4.6.2 - 0/04/2013 - [SP] Small bonus for people who contributed to Millénaire: a small house available from the village chiefs. Check millenaire.org for details. - [Server, SP & Client] Possible fix for the invisible villager problem BY UPDATING FORGE ("latest" release, not "recommended" for now)
- [Solo] Petit bonus pour les personnes ayant contribué à Millénaire: petite maison disponible auprès du chef de village. Voir millenaire.org pour les détails. - [Serveur, Solo & Client] Correctif possible pour le problème des villageois invisibles EN METTANT FORGE A JOUR (version "latest" pas "recommended" pour l'instant)
Updated Forge and Millénaire and I'm no longer having invisible villagers, sometimes get 1 saying missing on the list of villagers, but it goes away after a moment closing the list
Did you (and other people with the invisble villager bug) disable the chunk preserving feature (keep_active_radius=200)? Can you check when you have the problem whether all the village's chunks are loaded using the chunk map?
Had the invisible village bug with both keep_active_radius at 200, and 700 which is what i usually play with, Set keep_active_radius to 0, then moved away from the village in 1 direction until it went inactive, which was around 120m, went back and all but the few villagers in the side of the village I came from went missing. Set the keep_active_radius back to 700, then loaded into the game near one of the corners, 1 villager was missing, on the opposite corner of the village. then went to the center and reloaded the game, non missing. Went on a trip near one corner of the village, then to the other, which is a change of around 60x and 60z, villagers near the corners went missing.
Also I can still interact with the villagers sometimes when they are invisible if know exactly where they are, like opening a shop interface or talking to the leader, a bit harder to find them now with the chatting but before that I could randomly right click around the main house and usually find them somewhere, can also hear them walking around sometimes.
I play on far, and villagers go invisible both with and without optifine.
Some other bug reports and feedback:
The clothes on the right arm of the male byzantines gets unsynced with their arm movement whenever they carry something.
The new paths, while nice gets really broken when active over some time over non-flat terrain, they place paths on top of old paths, which slowly raises the elevation of the whole path, eventually making large walls of paths if the height difference is large enough, common in mayan villages in the jungle, they also make stair like paths up chests and other 1 block high structures near the front of buildings, usually covering them in dirt and high paths over time.
Lumberjacks sometimes gets stuck planting saplings just outside of range of wherever they intend to plant one until they either go off to sleep or I bump into them
How you ever thought of making it so that the crystals are attached to the block below it instead of to the side. That would resolve any issue with the buildcraft quarry. Because the quarry mines the crystals fine but when the quarry mines the block the crystal is attached to it drops the crystals then the quarry wont pick them up.
Just a thought thats all.
That problem with the buildcraft quarry has already been fixed in buildcraft for the next patch I believe, Quarry will automatically pick up any item drops from blocks it destroys, for instance drops from chests and the crystals. http://buildcraft.trac.cvsdude.com/buildcraft/ticket/216
Ok, So I have read about 40 pages today and I cant seem to find a answer to a questions that have been bugging me for some time now.
1. Is there any way to turn off the taint production that Runes cause?
2. Is there a way to effectively remove taint charge in a area? It seems that even after removing the rune, the taint charge is still very present.
3. Does anyone have a design for a "Vis/Taint Storage Warehouse" I use the Technic pack and I love keeping my different liquids in separate warehouses to keep things organised and easy to work with, Not the cheapest option, But its something I like doing
1. You can turn off the seals by applying a redstone signal, you can also counter it by placing silverwood, silverwood leaves or totems of dawn in the same chunk
2. the charge will drop over time if nothing is fueling it and if there is a vis charge they will nullify each other slowly at a 1:1 ratio I believe
I think the "positive charge" mentioned is intended as high vis value in the chunk, so high level... experiencing I found crystals grow faster when the aura value is higher (above like 8000 of default configs)... however the last word is always Azanor's...
"Oh mighty please enlighten us with you infinite knowledge"
From looking at the decompiled code (sorry) and testing for myself it is the existence of a charge(%) that makes crystals grow.
Some stats for the growth rate:
if a crystal cluster got 1-2 crystals, it got a 1/(crystal*75) chance of growing each tick(I think its a tick anyway, need to dig deeper to be sure)
if it got 3-4 crystals it got a 1/(crystal*150) chance of growing.
if it got 5 crystals it wont grow anymore.
There needs to be a vis charge(or taint charge for taint crystal) for them to grow and the % of the charge doesn't matter, as long as it is not 0.
Also at 10% of max vis/taint in the chunk the crystal cluster generates a random % charge between 1 and the number of crystals in the cluster per tick
It was slow last version because of adding FML to replace modloadermp, and they did have dev versions you could use fairly early, just not a recommended one
seems there has been no support added for the upside down slabs that got added a few versions back so it treats them like they were placed the usual way with them being at the bottom half
Dying to fall damage when using the shift ability for the boots of the meteor ends up with a crash
java.lang.NullPointerException
at thaumcraft.ThaumCraftEvents.handleBoots(ThaumCraftEvents.java:281)
at mod_ThaumCraft.onTickInGame(mod_ThaumCraft.java:1204)
at ModLoader.onTick(ModLoader.java:1109)
at EntityRendererProxy.b(EntityRendererProxy.java:22)
at net.minecraft.client.Minecraft.x(Minecraft.java:892)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
Just wondering, is the 6 blocks for 1 stair conversion going to stay? it makes any building with stairs for roof etc incredibly material expensive when normally a stair only costs 1.5 blocks each (6 blocks for 4 stair-blocks)
I seem to have a bit of a problem with japanese controlled villages, Buildings with several variants uses the other variants upgrades when they upgrade, for example guard's home B will get As upgrades,
After playing with the mod for a while I noticed that the mob spawner collection rune drops the spawner 1.5 blocks under the rune itself.
looking at the source code you gave out I see that you are adding a negative yOffset to the y position instead of subtracting it, i fixed it for myself, but you should probably fix it for the next update if you didn't already know about it and if it wasn't intended.
0
Updated Forge and Millénaire and I'm no longer having invisible villagers, sometimes get 1 saying missing on the list of villagers, but it goes away after a moment closing the list
3
Had the invisible village bug with both keep_active_radius at 200, and 700 which is what i usually play with, Set keep_active_radius to 0, then moved away from the village in 1 direction until it went inactive, which was around 120m, went back and all but the few villagers in the side of the village I came from went missing. Set the keep_active_radius back to 700, then loaded into the game near one of the corners, 1 villager was missing, on the opposite corner of the village. then went to the center and reloaded the game, non missing. Went on a trip near one corner of the village, then to the other, which is a change of around 60x and 60z, villagers near the corners went missing.
Also I can still interact with the villagers sometimes when they are invisible if know exactly where they are, like opening a shop interface or talking to the leader, a bit harder to find them now with the chatting but before that I could randomly right click around the main house and usually find them somewhere, can also hear them walking around sometimes.
I play on far, and villagers go invisible both with and without optifine.
Some other bug reports and feedback:
The clothes on the right arm of the male byzantines gets unsynced with their arm movement whenever they carry something.
The new paths, while nice gets really broken when active over some time over non-flat terrain, they place paths on top of old paths, which slowly raises the elevation of the whole path, eventually making large walls of paths if the height difference is large enough, common in mayan villages in the jungle, they also make stair like paths up chests and other 1 block high structures near the front of buildings, usually covering them in dirt and high paths over time.
Lumberjacks sometimes gets stuck planting saplings just outside of range of wherever they intend to plant one until they either go off to sleep or I bump into them
0
Lets just say its an important part of several good items (Its a material for a material used in a lot of certain types of items)
0
That problem with the buildcraft quarry has already been fixed in buildcraft for the next patch I believe, Quarry will automatically pick up any item drops from blocks it destroys, for instance drops from chests and the crystals. http://buildcraft.trac.cvsdude.com/buildcraft/ticket/216
0
1. You can turn off the seals by applying a redstone signal, you can also counter it by placing silverwood, silverwood leaves or totems of dawn in the same chunk
2. the charge will drop over time if nothing is fueling it and if there is a vis charge they will nullify each other slowly at a 1:1 ratio I believe
0
From looking at the decompiled code (sorry) and testing for myself it is the existence of a charge(%) that makes crystals grow.
Some stats for the growth rate:
if a crystal cluster got 1-2 crystals, it got a 1/(crystal*75) chance of growing each tick(I think its a tick anyway, need to dig deeper to be sure)
if it got 3-4 crystals it got a 1/(crystal*150) chance of growing.
if it got 5 crystals it wont grow anymore.
There needs to be a vis charge(or taint charge for taint crystal) for them to grow and the % of the charge doesn't matter, as long as it is not 0.
Also at 10% of max vis/taint in the chunk the crystal cluster generates a random % charge between 1 and the number of crystals in the cluster per tick
0
Upgraded enchantment table where you can choose/got some influence on your enchantments?
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seems there has been no support added for the upside down slabs that got added a few versions back so it treats them like they were placed the usual way with them being at the bottom half
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looking at the source code you gave out I see that you are adding a negative yOffset to the y position instead of subtracting it, i fixed it for myself, but you should probably fix it for the next update if you didn't already know about it and if it wasn't intended.
0
Just put optifine after forge instead of before it and it should be fine
0