- Bugfix: if "Entity names" is false, entities on your "Automatic Names" and "Clickable Names" lists should no longer receive names when right-clicked
- 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
- Villages now lay wooden paths over Biomes o' Plenty Quicksand
- 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 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.
- Bugfix: wooden village paths should now be placed onto Biomes o' Plenty Mud and Quicksand blocks
- 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.
- Bugfix: server-side NoSuchMethodError crash when generating a village. There are a lot of methods I could have chosen to use for my purposes, and apparently I picked the only one that was exclusively client side.
- 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
- Bugfix: server-side NoSuchMethodError crash when generating a village. There are a lot of methods I could have chosen to use for my purposes, and apparently I picked the only one that was exclusively client side.
- 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
- Bugfix: server-side NoSuchMethodError crash when generating a village. There are a lot of methods I could have chosen to use for my purposes, and apparently I picked the only one that was exclusively client side.
- 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.
- Bugfix: server-side NoSuchMethodError crash when generating a village. There are a lot of methods I could have chosen to use for my purposes, and apparently I picked the only one that was exclusively client side.
- 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
- Bugfix: server-side NoSuchMethodError crash when generating a village. There are a lot of methods I could have chosen to use for my purposes, and apparently I picked the only one that was exclusively client side.
- 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