- Villagers can establish homes underground. If you have a door that cannot see the sky for the 5 blocks on either side, and has a roof of 6 solid blocks, this counts as an underground house. At night, the testificates will move toward the side of the door with the most light (using the same 5 blocks in front and behind the door). Breeding and everything else works just like a regular village.
Can you add in support for "6 total solid blocks", rather than "6 consecutive solid blocks"?
Think nether-style worlds, or just "Hey, there's a cave in the rock above the house".
(Hmm, actually, for the nether, it's giant open-air above you more often than a series of thin ground layers.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hey guys, redownloaded minecraft recently and was testing minecraft with this mod. It seems like this mod can be used to boost FPS. (btw, welcome back rivvest! )
I changed the entity render distance and the entities always wander option, which is an option in the config to see how it impacted lag.
In summary: more entity render dist = more lag. Render dist 1 vs render dist 1.4 basically has the same FPS. Having entities wander vs not essential results in the same FPS. How is this useful?: If your computer+minecraft doesn't have great FPS, you can lower render distance and it should improve FPS.
In a swamp, I enclosed 30 cows in a fence that was relatively close to me. I used an x on a sign as a focal point and stood still. Waited 3 minutes. Time (day/night cycle) disabled. It was approximately noon in game. I only changed revamp entity render dist config.
Specs/versions:
Minecraft 1.6.2 running revamp 1.2.2, mac book air early 2014, 8gb ram, Intel HD Graphics 5000 1536 MB, Java Version 8 Update 25, os x maverick.
Disclaimer: 1.4 likely is laggier than 1, it's prob that not enough entities existed in the distance for me to detect the different in FPS.
Hope this is useful to someone!
@rivvest: you could mention on the front page that lowering rendering distance below 1 can be used to improve FPS. Of course, only if you want to mention something like that
Is there a problem with proliferating Iron Golems? I installed Revamp and within less than an hour of play my 2-golem 20-something villager town has 6 golems. There have been a few births, but not 40.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Is there a problem with proliferating Iron Golems? I installed Revamp and within less than an hour of play my 2-golem 20-something villager town has 6 golems. There have been a few births, but not 40.
I'm having this same problem. I end up with dozens of Iron Golems.
It doesn't conflict, but you might end up with some strange behavior.. I noticed the villagers seemed to go outside a lot more frequently at night.
Check the Revamp.cfg file for what you can enable/disable.
There is one strange behavior I can note when using this mod and the Helpful Villagers mod: when villagers get into a body of water, they just float around and don't want to move, even when commanded to follow a player.
I think im getting a crash from this mod when moving to and from the nether. All my crash reports are pointing to this mod. Is it an incompatability or something? In the mean time ill need to remove this from my modpack until i can get an answer as to what could be going on here. Thanks.
I think im getting a crash from this mod when moving to and from the nether. All my crash reports are pointing to this mod. Is it an incompatability or something? In the mean time ill need to remove this from my modpack until i can get an answer as to what could be going on here. Thanks.
I dont use infiniteinvo, inventorypets or lootbags in the modpack anymore but they appear in the log because i did at the time of the crashes. If you need anything else to help solve the issue let me know
Can you add in support for "6 total solid blocks", rather than "6 consecutive solid blocks"?
Think nether-style worlds, or just "Hey, there's a cave in the rock above the house".
(Hmm, actually, for the nether, it's giant open-air above you more often than a series of thin ground layers.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I changed the entity render distance and the entities always wander option, which is an option in the config to see how it impacted lag.
In summary: more entity render dist = more lag. Render dist 1 vs render dist 1.4 basically has the same FPS. Having entities wander vs not essential results in the same FPS. How is this useful?: If your computer+minecraft doesn't have great FPS, you can lower render distance and it should improve FPS.
Results:
render distance: 2 fps: 66 - 73, entities wander true.
render dist: 1.4 fps: 71 - 76, entities wander true.
render dist: 1 fps: 68 - 72, entities always wander false.
render distance: 1 (default), fps: 70 - 77, entities always wander true.
render dist; 1, fps: 71-78, entities always wander false.
render dist; 0.1, fps: 79 - 86, entities wander true
Hope this is useful to someone!
@rivvest: you could mention on the front page that lowering rendering distance below 1 can be used to improve FPS. Of course, only if you want to mention something like that
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I'm having this same problem. I end up with dozens of Iron Golems.
Can you describe to which extent you think Diversity and Revamp are compatible?
Thanks!
Is there a way to make beacons affect villagers? I would like them to get healed by regen beacon.
You are the best, I waited 4 years for doors to work in caves without some crazy mechanics and you fixed it
There is one strange behavior I can note when using this mod and the Helpful Villagers mod: when villagers get into a body of water, they just float around and don't want to move, even when commanded to follow a player.
*sheepishly pokes head around the corner*
Revamp 1.3.1 is out!
- Fixed iron golem spawning bug
- Fixed villager swimming bug
*runs away*
http://www.minecraft...ob-performance/
Can I use this only server side, or does it require it client side as well?
It requires client-side as well.
http://www.minecraft...ob-performance/
why wont mca villagers climg ladders though?
Too bad this mod is dead.
I think im getting a crash from this mod when moving to and from the nether. All my crash reports are pointing to this mod. Is it an incompatability or something? In the mean time ill need to remove this from my modpack until i can get an answer as to what could be going on here. Thanks.
http://pastebin.com/raw.php?i=sxY0hLrS
Allowing moderators with minimal server experience to moderate server threads misrepresents the forum to our members.
What version of Forge? Any mods that add Nether mobs? Full log could be useful.
Not dead.. Just in a coma..
MCA Villagers have their own path finding, I only replace vanilla path finding.
http://www.minecraft...ob-performance/
Forge 10.13.4.1481
Natura, Gravestones, Mo Creatures and Biomes o' Plenty.
http://pastebin.com/raw.php?i=hQA8acid
I dont use infiniteinvo, inventorypets or lootbags in the modpack anymore but they appear in the log because i did at the time of the crashes. If you need anything else to help solve the issue let me know
Allowing moderators with minimal server experience to moderate server threads misrepresents the forum to our members.
Just letting you know I'm using this mod in my exploration/automation-centric modpack, Wayfarer!
I know this mod may be dead by now, but it this mod still alive?
I'm back