I added Spruce wood after wood_pine;17;1; and it worked fine.
That's because in that file, as far as I can tell, the name after the number doesn't do anything, it's just a descriptor for easy reference within the file.
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"No no no no. You no know what you want. Luigi know what you want." -Luigi, Cars
i'm kinda relieved that a gros bourg triggered it for you too. And-
your file says dedicated server, i experience this on an integrated server. So it's not just integrated, but both.
I think i'll wait until kinneken announces this to be fixed. I don't think it's helping anything if i continue posting these crash reports or keep trying to get a gros bourg to run. It has become extremely frustrating for me
If i can help with testing something out, i'll gladly do it. If it helps if i keep generating new worlds and searching/spawning gros bourgs and posting error, just tell me.
As long as this is happening i can't start what i wanted.
I'd also love to know what is causing this. what entitytracker.java:202 stands for, and whats happening and so on.
What other mods are you running? I've got mocreatures + extrabiomes.
Is it possible to just keep that village type from spawning?
I killed all the men and used a wand of negation but I'm still crashing.
yes you can remove village spawns from the world, this is how I fixed the neverending respawn raids on my home -
1. go to .\minecraft\saves\<world>\millenaire, then depending on the type of entity you want to get rid of, look in lonebuildings.txt or villages.txt, match up the name/coords and remove that line (example: Putot-le-bourg;-50/77/-280;grosbourg;norman).
2. delete the matching building file from .\minecraft\saves\<world>\millenaire\buildings (example: -50_77_-280.gz), otherwise the mod will just re-add it to the list. then they should not respawn, and the buildings will remain intact.
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overzealous moderators incapable of thinking for themselves are more of a danger to any forum than anyone trying to abuse it.
I don't mean to sound whiney, but there should be more than 4 cultures. I noticed that you're asking for help about that, and I'd be willing to help, but in my attempts to make one before, It didn't work at all! But I notice that the focus of the cultures appears to be less known, or talked about, cultures. So, on the same not, an African culture would be an interesting twist. It'd give you a culture to put in the jungle biome, and than the Mayan culture wouldn't be out of place, 'cause geographically, the terrain near the Mayan culture is really more forest-like. Or maybe use the Inde culture, it may sound kind of out place, but It'd be interesting to see tiny groups of houses sprawled out over a mountain range, and have them be just one city, as a final result. Or maybe a North American tribe, where they live in tents, rather than houses, and move periodically. Say, find a village like this, get going pretty good on it (if you had somnia), than one day you'd wake up and find dirt patches where the tents where, and see villagers walking off in the distance. Maybe these are too complicated, but they do sound kind of fun, but the villagers should have more emotions than just reputation. They should be able to realize that you're taking apart their homes and selling the parts to them. And they should notice that you're mining in their mine, and then selling the stone to another culture. Or maybe be able to talk to them and choose between multiple responses, and to raise their liking towards you, bribe them with deniers, or persuade them by telling jokes and complimenting them (Elder Scrolls IV: Oblivion style!), and then getting better deals on buying, and selling stuff to them, and would raise your reputation as well. I'm pretty sure that the coding of these ideas would be hard as heck, but I think it'd make a lot of people get into this mod, really fast. But by any chance are you going to change the block ID's in the next update, or should I continue making giant castles that look awesome and saving schematics of them?
How so? When you mine in the village's mine, you break the source blocks the miners get their sand, sandstone and cobblestone from. I don't see how it doesn't break the mine.
I've got a military hindu village now that wants to build a temple, but they need a hindu statue for that... they can't make it themselves and they don't have a marketplace or inn to trade for it. I have some in my inventory from the previous village I had to erase to get rid of the Answald kid... but they won't buy them from me! Is there a way I can provide them with what they need to move forward?
Ok Guys, No peeking in the girl's bath.
Kudos to you, Kinniken, you've done well.
I added Spruce wood after wood_pine;17;1; and it worked fine.
I like the Sentou, but does it have to spam "Sentou is healing you" in chat?
I guess it could be removed or says it once. Just a edit to the code.
Too late for that
What other mods are you running? I've got mocreatures + extrabiomes.
I killed all the men and used a wand of negation but I'm still crashing.
A dev told me:
"This looks like a mod is messing with the player tracker lists from a thread other than the main server thread, with is a "no-no"."
yes you can remove village spawns from the world, this is how I fixed the neverending respawn raids on my home -
1. go to .\minecraft\saves\<world>\millenaire, then depending on the type of entity you want to get rid of, look in lonebuildings.txt or villages.txt, match up the name/coords and remove that line (example: Putot-le-bourg;-50/77/-280;grosbourg;norman).
2. delete the matching building file from .\minecraft\saves\<world>\millenaire\buildings (example: -50_77_-280.gz), otherwise the mod will just re-add it to the list. then they should not respawn, and the buildings will remain intact.
I had some sort of item id mixup and some customNPC item came out.
Kinn is working on this. Next culture could possibly be Byzantine.
Yep, it's hard!
This would be very difficult to do, given the current pathing system.
This breaks the mine.
no it doesn't!
How so? When you mine in the village's mine, you break the source blocks the miners get their sand, sandstone and cobblestone from. I don't see how it doesn't break the mine.
I made one... currently we have some issues with it.