Testing & Commands
1. Check the Log
Section titled “1. Check the Log”After you add or change files, run /reload and read the game log (logs/latest.log). Look for these lines:
Loaded 9 culture(s)Loaded 55 naming tradition(s)Loaded 4 given-name list(s)Loaded 4 family-name list(s)Loaded 2 settlement-name list(s)The numbers change with the packs you install. The settlement-name line shows twice: once for settlement names and once for faction names.
A file with an error logs a line such as Could not load culture <id> or Naming tradition <id> names no given-name lists, skipping. See Loading and Errors.
/townstead naming cultures lists the cultures that loaded.
2. See the Culture in Game
Section titled “2. See the Culture in Game”Villagers who already have a culture move to a new one slowly. To see a culture now, make a new village with it:
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Check that the founding profile loaded:
/townstead founding profiles. -
Make a village with the profile:
/townstead debug village "examplepack:harbour_guild" 10Or refill the village you are in:
/townstead debug village repopulate "examplepack:harbour_guild" 10. -
Look at the villagers’ names, clothes and the village name.
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Look at a villager and run
/townstead namingto see how their name was built.
To test a culture with no founding profile, set the culture of a village and clear a villager so they settle again:
/townstead naming set-village "examplepack:fisherfolk"/townstead naming clearSee Debug Villages for all village commands.
Commands
Section titled “Commands”Wrap a culture ID in quotes when you type it, such as "examplepack:fisherfolk". Minecraft does not accept a : in an unquoted word.
Naming
Section titled “Naming”| Command | Permission | Effect |
|---|---|---|
/townstead naming [target] | Player | Shows how a villager is named: full name, naming tradition, family type, culture, name list, region and family name. Without a target, it uses the villager you look at, or the nearest one. |
/townstead naming village | Player | Shows the culture of the village you are in. |
/townstead naming cultures | Player | Lists the loaded cultures. |
/townstead naming set "<culture>" [target] | Operator | Sets a villager’s culture, and builds their family name again from its tradition. The given name stays, and so does a family name that a player typed. |
/townstead naming set-village "<culture>" | Operator | Sets the culture of the village you are in. Residents keep their culture. |
/townstead naming clear [target] | Operator | Clears a villager’s culture, naming tradition and family name. The villager then gets them again, as if new. The given name stays. |
Culture
Section titled “Culture”| Command | Permission | Effect |
|---|---|---|
/townstead culture villager | Operator | Shows the culture of the villager you look at, or the nearest one: the recorded culture, the top culture that players see, their mix, and the last day it drifted. |
/townstead culture village | Operator | Shows the village you are in: its founding profile and culture, its Community Spirit compared with an ordinary village, and the mix that living there pulls toward. |
/townstead culture village is the quickest way to check subcultures. The known for line lists the spirit axes that the village is above ordinary in. The pull list shows which subcultures the village draws its people to.
Checklist for a New Culture
Section titled “Checklist for a New Culture”- The log shows the culture, and no
Could not loadline. - New villagers in a debug village have names from the culture’s tradition.
- The debug village has a name from the culture’s settlement names.
/townstead culture villagershows the culture, and players see the top culture./townstead culture villagepulls toward the subcultures you expect, in a village with matching buildings.- With a voice,
/townstead social simulate 100shows the culture’s lines. See Testing conversations.