They do have Rome in the form of the Byzantines. The key thing here is that all these cultures existed around the 11th century, so who we think of as the Romans won't be in this mod. However, I can see them adding the Chinese and Middle Eastern nations.
Millénaire for Minecraft 1.12 has now reached it's 20 beta, with masses of fixes and improvements compared to the first one. Further testing would be highly appreciated as release date grows closer!
Thanks
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.
A release candidate for Minecraft 1.12 is now available! Check the Millénaire forum for more information.
It is fully playable and will be released as a full version very soon.
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.
Hello everyone! I have some problem in Millenaire 1.12.2.
The Norman villagers don't bring resources from their home to my Fort.But in other villages that I didn't own them, it is not like that.How do I fix it?
Minecraft 1.12
- Fully upgraded to Minecraft 1.12
- Support for some new features like holding items in off hands, new ground types
- Achievements have been removed. Advancements will be implemented in a later update
Mod Deployment
- Millénaire will now display a message when it is not running the latest version
- millenaire/ and millenaire-custom/ directories are now auto-expended
in the mods/ folder, to make installation easier and be compatible with
Twitch
- Anonymous sending of statistics (version, language...) to millenaire.org. Can be disabled in a new setting
- Merged client & server releases
Village Generation
- Added a system where villages away from spawn can start with some initial progress (can be configured in settings)
- Leaves will no longer be removed around buildings, to avoid "tree stripping" effects
- Buildings in snowy biomes will now generate covered in snow
- Villagers will now avoid clearing flowers and tall grass when building
Improved Village Paths
- Village paths will now centre on "nodes" buildings like wells and
small plazas (implemented for Norman, Indian, Mayan and Byzantines for
now)
- New "node" buildings for the Byzantines by Ticlon, for the Mayans by MoonCutter and for the Indians
- Village paths are now a little lower than normal blocks, like the vanilla grass paths
- Paths are better calculated than before, with less random detours
Village Behaviour
- Re-enabled system that prevented villages from making unreachable buildings and displayed unreachable zones on the map
- All villages now have an inn at start, to have local trade up and running faster
Blocks
- Added stairs and slabs for timber frame, mud bricks, cooked bricks and thatch
- Added support for fence and fence gates in all wood types
Custom Content Creation
- New feature by SamBoy: buildings now imported with placeholders for
their "action points". This means things like selling positions or tree
spawn points can now be edited in-game, and Millénaire buildings can now
be imported and exported without damaging their special points.
- Building plans and villager types can now be placed in arbitrary subdirectories of buildings/ and villagers/
- New handling of millenaire-custom that enables overriding of almost any file
- When importing a building, if it's not found in the exports folder it
will now be copied from millenaire/ based on either file name ("well")
or native in-game name ("puit")
- The importer now supports importing variations ("farm_B")
Various
- New icons by Lokosy for different items (wands, Mayan tools…)
- New /millRenameVillage command enabling admins to rename villages
- Added a list of active villages available via /millListActiveVillages with the CPU time taken by the village
- Many, many bugs fixed, too many to list here
- Fight a polar bear for a sneak peak at the next major new feature!
Great thanks to everybody who helped with this release, with a
particular mention for MoonCutter2B, Samboy, MauveCloud, Goshen,
Orange1861, Scojla, and Lokosy!
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.
Aanyway, I'm sure that this problem was overlooked since it's easily fixable by tinkering with settings, but in 90% of cases Japanese villages are never fully built by default because the buildings are pretty big, resulting in a bunch of "out of range" problems
- The achievements from 6.0 have been converted to advancements - New culture-specific advancements for reaching a high reputation with a village, completing a village, creating a controlled village and completing a Creation Quest chapter - Anonymous data on completed advancements is now included in the anonymous Millénaire statistics, for use in a new Steam-like Advancements page (https://www.millenaire.org/advancementsen.html) - Villagers can now open and close all wooden doors - Two new textures for the Norman wives by JoghurtDipper alongside tweaks to other existing Norman textures - Lessened tendency of builders to teleport high in the air - Reduced the range of the breeding goal and boosted that of the slaughtering goal to avoid ever-expanding herds - Many tweaks to buildings (MauveCloud and others) - Added support for nether bricks and derived blocks (fences and stairs) in building plans - Added support for terracotta and glazed terracota in building plans - Fixed major bug in 6.2.1 that led to village paths not being created properly - Fixed bug with pathing around cobblestone walls - Possible fix for repeating crash in rare cases in Region Mapper code - Fixed bug that could cause villagers to stop putting resources to cook - Likely fix for bug in time monitoring that could cause crashes on startup
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.
Seems like villager and block rendering takes a lot of power. I had to remove this because it was still taking my computer to 90+ even with all other mods being on the small side (dynamic trees, animania, etc) the debug profiler files the blocks in this mod under "block entities" (tiles), is that true? Didn't seem like it from the code, but I'm not in a position to doubt Optifine devs :/
Side note, I realized I now classify 100 mods as a "small modpack" -.-
Awesome to see this updated to 1.12.2! Going to be interesting to see what can be done with this after 1.13 the aquatic update, maybe add Polynesians and the like and a Atlantis culture perhaps with floating cities and what have you. Just a thought.
Rollback Post to RevisionRollBack
Apparently I have lost my mind. If you find it, then clearly I'm not the only one.
Guys with the new version, i have a problem.
I had created a new civ in version 1.7 that worked correctly, but with this version millenaire is not finding the custom textures.
They are stored in resource pack.
I havent changed anything.
Anyone figured out what items are needed for pujas? I'm struggling to figure it out. I want speed on my pickaxe, but cannot get it. Tried sugar and cake, not sure what works.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
The Millenaire team are interested to get in touch with all previous creators of add-ons for Millenaire. It's been a few years but Millenaire is alive and kicking and we would love to see some/all of the add-ons updated to 1.12.2 and hopefully some new.
Updated either by you or with your permission by someone else.
Could you add more Factions And Cultures? such as China And Rome
They do have Rome in the form of the Byzantines. The key thing here is that all these cultures existed around the 11th century, so who we think of as the Romans won't be in this mod. However, I can see them adding the Chinese and Middle Eastern nations.
I've been having some entity issues in version 6.0.2 for Minecraft 1.7.10.
It keeps spamming me to look at the log in the chat.
I don't know what the issue is though. Here are the pics.
Hi all,
Millénaire for Minecraft 1.12 has now reached it's 20 beta, with masses of fixes and improvements compared to the first one. Further testing would be highly appreciated as release date grows closer!
Thanks
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.
Do you have the witchery mod installed?
Yes.
A release candidate for Minecraft 1.12 is now available! Check the Millénaire forum for more information.
It is fully playable and will be released as a full version very soon.
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.
Hello everyone! I have some problem in Millenaire 1.12.2.
The Norman villagers don't bring resources from their home to my Fort.But in other villages that I didn't own them, it is not like that.How do I fix it?
Hi! I was wondering how to take forts by force? I killed everyone in a fort I found, but they respawned the next day.
He don't cheese! Baby, Baby! He don't cheese!
6.2.0 - 22/04/18
Minecraft 1.12
- Fully upgraded to Minecraft 1.12
- Support for some new features like holding items in off hands, new ground types
- Achievements have been removed. Advancements will be implemented in a later update
Mod Deployment
- Millénaire will now display a message when it is not running the latest version
- millenaire/ and millenaire-custom/ directories are now auto-expended
in the mods/ folder, to make installation easier and be compatible with
Twitch
- Anonymous sending of statistics (version, language...) to millenaire.org. Can be disabled in a new setting
- Merged client & server releases
Village Generation
- Added a system where villages away from spawn can start with some initial progress (can be configured in settings)
- Leaves will no longer be removed around buildings, to avoid "tree stripping" effects
- Buildings in snowy biomes will now generate covered in snow
- Villagers will now avoid clearing flowers and tall grass when building
Improved Village Paths
- Village paths will now centre on "nodes" buildings like wells and
small plazas (implemented for Norman, Indian, Mayan and Byzantines for
now)
- New "node" buildings for the Byzantines by Ticlon, for the Mayans by MoonCutter and for the Indians
- Village paths are now a little lower than normal blocks, like the vanilla grass paths
- Paths are better calculated than before, with less random detours
Village Behaviour
- Re-enabled system that prevented villages from making unreachable buildings and displayed unreachable zones on the map
- All villages now have an inn at start, to have local trade up and running faster
Blocks
- Added stairs and slabs for timber frame, mud bricks, cooked bricks and thatch
- Added support for fence and fence gates in all wood types
Custom Content Creation
- New feature by SamBoy: buildings now imported with placeholders for
their "action points". This means things like selling positions or tree
spawn points can now be edited in-game, and Millénaire buildings can now
be imported and exported without damaging their special points.
- Building plans and villager types can now be placed in arbitrary subdirectories of buildings/ and villagers/
- New handling of millenaire-custom that enables overriding of almost any file
- When importing a building, if it's not found in the exports folder it
will now be copied from millenaire/ based on either file name ("well")
or native in-game name ("puit")
- The importer now supports importing variations ("farm_B")
Various
- New icons by Lokosy for different items (wands, Mayan tools…)
- New /millRenameVillage command enabling admins to rename villages
- Added a list of active villages available via /millListActiveVillages with the CPU time taken by the village
- Many, many bugs fixed, too many to list here
- Fight a polar bear for a sneak peak at the next major new feature!
Great thanks to everybody who helped with this release, with a
particular mention for MoonCutter2B, Samboy, MauveCloud, Goshen,
Orange1861, Scojla, and Lokosy!
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.
Finally I can play Minecraft and not get bored
Aanyway, I'm sure that this problem was overlooked since it's easily fixable by tinkering with settings, but in 90% of cases Japanese villages are never fully built by default because the buildings are pretty big, resulting in a bunch of "out of range" problems
6.2.2 - 19/05/2018
- The achievements from 6.0 have been converted to advancements
- New culture-specific advancements for reaching a high reputation with a village, completing a village, creating a controlled village and completing a Creation Quest chapter
- Anonymous data on completed advancements is now included in the anonymous Millénaire statistics, for use in a new Steam-like Advancements page (https://www.millenaire.org/advancementsen.html)
- Villagers can now open and close all wooden doors
- Two new textures for the Norman wives by JoghurtDipper alongside tweaks to other existing Norman textures
- Lessened tendency of builders to teleport high in the air
- Reduced the range of the breeding goal and boosted that of the slaughtering goal to avoid ever-expanding herds
- Many tweaks to buildings (MauveCloud and others)
- Added support for nether bricks and derived blocks (fences and stairs) in building plans
- Added support for terracotta and glazed terracota in building plans
- Fixed major bug in 6.2.1 that led to village paths not being created properly
- Fixed bug with pathing around cobblestone walls
- Possible fix for repeating crash in rare cases in Region Mapper code
- Fixed bug that could cause villagers to stop putting resources to cook
- Likely fix for bug in time monitoring that could cause crashes on startup
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.
Seems like villager and block rendering takes a lot of power. I had to remove this because it was still taking my computer to 90+ even with all other mods being on the small side (dynamic trees, animania, etc) the debug profiler files the blocks in this mod under "block entities" (tiles), is that true? Didn't seem like it from the code, but I'm not in a position to doubt Optifine devs :/
Side note, I realized I now classify 100 mods as a "small modpack" -.-
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
Hello Millenaire Developers,
Thanks for making this outstanding mod! Please keep up the good work.
Awesome to see this updated to 1.12.2! Going to be interesting to see what can be done with this after 1.13 the aquatic update, maybe add Polynesians and the like and a Atlantis culture perhaps with floating cities and what have you. Just a thought.
Guys with the new version, i have a problem.
I had created a new civ in version 1.7 that worked correctly, but with this version millenaire is not finding the custom textures.
They are stored in resource pack.
I havent changed anything.
An example:
texture=textures/entity/CIV/DarkElf/Female/0blisgr_DarkElf_01.png
clothes=free,textures/entity/Clothing/0blisgr_Clothing_001.png
has anything changed to the new version?
Maybe it has somthing to do that now my files are in millenaire-custom?
Anyone figured out what items are needed for pujas? I'm struggling to figure it out. I want speed on my pickaxe, but cannot get it. Tried sugar and cake, not sure what works.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Millenaire lovers - there has been progress and Millenaire is now on 6.2.7.
Download from Twitch/curse or from https://www.millenaire.org/ - and nowhere else pls.
Some new stuff and a lot of behind the scenes fixes has been implemented and a lot more to come.
A lot of bugs has been identified and removed, but its an ongoing effort.
It's NOT possible to convert a 1.7.10 world to 1.12.2 with Millenaire, too much under the hood has changed.
Hi all
The Millenaire team are interested to get in touch with all previous creators of add-ons for Millenaire. It's been a few years but Millenaire is alive and kicking and we would love to see some/all of the add-ons updated to 1.12.2 and hopefully some new.
Updated either by you or with your permission by someone else.
You can find us at:
https://www.millenaire.org/
https://gitlab.com/Millenaire/Public/issues
or on Discord
/Mooncutter2B
Devs, thanks for bringing this awesome mod for the latest Minecraft version, i really love this mod!