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Incompatibility with Grimoire of Gaia

When used with Grimoire of Gaia, trader mobs from that mod (such as weresheep, holstein, ender girl, etc) are all named "Farmer" and 20% of the time have their trades swapped out for custom ones from VTT, etc

Using minecraft 1.12.2
born to be 1.0
grimoire of gaia 1.6.8

Born to Be + Biome o Plenty generate a "Exception ticking world" or null pointer exception

Hi! Sorry to create a new issue from what is possibly the same as [https://github.com//issues/2]! I'w like the chance to restart the conversation around it from what I've found so far.

Once in a while, while playing single player with a custom set of mods, there is a crash who happen during the generation of a new village. So far I've tested many different set of mods in order to reduce them to a minimum, but it seems vain... as long as Biome o Plenty and Born to Be are present, there is a % to reproduce this crash upon new village generation.

Fortunately, this kind of crash, even when generated inside a loop, could be ignored. Then, the game could be resume. Depending upon if village generation process is completed.

###How to reproduce :
Note also that the possibility to avoid that crash, seems to depend on how many task is asked to the server. Bigger is the list of chunk to generate, higher is the chance to crash the game any time a village is generated.

A similar way to trigger this crash is when a village generate in a odd angle, or location. As example when a village generate on a cliff near an extreme hill. Then, once I resume the game, I could find many uncompleted building or half of one at a different Z coordinate, or rotation angle than the other.

Therefore, the more complex the code become, about structure generation, worse is the result.

###Let give a closer look to the comment line in the crash report.
"java.lang.NullPointerException
at com.realgecko.borntobe.VillagersHandler.handleEntityJoinWorld(VillagersHandler.java:60)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_673_VillagersHandler_handleEntityJoinWorld_EntityJoinWorldEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182)
at net.minecraft.world.World.spawnEntity(World.java:1206)
at net.minecraft.world.WorldServer.spawnEntity(WorldServer.java:1058)
at net.minecraft.world.gen.structure.StructureVillagePieces$Village.spawnVillagers(StructureVillagePieces.java:1792)
at net.minecraft.world.gen.structure.StructureVillagePieces$House3.addComponentParts(StructureVillagePieces.java:1193)
at net.minecraft.world.gen.structure.StructureStart.generateStructure(StructureStart.java:47)
at net.minecraft.world.gen.structure.MapGenStructure.generateStructure(MapGenStructure.java:94)
at biomesoplenty.common.world.ChunkGeneratorOverworldBOP.populate(ChunkGeneratorOverworldBOP.java:509)"

###Hypothesis :
Looks like the way trigger's library are loaded is always in the same order. For the part that concerns us, its like if VillagersHandler.java:60 is the place where "born to be" start is action, follwed by StructureVillagePieces.java:1193, then ChunkGeneratorOverworldBOP.java:509 is the place where BOP take action.

###Conclusion :
Is it possible to review this mod generation code to see if there could be a conflict in the way functions are called between both mods? It may even be possible that both mod call the same library while one haven't finish using it yet.

So here a few crash files :
https://paste.dimdev.org/nijohuroli.mccrash

https://paste.dimdev.org/nobopocavu.mccrash
https://paste.dimdev.org/egamazigev.mccrash
https://paste.dimdev.org/funuhagidi.mccrash
https://paste.dimdev.org/camuzowope.mccrash
https://paste.dimdev.org/waqabuwumi.mccrash
latest.log

Let me know if I could help some more and good luck!

Crash On World Gen

Here's the crash report:

crash-2018-06-16_21.41.26-server.txt

I'm not sure exactly why it crashed but I had this mod installed on a save game and it worked fine. Then I made a new world and it crashed. The only relatable mods I have that may interfere with this one are Configurable Villager Doors to Ratio, MoVillages, and Villager Trades.

[Request] Option to disable villager renaming

See title, the feature where a villager's name is replaced with its profession raises conflicts with the Village Names mod (it overwrites VN's custom villager names) and also causes some weirdness with VTT (a custom villager type with an improper name will cause the villager to be names something like entity.Villager.name)

Attached is an image of this second issue. Thanks again for this mod, its absolutely required for servers running VTT.

2018-03-13_19 10 35

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