Does anyone else have a problem with the merchant in the guild? I can't buy/sell anything. Any thoughts? This is a great mod but useless if I can't play it the way it was meant to be played.
when i update to tier3 kingdom,
i found some bug in this mod about tier3's tower,mine & Lumber.
↓ Here are some screenshot about bug
When I built mine it tried to build two . Now I have two groves with ten lumbermen and I get tons of wood.LOL.I also have one and a half guard towers. Too bad the quarry didn't double up though I only have five miners.
I got to make my own kingdom and when i left to collect a lot of cobblestone I come back and the builder was gone. Im not sure if he died or if he glitched out, but I went back to the Guild and he wasent their either. I really hope I dont have to make a new world to fix this so please help! Thanks.
I just updated to 1.3 pre2 and my builder says that I'm not ready to have a kingdom. I've built all the available buildings though, and have a tier 3 city. Help?
Edit: Actually, now all the NPC's have disappeared. I tried reloading minecraft and they're still gone.
uhhhhhh..... im probably being stupid right now and not using my head, but it wont let me give my kingdoms' civilians axes and picks. i spawned diamond ones though. is that the problem? i threw it to them, i even right clicked! i'll try stone tools right now :/
HELP! the Darkness is fighting my Kingdom! My men have no effect on them! Diamonds don't penetrate through its armor either! HELP! How do I defeat the Darkness? My men are all almost dead! And my Kingdom defenders are guarding the entrance to my Kingdom! What do I do?! HELPPPPPPPPPPPPPP! D: It blew up one of my decorative trees already! :'(
EDIT: I had it on Peaceful, so they couldnt hurt me and I couldnt hurt them. sorry O.O
I'm happy to report that the mod works rather well with technic pack - this mod is now included in that pack, and it adds immensely to the game. I have actually erected thaumic defensive turrets around the tier 3 castle, after picking a location between a few thaum monoliths - and I have my quarries humming around out back. I feel basically like an alchemist engineer mage-king.
I can't stress enough how much this mod owns with technic pack. Everyone should give it a try.
Fighting the reficules with cannon fire and muskets never gets old either. I may make a chainsaw just for added 'army of darkness' effect.
Anyway, some issues with the mod:
-In tier 1-2, there's way too much building and street darkness, leading to lots of problems with monsters spawning in awkward locations. Tier 3 is better, but still has spotty dark patches.
-The quarry and treefarm areas glitched out and broke apart when I upgraded to tier 3.
-There is an issue with the treefarm resource guy in that he will randomly be replaced for no reason by a duplicated quarry guy, meaning I can't claim wood. Upgrading or fixing the castle brings him back to normal.
-I am unclear how the resource system for the quarry/treefarm is supposed to work. It seems that when I drain one dry, the other one can't be tapped. This doesn't make any sense - shouldn't they build up separately?
Anyway, now that I've gotten the 'issues' out of the way, time for some suggestions.
-There needs to be ovens and workbenches in or around virtually every building, for sake of convenience. I'm sure no one will mind if their king borrows the use of their oven to cook up some chicken for a moment.
-If you want to synergize with millenaire, here's an idea; trade routes. When you have friendly status with a village, you automatically get some kind of benefit out of it. For example, a trader from that village may appear in a shop in the market square - allowing you to buy the unique items from that village right at your castle. Or you might get taxes from that village if you are leader.
-I definitely want there to be space in the castle deliberately set aside for the player to decorate as they see fit, which won't be touched by a 'fix' or upgrade. A few labeled plots the player can build whatever they please on with their own materials would be nice.
-I don't know if you're planning anything like this, but I definitely want a way to break up and control individual groups of fighters instead of recalling them and moving them all at once. I.E. A warband who all follow an individual captain NPC, and then I can just command the captain. (And then choose from a list to recall captain 1, 2, 3, 4, or if they have names go by that.)
Things that I really enjoyed a lot:
-The challenge level of the reficules. These mobs are a head and shoulders above any of the mobs in minecraft or mo'creatures in terms of being a genuine challenge to fight. They require you to suit up and probably have npc assistance. However, npcs tend to die quickly unless you have a healer and have them leveled up. The thing I love the most about them is that they feels like you're playing against pvp players a little bit. I hope that we see even more cleverly challenging mobs in the future in this mod that make even these guys seem easy. PS - I've been generally planning my assaults on them during rainstorms - even then they're quite tough.
-The quarry/treefarm. If the glitches and resource related weirdness get sorted out, this will be a very welcome addition.
-Watching a mob of mages basically murder everything in sight.
-The stock market. This is a great addition.
-The 'little touches' everywhere that invite the player to write little mental stories about the inhabitants of the castle...such as the cobwebbed attic above the bakery, and the one-eyed gambler with his minigame in the tavern. These on top of the really good core gameplay make the mod seem like something really special.
Anyway, quite fun - I'll have more to write later as I think of it. Great work!
I do not suppose there could be some support added for aether mod? I love this mod and that mod! It would be great to have this mod in order to make the gameplay fun while trying to get materials to go to the aether.
i have a mac and when i downloaded it i unarchived the file and put it in my mods folder and i have the new mod loaded and when i start a new world it doenst ask me the stuff it regularly does. please help
I have an issue, right after i had to save my kingdom all the mobs stopped dropping gold. i tried to redownload ande ven start a new world but nothing works..
When I built mine it tried to build two . Now I have two groves with ten lumbermen and I get tons of wood.LOL.I also have one and a half guard towers. Too bad the quarry didn't double up though I only have five miners.
ooooooooh thanks :smile.gif:
Edit: Actually, now all the NPC's have disappeared. I tried reloading minecraft and they're still gone.
EDIT: stone tools worked!
EDIT: I had it on Peaceful, so they couldnt hurt me and I couldnt hurt them. sorry O.O
If i leave the price generator on it keeps replacing the old one and I tried putting it in every place i believe it would be to implement it.
Is it just a sort of system to see about prices for other mods? And can we buy the mod items?
sry that these questions have been most likely asked but i tried searching and could find no definite answer.
I can't stress enough how much this mod owns with technic pack. Everyone should give it a try.
Fighting the reficules with cannon fire and muskets never gets old either. I may make a chainsaw just for added 'army of darkness' effect.
Anyway, some issues with the mod:
-In tier 1-2, there's way too much building and street darkness, leading to lots of problems with monsters spawning in awkward locations. Tier 3 is better, but still has spotty dark patches.
-The quarry and treefarm areas glitched out and broke apart when I upgraded to tier 3.
-There is an issue with the treefarm resource guy in that he will randomly be replaced for no reason by a duplicated quarry guy, meaning I can't claim wood. Upgrading or fixing the castle brings him back to normal.
-I am unclear how the resource system for the quarry/treefarm is supposed to work. It seems that when I drain one dry, the other one can't be tapped. This doesn't make any sense - shouldn't they build up separately?
Anyway, now that I've gotten the 'issues' out of the way, time for some suggestions.
-There needs to be ovens and workbenches in or around virtually every building, for sake of convenience. I'm sure no one will mind if their king borrows the use of their oven to cook up some chicken for a moment.
-If you want to synergize with millenaire, here's an idea; trade routes. When you have friendly status with a village, you automatically get some kind of benefit out of it. For example, a trader from that village may appear in a shop in the market square - allowing you to buy the unique items from that village right at your castle. Or you might get taxes from that village if you are leader.
-I definitely want there to be space in the castle deliberately set aside for the player to decorate as they see fit, which won't be touched by a 'fix' or upgrade. A few labeled plots the player can build whatever they please on with their own materials would be nice.
-I don't know if you're planning anything like this, but I definitely want a way to break up and control individual groups of fighters instead of recalling them and moving them all at once. I.E. A warband who all follow an individual captain NPC, and then I can just command the captain. (And then choose from a list to recall captain 1, 2, 3, 4, or if they have names go by that.)
Things that I really enjoyed a lot:
-The challenge level of the reficules. These mobs are a head and shoulders above any of the mobs in minecraft or mo'creatures in terms of being a genuine challenge to fight. They require you to suit up and probably have npc assistance. However, npcs tend to die quickly unless you have a healer and have them leveled up. The thing I love the most about them is that they feels like you're playing against pvp players a little bit. I hope that we see even more cleverly challenging mobs in the future in this mod that make even these guys seem easy. PS - I've been generally planning my assaults on them during rainstorms - even then they're quite tough.
-The quarry/treefarm. If the glitches and resource related weirdness get sorted out, this will be a very welcome addition.
-Watching a mob of mages basically murder everything in sight.
-The stock market. This is a great addition.
-The 'little touches' everywhere that invite the player to write little mental stories about the inhabitants of the castle...such as the cobwebbed attic above the bakery, and the one-eyed gambler with his minigame in the tavern. These on top of the really good core gameplay make the mod seem like something really special.
Anyway, quite fun - I'll have more to write later as I think of it. Great work!