering:engineer|2
immersiveengineering:engineer|3
```
to your "Modded Villager Headwear Graylist",
```
ie_engineer||immersiveengineering:engineer|1
ie_machinist||immersiveengineering:engineer|2
ie_electrician||immersiveengineering:engineer|3
```
to your "Modded Villager Modular Skins", and
```
Engineer|immersiveengineering:engineer|3|1
Machinist|immersiveengineering:engineer|0|2
Electrician|immersiveengineering:engineer|0|3
```
to your "Mod Professions" config entries to access them.
* Fixed lots of default values in the "Mod Professions" config entries. The easiest way to get these values is to delete this config entry and let it re-generate.
* Entries in the "Mod Professions," "Modded Villager Headwear Graylist," and "Modded Villager Modular Skins" config entries now support an OPTIONAL additional pipe-separated integer at the end.
When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
```
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
```
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
* Bugfix: hint pages can now be properly generated by modded villagers as per the "Mod Professions" config entry
* Bugfix: zombie profession layers should work properly now
* Refactored villager/zombie skin renderer for better performance
* Mod Villager skins no longer default to Nitwit if none is found
Village Names
When present, this integer represents the career subtype of the villager's profession, useful for those rare times where a mod differentiates villager careers but which use the same Profession ID. If not present, all villagers using that profession ID will reference that entry. If present, only villagers with that specific career ID will reference that entry.
Examples of this are:
```
ie_engineer||immersiveengineering:engineer|1 (in "Modded Villager Modular Skins")
immersiveengineering:engineer|1 (in "Modded Villager Headwear Graylist")
Engineer|immersiveengineering:engineer|3|1 (in "Mod Professions")
```
Here, these entries only take effect when an Engineer villager from Immersive Engineering has a career value of 1. Other IE subtypes will not respect these values unless their career values have their own entries.
* Bugfix: zombie profession layers should work properly now
* Refactored villager/zombie skin renderer for better performance
* Mod Villager skins no longer default to Nitwit if none is found
Village Names
* Added Enchanting Plus v4's Enchanter to modular villager skins, if you should be lucky enough to have a copy. Add `ep_enchanter||935153` to your "Modded Villager Modular Skins" and `935153` to your "Modded Villager Headwear Graylist" config entries to access it.
* Added support for the Smithing Table from [Netherite+](https://www.curseforge.com/minecraft/mc-mods/netheriteplus) and [Smithing In The "90'S"](https://www.curseforge.com/minecraft/mc-mods/smithing-in-the-90s). Add `netheriteplus` and/or `smithinginthe90s` to your "Mod Priority: Smithing Table" to use them, if they're not there already.
* Refactored villager/zombie skin renderer for better performance
* Mod Villager skins no longer default to Nitwit if none is found
Village Names
* Added a new name generation feature: now each syllable pool config has a "Terminal Blank Counts" entry. When default values are used, this ensures that one-syllable names rarely end in a vowel sound, so you don't often get villager names like "Se."
"Terminal Blank Counts" is a list of integers that essentially represents how many names end in an empty ^ character for each length of name (in syllables), rather than having the same chances for all lengths of name. In other words, it's a weighting for how many names of a certain length end in a vowel-like sound. The name generator now uses these alongside "Syllable Count Weighting" to determine not only how long names should be, but how often they end on a vowel-like sound.
If you edited "Syllable Count Weighting", you should modify "Terminal Blank Counts" as well, as each row should be equal to or less than the value in the same row of "Syllable Count Weighting" (i.e. there aren't more names that end on a vowel sound than there are names).
* Changed the Village syllable pool and weightings. The easiest way to get the new defaults is to delete the config/VillageNames4/namepieces/village.cfg file to regenerate them.
* Bugfix: Prefix and suffix chances now properly count the number of Root: Initial entries in your actual config file, rather than referencing the default value. This won't be significant if you never changed from the defaults.
* Bugfix: if your "Root: Terminal" config entry is empty (which it should never be), the name generator will substitute in the proper blank character: ^
* Redesigned syllable config code for efficiency
* The syllable pool for Twilight Forest's Questing Ram has been changed from angel-goblin to angel-golem-goblin. Update this value in your configs if this is not your first time generating them.
* (1.7, 1.8) Added PneumaticCraft's Mechanic to modular villager skins. Add pcmechanic||125 to your "Modded Villager Modular Skins" config entry to access it.
* (1.12) Added PneumaticCraft's Mechanic to modular villager skins. Add pc_mechanic||pneumaticcraft:mechanic to your "Modded Villager Modular Skins" config entry to access it.
* (1.7) Added support for replacing Et Futurum: Requiem's Mud blocks (not yet implemented) with planks when generating village paths
Village Names
* Added a new name generation feature: now each syllable pool config has a "Terminal Blank Counts" entry. When default values are used, this ensures that one-syllable names rarely end in a vowel sound, so you don't often get villager names like "Se."
"Terminal Blank Counts" is a list of integers that essentially represents how many names end in an empty ^ character for each length of name (in syllables), rather than having the same chances for all lengths of name. In other words, it's a weighting for how many names of a certain length end in a vowel-like sound. The name generator now uses these alongside "Syllable Count Weighting" to determine not only how long names should be, but how often they end on a vowel-like sound.
If you edited "Syllable Count Weighting", you should modify "Terminal Blank Counts" as well, as each row should be equal to or less than the value in the same row of "Syllable Count Weighting" (i.e. there aren't more names that end on a vowel sound than there are names).
* Changed the Village syllable pool and weightings. The easiest way to get the new defaults is to delete the config/VillageNames4/namepieces/village.cfg file to regenerate them.
* Bugfix: Prefix and suffix chances now properly count the number of Root: Initial entries in your actual config file, rather than referencing the default value. This won't be significant if you never changed from the defaults.
* Bugfix: if your "Root: Terminal" config entry is empty (which it should never be), the name generator will substitute in the proper blank character: ^
* Redesigned syllable config code for efficiency
* The syllable pool for Twilight Forest's Questing Ram has been changed from angel-goblin to angel-golem-goblin. Update this value in your configs if this is not your first time generating them.
* (1.7, 1.8) Added PneumaticCraft's Mechanic to modular villager skins. Add pcmechanic||125 to your "Modded Villager Modular Skins" config entry to access it.
* (1.12) Added PneumaticCraft's Mechanic to modular villager skins. Add pc_mechanic||pneumaticcraft:mechanic to your "Modded Villager Modular Skins" config entry to access it.
* (1.7) Added support for replacing Et Futurum: Requiem's Mud blocks (not yet implemented) with planks when generating village paths
Village Names
* Added a new name generation feature: now each syllable pool config has a "Terminal Blank Counts" entry. When default values are used, this ensures that one-syllable names rarely end in a vowel sound, so you don't often get villager names like "Se."
"Terminal Blank Counts" is a list of integers that essentially represents how many names end in an empty ^ character for each length of name (in syllables), rather than having the same chances for all lengths of name. In other words, it's a weighting for how many names of a certain length end in a vowel-like sound. The name generator now uses these alongside "Syllable Count Weighting" to determine not only how long names should be, but how often they end on a vowel-like sound.
If you edited "Syllable Count Weighting", you should modify "Terminal Blank Counts" as well, as each row should be equal to or less than the value in the same row of "Syllable Count Weighting" (i.e. there aren't more names that end on a vowel sound than there are names).
* Changed the Village syllable pool and weightings. The easiest way to get the new defaults is to delete the config/VillageNames4/namepieces/village.cfg file to regenerate them.
* Bugfix: Prefix and suffix chances now properly count the number of Root: Initial entries in your actual config file, rather than referencing the default value. This won't be significant if you never changed from the defaults.
* Bugfix: if your "Root: Terminal" config entry is empty (which it should never be), the name generator will substitute in the proper blank character: ^
* Redesigned syllable config code for efficiency
* The syllable pool for Twilight Forest's Questing Ram has been changed from angel-goblin to angel-golem-goblin. Update this value in your configs if this is not your first time generating them.
* (1.7, 1.8) Added PneumaticCraft's Mechanic to modular villager skins. Add pcmechanic||125 to your "Modded Villager Modular Skins" config entry to access it.
* (1.12) Added PneumaticCraft's Mechanic to modular villager skins. Add pc_mechanic||pneumaticcraft:mechanic to your "Modded Villager Modular Skins" config entry to access it.
* (1.7) Added support for replacing Et Futurum: Requiem's Mud blocks (not yet implemented) with planks when generating village paths
Village Names
* Added a new name generation feature: now each syllable pool config has a "Terminal Blank Counts" entry. When default values are used, this ensures that one-syllable names rarely end in a vowel sound, so you don't often get villager names like "Se."
"Terminal Blank Counts" is a list of integers that essentially represents how many names end in an empty ^ character for each length of name (in syllables), rather than having the same chances for all lengths of name. In other words, it's a weighting for how many names of a certain length end in a vowel-like sound. The name generator now uses these alongside "Syllable Count Weighting" to determine not only how long names should be, but how often they end on a vowel-like sound.
If you edited "Syllable Count Weighting", you should modify "Terminal Blank Counts" as well, as each row should be equal to or less than the value in the same row of "Syllable Count Weighting" (i.e. there aren't more names that end on a vowel sound than there are names).
* Changed the Village syllable pool and weightings. The easiest way to get the new defaults is to delete the config/VillageNames4/namepieces/village.cfg file to regenerate them.
* Bugfix: Prefix and suffix chances now properly count the number of Root: Initial entries in your actual config file, rather than referencing the default value. This won't be significant if you never changed from the defaults.
* Bugfix: if your "Root: Terminal" config entry is empty (which it should never be), the name generator will substitute in the proper blank character: ^
* Redesigned syllable config code for efficiency
* The syllable pool for Twilight Forest's Questing Ram has been changed from angel-goblin to angel-golem-goblin. Update this value in your configs if this is not your first time generating them.
* (1.7, 1.8) Added PneumaticCraft's Mechanic to modular villager skins. Add pcmechanic||125 to your "Modded Villager Modular Skins" config entry to access it.
* (1.12) Added PneumaticCraft's Mechanic to modular villager skins. Add pc_mechanic||pneumaticcraft:mechanic to your "Modded Villager Modular Skins" config entry to access it.
* (1.7) Added support for replacing Et Futurum: Requiem's Mud blocks (not yet implemented) with planks when generating village paths
Village Names
* Added a new name generation feature: now each syllable pool config has a "Terminal Blank Counts" entry. When default values are used, this ensures that one-syllable names rarely end in a vowel sound, so you don't often get villager names like "Se."
"Terminal Blank Counts" is a list of integers that essentially represents how many names end in an empty ^ character for each length of name (in syllables), rather than having the same chances for all lengths of name. In other words, it's a weighting for how many names of a certain length end in a vowel-like sound. The name generator now uses these alongside "Syllable Count Weighting" to determine not only how long names should be, but how often they end on a vowel-like sound.
If you edited "Syllable Count Weighting", you should modify "Terminal Blank Counts" as well, as each row should be equal to or less than the value in the same row of "Syllable Count Weighting" (i.e. there aren't more names that end on a vowel sound than there are names).
* Changed the Village syllable pool and weightings. The easiest way to get the new defaults is to delete the config/VillageNames4/namepieces/village.cfg file to regenerate them.
* Bugfix: Prefix and suffix chances now properly count the number of Root: Initial entries in your actual config file, rather than referencing the default value. This won't be significant if you never changed from the defaults.
* Bugfix: if your "Root: Terminal" config entry is empty (which it should never be), the name generator will substitute in the proper blank character: ^
* Redesigned syllable config code for efficiency
* The syllable pool for Twilight Forest's Questing Ram has been changed from angel-goblin to angel-golem-goblin. Update this value in your configs if this is not your first time generating them.
* (1.7, 1.8) Added PneumaticCraft's Mechanic to modular villager skins. Add pcmechanic||125 to your "Modded Villager Modular Skins" config entry to access it.
* (1.12) Added PneumaticCraft's Mechanic to modular villager skins. Add pc_mechanic||pneumaticcraft:mechanic to your "Modded Villager Modular Skins" config entry to access it.
* (1.7) Added support for replacing Et Futurum: Requiem's Mud blocks (not yet implemented) with planks when generating village paths
Village Names
* Added a new name generation feature: now each syllable pool config has a "Terminal Blank Counts" entry. When default values are used, this ensures that one-syllable names rarely end in a vowel sound, so you don't often get villager names like "Se."
"Terminal Blank Counts" is a list of integers that essentially represents how many names end in an empty ^ character for each length of name (in syllables), rather than having the same chances for all lengths of name. In other words, it's a weighting for how many names of a certain length end in a vowel-like sound. The name generator now uses these alongside "Syllable Count Weighting" to determine not only how long names should be, but how often they end on a vowel-like sound.
If you edited "Syllable Count Weighting", you should modify "Terminal Blank Counts" as well, as each row should be equal to or less than the value in the same row of "Syllable Count Weighting" (i.e. there aren't more names that end on a vowel sound than there are names).
* Changed the Village syllable pool and weightings. The easiest way to get the new defaults is to delete the config/VillageNames4/namepieces/village.cfg file to regenerate them.
* Bugfix: Prefix and suffix chances now properly count the number of Root: Initial entries in your actual config file, rather than referencing the default value. This won't be significant if you never changed from the defaults.
* Bugfix: if your "Root: Terminal" config entry is empty (which it should never be), the name generator will substitute in the proper blank character: ^
* Redesigned syllable config code for efficiency
* The syllable pool for Twilight Forest's Questing Ram has been changed from angel-goblin to angel-golem-goblin. Update this value in your configs if this is not your first time generating them.
* (1.7, 1.8) Added PneumaticCraft's Mechanic to modular villager skins. Add pcmechanic||125 to your "Modded Villager Modular Skins" config entry to access it.
* (1.12) Added PneumaticCraft's Mechanic to modular villager skins. Add pc_mechanic||pneumaticcraft:mechanic to your "Modded Villager Modular Skins" config entry to access it.
* (1.7) Added support for replacing Et Futurum: Requiem's Mud blocks (not yet implemented) with planks when generating village paths
Village Names
* Village cobblestone paths crossing lava now have regularly-spaced cobblestone supports, similar to how wood paths across water have log supports
* Very slightly adjusted name syllable pools for Villager, Pet, Angel, Demon, Dragon, and Goblin. Delete the config files to re-generate them with the new values.
Village Names
* Village cobblestone paths crossing lava now have regularly-spaced cobblestone supports, similar to how wood paths across water have log supports
* Very slightly adjusted name syllable pools for Villager, Pet, Angel, Demon, Dragon, and Goblin. Delete the config files to re-generate them with the new values.
Village Names
* Village cobblestone paths crossing lava now have regularly-spaced cobblestone supports, similar to how wood paths across water have log supports
* Very slightly adjusted name syllable pools for Villager, Pet, Angel, Demon, Dragon, and Goblin. Delete the config files to re-generate them with the new values.
Village Names
* Village cobblestone paths crossing lava now have regularly-spaced cobblestone supports, similar to how wood paths across water have log supports
* Very slightly adjusted name syllable pools for Villager, Pet, Angel, Demon, Dragon, and Goblin. Delete the config files to re-generate them with the new values.
Village Names
* Very slightly adjusted name syllable pools for Villager, Pet, Angel, Demon, Dragon, and Goblin. Delete the config files to re-generate them with the new values.
Village Names
* Village cobblestone paths crossing lava now have regularly-spaced cobblestone supports, similar to how wood paths across water have log supports
* Very slightly adjusted name syllable pools for Villager, Pet, Angel, Demon, Dragon, and Goblin. Delete the config files to re-generate them with the new values.
* Added support for fence gates from ManaMetal. Add manametal to "Mod Priority: Fence Gate" to use this, if it's not there already.
* Witchery's Lord of Torment is no longer registered for automatic naming by default. This is because technically the second phase of combat spawns a new Lord of Torment with a different name. I recommend removing it from your configs if it's there.
Village Names
* Forge version updated to **14.23.5.2847**
* Added tooltip to the Codex that describes what it does
* FutureMC Lanters in villages should be the correct state (hanging vs sitting) as per FMC version 0.2.7
* Added "JungleEdge", "Desert M", "Jungle Edge", "Birch Forest M", "Flower Island", "Tropical Island" to the default biomes list
* Villages will now replace modded grass blocks with grass path (or equivalent if not available) instead of ignoring them
* In Biomes o' Plenty villages, Loamy Grass will be replaced with Loamy Grass Path
Village Names
* Forge version updated to **14.23.5.2847**
* Added tooltip to the Codex that describes what it does
* FutureMC Lanters in villages should be the correct state (hanging vs sitting) as per FMC version 0.2.7
* Added "JungleEdge", "Desert M", "Jungle Edge", "Birch Forest M", "Flower Island", "Tropical Island" to the default biomes list
* Villages will now replace modded grass blocks with grass path (or equivalent if not available) instead of ignoring them
* In Biomes o' Plenty villages, Loamy Grass will be replaced with Loamy Grass Path
Village Names
* Added tooltip to the Codex that describes what it does
* Added "JungleEdge", "Desert M", "Jungle Edge", "Birch Forest M", "Flower Island", "Tropical Island" to the default biomes list
* Villages will now replace modded grass blocks with grass path instead of ignoring them
* In Biomes o' Plenty villages, Loamy Grass will be replaced with Loamy Grass Path
Village Names
* Added tooltip to the Codex that describes what it does
* Added "JungleEdge", "Desert M", "Jungle Edge", "Birch Forest M", "Flower Island", "Tropical Island" to the default biomes list
* Villages will now replace modded grass blocks with grass path instead of ignoring them
* In Biomes o' Plenty villages, Loamy Grass will be replaced with Loamy Grass Path
* Added support for Thaumcraft's Iron Nugget. Add **thaumcraft** to your "Mod Priority: Iron Nugget" config entry to access that version of the Iron Nugget.
Village Names
* Added tooltip to the Codex that describes what it does
* Added "JungleEdge", "Desert M", "Jungle Edge", "Birch Forest M", "Flower Island", "Tropical Island" to the default biomes list
* Villages will now replace modded grass blocks with grass path instead of ignoring them
* In Biomes o' Plenty villages, Loamy Grass will be replaced with Loamy Grass Path
* Forge methods have changed, so I was forced to remove some compatibility with modded zombie villager skins
Village Names
* Added tooltip to the Codex that describes what it does
* Added "JungleEdge", "Desert M", "Jungle Edge", "Birch Forest M", "Flower Island", "Tropical Island" to the default biomes list
* Villages will now replace modded grass blocks with grass path (or equivalent if not available) instead of ignoring them
* Added support for Thaumcraft's Iron Nugget.
* Bugfix: "Error evaluating mod profession ID. Check your formatting!" printing to console when you right-click a modded villager
收录