First of all, I would like to sincerely thank you and your team for creating such an interesting and enjoyable mod! I have spent entirely too many hours exploring my game worlds and trading with the Millenaire villages.
I do have a few suggestions to possibly improve the experience somewhat.
Firstly, perhaps you could change the triggers for the Sadhu and Alchemist spawns so that they will always spawn at about 1024 blocks away from the player, regardless of whether their quests have been intitiated or not, sort of like how End Portal Strongholds are generated in the vanilla game.... Maybe give them some non-quest related trades if you haven't initiated the quests prior to finding them (and also to give them a purpose after you're done with the creation quests).
Also, perhaps, since there are now 5 cultures in all (Norman, Japanese, Hindi, Byzantine and Mayan), it might be best to change the in-game currency to something more generic, such as "Copper" (or Bronze), "Silver" and "Gold", much like is standard for 99.9% of all RPG-type games (World of Warcraft, Everquest, etc)... Of course, that's just a personal preference on my part because it's rather jarring to be using Deniers to trade with 11th century Japanese villages (which would have used Tsuho and Genbo)...
Also, a rather neat idea would be to have Millenaire villagers buy and sell Emeralds and have at least one Testificate villager trade Emeralds for Denier, which would not only be pretty handy, but also kind of symbolize that the displaced Millenaire cultures are at least willing to do business with the locals....
Finally, I have a few ideas for additional cultures, but would like to try building one or two myself before offering to go all-in, so any links to tutorials on the basics would be helpful.... I'm pretty much new to Minecraft modding, but I have loads of experience modding other games (Civilization III, Age of Empires III, Half-Life, and numerous others).
I tried to use the staffs as usual to create my buildings, but after that once I imported them back, I had few issues:
- Several blocks, mostly half blocks and stairs are gone.
- Is there a way to add items? Specially books with text?
- Before, I used Cadastre, but looks pretty outdated. Is an easy way to add the spawn-position blocks and others?
I would like to create my stuff but, so far isn't looking any good..
Im afraid you need to open the .png file, and get the Colour Sheet out and get your hands dirty. The program I perfer to use is Paint.net, as it is free and way easier to use.
First of all, I would like to sincerely thank you and your team for creating such an interesting and enjoyable mod! I have spent entirely too many hours exploring my game worlds and trading with the Millenaire villages.
I do have a few suggestions to possibly improve the experience somewhat.
Firstly, perhaps you could change the triggers for the Sadhu and Alchemist spawns so that they will always spawn at about 1024 blocks away from the player, regardless of whether their quests have been intitiated or not, sort of like how End Portal Strongholds are generated in the vanilla game.... Maybe give them some non-quest related trades if you haven't initiated the quests prior to finding them (and also to give them a purpose after you're done with the creation quests).
Also, perhaps, since there are now 5 cultures in all (Norman, Japanese, Hindi, Byzantine and Mayan), it might be best to change the in-game currency to something more generic, such as "Copper" (or Bronze), "Silver" and "Gold", much like is standard for 99.9% of all RPG-type games (World of Warcraft, Everquest, etc)... Of course, that's just a personal preference on my part because it's rather jarring to be using Deniers to trade with 11th century Japanese villages (which would have used Tsuho and Genbo)...
Also, a rather neat idea would be to have Millenaire villagers buy and sell Emeralds and have at least one Testificate villager trade Emeralds for Denier, which would not only be pretty handy, but also kind of symbolize that the displaced Millenaire cultures are at least willing to do business with the locals....
Finally, I have a few ideas for additional cultures, but would like to try building one or two myself before offering to go all-in, so any links to tutorials on the basics would be helpful.... I'm pretty much new to Minecraft modding, but I have loads of experience modding other games (Civilization III, Age of Empires III, Half-Life, and numerous others).
Again, thanks for an outstanding mod.
I am pretty sure the Sadhu Tree and other quest related buildings always spawn 2000 meters away, as I know it.
Also I agree with your suggestion for the currency.
For the culture or custom building you want to do, I suggest looking at these recently updated guides.
All of them in the series should be updated, except the last guide is a work in progress. So if you have any questions about creating the actual culture file and what not, just talk to me. http://www.millenaire.org/wiki/Category:Guides
I have a question myself about the color chart. When will nether/end blocks be added to it? I have ideas for a classic olympian greek culture and such but no way to include nether quartz into it( greek used alot of limestone for sculptures and temples :o)
and thnx for the link to the modding guides will help me in gettings started on other ideas
Also, perhaps, since there are now 5 cultures in all (Norman, Japanese, Hindi, Byzantine and Mayan), it might be best to change the in-game currency to something more generic, such as "Copper" (or Bronze), "Silver" and "Gold", much like is standard for 99.9% of all RPG-type games (World of Warcraft, Everquest, etc)... Of course, that's just a personal preference on my part because it's rather jarring to be using Deniers to trade with 11th century Japanese villages (which would have used Tsuho and Genbo)...
Money and trading has always been a issue. We could always rename it to "Copper (or Bronze), Silver and Gold" if the players suggest it. http://millenaire.org/wiki/Suggestions
We also talked about each culture having their own currency... That would make it harder for players to use currencies from other cultures unless their is a exchange? Which the exchange is done by a trading post or some kind of bank?
If we have currencies for each culture? Then we talked about buying and selling goods as the exchange. Where you buy goods with one culture's currency and sell the goods to another culture to get their currency.
Now, this is just talk and never agree to do this. That why we have a suggestions in the wiki.
Gavinator: Thanks for the tips and link (although in my case, the Alchemist turned out to be almost 3000 blocks away, and that is on a map where I didn't do much exploring).... It looks like defining custom buildings will be a bit easier than I thought. Still, I'm going to try doing a "Holy Roman Empire" faction that re-uses a lot of the Norman lower-tier buildings first in order to get a feel for it before taking a stab at making a Song Chinese culture (I'd like to see the Song added because they were extremely technologically advanced for the time: They invented the magnetic compass, gunpowder and the first primitive firearms sometime around 1000-1100)....
Rasseru: Thanks for the link. It looks like someone already suggested the things I was going to.
Rasseru: What method do you use to create buildings?
For the Japanese? If so? I researched the buildings during that period of time and take the designs tips. But, I'm limited what I can do with MC and the size of buildings. The buildings on the finally stages are more likely true to the design during the Heian period. Final stages with Japanese buildings are meant to be a big reward with the fancy designs. East Asia cultures were advanced during this time as well.
I like to say again. I did not made the older buildings or first release. So I fixed some issues with the culture.
How about making so That as was said, each culture has their own currency however when 2 villages of different cultures start trading the merchant could setup an exchange in the opposite village so that you can change currencys.
I tried installing this with magic launcher and it did nothing, so I tried putting the mod files in the mods folder and upon starting minecraft I got this crash report:
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 4/26/13 1:55 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@5f667d when adding org.millenaire.common.block.BlockMillChest@141a404
at amq.<init>(Block.java:324)
at akb.<init>(BlockContainer.java:11)
at ajk.<init>(BlockChest.java:32)
at org.millenaire.common.block.BlockMillChest.<init>(BlockMillChest.java:63)
at org.millenaire.common.forge.Mill.initBlockItems(Mill.java:330)
at org.millenaire.common.forge.Mill.preInit(Mill.java:671)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Thank you for the 4.8.0! Finally fixed Byzantine dialogue and village chief in linux. Also all of my buildings now work. There are no errors between each upgrade once I re-exported / edited them.
Server seems to be a bit laggier than before with only 1 or two villages vs. having several dozen didn't really make much difference before. Looking into it. Either way big gains on this one for us linux peops. TY!
I tried installing this with magic launcher and it did nothing, so I tried putting the mod files in the mods folder and upon starting minecraft I got this crash report:
...
You can't install this with just magic launcher. Have you read up on the front page how to install?
- Just be sure you have at least the recommended version of Forge
- Open the zip file of Millenaire - go to the 'Put in Mods Folder' folder, and copy everything in there into your mods directory.
so your mods directory should look something like:
Then you should fire right up. I've not had a problem with the last 6 versions or so I've just replaced the files in my mods folder and made a new world - bam. done. I also use magic launcher to load up optifine, forgeessentials, rei's mini-map etc. and have no problems so no issues there.
You can't install this with just magic launcher. Have you read up on the front page how to install?
- Just be sure you have at least the recommended version of Forge
- Open the zip file of Millenaire - go to the 'Put in Mods Folder' folder, and copy everything in there into your mods directory.
so your mods directory should look something like:
Then you should fire right up. I've not had a problem with the last 6 versions or so I've just replaced the files in my mods folder and made a new world - bam. done. I also use magic launcher to load up optifine, forgeessentials, rei's mini-map etc. and have no problems so no issues there.
Yes, I went to the wiki page, removed millenaire from the magic launcher and put the "put in mods folder" contents in the mods folder, and that is when I started getting the crash.
I am on Minecraft 1.4.6, I use Forge universal 1.4.6.6.5.0.486 and I installed millenaire 4.3.2.1.
I noticed the error report said: Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@5f667d when adding org.millenaire.common.block.BlockMillChest@141a404
Could there be an incompatibility with Buildcraft?
Yes, I went to the wiki page, removed millenaire from the magic launcher and put the "put in mods folder" contents in the mods folder, and that is when I started getting the crash.
I am on Minecraft 1.4.6, I use Forge universal 1.4.6.6.5.0.486 and I installed millenaire 4.3.2.1.
I noticed the error report said: Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@5f667d when adding org.millenaire.common.block.BlockMillChest@141a404
Could there be an incompatibility with Buildcraft?
I'm running BuildCraft with Millenaire and had the same problem.
What I did was to open Buildcrafts "main.conf" file with a text editor and change all block ID's (and ONLY the block IDs!) to something else. The config file is created first time you try to launch MC with BuildCraft.
To make it simple I changed them all from 1nnn to 2nnn, e.g. 1515 to 2515.
This was before I started doing anything with Buildcraft in my world.
Not sure what happens if you do this in an old world.
Not sure how to do this on a server.
I think that what I did manually is what the IDResolver and other launch helper addons are doing more or less.
I don't know if ne1 else has this problem, but ive created several player controlled villages, and all i seem to get is nothing BUT female children. is this a bug or something? i think ive made like 7-8 villages and only had 1 male child spawn total.
Hey, where do I find the block configs for Millenaire? I'm having issues with it and a couple of mods and the easiest thing to do would be to change this one because one mod is easier to change than 3 (two are basically conversion mods and are therefore immensely annoying to change).
Thank you for this awesome mod by the way!
Download Id Resolver mod because then you don't have to look at the folders and configs to change the block ids
or when you don´t want to then you should be able to change the millenaire block ids from it's folder.
I have a Norman Farming village that some how quit the construction of their second pig pen. The female villager goes to the Manoir and stands there saying how she is collecting materials. I tried to buy all the wood from them to see If I could reset constuction but it didn't help. So now the farming village is stuck in its growth.
I've seemed to noticed that my stone carver isn't getting any resources.
What do I do?
What culture and village it is and also in some villages they put stuff into furnaces so the village is nit reconising them as the village current resources.
Also is your village active all the time or not?
I am a little desperate for help here, so go easy on me for being new. I really want to use this mod, but at the same time, I can't play Minecraft without Biomes O' Plenty. It's just not the same after trying that mod. I noticed that there are two different patches that add support for BOP, listed here, and here.
The problem is, I have no idea which of the patches I am supposed to use. Am I supposed to use Ticlon's, SoNick's, or both of them?
I am a little desperate for help here, so go easy on me for being new. I really want to use this mod, but at the same time, I can't play Minecraft without Biomes O' Plenty. It's just not the same after trying that mod. I noticed that there are two different patches that add support for BOP, listed here, and here.
The problem is, I have no idea which of the patches I am supposed to use. Am I supposed to use Ticlon's, SoNick's, or both of them?
I use both mods without problem, never even heard of any patch. They seem to work fine for me as is. Give it a try and see the awesomeness!!!! You'll be fine.
I am a little desperate for help here, so go easy on me for being new. I really want to use this mod, but at the same time, I can't play Minecraft without Biomes O' Plenty. It's just not the same after trying that mod. I noticed that there are two different patches that add support for BOP, listed here, and here.
The problem is, I have no idea which of the patches I am supposed to use. Am I supposed to use Ticlon's, SoNick's, or both of them?
First of all, I would like to sincerely thank you and your team for creating such an interesting and enjoyable mod! I have spent entirely too many hours exploring my game worlds and trading with the Millenaire villages.
I do have a few suggestions to possibly improve the experience somewhat.
Firstly, perhaps you could change the triggers for the Sadhu and Alchemist spawns so that they will always spawn at about 1024 blocks away from the player, regardless of whether their quests have been intitiated or not, sort of like how End Portal Strongholds are generated in the vanilla game.... Maybe give them some non-quest related trades if you haven't initiated the quests prior to finding them (and also to give them a purpose after you're done with the creation quests).
Also, perhaps, since there are now 5 cultures in all (Norman, Japanese, Hindi, Byzantine and Mayan), it might be best to change the in-game currency to something more generic, such as "Copper" (or Bronze), "Silver" and "Gold", much like is standard for 99.9% of all RPG-type games (World of Warcraft, Everquest, etc)... Of course, that's just a personal preference on my part because it's rather jarring to be using Deniers to trade with 11th century Japanese villages (which would have used Tsuho and Genbo)...
Also, a rather neat idea would be to have Millenaire villagers buy and sell Emeralds and have at least one Testificate villager trade Emeralds for Denier, which would not only be pretty handy, but also kind of symbolize that the displaced Millenaire cultures are at least willing to do business with the locals....
Finally, I have a few ideas for additional cultures, but would like to try building one or two myself before offering to go all-in, so any links to tutorials on the basics would be helpful.... I'm pretty much new to Minecraft modding, but I have loads of experience modding other games (Civilization III, Age of Empires III, Half-Life, and numerous others).
Again, thanks for an outstanding mod.
The Wak Ka' Múul Chronicles: My Minecraft series on YouTube
Im afraid you need to open the .png file, and get the Colour Sheet out and get your hands dirty. The program I perfer to use is Paint.net, as it is free and way easier to use.
I am pretty sure the Sadhu Tree and other quest related buildings always spawn 2000 meters away, as I know it.
Also I agree with your suggestion for the currency.
For the culture or custom building you want to do, I suggest looking at these recently updated guides.
All of them in the series should be updated, except the last guide is a work in progress. So if you have any questions about creating the actual culture file and what not, just talk to me.
http://www.millenaire.org/wiki/Category:Guides
Wouldn't be much of a trade route if I went around destroying the villages
and thnx for the link to the modding guides will help me in gettings started on other ideas
Money and trading has always been a issue. We could always rename it to "Copper (or Bronze), Silver and Gold" if the players suggest it. http://millenaire.org/wiki/Suggestions
We also talked about each culture having their own currency... That would make it harder for players to use currencies from other cultures unless their is a exchange? Which the exchange is done by a trading post or some kind of bank?
If we have currencies for each culture? Then we talked about buying and selling goods as the exchange. Where you buy goods with one culture's currency and sell the goods to another culture to get their currency.
Now, this is just talk and never agree to do this. That why we have a suggestions in the wiki.
Rasseru: Thanks for the link. It looks like someone already suggested the things I was going to.
The Wak Ka' Múul Chronicles: My Minecraft series on YouTube
For the Japanese? If so? I researched the buildings during that period of time and take the designs tips. But, I'm limited what I can do with MC and the size of buildings. The buildings on the finally stages are more likely true to the design during the Heian period. Final stages with Japanese buildings are meant to be a big reward with the fancy designs. East Asia cultures were advanced during this time as well.
I like to say again. I did not made the older buildings or first release. So I fixed some issues with the culture.
Please send your idea here http://millenaire.org/wiki/Suggestions and we will talk about it. I can't promise any thing.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 4/26/13 1:55 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@5f667d when adding org.millenaire.common.block.BlockMillChest@141a404
at amq.<init>(Block.java:324)
at akb.<init>(BlockContainer.java:11)
at ajk.<init>(BlockChest.java:32)
at org.millenaire.common.block.BlockMillChest.<init>(BlockMillChest.java:63)
at org.millenaire.common.forge.Mill.initBlockItems(Mill.java:330)
at org.millenaire.common.forge.Mill.preInit(Mill.java:671)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 921992800 bytes (879 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms1024m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.15.514 Minecraft Forge 6.5.0.486 Optifine OptiFine_1.4.6_HD_B4 30 mods loaded, 30 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_MinePainter [MinePainter] (MinePainter-0.1.0-mc1.4.7.zip) Unloaded->Constructed->Pre-initialized
CameraCraft [CameraCraft] (CameraCraft2.3.zip) Unloaded->Constructed->Pre-initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized
ZAMod [Zombie Awareness] (Zombie Awareness v1.85 Mod for MC v1.4.7.zip) Unloaded->Constructed->Pre-initialized
HangableMaps [Hangable Maps] (HangableMaps_v1.4.6_1_MC1.4.6 (1).zip) Unloaded->Constructed->Pre-initialized
BiblioCraft [BiblioCraft] (BiblioCraft [v1.0.0].zip) Unloaded->Constructed->Pre-initialized
mod_RecipeBook [mod_RecipeBook] (Recipe Book.zip) Unloaded->Constructed->Pre-initialized
PortalGun [Portal Gun] (PortalGun1.4.7v2.zip) Unloaded->Constructed->Pre-initialized
GraviGun [GraviGun] (GravityGun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized
mod_Gibbing [mod_Gibbing] (MobAmputation1.4.6v1.zip) Unloaded->Constructed->Pre-initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized
Thaumcraft [Thaumcraft] (Thaumcraft3.0.1c.zip) Unloaded->Constructed->Pre-initialized
quicksand-mod [Quicksand Mod] ([1.4.6][Forge]Quicksand Mod 3.0.2.jar) Unloaded->Constructed->Pre-initialized
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.4.0.zip) Unloaded->Constructed->Pre-initialized
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.10.zip) Unloaded->Constructed->Pre-initialized
ICBM|Explosion [ICBM|Explosion] (ICBM_Explosion_v1.0.5.166 (1).jar) Unloaded->Constructed->Pre-initialized
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.9.0.jar) Unloaded->Constructed->Pre-initialized
mod_GuiAPI [mod_GuiAPI] (GuiAPI-1.4.6-TEMP.zip) Unloaded->Constructed->Pre-initialized
Millenaire [Millénaire] (millenaire4.3.2.1.zip) Unloaded->Constructed->Errored
CustomOreGen [Custom Ore Generation] (CustomOreGen.[1.4.6]v1.Common.zip) Unloaded->Constructed->Pre-initialized
mod_CustomOreGen [mod_CustomOreGen] (CustomOreGen.[1.4.6]v1.Common.zip) Unloaded->Constructed->Pre-initialized
MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.4.6.2.zip) Unloaded->Constructed->Pre-initialized
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.1995, Intel
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Server seems to be a bit laggier than before with only 1 or two villages vs. having several dozen didn't really make much difference before. Looking into it. Either way big gains on this one for us linux peops. TY!
You can't install this with just magic launcher. Have you read up on the front page how to install?
- Just be sure you have at least the recommended version of Forge
- Open the zip file of Millenaire - go to the 'Put in Mods Folder' folder, and copy everything in there into your mods directory.
so your mods directory should look something like:
Then you should fire right up. I've not had a problem with the last 6 versions or so I've just replaced the files in my mods folder and made a new world - bam. done. I also use magic launcher to load up optifine, forgeessentials, rei's mini-map etc. and have no problems so no issues there.
Yes, I went to the wiki page, removed millenaire from the magic launcher and put the "put in mods folder" contents in the mods folder, and that is when I started getting the crash.
I am on Minecraft 1.4.6, I use Forge universal 1.4.6.6.5.0.486 and I installed millenaire 4.3.2.1.
I noticed the error report said:
Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@5f667d when adding org.millenaire.common.block.BlockMillChest@141a404
Could there be an incompatibility with Buildcraft?
I'm running BuildCraft with Millenaire and had the same problem.
What I did was to open Buildcrafts "main.conf" file with a text editor and change all block ID's (and ONLY the block IDs!) to something else. The config file is created first time you try to launch MC with BuildCraft.
To make it simple I changed them all from 1nnn to 2nnn, e.g. 1515 to 2515.
This was before I started doing anything with Buildcraft in my world.
Not sure what happens if you do this in an old world.
Not sure how to do this on a server.
I think that what I did manually is what the IDResolver and other launch helper addons are doing more or less.
First few lines from main.conf:
# Configuration file
####################
# block
####################
block {
I:architect.id=2508
I:assemblyTable.id=2517
I:autoWorkbench.id=2502
I:blueprintLibrary.id=2515
...
Download Id Resolver mod because then you don't have to look at the folders and configs to change the block ids
or when you don´t want to then you should be able to change the millenaire block ids from it's folder.
What culture and village it is and also in some villages they put stuff into furnaces so the village is nit reconising them as the village current resources.
Also is your village active all the time or not?
The problem is, I have no idea which of the patches I am supposed to use. Am I supposed to use Ticlon's, SoNick's, or both of them?
I use both mods without problem, never even heard of any patch. They seem to work fine for me as is. Give it a try and see the awesomeness!!!! You'll be fine.
It is your choice but I recommend SoNick's one.
Thanks for the help.