thats super sukky cuz i put a lot of work into that world and now its useless cuz the villagers are all hiding in the town hall i wish i had backed up the save file
Leave the village so its not active. The raid will eventually end.
No. I found a 'house', or whatever, not too far from where I spawned into the game, and they came running out. One had a bow. I got away, and I watched him from a distance, walking forward a few blocks, then he'd reappear a few blocks back, over and over. Soon as he saw me, he zipped right next to me and started attacking. I would run, sprinting, and he was always right behind me. He also had a bow so he was always in striking range. He even appeared in front of me once, while I was sprinting. I only had wooden weapons, then some stone weapons, and when I finally had enough there were like 8 or so headstones scattered around.
We had the issue with the teleporting bandits that wouldn't ever actually attack and it seems a server restart fixed it. Not sure if that will work every time but it did for us thankfully!
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Project Lead of Free Open Source Game Maker Platinum Arts Sandbox Free 3D Game Maker http://SandboxGameMaker.com
Leave the village so its not active. The raid will eventually end.
so just go far enough away so the village is no longer loaded? if this works your my favorite person of all time! How long should i wait?
****** IT WORKED! You sir are a god among men!********
Previous versions would be nice. I love this mod, but i am having trouble installing it on my earlier versions (duh - i can't get the required versions).
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"You cannot play god and then wash your hands of the things you have created." - Commander Adama, Battlestar Galactica
Can I use magic launcher to play this mod? If so, how do I go about doing so? Its been a while since I've played this mod, and I remember using some kind of special installer program. Thanks for any helpful hints.
Previous versions would be nice. I love this mod, but i am having trouble installing it on my earlier versions (duh - i can't get the required versions).
Can I use magic launcher to play this mod? If so, how do I go about doing so? Its been a while since I've played this mod, and I remember using some kind of special installer program. Thanks for any helpful hints.
The manual installation instructions basically fit for Magic Launcher - add Forge to the internal mods, then start minecraft so forge can set up the proper folders. Quit, then unzip the Millenaire download and place the contents of the "Put in mods folder" folder, into the "minecraft/mods" folder. It should then appear in Magic Launcher as an "external mod".
A small quirk of Magic Launcher means that new mods in the external mods folder are turned on in all of your different set-ups, so make sure you turn Millenaire off by unchecking the box next to it in each of your other Configurations.
Does ExtrabiomesXL negatively impact this mod? I have searched for several hours and have yet to find the alchemist's tower for the main quest
Yes - because the relative number of biomes compared to the biomes the alchemist tower can spawn in is so skewed (40:1 versus 12:1) . Copy and paste text behind the spoiler into a plain text editor. Save it as alchemist tower.txt and place the file into
Then when you restart minecraft the alchemist tower will spawn in any hilly or mountainous biome (except mountainous desert) making the ratio 4:1. If you feel like that's a bit too easy simply delete whichever biomes you don't think it should spawn in from the text file. As the Alchemist Tower will only spawn in a new chunk, you might want to open your world in MCedit and prune off the unused chunks. Be sure to backup your world first if you try that!
Yes - because the relative number of biomes compared to the biomes the alchemist tower can spawn in is so skewed (40:1 versus 12:1) . Copy and paste text behind the spoiler into a plain text editor. Save it as alchemist tower.txt and place the file into
Then when you restart minecraft the alchemist tower will spawn in any hilly or mountainous biome (except mountainous desert) making the ratio 4:1. If you feel like that's a bit too easy simply delete whichever biomes you don't think it should spawn in from the text file. As the Alchemist Tower will only spawn in a new chunk, you might want to open your world in MCedit and prune off the unused chunks. Be sure to backup your world first if you try that!
For some reason I'll click v and itll say village within ____ meters and Ill go in that direction. Though instead of finding a village, im finding these dome like structures and thats it? May I ask why Here is a photo of what I'm talking about. //i990.photobucket.com/albums/af23/glitzygirl1993/2012-12-18_104743_zpsfe069dfb.png" width="" height="" alt="" />" width="" height="" alt="" />
Currently using 3.2.6, but previously used 3.1.6 in some of my worlds; I am wondering if some of the oddities I've noticed versus other mods are still existing.
More specifically, I use MultiMC to have "instances" of Minecraft, so I can test with alternate configurations. Since at least 3.1.6 in trying out Millenaire and Cave Gen in the same instance, I assumed it would not work, but was surprised that some villages spawned, albeit even more sparse than without Cave Gen. Only once have I found a lone building on the surface/overworld, in which the ground is all Mycelium for dirt, trees with no leaves, sparse "ponds" of a dozen or so blocks of water, and decaying wood and stone remains of buildings. Truly, as post-apocalyptic a setting as you'll ever get; I really want to try creating a "total conversion" of the baseline data files to play a custom set of cultures trying to eke out a meager living underground.
So, it works, sort of. The major oddity is in that villages were generating far below the cave "floor" -- and I mean, it looked _wierd_, seeing a thirty-to-forty-something-block-drop from the surrounding ground level; it looked like the village generator carved straight down to bedrock level, in lieu of the absence of expected, recognizable spawn block ids. Okay, no problem; let's take a look in a village. I found a nearby waterfall leaking through from the overworld to make the journey down to the village's level. But the way the villages generated ... the walled fort placed grass blocks for most of the buildings, but the paths between buildings were missing, and most if not all buildings had no bottom or floor. (I don't know if this is in all buildings in that village because I ... um, ... "fell".)
Has anyone else tried compatibillity with Cave Gen?
This is one of those mods I'll never get tired of. I've never gone and flattened hills away for the sake of letting someone ELSE build... Before I played this mod.
Ok i tested to see if it was optifine and i also made sure there were no Item ID conflicts, but to no avail. It's on and off and only started when i updated to version 3.3: but the textures specific to mllenaire show up as white blocks, and the signs within the villages keep going blank and unclickable.
There might be a slight problem with v3.3. With the creepers etc despawn around each building, well it seems that must be once that building is built.
I was watching the builder start building (clearing the land etc) when a creeper snuck up behind me and before I realised, it exploded. I survived but the land area that was being built on had a great big hole in it - which the builder completely ignored. So I had to fix it manually.
Could have been worse i guess, could have happened with half the walls already built...
Leave the village so its not active. The raid will eventually end.
Happened to me aswell.
http://SandboxGameMaker.com
****** IT WORKED! You sir are a god among men!********
What to meet us in person? Well come and check out the server we play on called Archaven!
See the wiki. They're all there.
The manual installation instructions basically fit for Magic Launcher - add Forge to the internal mods, then start minecraft so forge can set up the proper folders. Quit, then unzip the Millenaire download and place the contents of the "Put in mods folder" folder, into the "minecraft/mods" folder. It should then appear in Magic Launcher as an "external mod".
A small quirk of Magic Launcher means that new mods in the external mods folder are turned on in all of your different set-ups, so make sure you turn Millenaire off by unchecking the box next to it in each of your other Configurations.
He's a mad man with a box
Yes - because the relative number of biomes compared to the biomes the alchemist tower can spawn in is so skewed (40:1 versus 12:1) . Copy and paste text behind the spoiler into a plain text editor. Save it as alchemist tower.txt and place the file into
~/minecraft/mods/millenaire-custom/cultures/norman/custom lone buildings/
Then when you restart minecraft the alchemist tower will spawn in any hilly or mountainous biome (except mountainous desert) making the ratio 4:1. If you feel like that's a bit too easy simply delete whichever biomes you don't think it should spawn in from the text file. As the Alchemist Tower will only spawn in a new chunk, you might want to open your world in MCedit and prune off the unused chunks. Be sure to backup your world first if you try that!
weight:10
radius:15
biome:extreme hills
//extrabiomesXL
biome:alpine
biome:forested hills
biome:green hills
biome:mountain ridge
biome:mountain taiga
biome:redwood forest
biome:lush redwoods
biome:snowy rainforest
biome:temperate rainforest
max:1
keyLoneBuildingGenerateTag:alchemist_tower_generate
//starting buildings:
centre:alchemisttower
You, sir, are amazing. Many thanks
He's a mad man with a box
i often have to give them a nudge because they've walked repeatedly into a wall
Also the automated installer worked terribly for me, it's just a few things that go in the mods folder
the installer said i didn't have forge installed, Refused to actually put millienare IN
Then i went to manuall isntall and was thinking "That's it?"
But great mod otherwise
I Solve practical problems
More specifically, I use MultiMC to have "instances" of Minecraft, so I can test with alternate configurations. Since at least 3.1.6 in trying out Millenaire and Cave Gen in the same instance, I assumed it would not work, but was surprised that some villages spawned, albeit even more sparse than without Cave Gen. Only once have I found a lone building on the surface/overworld, in which the ground is all Mycelium for dirt, trees with no leaves, sparse "ponds" of a dozen or so blocks of water, and decaying wood and stone remains of buildings. Truly, as post-apocalyptic a setting as you'll ever get; I really want to try creating a "total conversion" of the baseline data files to play a custom set of cultures trying to eke out a meager living underground.
So, it works, sort of. The major oddity is in that villages were generating far below the cave "floor" -- and I mean, it looked _wierd_, seeing a thirty-to-forty-something-block-drop from the surrounding ground level; it looked like the village generator carved straight down to bedrock level, in lieu of the absence of expected, recognizable spawn block ids. Okay, no problem; let's take a look in a village. I found a nearby waterfall leaking through from the overworld to make the journey down to the village's level. But the way the villages generated ... the walled fort placed grass blocks for most of the buildings, but the paths between buildings were missing, and most if not all buildings had no bottom or floor. (I don't know if this is in all buildings in that village because I ... um, ... "fell".)
Has anyone else tried compatibillity with Cave Gen?
EDIT: Loading a TP fixed it
He's a mad man with a box
I was watching the builder start building (clearing the land etc) when a creeper snuck up behind me and before I realised, it exploded. I survived but the land area that was being built on had a great big hole in it - which the builder completely ignored. So I had to fix it manually.
Could have been worse i guess, could have happened with half the walls already built...