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[Millénaire] Extra buildings for Millénaire


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#501

    joeyjam

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Posted 16 May 2011 - 01:40 PM

DreamFox said:

0.5.3 16-05-2011 15:29:59 Starting new session.
0.5.3 16-05-2011 15:30:03 Exception, printing stack:
0.5.3 16-05-2011 15:30:03 MLN$MillenaireException: mansion_A0: Floor 5 is 0 long, 22 expected.
	at MLBuildingPlan.(MLBuildingPlan.java:244)
	at MLBuildingPlan.(MLBuildingPlan.java:22)
	at MLBuildingPlan$BuildingPlanSet.loadPlans(MLBuildingPlan.java:1851)
	at MLBuildingPlan.loadPlans(MLBuildingPlan.java:1465)
	at MLBuildingPlan.(MLBuildingPlan.java:120)
	at MLBuildingPlan$BuildingLocation.(MLBuildingPlan.java:1600)
	at MLBuildingPlan$BuildingLocation.read(MLBuildingPlan.java:1756)
	at MLTileEntityBuilding.a(MLTileEntityBuilding.java:1457)
	at nx.c(SourceFile:63)
	at sk.a(SourceFile:190)
	at kh.a(SourceFile:42)
	at kb.f(kb.java:107)
	at kb.b(kb.java:66)
	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:1392)
	at qp.e(SourceFile:158)
	at lj.a(SourceFile:206)
	at kk.a(SourceFile:164)
	at qp.a(SourceFile:178)
	at oy.b(SourceFile:515)
	at EntityRendererProxy.b(EntityRendererProxy.java:14)
	at net.minecraft.client.Minecraft.run(SourceFile:721)
	at java.lang.Thread.run(Unknown Source)

I get that error when I try to use my building I am working on:

http://dl.dropbox.co.../mansion_A0.txt

I know that "0.5.3 16-05-2011 15:30:03 MLN$MillenaireException: mansion_A0: Floor 5 is 0 long, 22 expected." is the problem but I can not seem to fix it no matter what I do. Help please!

Just to check, there appears to be an extra line break at the end, have you tried taking that out?
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#502

Posted 16 May 2011 - 01:43 PM

joeyjam said:

DreamFox said:

snip

Just to check, there appears to be an extra line break at the end, have you tried taking that out?

Oh god that was the problem... Can't believe I missed that... Well thanks a lot for the help!

#503

    joeyjam

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Posted 16 May 2011 - 02:02 PM

DreamFox said:

joeyjam said:

DreamFox said:

snip

Just to check, there appears to be an extra line break at the end, have you tried taking that out?

Oh god that was the problem... Can't believe I missed that... Well thanks a lot for the help!

Heh, don't worry, these plans can be a bitch for things like that :) Glad it's working :D
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#504

  • Location: Germany/Erfurt
  • Minecraft: Seldron

Posted 16 May 2011 - 02:05 PM

Praepositus said:

Seldron said:

Thanks a lot :-)

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 :GoldBar:
Probably still thinking to small though >.< One really needs to think BIIIG when making MC-buildings :GoldBar:

(Using Fancypack and Superslopes)

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Some inconsistances that needs to be cleaned up in the construction though.


The building plan itself looks nice. Sadly the style doesn't really fit well with either Kinniken's style nor with the one from DW. Your smithy looks a bit to modern. Using some other materials would help make it look more 13.th century. Maybe caused by fancypack and superlopes though.

Try 1. floor in cobble, top floor in planks. No sandstone. The pillars below the 1. floor extension would look better in cobble than fence I think. Fence below the extended roof right beside the pillars seems ok though.
Furnace looks nice. That way it would fit well with Kinnikens core buildings.

To fit DW's style you would have to design it much bigger since the larger windows, entrences and wool inlays.
Dw's style would require cobble walls, smooth stone edges, wool inlays with glas windows between wool walls giving them a deeper feel.

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#505

  • Location: Germany/Erfurt
  • Minecraft: Seldron

Posted 16 May 2011 - 02:41 PM

My Building Package for Millenaire:

Seldrons Millenaire Building Pack
Download Seldrons Millenaire Buildings

I would appreciate feedback on problems or sucessfull finished buildings -> use PM of this Forum.

Version History:
0.3 - "City Garden", contents:
  • Maison du Gouverneur / House of the Governor (24x34) + 2 around
  • parc municipal / city garden (29x29) + 2 around
0.2 - "stable Mansion", contents:
  • Maison du Gouverneur / House of the Governor (24x34) + 2 around
0.1 - "early Beta", contents:
  • Maison du Gouverneur / House of the Governor (24x34) + 2 around

Explanation: Maison du gouverneur / House of the Governor
This house is meant to be the players home for this village.
It starts with a small tent and a very small underground "hole" with space for 2 chests.
It ends as a huge mansion with a lookout tower, small balconies and a large underground basement for storage.

End Stage
This is how the building looks when its finished all its upgrading stages.
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Tent Stage
The building starts as a small tent with a small underground storage.
Just place 2 chests on the slots available marked with dirt.
They will stay savely during all upgrades and will form part of the huge storage basement when the building after all upgrades.
It will take a while to build even if it doesn't need much materials.
The settlers will have to place a lot of underground dirt as a base for the later building.
Has a high priority to get the player a save storage place early on.
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Small Dirt House Stage
The building expands into a small dirt home with a wooden roof.
Very cheap update and fast to build.
Has a high priority to get you out of this wet tent into a dry place.
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Expanded Basement Stage
The building upgrades with a wooden floor, cobblestone wallbase and glass windows.
As a preparation for the next upgrade the basement is expanded giving the player 20+ chest slots.
Needs a lot of Cobblestone and quite a while to build. Be prepared to wait.
Has a medium to high priority to get the player even more storage place but not to override more important buildings for your village.
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Expanded House Stage
The building upgrades to a much larger 1 floor building.
Be sure to not place anythink directly at a wall or right before a wall as it will be destroyed during the next upgrade.
Needs a lot of Cobblestone, glas, wood and quite a while to build. Be prepared to wait.
Has a medium priority to get the player a more suitable house.
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Fancy House Stage
The building uprades its design to a fency building adopting DWs building style.
Consists of depth windows, window bords, wool wall inlays and smooth stone wall edges.
The building starts to look very high rise.
Doesn't need very much materials. Mostly stone. It takes a while to build due to the size of the building.
Has a low to medium priority to get the player a more suitable house without blocking other important buildings.
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Tower House Stage
The building uprades it's back part with a nice lookout tower, huge backside window and small balconies.
The building starts to look worthy of a governor.
Needs medium amount of materials.
Has a very low priority.
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Explanation: parc municipal / city garden
This "building" is a large park meant to be placed in large villages/cities.
Its 29 by 29 with 2 spaces around, which takes a lot of space.
The material costs are massive.
It Takes medium time to build.
It has a very low priority (1) to be build nearly at last.
I suggest adjusting the priority within its txt file yourself and adding "never=citygarden" line to all your village types where you don't want this garden.
I'm allowing it only in my central hub city, like my capital.
Small Bugs with flowing water due to NPCs.
Remove the 4 Water slots high in the center and replace them (just bring an empty bucket).
This will start the water flowing in the spring.
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Next to come:
- large monument
- PM me your idea :wood:

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#506

Posted 16 May 2011 - 03:22 PM

Praepositus said:

Seldron said:

Thanks a lot :-)

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 :SSSS:
Probably still thinking to small though >.< One really needs to think BIIIG when making MC-buildings :D

(Using Fancypack and Superslopes)

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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?
What's so funny about the name biggus diggus?

#507

  • Location: Sweden
  • Minecraft: Praepositus

Posted 16 May 2011 - 03:45 PM

biggus diggus said:

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 :) Took the deisgn from the tabletop-game smithy on page 16 in this thread. Thanks though :iapprove:

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 :) )

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.

#508

  • Location: Germany/Erfurt
  • Minecraft: Seldron

Posted 16 May 2011 - 04:05 PM

As I said, sandstone looks nice. Nothing against using it. I just thought you wanted to stay in the existing styles.

Some other guy mentioned somewhere, in the main thread if I remember correctly, something about doing a whole new city in style with sandstone -> biome based styles. Would be great for RPG mapmakers who need different countries with different styles for their plot.

If somebody creates a village type (simple text file with never: in it) where lumbermans are never allowed you could even start using raw wood for buildings but the player would have to sell them all the wood.
No I really don't want to think about the work...

Mhh you could supply it right from another village type where 5 or more lumbermans are there right from the start, like a lumbermans point in the middle of a large forest with adjusted wood selling price of 1d.

BTW: just finished creating PNG files for extension 3 of my house (small cobblestone with full basement). Just 2 to go for a full implementation from small tent to full fledged mansion :-).

EDIT: finished all upgrades. Testing now. -> lets look where I forgot to clear something ^^

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#509

  • Location: Canada

Posted 16 May 2011 - 06:19 PM

joeyjam said:

trollsama said:

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$MillenaireException: Mineshaft_A0: Expected length is 16 but file height is 20
	at MLBuildingPlan.(MLBuildingPlan.java:308)
	at MLBuildingPlan.(MLBuildingPlan.java:22)
	at MLBuildingPlan$BuildingPlanSet.loadPictPlans(MLBuildingPlan.java:1768)
	at MLBuildingPlan.loadPlans(MLBuildingPlan.java:1462)
	at MLBuildingPlan.(MLBuildingPlan.java:120)
	at MLBuildingPlan$BuildingLocation.(MLBuildingPlan.java:1565)
	at MLBuildingPlan$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)
max:1;priority:2000;french:mine;around:2;startLevel:-35;length:16;width:20
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.
Forget about IRL! re-spawn times are ridiculous.
-Trollsama Binlawlin

#510

Posted 16 May 2011 - 06:21 PM

Praepositus said:

biggus diggus said:

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 :SSSS: Took the deisgn from the tabletop-game smithy on page 16 in this thread. Thanks though :(

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 :) )

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.
What's so funny about the name biggus diggus?

#511

  • Minecraft: Ghost1972

Posted 16 May 2011 - 06:30 PM

trollsama said:

-snip-

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)
max:1;priority:2000;french:mine;around:2;startLevel:-35;length:16;width:20
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.

That looks fine but I will need to see the image to help.
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#512

  • Location: Germany/Erfurt
  • Minecraft: Seldron

Posted 17 May 2011 - 11:17 AM

Just updated the main post for my building pack:
http://www.minecraft...867566#p4867566

The first Building a players mansion called house of the governor is now tested and live.
Tests have been successfully.

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Feedback will be welcome.

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#513

  • Location: A place where nobody writes 'Behind you! Trolololol" in this space.
  • Minecraft: Same as my forum name.

Posted 17 May 2011 - 02:20 PM

Seldron said:

Just updated the main post for my building pack:
http://www.minecraft...867566#p4867566

The first Building a players mansion called house of the governor is now tested and live.
Tests have been successfully.

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Feedback will be welcome.
YES. Sorry Werziq, your Maison Noble just got destroyed :SSSS:
My Mod Suggestions: 1. Darkspawn Invasion 2. Placeable merchants http://www.minecraft...-merchants-req/

#514

  • Location: Germany/Erfurt
  • Minecraft: Seldron

Posted 17 May 2011 - 03:32 PM

Working on the City Garden now.
I'm still searching for a possibility to get trees or brushes but I don't think Kinniken will add my suggestions on artifical planted trees to be protected from lumbermans.

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#515

  • Location: Sweden
  • Minecraft: Praepositus

Posted 17 May 2011 - 03:35 PM

Seldron said:

Just updated the main post for my building pack:
http://www.minecraft...867566#p4867566

The first Building a players mansion called house of the governor is now tested and live.
Tests have been successfully.

Posted Image

Feedback will be welcome.

Awesome, now I can actually get it built :Notch:

I tried yesterdays, full, version, but they need so much crap for that, that they prefer to build other stuff first (and tearing down the overhang roof of my smithy :s ) until they ran out of space :/

Tried this in a new game, the first thing they started on (after I supplied them with wool) after Werziq's pond

I only wish I could stall the cattlefarms and everything else until DW (and you?) have completed a full replacement set of buildings :Diamond:

Edit: Now all I have to wait for, is for some genius to come up with a mod that allows NPC's to occupie houses the player builds. Would feel great to build a city on my own, and have NPC's come and move into it :Diamond: That's probably way advanced stuff though.

#516

  • Location: Germany/Erfurt
  • Minecraft: Seldron

Posted 17 May 2011 - 04:26 PM

You can insert NPC's into buildings just fine ...
You can only insert villagers allready known by millenaire.
Farmers, lumbermans, priests, guards and the likes are possible.
Would need a sign for the custom building and a special chest (locked) and adjustments on the buildings txt file.

But no other way DW has done it for his buildings, including his town hall.

If you want your smithy to be used as your armoury or as your forge ... look into the core forge and armouries text files and look into the building plan. This should give you a hint how to set it up.

I'm currently staying away from redesigning core buildings, since DW mentioned that he's on it.
No sense in doubling the work ^^.

After I'm finished with the City Gardens, I'm thinking about building a plan for a city gate, following the watchtower plan so that the player can connect bordered Watchtowers to a city Wall. Sadly the villagers can't do that themselfes.
I increaed the minDistance value for my Watchtowers to a huge amount so that they are on the true borders of my starting village.

If you plan ahead you can control what and how they build it. You just have to change the values of the text file depending on your needs. This way you can control the city planning at least in a small way.

I start with a new Fort city type where I forbid all agriculture buildings.
This is my home village/city and it's fully depended on me trading them good from the surrounding villages behind the cities gates.
I spawn a newly set up farm (and animals) only village nearby (200 blocks to be still active). In another direction I spawn a newly set up woodcutting village where a lot of lumbermans reside in a small forest (200 block in another direction (we got 8 directions ^^).
Another newly created village type surrounded by big mountains will get quaries only (maybe custom ones with small buildings and a surface miner where the player can set up the mountain wall to be near the building).

I think you get the point.

You actually can make a nice RPG Map with a few villages who depend on each other with a nice (Kings) city in the middle. If you do it right ... all or at least most of them can be active at the same time.
Starting would be exploring till you find a normal spawned village ... help them prosper ... get money. Buy Village Wand. Prepare the new area for the new villages which can be far away from this starting village.
Than spawn your village types.

A nice map for doing that can be:
Crown of Kalin - Medival RPG Map
viewtopic.php?f=1034&t=215185

It allready consists of a lot of buildings and sightseeings which can be implemented nicely.
Huge area is allready explored and thus protected from random millenaire village spawns.

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#517

    joeyjam

    Retired Staff

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  • Minecraft: joeyjam

Posted 17 May 2011 - 04:57 PM

Seldron said:

-snip'd-

I've been doing just that, although I haven't yet made a central hub village, but damn, that's a good idea! :cobblestone: Having a series of inter-dependant, very specialised villages do make it wonderfully interesting, give you a vital purpose that's kinda been missing since the miner was introduced, and makes it seem more realistic... BUT, i've discovered that unless you spawn in a village wand, you'll probably want to lower the prices dramatically. I don't have an invediter yet, which is a bad idea for this, but luckily the terrain gen i've set up with PTM spawns stupid amounts of iron (which I need to cut down on, it's too much), so I sold a fair few stacks of that to get the denier... But yes, it's a wonderful idea :GoldBar:
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#518

  • Location: Germany/Erfurt
  • Minecraft: Seldron

Posted 17 May 2011 - 06:51 PM

My villagers are just testing my new "building" city garden.
Its a rather large walled garden (29x29 +2 around) and needs rather LARGE sums of smooth stone and other ridiculus amounts of materials like hundreds of gravel, a lot of flowers and roses and other things.

It's meant to be build with a very low priority during the end stages of rather large towns. So you may want to exclude this building with never=city_garden in your smaller village types.

I will update my Building Pakage as soon as my villages have done their deed and I could verify that it's working.

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#519

  • Location: Canada

Posted 17 May 2011 - 07:12 PM

Ghost1972 said:

trollsama said:

-snip-

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)
max:1;priority:2000;french:mine;around:2;startLevel:-35;length:16;width:20
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.

That looks fine but I will need to see the image to help.

Ok well here is the .png with the end snipped off. (the end was just a repeat of the same mineshaft.)
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Forget about IRL! re-spawn times are ridiculous.
-Trollsama Binlawlin

#520

  • Location: Germany/Erfurt
  • Minecraft: Seldron

Posted 17 May 2011 - 08:15 PM

Just updated the main post for my building pack:
http://www.minecraft...867566#p4867566

The second "building" is a city garden has just been added by me.
Tests have been successfully. Have fun.

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Feedback will be welcome.

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