More Info: How to fix low FPS and Frame Rate in Minecraft
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1.12
SMP
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To follow up to my zombie quest thingy, how about a quest that is never ending and you get small rewards for finding villagers and bringing them to the village (the villagers you find were zombies before you cured them). The village would grow with more population and such. But the downside is them being rare to find at night (even rarer than witches), because if you found them everywhere, there would be too many people, and it would slow FPS down. But that's just an idea that could be made for another colony mod.
Also, felinoel, doesn't Minecolony mod do that almost?
Is this known?
BTW, checked the log and the error she gets is:
6.0.0 11-11-2014 20:48:51 ERROR: (abandonedmine_0 at567/64/663/2/0/Mine abandonnée/WorldServerMultiOF@60bc7e29): Exception in TileEntityBuilding.onUpdate():
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Have the same issue on our server
pre-exisitng world running 1.7.10 - install latest version of Millenaire as it seemed to be ready now...
spawned in a couple of villages and everything seemed ok - but noticed that on returning to the village get the same "snapping" not always with the "be right there" spam
looking at the villagers it seems they are unsure of where they should be standing, i.e. two villagers standing in the exact same spot, then they spring apart and you occasionally see them take damage.
In the first and main village I sold them a lot of resources and as they have built up the village the problem seems less? in the two others I haven't helped them at all - mainly because it's impossible to target the "seller" when they are standing in another villager.
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Unusual... that is an old bug that was fixed a while ago... see if this works?
millenaire.org/wiki/user:felinoel/MillenaireBroke
idk, does it?
player.me/felinoel
Oh sorry, forgot the underscore.
http://millenaire.org/wiki/User:Felinoel/Millenaire_Broke
player.me/felinoel
Well, in minecolony, you start off with one person and you have to build a town hall block and more...something like that
Oh then no, my idea was based around requiring someone to cure a zombie in order to get a village started, it was supposed to be a more realism-based manner of starting a village than the current version which involves using a wand on a gold block.
player.me/felinoel
whelp, something completely different compared to my answer, but it sounds like a good idea, as always.
Still accepting new players!
I have the same problem as nevereasy on my SMP world. In SP the village functioned without a problem. One thing I noticed is that when a night cycle goes through, the village breaks just after that. Villagers have the rubber-band effect noted in earlier posts and I watched a villager state they were planting saplings as an action and then go back to their house, and repeat this as if they couldn't complete the task. Entering the town hall resulted in a spam of "I'll be right there...". Other issues included watching NPCs teleport on the screen, I'd see one say it was coming to meet me (before it would bug out) and she'd travel from her house to me which is about 30 blocks in a single movement.
I tried examining the logs and there's no errors or notations by Millenaire on either the server or client side. A server restart fixes the issue temporarily but it appears again.
Some of the villages on the server are not actually bugging but some are. It seems those that have lots of terrain oddities (such as mountains and heavy hills) that cause them to walk odd pathways are problematic. Are you experiencing the same issue? Those villages in mostly flat areas seem to be functioning just fine. Having trouble reproducing the exact cause myself (using ExtraBiomesXL for some of my biomes).
I have been curious whether it's a mod interaction as well. However, due to not being able to reproduce it on single player I've been at a loss for figuring out the issue. I decided to do a bit of additional testing; now any village that I let become inactive will malfunction upon reactivating. So it's certainly not a terrain issue as those villages that were functioning had individuals nearby at all times. The night cycle bug that triggers it may or may not be related as one village went through night several times without any malfunctions but when it went inactive it broke.
EDIT: I created a new setup with just Millenaire and Forge installed (tested Forge 1230, 1232, and 1236). I was able to reproduce the problem with a fair degree of accuracy. So it does not appear to be a mod interaction that I can determine.
3D space should theoretically work, but you don't get a big footprint for it if I recall. I think the algorithm searches 4 blocks up and 4 down from the central gold block and 6 blocks to the sides. So in theory the largest building you could have is 13x13x9, with the gold block in the direct center and one of each things the building asks for (chests, signs, etc) in each of the 8 corners.
What version of forge should I be running? The most updated version, because I have 1.7.10 etc etc, but when I load the game up it's no where to be seen in the mod list, and I placed the folder in the mods folder like I believe I was suppose to.
Based on your description and if that link didn't fix the issue it definitely sounds like a bug so be sure to post it on the Bug Reports page so the dev knows about it.
player.me/felinoel