After installing this pack and starting 3 new worlds, there are no villages around in any of the three.
Check your millenaire.log in the millenaire folder & copy it to here in [code] tags. I'm about 80% sure i know what's wrong already, but I'd like to be sure first.
Not entirely sure what I did, or if those 3 worlds were flukes, but spawned right next to a village on this try.
After installing this pack and starting 3 new worlds, there are no villages around in any of the three.
Check your millenaire.log in the millenaire folder & copy it to here in [code] tags. I'm about 80% sure i know what's wrong already, but I'd like to be sure first.
joeyjam, correct me if I'm wrong but with this new update I don't think you can drop that pack in like before, even if you delete the existing plans.
I made a building plan for the "Häcksler" (chippers) by .
It's a mob trap for agressive and passive mobs.
Installation:
-Drag and Drop the files into the custom folder (minecraft/millenaire/buildingplans/custom)
Important:
Replace the last wool with lava!
And wait! The wife will activate the water later.
Cost: ~300 glass, ~50 wood
Please report mistakes.
I revised the trap with an underground version. Let me know what you think. Can you create a drowning death versus the lava. This way we lose no wool and there will be less hang-ups (ladders) to catch items.
Good pack, but there seems to be an issue with your townhall.
0.5.1 14-05-2011 13:47:59 Starting new session.
0.5.1 14-05-2011 13:48:12 Exception, printing stack:
0.5.1 14-05-2011 13:48:12 MLN$MillenaireException: townhall_A5: Expected length is 20 but file height is 13
at MLBuildingPlan.<init>(MLBuildingPlan.java:304)
at MLBuildingPlan.<init>(MLBuildingPlan.java:22)
at MLBuildingPlan$BuildingPlanSet.loadPictPlans(MLBuildingPlan.java:1634)
at MLBuildingPlan.loadPlans(MLBuildingPlan.java:1328)
at MLBuildingPlan.<clinit>(MLBuildingPlan.java:116)
at MLWorldGenVillage.generateVillage(MLWorldGenVillage.java:24)
at MLWorldGenVillage.a(MLWorldGenVillage.java:18)
at mod_Millenaire.GenerateSurface(mod_Millenaire.java:217)
at ModLoader.PopulateChunk(ModLoader.java:982)
at kb.a(kb.java:145)
at kb.b(kb.java:93)
at et.c(SourceFile:319)
at et.a(SourceFile:276)
at net.minecraft.client.Minecraft.d(SourceFile:1588)
at net.minecraft.client.Minecraft.a(SourceFile:1500)
at net.minecraft.client.Minecraft.a(SourceFile:1466)
at net.minecraft.client.Minecraft.a(SourceFile:1388)
at ez.a(SourceFile:100)
at cs.a(SourceFile:72)
at ez.a(SourceFile:119)
at cs.e(SourceFile:120)
at cs.d(SourceFile:108)
at net.minecraft.client.Minecraft.j(SourceFile:1162)
at p.j(p.java:35)
at net.minecraft.client.Minecraft.run(SourceFile:694)
at java.lang.Thread.run(Unknown Source)
0.5.1 14-05-2011 13:48:12 ERROR: null: Couldn't load townhall.
0.5.1 14-05-2011 13:49:59 Starting new session.
Once I deleted townhall_A5 and the upgrades after it, millenaire was working again.
Change log v1.6:
- NEW BUILDINGS: Quarry, Training Grounds, Big Farm, Archery Range
- BUG FIXES: Maison Noble, Etang
- UPGRADES : Etang, Traning grounds
- OTHER: Added English Names to buildings
Werzieq's Building Pack - Updated for millenaire 0.3.7
Contains
- Stable (For your Mo'Creatures horses!)
- Animal Pen (Animals spawn at night here!)
- Kennel (For your wolves!)
- Mansion(For you to move in!)
- Barn (Animals spawn at night here!)
- Pond (Happy fishing!)
- Monument(
- Water Trough (Let your horses have a drink!)
- Warehouse (Store your booty here!)
- Outpost(Hmmm...no Creepers in sight!)
- Graveyard(Bury your dead Creepers here!)
- Trebuchet(Defend your Town!)
- Monument and Abrevoir variations
- Chicken Farm
- Belvedere
- Bibiliotheque
- Grande Chenil
- Quarry
- Traning Grounds
- Big Farm
- Archery Range
To be added soon:
- Building Variations
- Prison
- More Upgrades for Buildings
- Blacksmith
- Your Suggestions/Requests
- More stuff...
Change log v1.6:
- NEW BUILDINGS: Quarry, Training Grounds, Big Farm, Archery Range
- BUG FIXES: Maison Noble, Etang
- UPGRADES : Etang, Traning grounds
- OTHER: Added English Names to buildings
Werzieq's Building Pack - Updated for millenaire 0.3.7
Contains
- Stable (For your Mo'Creatures horses!)
- Animal Pen (Animals spawn at night here!)
- Kennel (For your wolves!)
- Mansion(For you to move in!)
- Barn (Animals spawn at night here!)
- Pond (Happy fishing!)
- Monument(
- Water Trough (Let your horses have a drink!)
- Warehouse (Store your booty here!)
- Outpost(Hmmm...no Creepers in sight!)
- Graveyard(Bury your dead Creepers here!)
- Trebuchet(Defend your Town!)
- Monument and Abrevoir variations
- Chicken Farm
- Belvedere
- Bibiliotheque
- Grande Chenil
- Quarry
- Traning Grounds
- Big Farm
- Archery Range
To be added soon:
- Building Variations
- Prison
- More Upgrades for Buildings
- Blacksmith
- Your Suggestions/Requests
- More stuff...
What changed in this update? There is no difference in the change log?
Alright, as far as standardizing new block values, why don't we give this a try? First, a few notes:
1. I've only ever used .txt plans, meaning I don't have any experience with .png plans, so I'm probably not the right person to assign new RGB values.
2. As someone already clarified, I believe, the mod already accommodates blocks that rely on a certain damage value, so no need to assign them letters or colors if I understand correctly.
3. Here are the default values for .txt plans provided by Kinniken, and I suppose that changing ones that already exist, even if it made more sense, would be way too much of an inconvenience, so we're probably going to have to stick with them:
- : an air block (in the first level), skipped in upgrades
/ : an air block, even in upgrades
d : dirt
p : planks
g : glass
c : cobblestone
G : grass (for buildings made by the world generator) or dirt (when laid by villagers)
w : water source
F : furnace
W : wool (white)
o : smooth stone
h : half-step (sone)
T : torch
D : door (not working properly currently)
f : fence
B : bed (not working properly)
C : workbench
t : wooden stairs
a : stone stairs
L : a ladder
I : an iron block
I took a glace at the blocklist.txt, which assigns RGB to a block ID as shown graphically on CoulourSheet.png, but I didn't see any mention of other letters corresponding with blocks on it. It's clearly evident from those two files that .png plans are more versatile, as it's true that there are already values set out for many blocks that are not utilized in Kinniken's default building plans, so I might just have to switch over...
So I created a new building, followd the directions on the wiki to a tee, triple checked the parameters txt file... but for some reason, it just wont work....
Looked in the log and this is the what i am getting:
0.5.2 15-05-2011 22:56:39 Starting new session.
0.5.2 15-05-2011 22:56:44 Exception, printing stack:
0.5.2 15-05-2011 22:56:44 MLN$MillenaireException: Mineshaft_A0: Expected length is 16 but file height is 20
at MLBuildingPlan.<init>(MLBuildingPlan.java:308)
at MLBuildingPlan.<init>(MLBuildingPlan.java:22)
at MLBuildingPlan$BuildingPlanSet.loadPictPlans(MLBuildingPlan.java:1768)
at MLBuildingPlan.loadPlans(MLBuildingPlan.java:1462)
at MLBuildingPlan.<clinit>(MLBuildingPlan.java:120)
at MLBuildingPlan$BuildingLocation.<init>(MLBuildingPlan.java:1565)
at MLBuildingPlan$BuildingLocation.read(MLBuildingPlan.java:1721)
at MLTileEntityBuilding.a(MLTileEntityBuilding.java:1444)
The response I had seen in this thread about the "Expected length is 16 but file height is 20" doesn't work in my situation cause it is a brand new building, with no influence from any core buildings... its a stand alone, 1 stage structure in the "customs" folder.
note: the structure itself (.png file) is 16x20, per frame. confusing me further about the error.
That would explain the problem just fine.
I'll try to add a layer of dirt right at layer -2.
-1 is wood floor, -2 is old basement ceiling so I have to just shift all layers -8 till -2 one down and add -2 as a dirt layer with my 2 ladders. Should work.
Wow, you and DW make some really nice, advanced stuff...
I can visualize buildings I want to create, but am having a hard time actually building them :/
I did manage a fairly nice version of the smithy I posted as a suggestion earlier though :smile.gif:
Probably still thinking to small though >.< One really needs to think BIIIG when making MC-buildings :biggrin.gif:
(Using Fancypack and Superslopes)
Some inconsistances that needs to be cleaned up in the construction though.
Wow, really nice job, Seldron. As others have said, it's a different style from some other buildings, but it certainly still looks great. And I like that you incorporated sandstone, lol. I definitely look forward to more. Do you have any recommendations as far as texture packs for your building pack?
So I created a new building, followd the directions on the wiki to a tee, triple checked the parameters txt file... but for some reason, it just wont work....
Looked in the log and this is the what i am getting:
0.5.2 15-05-2011 22:56:39 Starting new session.
0.5.2 15-05-2011 22:56:44 Exception, printing stack:
0.5.2 15-05-2011 22:56:44 MLN$MillenaireException: Mineshaft_A0: Expected length is 16 but file height is 20
at MLBuildingPlan.<init>(MLBuildingPlan.java:308)
at MLBuildingPlan.<init>(MLBuildingPlan.java:22)
at MLBuildingPlan$BuildingPlanSet.loadPictPlans(MLBuildingPlan.java:1768)
at MLBuildingPlan.loadPlans(MLBuildingPlan.java:1462)
at MLBuildingPlan.<clinit>(MLBuildingPlan.java:120)
at MLBuildingPlan$BuildingLocation.<init>(MLBuildingPlan.java:1565)
at MLBuildingPlan$BuildingLocation.read(MLBuildingPlan.java:1721)
at MLTileEntityBuilding.a(MLTileEntityBuilding.java:1444)
The response I had seen in this thread about the "Expected length is 16 but file height is 20" doesn't work in my situation cause it is a brand new building, with no influence from any core buildings... its a stand alone, 1 stage structure in the "customs" folder.
note: the structure itself (.png file) is 16x20, per frame. confusing me further about the error.
A quick check: did you try switching the length and width values you've assigned around, so you've got length:20;width:16? I know that I almost always mix the two up, and it would throw an error like this.
lol yeah I have set it to 16-20, 20-16, 16-16, 20-20.... nothing changed the error at all.
this is the .txt file for it, done using Pspad as the tutorial suggested. (might help)
Wow, really nice job, Seldron. As others have said, it's a different style from some other buildings, but it certainly still looks great. And I like that you incorporated sandstone, lol. I definitely look forward to more. Do you have any recommendations as far as texture packs for your building pack?
If you're refering to the smithy in those pics, that was actually me :tongue.gif: Took the deisgn from the tabletop-game smithy on page 16 in this thread. Thanks though :smile.gif:
The sandstone I used because I made a really nice stable in a previous game featuring sandstone and planks.
Using a mix between Doku 16x16 and painterly for my texturepack (Smothstone and dirt is doku, the rest painterly in those screenies)
@Seldron; Thanks for the feedback, I'll try to make a new version more in line with Kinnikens (Smothstoneslab-corners for one thing, and switch the fence and 1'st floor for cobblestone as you suggested.)
With the exception of the sandstone though, it fits in pretty well with Kinniken's designs (After I switch the roofs on those building for slopes at least :wink.gif: )
Downloading your Beta-mansion as well, and will try it out. Hopefulle I'll be able to post some pics tomorrow, if no one else beats me to it.
My mistake, looked at the wrong name lol. Still, great job, though.
lol yeah I have set it to 16-20, 20-16, 16-16, 20-20.... nothing changed the error at all.
this is the .txt file for it, done using Pspad as the tutorial suggested. (might help)
Not sure if here is the correct place to post, but according to the extra buildings from Digital War he says either copy and replace or change the name to C. What does he mean by change name to C ? Changing A to C?
After installing this pack and starting 3 new worlds, there are no villages around in any of the three.
Not entirely sure what I did, or if those 3 worlds were flukes, but spawned right next to a village on this try.
joeyjam, correct me if I'm wrong but with this new update I don't think you can drop that pack in like before, even if you delete the existing plans.
I revised the trap with an underground version. Let me know what you think. Can you create a drowning death versus the lava. This way we lose no wool and there will be less hang-ups (ladders) to catch items.
Good pack, but there seems to be an issue with your townhall.
Once I deleted townhall_A5 and the upgrades after it, millenaire was working again.
EPIC. I WANT THIS
Seldron, it's great!
Lolwut
I have Updated My building pack - v1.6
Maison Noble:
Entrepot(Warehouse)
At level 1 (no upgrades)
At level 2
Chenil(Kennel):
Abrevoir(Water Trough)
Monument
Avant-poste(Outpost):
Grange(Barn):
Carriere(Quarry)
Downloads
Mediafire:http://adf.ly/1PChZ
Rapidshare: http://adf.ly/1PCaA
MegaUpload:http://adf.ly/1PCnX
What changed in this update? There is no difference in the change log?
1. I've only ever used .txt plans, meaning I don't have any experience with .png plans, so I'm probably not the right person to assign new RGB values.
2. As someone already clarified, I believe, the mod already accommodates blocks that rely on a certain damage value, so no need to assign them letters or colors if I understand correctly.
3. Here are the default values for .txt plans provided by Kinniken, and I suppose that changing ones that already exist, even if it made more sense, would be way too much of an inconvenience, so we're probably going to have to stick with them:
- : an air block (in the first level), skipped in upgrades
/ : an air block, even in upgrades
d : dirt
p : planks
g : glass
c : cobblestone
G : grass (for buildings made by the world generator) or dirt (when laid by villagers)
w : water source
F : furnace
W : wool (white)
o : smooth stone
h : half-step (sone)
T : torch
D : door (not working properly currently)
f : fence
B : bed (not working properly)
C : workbench
t : wooden stairs
a : stone stairs
L : a ladder
I : an iron block
I took a glace at the blocklist.txt, which assigns RGB to a block ID as shown graphically on CoulourSheet.png, but I didn't see any mention of other letters corresponding with blocks on it. It's clearly evident from those two files that .png plans are more versatile, as it's true that there are already values set out for many blocks that are not utilized in Kinniken's default building plans, so I might just have to switch over...
http://www.megaupload.com/?d=6MOVU4U2
Looked in the log and this is the what i am getting:
The response I had seen in this thread about the "Expected length is 16 but file height is 20" doesn't work in my situation cause it is a brand new building, with no influence from any core buildings... its a stand alone, 1 stage structure in the "customs" folder.
note: the structure itself (.png file) is 16x20, per frame. confusing me further about the error.
Wow, really nice job, Seldron. As others have said, it's a different style from some other buildings, but it certainly still looks great. And I like that you incorporated sandstone, lol. I definitely look forward to more. Do you have any recommendations as far as texture packs for your building pack?
lol yeah I have set it to 16-20, 20-16, 16-16, 20-20.... nothing changed the error at all.
this is the .txt file for it, done using Pspad as the tutorial suggested. (might help)
I would post the .png with it but as you can tell by the start lvl its so long you wouldnt be able to see anything on it.
My mistake, looked at the wrong name lol. Still, great job, though.
Ok well here is the .png with the end snipped off. (the end was just a repeat of the same mineshaft.)