This is an amazing mod, however I can no longer continue using the most up-to-date version, because as of version 1.0, I am out of sprite IDs, and minecraft extended has a crash issue with the nether, and compatibility issues with the Aether and mcpatcher.
Would it be possible to tone down on some of the new items the mod adds? I would personally like it just as much if it didn't add any new items at all - I don't see any of them taking a use that vanilla items wouldn't fulfill.
This is just a preference though, and I really admire your work, and will continue using 1.0 up until mcextended is finally updated, if it ever is.
How can i see the new blocks added? Whenever I try to put the Textures from the Wiki pages into a texture that i already have, some blocks look invisible and others are obsidian... then there are only 3 things that i can see normally which are the medallions or something?? Please help me... sorry if this is a repost!
I know someone has probably already asked this question and had it answered, but I really don't feel like looking through 800+ pages of comments to look for it, so...
Is there any way to make the NPC's change what they are building? I just bought the "Small house", and noticed that it says I need Wooden Frames (Of both kinds)... Only problem is, the village doesn't have a carpenter house yet, and they already have the signs in the town center reading "Small House". Will they just make a carpenter house anyways? Or did I just get the town stuck?
Again, sorry if anyone already answered this... Just 800+ pages would take me way too long...
I know someone has probably already asked this question and had it answered, but I really don't feel like looking through 800+ pages of comments to look for it, so...
Is there any way to make the NPC's change what they are building? I just bought the "Small house", and noticed that it says I need Wooden Frames (Of both kinds)... Only problem is, the village doesn't have a carpenter house yet, and they already have the signs in the town center reading "Small House". Will they just make a carpenter house anyways? Or did I just get the town stuck?
Again, sorry if anyone already answered this... Just 800+ pages would take me way too long...
Yes, they will still build on. You just don't see the needed resources and such until your house is finished and so forth.
sooooo if i continue my world a vilage will only spawn using the village wand.
am i correct?
Villages will only spawn on newly generated chunks (or with the wand). So while a village won't pop up where you have already explored, if you explore just a little further one will almost certainly pop up immediately.
Villages will only spawn on newly generated chunks (or with the wand). So while a village won't pop up where you have already explored, if you explore just a little further one will almost certainly pop up immediately.
thats good because i dont want them spawning right next to my house :sleep.gif:
also, is this compatibale with the amazopack modpack?
EDIT: nvm It is not.
It has been very fun to play this mod, but I had to remove it.
The pathing lag spikes were just too much for me to handle, and I was playing a completely flat map.
I know it is probably my computer's fault, but I fell into lava 2 too many times because of the game freezing for 2 seconds for it to be consistently enjoyable.
When I get a better computer, or the pathing somehow gets better, I will resume this mod.
Thanks for the fun.
I'm not sure, due to periodic crashes... it went like this.
1. tried with commas and it crashed right after village generation upon entering a new world twice. (2 seperate new worlds)
2. tried it with a new line for each id #. Opened one of the 1st worlds and it crashed. Generated a new world and it worked.
3. walked until I found another village, worked great. There were even pools nearby that were build around.
4. walked until I found a 3rd village and it crashed.
5. Loaded up same save again and it warped me back to before the 3rd village tried to generate.
6. walked to a slightly different location (cause couldn't find the original one) and it worked.
7. a 4th village generated as well. Then it crashed.
I'll probably just go with this set up for now and make many back ups as I go...and restart whenever I crash. The crashing could be due to anything. I have about 6 robust mods installed now. (Mo'Creatures, Millenaire, MineColony, Seasons Mod, Nature Overhaul, and ZanMinimap)
I'm not sure, due to periodic crashes... it went like this.
1. tried with commas and it crashed right after village generation upon entering a new world twice. (2 seperate new worlds)
2. tried it with a new line for each id #. Opened one of the 1st worlds and it crashed. Generated a new world and it worked.
3. walked until I found another village, worked great. There were even pools nearby that were build around.
4. walked until I found a 3rd village and it crashed.
5. Loaded up same save again and it warped me back to before the 3rd village tried to generate.
6. walked to a slightly different location (cause couldn't find the original one) and it worked.
7. a 4th village generated as well. Then it crashed.
I'll probably just go with this set up for now and make many back ups as I go...and restart whenever I crash. The crashing could be due to anything. I have about 6 robust mods installed now. (Mo'Creatures, Millenaire, MineColony, Seasons Mod, Nature Overhaul, and ZanMinimap)
I have Nature Overhaul and Millenaire, but I also installed optimine/fog, maybe that can help?
Lagspikes are definitely significantly better in this version. I still get them, but it only stops the screen for a split second before I can move again, as opposed to the 1-2 second spikes I was getting before. It's actually playable now, which is good, because it's a fun mod.
1.0.2b completely fixed lag for me. It was nearly unplayable for me before. Now, I'm regularly getting 90+ fps, and it actually feels like 90+ fps also. I hit 220fps for a second :biggrin.gif:
I wonder how this mod will interact with the vanilla minecraft NPCs it could go in an interesting direction
I think it would be great to see the Normans creating raiding parties against them. Maybe if they killed off npcs, they could break apart the houses, and put the loot they gathered in the fort, sort of like a different type of resource gatherer.
Couple of bugs, random mud bricks seem to be appearing near buildings, I'm not sure if it's the AI placing them for no reason, or a problem with the building plans, I didn't notice them when the buildings were originally made.
The other issue is my lumberjack isn't doing anything, but bouncing around these tree stumps. The fact that he's left the last block of each tree he's cut down, makes me think he's having issues placing saplings. I don't know why he only did three trees then stopped, it's not a version issue as this village was spawned in the 1.0.2 version, not an earlier one then upgraded.
Switching pathing modes doesn't make a difference.
(that's a brilliant moustache though)
I chopped down all the stumps and trees myself and he ran off home to deliver the resources. Now he's just standing around his house, instead of actually going to plant some saplings.
He hasn't run out (if they even can).
If I go and plant some saplings myself and hit them with some bonemeal he comes over and chops the tree down, but leaves a stump and gets stuck again. Certainly seems to be a sapling placing problem.
I keep getting this error when i approach the guild house, I also experienced a crash when I tried to trade.
0.8.6 30-07-2011 01:13:48 ERROR: guildhouse_6 at -57/71/-57/2/0 Asnières-le-lac: Exception in TileEntityBuilding.onUpdate():
0.8.6 30-07-2011 01:13:48 Exception, printing stack:
0.8.6 30-07-2011 01:13:48 java.lang.NullPointerException
at MLHelper.getItemName(MLHelper.java:38)
at MLEntityVillager$InvItem.getName(MLEntityVillager.java:1631)
at MLTileEntityBuilding.updateTownHallSigns(MLTileEntityBuilding.java:2845)
at MLTileEntityBuilding.updateTownHall(MLTileEntityBuilding.java:2716)
at MLTileEntityBuilding.n_(MLTileEntityBuilding.java:2443)
at fd.g(World.java:1403)
at net.minecraft.client.Minecraft.k(SourceFile:1494)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
Would it be possible to tone down on some of the new items the mod adds? I would personally like it just as much if it didn't add any new items at all - I don't see any of them taking a use that vanilla items wouldn't fulfill.
This is just a preference though, and I really admire your work, and will continue using 1.0 up until mcextended is finally updated, if it ever is.
Is there any way to make the NPC's change what they are building? I just bought the "Small house", and noticed that it says I need Wooden Frames (Of both kinds)... Only problem is, the village doesn't have a carpenter house yet, and they already have the signs in the town center reading "Small House". Will they just make a carpenter house anyways? Or did I just get the town stuck?
Again, sorry if anyone already answered this... Just 800+ pages would take me way too long...
Yes, they will still build on. You just don't see the needed resources and such until your house is finished and so forth.
sooooo if i continue my world a vilage will only spawn using the village wand.
am i correct?
That's one way, but if you get a flat enough area, they'll spawn there, too. At random, but still.
Villages will only spawn on newly generated chunks (or with the wand). So while a village won't pop up where you have already explored, if you explore just a little further one will almost certainly pop up immediately.
thats good because i dont want them spawning right next to my house :sleep.gif:
also, is this compatibale with the amazopack modpack?
EDIT: nvm It is not.
Thanks a ton!
I'm not currently up to speed on modding. Do I just put the id's after the = sign, seperated by commas?
Here?
I was kinda expecting some id's to be in there already. Like the vanilla lava and water.
The pathing lag spikes were just too much for me to handle, and I was playing a completely flat map.
I know it is probably my computer's fault, but I fell into lava 2 too many times because of the game freezing for 2 seconds for it to be consistently enjoyable.
When I get a better computer, or the pathing somehow gets better, I will resume this mod.
Thanks for the fun.
Commas does seem right. Any success?
I'm not sure, due to periodic crashes... it went like this.
1. tried with commas and it crashed right after village generation upon entering a new world twice. (2 seperate new worlds)
2. tried it with a new line for each id #. Opened one of the 1st worlds and it crashed. Generated a new world and it worked.
3. walked until I found another village, worked great. There were even pools nearby that were build around.
4. walked until I found a 3rd village and it crashed.
5. Loaded up same save again and it warped me back to before the 3rd village tried to generate.
6. walked to a slightly different location (cause couldn't find the original one) and it worked.
7. a 4th village generated as well. Then it crashed.
I'll probably just go with this set up for now and make many back ups as I go...and restart whenever I crash. The crashing could be due to anything. I have about 6 robust mods installed now. (Mo'Creatures, Millenaire, MineColony, Seasons Mod, Nature Overhaul, and ZanMinimap)
I have Nature Overhaul and Millenaire, but I also installed optimine/fog, maybe that can help?
1.0.2b completely fixed lag for me. It was nearly unplayable for me before. Now, I'm regularly getting 90+ fps, and it actually feels like 90+ fps also. I hit 220fps for a second :biggrin.gif:
I think it would be great to see the Normans creating raiding parties against them. Maybe if they killed off npcs, they could break apart the houses, and put the loot they gathered in the fort, sort of like a different type of resource gatherer.
The other issue is my lumberjack isn't doing anything, but bouncing around these tree stumps. The fact that he's left the last block of each tree he's cut down, makes me think he's having issues placing saplings. I don't know why he only did three trees then stopped, it's not a version issue as this village was spawned in the 1.0.2 version, not an earlier one then upgraded.
Switching pathing modes doesn't make a difference.
(that's a brilliant moustache though)
I chopped down all the stumps and trees myself and he ran off home to deliver the resources. Now he's just standing around his house, instead of actually going to plant some saplings.
He hasn't run out (if they even can).
If I go and plant some saplings myself and hit them with some bonemeal he comes over and chops the tree down, but leaves a stump and gets stuck again. Certainly seems to be a sapling placing problem.
I have no problem running them together. Did you install Aether first?
0.8.6 30-07-2011 01:13:48 ERROR: guildhouse_6 at -57/71/-57/2/0 Asnières-le-lac: Exception in TileEntityBuilding.onUpdate():
0.8.6 30-07-2011 01:13:48 Exception, printing stack:
0.8.6 30-07-2011 01:13:48 java.lang.NullPointerException
at MLHelper.getItemName(MLHelper.java:38)
at MLEntityVillager$InvItem.getName(MLEntityVillager.java:1631)
at MLTileEntityBuilding.updateTownHallSigns(MLTileEntityBuilding.java:2845)
at MLTileEntityBuilding.updateTownHall(MLTileEntityBuilding.java:2716)
at MLTileEntityBuilding.n_(MLTileEntityBuilding.java:2443)
at fd.g(World.java:1403)
at net.minecraft.client.Minecraft.k(SourceFile:1494)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)