• 1

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Kinniken»

    6.0.2 - 09/01/2018

    - Correction de la boucle infâme "Je serai là!" punaise
    - Support pour chêne foncé et bois d'acacia
    Nouveau fort normand pour les villages contrôlés par Norman (même design que celui publié en 6.0.1)
    - Petit appartement fixé au nouveau fort normand et à la ferme ovine byzantine
    - Correction à l'exportation de lits


    - Correction du bug "J'arrive !"
    - Gestion du chêne noir et du bois d'acacia
    - Nouveau fort normand pour les villages contrôlés (le même que celui publié en 6.0.1)
    - Petits correctifs au nouveau fort normand et à la ferme ovine byzantine
    - Correctif sur l'exportation des lits



    Google translate tells me:

    - Fixed the infamous loop "I'll be here!" Thumbtack


    Yaaaay!
    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Casstle»



    Fair enough. I created a world with JustAnotherSpawner, Griomoire of Gaia, and LOTR 33.4. I am seeing Grimoire of Gaia and Vanilla mobs spawning in The Shire. The Shire shows as a vanilla Forest biome in F3, and mobs that are configured for vanilla Forest in JAS will spawn in The Shire. My players are telling me that the White Mountains shows up as Hell and has ghasts and blazes everywhere.

    I've just remembered that JAS can spawn LOTR mobs in any biome that it can see if configured for it, but all lotr mobs are configured to not spawn by JAS. So JAS can see the mobs list from LOTR, but it can't see the biomes from LOTR. There isn't a single reference in all of the configs for anything biome from LOTR.

    Mevans, what can be done about this?

    Last time I brought this up, back in like Beta 7, he said nothing would be done about this. I asked if he could add a single generic "MIDDLE EARTH" biome to stick all his stuff in and it either can't or won't be done, which is very annoying. That, along with the combat change, is a serious problem for me, and is why I don't have LOTR mod on my server anymore.

    :(
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Did anyone else's Millenaire just suddenly stop working?


    Running 6.0.1, logged in today and all villagers are gone, items are only showing localization placeholders, no commands or features work.


    Restored from backup, same problem.


    Single-player, same problem. Forge 1558, 1614, Thermos/Kcauldron, normal Forge, it's not working with ANY SMP or SSP setup in my house...

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14

    What's the MoCreatures experience (1.7.10_ with JAS out-of-the-box?


    Does it need to be manually configured to give a good spawning results or is it reasonably OK by default?

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3

    Does the new combat system still affect overworld/non-LOTR worlds?


    That pretty much killed this mod for me. I don't see any references in the changelogs, though.

    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    One other thought, I wonder if it would be possible to add a chunkloading block to Millenaire and include it as a part of each town's default building? I suppose on a largish server or instance you might end up with an extra 10 or 15 active Millenaire villages eating up CPU and memory constantly though.


    That might be the easiest thing to do. I wonder if I could simply attach the chunkloading code to Millenaire chests, so any chunk with a Millenaire chest is default loaded.


    I know that current advice is to simply chunkload every village manually, but when people are exploring on a server that tends to involve too much administrative overhead...

    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    I've looked into the spammy villages issue. I'm a complete java idiot, but I can fumble around a bit.


    this is the issue I have with Millenaire currently.


    When the problem is happening, a simple java profile shows this:



    It seems to spend quite a bit of time loading buildings, which I don't see when I simply quit and restart in that exact location.


    Interestingly, inside that building load function is the bit of code that identifies the seller and sends them to the player. If the building is being perpetually reloaded, then the seller will be perpetually refired as well, and spam the player and skip around like this...


    It looks like the projects might be related to this somehow. Maybe it's stuck in a loop going over current build projects?


    How do I turn on the debug? I see thsi in the code:


    if (MLN.LogSelling >= MLN.DEBUG) {
    MLN.debug(this, "Sending seller: " + seller);

    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Mythra»

    Millenaire is now being made open source! Feel free to post issues and contribute to the code here! https://github.com/Millenaire/Millenaire



    Oh sh*t, how did I miss this?

    Incredible! Kinniken and everyone else, thank you very much!


    I don't think your 6.0.1 changes are in this though?

    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Kinniken»

    Small update after a long, long time :)


    6.0.1 - 30/12/2017

    - New Fortress central building for Normans, replaces the old Fort in Gros Bourg and Bourg Autonome villages
    - Removed automated texture size detection setting that no longer worked and replaced it with a manual setting
    - Fixed a bug in the export of upgrades to buildings
    - Fixed a bug that could cause Town Hall signs to hand in the air
    - Added signs for south and east ends when importing a building with the wand
    - It is now possible to specify which building upgrade to export with the wand


    - Nouveau bâtiment central pour les Normands, la forteresse, qui remplace l'ancien fort dans les villages Gros Bourg et Bourg Autonome
    - Suppression du paramètre de détection automatique de la taille de textures qui ne fonctionnait plus et remplacement par un réglage manuel
    - Correction d'un bug dans l'exportation des améliorations de bâtiments
    - Correction d'un bug où les panneaux des bâtiments centraux pouvaient être suspendus en l'air
    - Ajout de panneaux pour les extrémités sud et est lors de l'importation d'un bâtiment avec la baguette
    - Il est maintenant possible de spécifier quelle amélioration du bâtiment doit être exportée avec la baguette



    Holy cow that is great. I literally just re-installed Millenaire last night for the first time in ages...

    Does it fix the spammy townspeople who perpetually get stuck?


    *edit*


    No, this bug is still around in 6.0.1, both single-player and SMP. Is there ANY chance you could look into this and see if it can be fixed for current version? It's the issue where the village leaders get stuck and spam "I'll be right there" and warp back and forth. It's essentially killed the mod for me since 1.6.4...


    */edit*

    Posted in: Minecraft Mods
  • 1

    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from Tmtravlr»

    If you've got NEI, and the NEI inventory opens when the custom npc inventory is open (which I've never used custom npcs myself, so I have no clue if it does or not), you can drag the artifact item out of the NEI inventory and right into the npc's inventory without it generating. I used that myself to put it as loot in chests and such.

    Nice. I've never tried that.
    Posted in: Minecraft Mods
  • 0

    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from Draco18s»

    If you specify just the item itself (like you would an apple or a stick) then it will show up as a blank artifact, which when observed turn into a random one.

    Sorry I'm not clear what you mean. The only way I can get an item into a CustomNPC's inventory is by pulling it out of creative, opening the CustomNPCs dialog, and placing the item into the NPC's inventory.

    But, as soon as I grab the item, it turns into some random artifact. I'd like to have the NPC drop the randomizer itself?
    Posted in: Minecraft Mods
  • 0

    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's

    Is there any way to pull a random artifact item out of creative mode without it turning into a specific item?


    I'd lke to use the random artifact items with CUstomNPCs but I'm unable to place one of the random generators into a CustomNPC's inventory.

    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from ProsperCraft»

    I am pretty sure he is talking about the console spam that kills your server by scrolling thousands of lines a second and fills your server hard drive. Restarting does not fix this.


    Yeah. I had a 10gb server log and a 10gb millenaire-server.log in 36 hours. Filled up the server disk completely, crashed, and now corrupt chunks.
    Posted in: Minecraft Mods
  • 1

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    I understand that the mod dev has a baby and everything, but it sure would be nice if the sales spam/interactive npc issue and the log file spam issue were fixed in 1.7.10. That has to be a lot less work than a compete 1.8/1.9 rewrite.


    The mod is literally unusable right now.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3

    I hate this new combat swing speed change so much.


    It's intolerable.

    Posted in: Minecraft Mods
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