Is anyone else experiencing the problem that sometimes the Norman builder (no idea if it happens in other cultures, I only found one Norman village yet) won't build beyond preparing the ground even when all resources are available? It's annoying because the entire development of the village has stopped because of that.
Edit: Next problem spotted: When I used the wand of negation on a bandit's tower, I got the "Do you want to destroy tour des bandits" message, but without the yes and no buttons.
Yes to both. I have though come ot believe that th builder bugs if you sleep at night. I am not 100% sure but all 3 times that happened it was when i slept at night. As if he was trying to go home sleep the moment i slept and because the time switched fast to day his schedule got messed up. At any rate, eventually he will go work.
And with the negation wand, personally I tried it after I killed the bandits, so I thought it was normal to be unable to use it.
So no more sleep at night? Nights are so boring, sitting trapped on the roof of the castle with all the bloodthirsty mobs around and poor little Steve without armour...
No... I am pretty sure the FAQ explains why it happens.
It seems that the 4.0.0 server version doesn't create a config file, Can someone tell me whats going on there?
Wanted to resolve a ID error, but it seems that millenaire is ignoring my old configs. So I installed it clean, but it doesn't create any config files?
Have they been moved?
Greetings.
I think someone else had this issue, be sure the dev knows about it by posting about it in the Bug Reports page
Found out what was the problem. When IDResolver changes the block IDs of Millenaire, Millenaire can't handle it when the GUIs try to display blocks and items that have hardcoded IDs. When they are moused-over, minecraft crashes.
I'm not sure you should. In my current world, a broken Mayan village was generated by a previous version of Millenaire. To fix it, I killed all of the male villagers, used the wand to destroy the village, and spawned a new one. Unfortunately, the new version is missing about half of the villagers, as mentioned in my previous posts. If this wasn't a shared LAN server, I'd nuke and start from scratch.
Oh I didn't know you started out with a broken village?
P toggles pathing modes. I asked if there was a way to respawn the village population. T does nothing.
No you asked if there was a way to move the villagers back to their homes, you never said they were dead. If a villager is dead you cannot bring them back.
The only way to repopulate your village is to sleep at night and wait for babies to grow up.
No. That structure is called a sacrificial altar, and it's also hollow and dark inside. The temple is where the Mayans go to pray every morning. It's hollow underneath, causing monsters to spawn, and occasionally trapping villagers under the floor.
This is a great mod, with just one problem. Before anyone yells at me for not looking at the "Known Bugs" page in the wiki, let me say that I did. The bug I'm about to describe was the first one on the list. You guessed, it; textures of building blocks are white. I've had this issue in the past, but fixed it without updating. Does anyone know if there are any existing fixes for this bug? Re-installing the mod? Re-installing Forge? Optifine?
I'll be experimenting as I await a response, so I'll let people know if I come up with anything on my own.
Thanks!
The last time I heard of this issue, what fixed it was reinstalling the mod.
Unless you aren't using the vanilla texture pack of course.
*snip*
What happens when you manually do it?
*snip*
The question is not what happens when I manually assign an ID to a block or item of Millenaire using IDResolver. Using IDResolver to change the IDs of Millenaire's things causes problems in the trade menus because It uses a specific hardcoded ID to use instead of using the one assigned by IDResolver.
If I install just forge, optifine, GUIAPI, IDResolver, and Millenaire at the same time before ANY other mods are installed, Millenaire's default IDs are given a priority and are not reassigned elsewhere if there is a conflict. (side note: on first run of IDR, make sure to select the suggest ID change ONLY if there is a conflict option or w/e the exact text is)
The question is not what happens when I manually assign an ID to a block or item of Millenaire using IDResolver. Using IDResolver to change the IDs of Millenaire's things causes problems in the trade menus because It uses a specific hardcoded ID to use instead of using the one assigned by IDResolver.
If I install just forge, optifine, GUIAPI, IDResolver, and Millenaire at the same time before ANY other mods are installed, Millenaire's default IDs are given a priority and are not reassigned elsewhere if there is a conflict. (side note: on first run of IDR, make sure to select the suggest ID change ONLY if there is a conflict option or w/e the exact text is)
Woah woah woah woah woah, wait... what do you mean by hard coded.... are you sure?
Because Millenaire has a confiig.txt file that is supposed to be there for changing the IDs...
when did you post about this on the Bug Reports page?
Believe i found a bug. Apparently entity's can pass thru Iron Bars as if there nothing... Ran into a Thaumcraft 3 room for safety and they walked through the iron bars and kicked my ass. 4 to 1 very unfair lol.
I didn't test if its only hostile mobs but id imagine it would be most.
EDIT: My theory is they dont know how to deal with being in confined passages (4x1x2) (LxWxH) so it just smushes em through the iron bars. seems very true since i used several other blocks and they still walk through the wall...
heres a pic... tested several blocks to block pasage and the npcs still would shoot through the wall
Believe i found a bug. Apparently entity's can pass thru Iron Bars as if there nothing... Ran into a Thaumcraft 3 room for safety and they walked through the iron bars and kicked my ass. 4 to 1 very unfair lol.
I didn't test if its only hostile mobs but id imagine it would be most.
EDIT: My theory is they dont know how to deal with being in confined passages (4x1x2) (LxWxH) so it just smushes em through the iron bars. seems very true since i used several other blocks and they still walk through the wall...
heres a pic... tested several blocks to block pasage and the npcs still would shoot through the wall
I think this should be "normal" not only with bars but anything else too. I am pretty sure the pathing engine teleports the entity when the entity for whatever reason can't go to a certain spot, or at least this is how it should be if the hostile entities are like the friendly ones.
No... I am pretty sure the FAQ explains why it happens.
Yes the underground could explain some cases, but not all of them for me. Except if its possible for a builder to build one small structure for 3 days when for bigger ones they take less. I would accept it if for whatever reason, when they build at a spot where they can't reach, they become really really slower.
Okay, testing out destroying the village and replacing it.
I killed all the villagers of the Mahal. I right clicked with the wand of negation. I get a notice asking me if I want to destroy it, but no options.
How on earth do I destroy it and then use the other wand to rebuild it?
This is a bug, probably introduced in 3.4. It will be fixed in the next release.
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.
Kinniken,
Thank you for your response. I had found this out. (see previous post.) However, do you know why the same village infomation stored in the save continues to be used after the world folder has been deleted. Somehow, after deleting this folder several times and recreating world w/ the same seed, I got the same map w/village. So, I tried deleting the the folder, then I used a variant of the folder name with the same seed and still got the same annoying city I didn't want in my starting area. However, after not deleting this folder I creating the same world w/seed in the original folder name and received a different placement of villages this time and having no starting villages in the immediate area.
So "relations between villages" has been added, and I have to ask:
Do all villages that exist in your world have relations with each other, or is there some kind of maximum distance between them before one village just doesn't acknowledge another village's existence?
Woah woah woah woah woah, wait... what do you mean by hard coded.... are you sure?
Because Millenaire has a confiig.txt file that is supposed to be there for changing the IDs...
when did you post about this on the Bug Reports page?
Its not a bug so much as it is an oversight. It seems as though Millenaire looks specifically for an ID that is in the config.txt every time the trade menu is opened or an npc tries to give you something, such as giving you a sword to deliver to someone else instead of loading the ID's once when minecraft is started up, which IDResolver can then change.
If anyone is wondering why I use IDResolver and face this mess with Millenaire, finding workarounds and what-not, is because it is much easier to fix conflicts using IDResolver (which takes about 1 minute for about 30 mods) rather than doing it manually which would take over an hour for a similar amount.
And no, I did not report this as a bug because again, it is not so much a bug as it is a programming oversight imo.
Its not a bug so much as it is an oversight. It seems as though Millenaire looks specifically for an ID that is in the config.txt every time the trade menu is opened or an npc tries to give you something, such as giving you a sword to deliver to someone else instead of loading the ID's once when minecraft is started up, which IDResolver can then change.
If anyone is wondering why I use IDResolver and face this mess with Millenaire, finding workarounds and what-not, is because it is much easier to fix conflicts using IDResolver (which takes about 1 minute for about 30 mods) rather than doing it manually which would take over an hour for a similar amount.
And no, I did not report this as a bug because again, it is not so much a bug as it is a programming oversight imo.
nahhh takes about 30 min to do it manually using the aid of an NEI block list dump for a lil over 100 mods. plus thn you dont run into the id mismatch stuff created by ID"R".To me ID"R" is a cut rate patch that will cause more problems than it solves XP
Rollback Post to RevisionRollBack
"my build. I push the buttons" -DW
He's a mad man with a box
No... I am pretty sure the FAQ explains why it happens.
I think someone else had this issue, be sure the dev knows about it by posting about it in the Bug Reports page
What happens when you manually do it?
Oh I didn't know you started out with a broken village?
No you asked if there was a way to move the villagers back to their homes, you never said they were dead. If a villager is dead you cannot bring them back.
The only way to repopulate your village is to sleep at night and wait for babies to grow up.
It shouldn't still have that hole in it...
No fair! I only just found out about the Millenaire being outdated with the new ExtrabiomeXL biome names and I was going to make that patch.
The last time I heard of this issue, what fixed it was reinstalling the mod.
Unless you aren't using the vanilla texture pack of course.
player.me/felinoel
Too late, dude
This looks promising.
Maybe so but that was AGES ago, hey weren't you gonna help me with the Inuits?
No, but with a little tweaking you can make it work not too difficultly... when you do, be sure to upload the new version back to the library.
player.me/felinoel
The question is not what happens when I manually assign an ID to a block or item of Millenaire using IDResolver. Using IDResolver to change the IDs of Millenaire's things causes problems in the trade menus because It uses a specific hardcoded ID to use instead of using the one assigned by IDResolver.
If I install just forge, optifine, GUIAPI, IDResolver, and Millenaire at the same time before ANY other mods are installed, Millenaire's default IDs are given a priority and are not reassigned elsewhere if there is a conflict. (side note: on first run of IDR, make sure to select the suggest ID change ONLY if there is a conflict option or w/e the exact text is)
Because Millenaire has a confiig.txt file that is supposed to be there for changing the IDs...
when did you post about this on the Bug Reports page?
player.me/felinoel
I didn't test if its only hostile mobs but id imagine it would be most.
EDIT: My theory is they dont know how to deal with being in confined passages (4x1x2) (LxWxH) so it just smushes em through the iron bars. seems very true since i used several other blocks and they still walk through the wall...
heres a pic... tested several blocks to block pasage and the npcs still would shoot through the wall
I think this should be "normal" not only with bars but anything else too. I am pretty sure the pathing engine teleports the entity when the entity for whatever reason can't go to a certain spot, or at least this is how it should be if the hostile entities are like the friendly ones.
Yes the underground could explain some cases, but not all of them for me. Except if its possible for a builder to build one small structure for 3 days when for bigger ones they take less. I would accept it if for whatever reason, when they build at a spot where they can't reach, they become really really slower.
This is a bug, probably introduced in 3.4. It will be fixed in the next release.
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.
Thank you for your response. I had found this out. (see previous post.) However, do you know why the same village infomation stored in the save continues to be used after the world folder has been deleted. Somehow, after deleting this folder several times and recreating world w/ the same seed, I got the same map w/village. So, I tried deleting the the folder, then I used a variant of the folder name with the same seed and still got the same annoying city I didn't want in my starting area. However, after not deleting this folder I creating the same world w/seed in the original folder name and received a different placement of villages this time and having no starting villages in the immediate area.
Do all villages that exist in your world have relations with each other, or is there some kind of maximum distance between them before one village just doesn't acknowledge another village's existence?
How can I fix this as I DON'T want it to reinstall Forge?
http://pastebin.com/e14NgJFJ
http://pastebin.com/hYgFTPX4
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
You ned to change that ID. Do it manually or use ID Resolver.
Back up your saves first. ID Resolver WILL logically change every ID so no conflicts happen.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Its not a bug so much as it is an oversight. It seems as though Millenaire looks specifically for an ID that is in the config.txt every time the trade menu is opened or an npc tries to give you something, such as giving you a sword to deliver to someone else instead of loading the ID's once when minecraft is started up, which IDResolver can then change.
If anyone is wondering why I use IDResolver and face this mess with Millenaire, finding workarounds and what-not, is because it is much easier to fix conflicts using IDResolver (which takes about 1 minute for about 30 mods) rather than doing it manually which would take over an hour for a similar amount.
And no, I did not report this as a bug because again, it is not so much a bug as it is a programming oversight imo.
nahhh takes about 30 min to do it manually using the aid of an NEI block list dump for a lil over 100 mods. plus thn you dont run into the id mismatch stuff created by ID"R".To me ID"R" is a cut rate patch that will cause more problems than it solves XP
He's a mad man with a box