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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I'm getting this bug as well:
    0.5.4 17-05-2011 20:14:39 ERROR: townhall_0 at -82/69/-83/2/1 Longraye-la-forêt: Exception in TileEntityBuilding.onUpdate(): 
    0.5.4 17-05-2011 20:14:39 Exception, printing stack:
    0.5.4 17-05-2011 20:14:39 java.lang.NullPointerException
    	at MLTileEntityBuilding.updateTownHall(MLTileEntityBuilding.java:2235)
    	at MLTileEntityBuilding.m_(MLTileEntityBuilding.java:2058)
    	at et.g(SourceFile:1058)
    	at net.minecraft.client.Minecraft.j(SourceFile:1334)
    	at net.minecraft.client.Minecraft.run(SourceFile:694)
    	at java.lang.Thread.run(Unknown Source)
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I LOVE this mod! May I offer a suggestion or two for a future update? I've got a village in a snow biome and the lumbermen plant grass biome oak trees. Could the lumbermen plant trees native to the biome they're in? So for snow you'd get pine, grass you'd get regular or birch.

    Alternatively, maybe perhaps changing the saplings they plant to birch as birch trees grow more quickly and do not grow extremely tall with lots of branches. This would eliminate giant floating tree "stumps" in the air all around the villages.

    Thanks!
    Posted in: Minecraft Mods
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    posted a message on *FREE SERVER FOR YOUR USE* [Bukkit/PvP/24-7/Towns][WIP]
    - In-game name: Umbristopheles
    - What you plan on doing (mine, build, farm, etc): Mine and build and farm and hunt mobs and tinker. Just about everything to do with Minecraft but with other people!
    - How old are you: 29
    - Will you grief: Of course not.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on [REQ] Auto-planting saplings
    I'm extremely interested in seeing a proper mod of the growing trees. Here's a bump in the hopes that simo_415 is working on one!
    Posted in: Mods Discussion
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    posted a message on [IDEA] Mob Blocks & Mob Repellent
    Why not just use torches or other light forms?
    Posted in: Mods Discussion
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    posted a message on Nannerland! [Survival - 24/7] [Hey0 - Whitelist] [Dedicated]
    In Game Name: Umbristopheles
    My Short Minecraft Multiplayer History: Avid single player uh player looking to move more into multiplayer. I've played on a few servers back in Alpha but they didn't update or come back online after Beta came out and I'd like to join up with another server.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on [MYCraft] RP, Factions, Towns!
    IGN: Umbristopheles
    Experience: Mainly played single player for a long time but now looking to play with others now that SMP is more stable.
    Faction: Gruntlocks
    Posted in: Alpha - SMP Servers
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    posted a message on New server: "An Forest"
    I ain't even mad! :iapprove:
    Posted in: Alpha - SMP Servers
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    posted a message on New server: "An Forest"
    Heh...

    I broke one glass block on the "store" and somebody yelled, "GRIEF!!!11"

    I offered to replace the 1 block I had manipulated on the server after vomithole tried to ban me but spelled my name incorrectly. It was ignored and I was instantly banned.

    Thanks for the 15 seconds of play on your server. I doubt I will ever return.
    Posted in: Alpha - SMP Servers
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    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Absolutely fantastic, Bucyruss!

    I would love it if I could get large oceans instead of the small bodies of water with lots of goofy shaped islands. I keep trying to get the world generator to create an ocean or large lake with just a few medium sized islands but I don't think it's possible with the current generator.

    One thing that might accomplish this would be if you could alter where sea level is. Basically set the hight randomizer to low giving you small hills and large areas of flatland. Then bump up the sea level a block or two in order to "flood" a lot of the lower flat land, giving islands and lots of water surrounding them. I haven't looked in the code, but I could see it being something in there like this.
    Posted in: Mods Discussion
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    posted a message on BiomeTerrain Mod v11.2_3 (12/5) - SMP updated
    Amazing work! I look forward to playing around with this when I get home tonight!
    Posted in: Mods Discussion
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    posted a message on What's a "friendly move town?"
    That would be fantastic! As long as you could trade with them for either rare goods like diamonds or for completely new items that you can only get that way.

    Otherwise, I'd likely just end up burning down their town.
    Posted in: Alpha - Survival Single Player
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    posted a message on What's a "friendly move town?"
    @notch What are some features you plan to add to Minecraft in the future?
    about 2 hours ago via web


    @biggiemac121 well, friendly move towns, some way to fly, a realism slider, and a super dangerous boss monster.
    less than 5 seconds ago via Twitter for Android in reply to biggiemac121


    Friendly move towns? I assume maybe he mistyped "mob towns?"
    Posted in: Alpha - Survival Single Player
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    posted a message on The near future?
    Disclaimer: I didn't really know if this belonged in the suggestion board because I'm not really introducing any new functionality. I'm simply thinking about what can be done in the future given the current game and what Notch has stated he'd like to implement.

    I'm hoping that once Notch & Co. fix the portal and other bugs within the game and after they impliment biome specific mob generation, I hope to build resource specific mob spawning towers.

    Here's my idea: Scout out to find specific biomes which spawn specific mobs. Say skeletons spawn in the desert, creepers in the grasslands, and spiders in the forest. Then create mob spawning towers in each of these areas. Problem is that they're probably too far from each other due to the way biomes generate. One solution would be to create long canals that bring the loot back to a central point, but that takes up a lot of vertical space seeing as water only flows for 8 blocks, including the source block. But if you managed to do this, you'd still have all of the different items coming to the same point, so no differentiation.

    A better solution would be to build protals to the nether near the collection points for each resource. Inside the Nether, these portals will be connected via a pigman/ghast safe tunnel system that will ultimately connect you to your home base portal. The idea is you log into the world and feel that you need some more arrows. Instead of going to your single mob spawner that you get a million and a half feathers from, you can simply take your Nether portal from home to the Nether, navigate safely to your desert biome portal, come out to the overworld, and then collect arrows from the skeleton spawner!
    Posted in: Alpha - Survival Single Player
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    posted a message on Biome/Geography Algorithm Analysis (Updated 11/4)
    Quote from Bucyruss »
    Quote from Random Art »
    I would greatly approve of a mod that increases the size of biomes.


    I'm planning on seeing if I can add in a slider in the game's option menu that allows you to set how big you want your biomes to be.


    Oh very nice! Maybe make a pointer to where the default is, or just a simple label so that if we don't like our changes we can set it back to the original "Notch" settings.

    Thanks for your hard work! It's all very insightful!
    Posted in: Alpha - Survival Single Player
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