more then likely stated some where but I will post anyway, this is not multiplayer friendly (at the moment id imagine) the second player when trying to speak to the NPC's has no dialog box, it goes to the person who made the world instead.
This looks like quite a large problem affecting many people including me. Whenever I try to spawn the starter village, the game freezes on the lion crest. If I try to restart to restart minecraft, when I log back in, all the villages are there, the guild master and the rest however there is no castle. The area has been cleared for the castle/starting village but it is not there. Also, when talking to the guild master, sometimes the game crashes or when you are talking to him none of the buttons work.
Please fix these problems as they prevent you from starting and really wreak the mod
This looks like quite a large problem affecting many people including me. Whenever I try to spawn the starter village, the game freezes on the lion crest. If I try to restart to restart minecraft, when I log back in, all the villages are there, the guild master and the rest however there is no castle. The area has been cleared for the castle/starting village but it is not there. Also, when talking to the guild master, sometimes the game crashes or when you are talking to him none of the buttons work.
Please fix these problems as they prevent you from starting and really wreak the mod
Please help me help you by saving those crash reports and posting them here :/
The Meaning of Life, the Universe, and Everything.
Join Date:
5/27/2011
Posts:
58
Minecraft:
SingleCelledPsyk
Member Details
Ok, the mod works with most mods fine. Custom Npc's, Gulliver mod, SPC, Milleniere works fine. Even inter mixing with mods works ok. There's either a bug, or unprogrammed stuff in the blacksmith. The buttons activate the button below it, and the bottom button does nothing.
the lighthouse code isn't implemented yet, but that's the plan I was going for anyways I'll try to comeup with something.
So lighting up new ground is a problem especially for new kings at tier1. But the help for that isn't available till Tier4?
How about these ideas:
1- make a cheap small building available in tier1 that does the same but at a reduced range.
How about a little outpost tower that won't let mobs spawn for a medium range? Let users build as many of those as they want.
They could even put these outside their kingdom as they travel around the countryside.
2- Or it diesn't even have to be a building. It could be a block that you craft and does the same thing.
3- Or, when new land is claimed, it not only spawns ground surroudned by a wall but also spawns torches planted on that new ground?
It's not compatible with Minecraft Comes Alive . When MCA tries to overwrite villagers, they disappear instead of being replaced with the MCA villagers. I'm not saying it's ToK's fault though, since MCA has been a pain in the neck when it comes to compatibility issues for a while now.
I have this problem too, the way I get around it is by re-logging when I find a village. This normally makes the villagers appear and work the way they normally do with the mod.
I'm having an issue with the guild master. I'm on 0.2 and whenever I talk to the guild master, I can't click on any of the options. They show up but when I click on them it just makes the general minecraft click sound and nothing else happens. Not sure if I'm missing something like gold or xp. I don't crash or anything, just nothing happens.
I'm having an issue with the guild master. I'm on 0.2 and whenever I talk to the guild master, I can't click on any of the options. They show up but when I click on them it just makes the general minecraft click sound and nothing else happens. Not sure if I'm missing something like gold or xp. I don't crash or anything, just nothing happens.
Apparently that's normal, the code for that isn't implemented yet (as far as my information goes)
For tasks, you might want to do some tasks that go with the storyline. For example, one task may be, make a map and go scout the area! Something like that.
In the nether, sometimes there might be reficules.
There should be other kingdoms or villages by Npcs who decided to make their own town.
I can't think of anything else...
Also:
If you need help building I might be able to help.
I have this problem too, the way I get around it is by re-logging when I find a village. This normally makes the villagers appear and work the way they normally do with the mod.
Having the same issue, The main problem, Is that ToK Citizens are called "Villagers" in the entities list, But regular testificate villagers are also named, in the entities list "Villagers." The simple workaround is to rename ToK Villagers to "Citizens" or "Kingdom Villagers" Its also causing issues with The MiddleAges mod, As when i place a statue, It's a statue of a ToK Villager not a Testificate.
Hey I love your mod. It is AMAZING!!! But there are a few bugs I found:
-When trying to build a castle, it can only face 2 different directions
-When claiming land, it doesn't cost any money
-When you claim land, it spawns floating above your head about 10-20 blocks above you and is the same everywhere on all maps.
-(I don't know if this is a bug or an incomplete feature) When you choose any option given by the master in the starting town, it does nothing.
Thank you for your time and effort put into this mod and I love every bit of it. Good luck in developing!
I have a few problems though. Nothing that crashes the game, but some things that I believe should be improved.
-When creating buildings (farms, quarry, lumber mill, those stuffs), you can't change the rotation of the building. I know it'll probably be fixed, but worth mentioning. Also, please see if you can include where the door will be facing when rotating buildings. It'd help with kingdom planning.
-When destroying a building through the menu, the building drops some blocks. The farm drops wheat and seeds and stuff. In my opinion, it'd be better to remove the dropped items just because I can see people abusing that.
-Claiming land is the biggest problem. It's not how you do it, it's the fact that I can't see exactly where I am claiming. It'd be best if we were able to see the land we are claiming before hand. Maybe having a "preview" option before claiming land, or maybe an overlay that lets us see what we're claiming. Again, it's nothing gamebreaking, but it can be hard when wanting to claim certain pieces of land, as you can't tell what exactly you're claiming.
That's all the problems I have, nothing big, but stuff I want to see changed.
Here are some suggestions!
-It'd be nice to have naturally occurring Kingdoms. I don't know how possible it would be to randomize them, but it would add a nice touch to the world! Maybe randomly occurring buildings too.
-Maybe add a priest for the church as well, I didn't see one in there.
-With Millenaire, there is a community hub where players can upload schematics of buildings to add to the game, it's really simple. Maybe see if you can adapt this idea with some Kingdom buildings, as long as they fit certain criteria.
-Please have horses in mind. 1.6 will be here before we know it, it'd be nice to have TOK up to date with Horses and horse content (Stables).
Well, this is it. I'm playing around with TOK so much, I'll definitely post any problems or crashes.
You're doing great, thanks so much for this!
Having the same issue, The main problem, Is that ToK Citizens are called "Villagers" in the entities list, But regular testificate villagers are also named, in the entities list "Villagers." The simple workaround is to rename ToK Villagers to "Citizens" or "Kingdom Villagers" Its also causing issues with The MiddleAges mod, As when i place a statue, It's a statue of a ToK Villager not a Testificate.
Thanks for this info! I didn't realize this till you told me.
- Added Tasks system (This is currently the only way to earn honor)
- Added Hireble Hunters
- Added Inn keeper in starting town inn
- Added Preacher in the starting town Chapel
- Added Builder for future use of plots
- Added an easter egg which would show up on rare cases
- Improved villager AI by adapting minecraft AI code base
Finally some finished task done. Next up is transition from prequel to kingdom building.
ETA of the mod for tier 1 and 2 release should be at around May 30 to June 5 so keep aclose look at those dates.
Please fix these problems as they prevent you from starting and really wreak the mod
Please help me help you by saving those crash reports and posting them here :/
So lighting up new ground is a problem especially for new kings at tier1. But the help for that isn't available till Tier4?
How about these ideas:
1- make a cheap small building available in tier1 that does the same but at a reduced range.
How about a little outpost tower that won't let mobs spawn for a medium range? Let users build as many of those as they want.
They could even put these outside their kingdom as they travel around the countryside.
2- Or it diesn't even have to be a building. It could be a block that you craft and does the same thing.
3- Or, when new land is claimed, it not only spawns ground surroudned by a wall but also spawns torches planted on that new ground?
I have this problem too, the way I get around it is by re-logging when I find a village. This normally makes the villagers appear and work the way they normally do with the mod.
Apparently that's normal, the code for that isn't implemented yet (as far as my information goes)
For tasks, you might want to do some tasks that go with the storyline. For example, one task may be, make a map and go scout the area! Something like that.
In the nether, sometimes there might be reficules.
There should be other kingdoms or villages by Npcs who decided to make their own town.
I can't think of anything else...
Also:
If you need help building I might be able to help.
Also a suggestion:
A transport system from kingdom to kingdom via carts like in assassins creed 3 !
-When trying to build a castle, it can only face 2 different directions
-When claiming land, it doesn't cost any money
-When you claim land, it spawns floating above your head about 10-20 blocks above you and is the same everywhere on all maps.
-(I don't know if this is a bug or an incomplete feature) When you choose any option given by the master in the starting town, it does nothing.
Thank you for your time and effort put into this mod and I love every bit of it. Good luck in developing!
I have a few problems though. Nothing that crashes the game, but some things that I believe should be improved.
-When creating buildings (farms, quarry, lumber mill, those stuffs), you can't change the rotation of the building. I know it'll probably be fixed, but worth mentioning. Also, please see if you can include where the door will be facing when rotating buildings. It'd help with kingdom planning.
-When destroying a building through the menu, the building drops some blocks. The farm drops wheat and seeds and stuff. In my opinion, it'd be better to remove the dropped items just because I can see people abusing that.
-Claiming land is the biggest problem. It's not how you do it, it's the fact that I can't see exactly where I am claiming. It'd be best if we were able to see the land we are claiming before hand. Maybe having a "preview" option before claiming land, or maybe an overlay that lets us see what we're claiming. Again, it's nothing gamebreaking, but it can be hard when wanting to claim certain pieces of land, as you can't tell what exactly you're claiming.
That's all the problems I have, nothing big, but stuff I want to see changed.
Here are some suggestions!
-It'd be nice to have naturally occurring Kingdoms. I don't know how possible it would be to randomize them, but it would add a nice touch to the world! Maybe randomly occurring buildings too.
-Maybe add a priest for the church as well, I didn't see one in there.
-With Millenaire, there is a community hub where players can upload schematics of buildings to add to the game, it's really simple. Maybe see if you can adapt this idea with some Kingdom buildings, as long as they fit certain criteria.
-Please have horses in mind. 1.6 will be here before we know it, it'd be nice to have TOK up to date with Horses and horse content (Stables).
Well, this is it. I'm playing around with TOK so much, I'll definitely post any problems or crashes.
You're doing great, thanks so much for this!
Unfortunately, the game doesn't crash. It merely freezes Minecraft and stays like that for hours
Thanks for this info! I didn't realize this till you told me.
- Added Tasks system (This is currently the only way to earn honor)
- Added Hireble Hunters
- Added Inn keeper in starting town inn
- Added Preacher in the starting town Chapel
- Added Builder for future use of plots
- Added an easter egg which would show up on rare cases
- Improved villager AI by adapting minecraft AI code base
Finally some finished task done. Next up is transition from prequel to kingdom building.
ETA of the mod for tier 1 and 2 release should be at around May 30 to June 5 so keep aclose look at those dates.