Also does anyone know what setting it is that changes the distance from when villages first spawn? Currently they are only showing up once you are right next to where they appear. So walking around suddenly a village is 20ft infront of you from thin air.
today i'm going to re-install the game and the mods, and if that doesn't work, i'll post the issue in the bug report. And anyways there's a new version of optifine that isn't relased yet (it's a preview), and when its relased i'll test and see if the error persist.
Say I was interested in creating a brand new culture to add in and I wanted to do it entirely out of items and blocks from other mods.
1. Is this possible?
2. Are there any good tutorials that explain how one might go about doing this? The tutorials on the Wiki are rather lacking in many areas and far out of date.
Say I was interested in creating a brand new culture to add in and I wanted to do it entirely out of items and blocks from other mods.
1. Is this possible?
2. Are there any good tutorials that explain how one might go about doing this? The tutorials on the Wiki are rather lacking in many areas and far out of date.
1. Yes it is, in fact I am doing the same thing at the moment. Am using tech mods, running everything off of a charcoal powered generator (therefore, steam), and having it be a steampunk culture from an alternate universe 11th Century Saxons.
2. No there is not, the tutorials on the wiki are the best there is.
Okay Im not sure if this mod caused it, but I accepted the one quest to find some alchemist, I found a tower that fit the description and investigated it, and saw no alchemist there. So I run back to the village and quickly check about any update on the quest. No such luck. So then I run back to the tower, and after the tower loads in, It says "Shutting down internal server" then crashes, I look in the log and saw this.
2013-02-15 00:51:48 [SEVERE] [ForgeModLoader] The ForgeModLoader state engine has become corrupted. Probably, a state was missed by and invalid modification to a base classForgeModLoader depends on. This is a critical error and not recoverable. Investigate any modifications to base classes outside ofForgeModLoader, especially Optifine, to see if there are fixes available.
2013-02-15 00:51:48 [INFO] [STDERR] Exception in thread "Server thread" java.lang.RuntimeException: The ForgeModLoader state engine is invalid
2013-02-15 00:51:48 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.transition(LoadController.java:122)
2013-02-15 00:51:48 [INFO] [STDERR] at cpw.mods.fml.common.Loader.serverStopped(Loader.java:780)
2013-02-15 00:51:48 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.handleServerStopped(FMLCommonHandler.java:469)
2013-02-15 00:51:48 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:559)
2013-02-15 00:51:48 [INFO] [STDERR] at fy.run(SourceFile:849)
This only happened when I went back to the tower for the 2nd time... Somthing bad happened to forge...
Although I am easilly able to make new worlds and go to other worlds. This is very weird.
EDIT: Investigated it further, it was a pink slime from primitivemobs causing the crash, I guess Ill have to disable those with mobspawncontrols. Entered the world on peaceful just to enter without crashing.
But how do I find the alchemist? I found a tower but its abandoned.
I have the Millénaire Mod installed and it was working when I installed it. But I can no longer trade Items to the merchants or take quests from quest givers.
How do I fix this?
It could be compatibility issues with one of the other mods, so here is a list of the mods I'm using. ~~~~~ minecraftforge-universal-1.4.7-6.6.0.517
hey im running millienaire for 1.4.6 and when i create a new world ill find a town and there will be no texture on the npc but everythings fine notice bourd is read able but when i log out and back on all npc have their skins but the notice board says nothing idk what to do its all installed right but idk i have optifine and reis mini map lol
in the Japanese Controlled village, if one builds the Farm House, that Farm House acts as the village center and creates the same issues i stated before when my Bukkyou village built a second Imperial Office. The Farm House will also build beyond its supposed construction borders overlapping neighboring buildings.
The Chak Muul (Great Pyramid) and Noh Muul (Big Pyramid) (names seem reversed in my opinion) are not properly lit on the inside which gives hostile mobs a chance to ambush you in your own home. I lost my Chak Muul to a band of Creepers the moment it was completed.
The Mayan Temple has a 2 high gap under its base giving way to hostile mob spawning. Village Leader and warriors will attempt to kill them and if they succeed can be trapped under the temple for some time.
Merchants of all cultures, in majority, will not interact with the Player.
Quest bearing villagers not offering quests to the Player when trying to interact.
Villages and Lone Buildings ignoring custom forbidden blocks.
Japanese Bukkyou village able to build second village center causing issues i have explained before. Unknown to happen in other villages
Construction Error with Byzantine Basilike (Market Hall) where a bed will stick through the wall.
Misplaced Byzantine villagers or missing byzantine villagers: There is no baker and the baker's job is taken by the wheat farmer.
Byzantine Villa Urbana being listed as an Extra Building rather than a Player Building.
Some constructiosn will not finish if the player maintains a particular distance too long.
Player Controled Villages minimal spacing of constructions not according to config.txt.
Player Controled Villages building boundries not in sync with the config.txt radius or the village map depicted boundries.
Boundries of all villages seem sketchy. Does the boundry limit where the Center Chest can be or the Entire contruciton? Buildings seem to extend beyond it at times.
Purpose for Japanese Bath House? Villagers do not visit nor are there villagers who reside there. No shop for player. Just a pretty (and heavy space consuming) building?
Issues with Water (ID:8) and Water (ID:9) being used in constructions. ID:9 does not flow so foutains do not fill (Norman Fountains, Byzantine Chorio Emporikos central fountain)
Villagers teleporting everywhere even if an obstackle is not exactly in their way.
Furnace orientation varies wildly and sometimes makes buildings look less impressive.
Experience Orbs from quests not being absorbed by the Player. They just fly around you unless you run fast enough away.
Suggestions for Improvement:
Revamp older buildings (Norman, Hindi, Mayan) to use newer blocks in constructions for more pleasing appeal. (Anvils in Forges, Flower Pots, Brewing Stands and potion equipment in relevant structures, iron bars, enchantment tables in relevant structures such as religious centers, Cobblestone Wall for collumns or advanced fences).
Base Player Controled Village's Diplomacy with non-player controled villages off the Player's reputation with that village or culture.
More unique Player Controled town centers like with the Japanese. Make them more home like for the Player.
Thanks for the clear and systematic report. I'll see what I can fix in the list.
Rollback Post to RevisionRollBack
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
Why are all my villagers white? im using latest forge, latest millenaire, and using magiclauncher? Im using the mods Flans ye olde pack, Mo' creatures, and Rei's minimap
Merchants of all cultures, in majority, will not interact with the Player.
Quest bearing villagers not offering quests to the Player when trying to interact.
Misplaced Byzantine villagers or missing byzantine villagers: There is no baker and the baker's job is taken by the wheat farmer.
Some constructiosn will not finish if the player maintains a particular distance too long.
Player Controled Villages minimal spacing of constructions not according to config.txt.
Player Controled Villages building boundries not in sync with the config.txt radius or the village map depicted boundries.
Boundries of all villages seem sketchy. Does the boundry limit where the Center Chest can be or the Entire contruciton? Buildings seem to extend beyond it at times.
Experience Orbs from quests not being absorbed by the Player. They just fly around you unless you run fast enough away.
Suggestions for Improvement:
Revamp older buildings (Norman, Hindi, Mayan) to use newer blocks in constructions for more pleasing appeal. (Anvils in Forges, Flower Pots, Brewing Stands and potion equipment in relevant structures, iron bars, enchantment tables in relevant structures such as religious centers, Cobblestone Wall for collumns or advanced fences).
Base Player Controled Village's Diplomacy with non-player controled villages off the Player's reputation with that village or culture.
More unique Player Controled town centers like with the Japanese. Make them more home like for the Player.
Beds in all Player Buildings, not just some.
I did a little more poking around the data files, so what I said earlier could use a little refinement but it looks like it is just corrections that need to be made to data files as opposed to a bug (in the actual code)
japanesepalace_A.txt and villa_urbana_A.txt add "max:0" somewhere and that will resolve the duplicate building issues with them. Those are the only 2 I have noticed. All town centers and player buildings should have max:0 as well as any other buildings that should only be built when told to by the village config file or purchased by player.
Other buildings could certainly use some tuning as to the max amount, but I guess that comes down to player discretion.
I felt the same about the boundary distance but again upon closer inspection it appears to be working as intended. The issue is that there is a border set on each building of 2 tiles as well as the minimum distance of 2 tiles, so that means 6 tiles total between buildings which makes player placement a PITA. The Byzantine buildings all tend to have a bit of slop around the edges which makes it seem even worse.
Byzantine baker is again working as intended. He has goal:makebread. In the Norman villages you will notice there is no baker either, the housewives have goal:makebread.
The Byzantine culture in general needs a little more refining and balancing. A lot of the buildings need little tweaking. Considering how little wool they use you certainly don't need more than 1 sheep farm (and even 1 is questionable). Buy/sell lists need tweaking. The fort in particular has a lot of wasted space around it. I am not hating on it. I love what has been done, I just think it is unfinished.
The way the border works is the center of a building cant be in the lightgreen, other parts of the building can. So building center respects the radius setting, but the village could actually extend a bit past it.
Most of that stuff doesn't require Kinniken's attention though, any of us could do it. I'd be happy to help.
The biggest issues I am having are:
1. Active/frozen doesn't seem to matter anymore. I can set it to 60 or 6000. All that seems to matter is if the chunks are loaded or not. I have tried slapping down chickenbones chunkloaders in town centers but it causes the game to crash. So as long as I am within 4 chunks of all villagers everything is hunky-dorey. The minute I go another chunk away villagers go missing. Their status on signs/map shows as "missing", they disappear off reis minimap radar. They tend to be standing there invisible but they stop doing their jobs. Logging out and back in corrects this but it becomes tedious.
2. Merchants working intermittently. I'm talking about both types (shop and inter-village traders).
3. Wrong villagers moving in. Example: My Byzantine city a girl moved into 1 of the 3 soldier bunks. Later a man moved in. Even later they had a child. Man took the profession of farmer. The farm also had a farmer. They both had the same name too. Nothing I could do could get them out of the barracks either. This can be hard to spot but seems to happen if you are having bad luck with births (whenever I have no males being born but a bunch of girls and empty buildings it seems more often than not bad things happen if the lady of the house is the first inhabitant.)
4. Lumberjacks, 2 issues. 1 is after fighting a mob they plant a sapling (and if you dont think this is an issue just wait a few days of them throwing trees all over the village, inside buildings even and then come tell me this isnt a big deal). and 2, they tend to get stuck often. There will be plenty of trees, in fact all the groves will be full, but they still want to plant, and they stand there waiting to plant.
K so i found out that after a minecraft day or 2 some of the villagers would turn back to normal, but some of them are still white. Also you should fix 2 things 1. Put fence around farms cause i play with mo creatures and alll the farms are trampled over and barely anything ever grows.
2. Put some torches in the farms, cause some of the villages spawn in snow biomes, and the water freezes, or make it so that water doesnt turn to ice in villages. You'll probably think of something.
(I still need help with the white villagers though)
Don't forget about the javas!
player.me/felinoel
1. Is this possible?
2. Are there any good tutorials that explain how one might go about doing this? The tutorials on the Wiki are rather lacking in many areas and far out of date.
Probably.
1. Yes it is, in fact I am doing the same thing at the moment. Am using tech mods, running everything off of a charcoal powered generator (therefore, steam), and having it be a steampunk culture from an alternate universe 11th Century Saxons.
2. No there is not, the tutorials on the wiki are the best there is.
player.me/felinoel
Thank you
2013-02-15 00:51:48 [SEVERE] [ForgeModLoader] The ForgeModLoader state engine has become corrupted. Probably, a state was missed by and invalid modification to a base classForgeModLoader depends on. This is a critical error and not recoverable. Investigate any modifications to base classes outside ofForgeModLoader, especially Optifine, to see if there are fixes available.
2013-02-15 00:51:48 [INFO] [STDERR] Exception in thread "Server thread" java.lang.RuntimeException: The ForgeModLoader state engine is invalid
2013-02-15 00:51:48 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.transition(LoadController.java:122)
2013-02-15 00:51:48 [INFO] [STDERR] at cpw.mods.fml.common.Loader.serverStopped(Loader.java:780)
2013-02-15 00:51:48 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.handleServerStopped(FMLCommonHandler.java:469)
2013-02-15 00:51:48 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:559)
2013-02-15 00:51:48 [INFO] [STDERR] at fy.run(SourceFile:849)
This only happened when I went back to the tower for the 2nd time... Somthing bad happened to forge...
Although I am easilly able to make new worlds and go to other worlds. This is very weird.
EDIT: Investigated it further, it was a pink slime from primitivemobs causing the crash, I guess Ill have to disable those with mobspawncontrols. Entered the world on peaceful just to enter without crashing.
But how do I find the alchemist? I found a tower but its abandoned.
Think I will be on here often? Haha no.
But I can no longer trade Items to the merchants or take quests from quest givers.
How do I fix this?
It could be compatibility issues with one of the other mods,
so here is a list of the mods I'm using.
~~~~~
minecraftforge-universal-1.4.7-6.6.0.517
DrZharks MoCreatures Mod v4.5.1
CustomMobSpawner 1.11
LittleBlocks
SlimevoidLib_2.0.1.1
Metallurgy all 2.4 packs
1.4.7Chainz_v1.0.3Forge
Balkon's WeaponMod
betterworld-PAF-1.8b
CampfireMod_2.4_for_1.4.7
CastleDefenders1.1
Catapult_Mod-0.8.6.133-alpha-MC146
cogs-0.1.2b
Dungeon Mobs v1.11.1
DungeonPack 1.4.7 v1 Universal
GemsPlus Forge 1.4.7
Goblins Mod V4.0.3 (Minecraft 1.4.6)
ironchest-universal-1.4.7-5.0.1.239
Lanterns 1.1.5 Universal
Millenaire4.1.1
SecretRoomsMod-universal-4.4.1.158
tmc_16_2.0c
TooManyItems2013_01_09_1.4.7
WildCaves 3 v0.3.2
~~~~~
I don't see anywhere in the FAQ about editing the discovery distance. I don't see why you can't just answer the simple question.
Thanks for the clear and systematic report. I'll see what I can fix in the list.
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
I did a little more poking around the data files, so what I said earlier could use a little refinement but it looks like it is just corrections that need to be made to data files as opposed to a bug (in the actual code)
japanesepalace_A.txt and villa_urbana_A.txt add "max:0" somewhere and that will resolve the duplicate building issues with them. Those are the only 2 I have noticed. All town centers and player buildings should have max:0 as well as any other buildings that should only be built when told to by the village config file or purchased by player.
Other buildings could certainly use some tuning as to the max amount, but I guess that comes down to player discretion.
I felt the same about the boundary distance but again upon closer inspection it appears to be working as intended. The issue is that there is a border set on each building of 2 tiles as well as the minimum distance of 2 tiles, so that means 6 tiles total between buildings which makes player placement a PITA. The Byzantine buildings all tend to have a bit of slop around the edges which makes it seem even worse.
Byzantine baker is again working as intended. He has goal:makebread. In the Norman villages you will notice there is no baker either, the housewives have goal:makebread.
The Byzantine culture in general needs a little more refining and balancing. A lot of the buildings need little tweaking. Considering how little wool they use you certainly don't need more than 1 sheep farm (and even 1 is questionable). Buy/sell lists need tweaking. The fort in particular has a lot of wasted space around it. I am not hating on it. I love what has been done, I just think it is unfinished.
The way the border works is the center of a building cant be in the lightgreen, other parts of the building can. So building center respects the radius setting, but the village could actually extend a bit past it.
Most of that stuff doesn't require Kinniken's attention though, any of us could do it. I'd be happy to help.
The biggest issues I am having are:
1. Active/frozen doesn't seem to matter anymore. I can set it to 60 or 6000. All that seems to matter is if the chunks are loaded or not. I have tried slapping down chickenbones chunkloaders in town centers but it causes the game to crash. So as long as I am within 4 chunks of all villagers everything is hunky-dorey. The minute I go another chunk away villagers go missing. Their status on signs/map shows as "missing", they disappear off reis minimap radar. They tend to be standing there invisible but they stop doing their jobs. Logging out and back in corrects this but it becomes tedious.
2. Merchants working intermittently. I'm talking about both types (shop and inter-village traders).
3. Wrong villagers moving in. Example: My Byzantine city a girl moved into 1 of the 3 soldier bunks. Later a man moved in. Even later they had a child. Man took the profession of farmer. The farm also had a farmer. They both had the same name too. Nothing I could do could get them out of the barracks either. This can be hard to spot but seems to happen if you are having bad luck with births (whenever I have no males being born but a bunch of girls and empty buildings it seems more often than not bad things happen if the lady of the house is the first inhabitant.)
4. Lumberjacks, 2 issues. 1 is after fighting a mob they plant a sapling (and if you dont think this is an issue just wait a few days of them throwing trees all over the village, inside buildings even and then come tell me this isnt a big deal). and 2, they tend to get stuck often. There will be plenty of trees, in fact all the groves will be full, but they still want to plant, and they stand there waiting to plant.
Try it and report back. I'm eager to know if they can place water.
2. Put some torches in the farms, cause some of the villages spawn in snow biomes, and the water freezes, or make it so that water doesnt turn to ice in villages. You'll probably think of something.
(I still need help with the white villagers though)