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2017-07-08 18:43:12: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'mg_villages' in callback environment_OnGenerated(): ...xtreme_survival\mods\z_extra_mods\villagers/spawning.lua:835: attempt to index local 'building_data' (a nil value)
2017-07-08 18:43:12: ERROR[Main]: stack traceback:
2017-07-08 18:43:12: ERROR[Main]: ...xtreme_survival\mods\z_extra_mods\villagers/spawning.lua:835: in function 'part_of_village_spawned'
2017-07-08 18:43:12: ERROR[Main]: ...treme_survival\mods\a_mapgen_mods\mg_villages/mapgen.lua:1234: in function 'place_villages_via_voxelmanip'
2017-07-08 18:43:12: ERROR[Main]: ...treme_survival\mods\a_mapgen_mods\mg_villages/mapgen.lua:1330: in function <...treme_survival\mods\a_mapgen_mods\mg_villages/mapgen.lua:1287>
2017-07-08 18:43:12: ERROR[Main]: D:\ESM\bin\..\builtin\game\register.lua:412: in function <D:\ESM\bin\..\builtin\game\register.lua:392>
local building_type = building_data.typ
related to mg_villages:
line 1233:
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-- useful for spawning mobs etc.
for _, village in ipairs(villages) do
mg_villages.part_of_village_spawned( village, minp, maxp, data, param2_data, a, cid );
end
I don't know if this helps, but both mg_villages and villagers do not shake hands nicely here. :)
So I added this:
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-- included in 'village_towntest'
elseif village_type == "ruins" then region_type = "hot"