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)
I'm doing a bit of cleanup and editing on the Byzantines. I'll put it up for download somewhere if anyone wants to try it when I am done. It would really speed things along if I could get Cadastre to work
It has been Denier since even before Emeralds were introduced...
Thanks for the answers guys. Next question, how does one support this with alternate texture packs? It looks like the villagers files have hard coded where their textures are in their individual files.
I think millenaire is shot for me... every time I use it nothing works
I fixed it, thanks to my amazing skill at fixing mods.
Also, I learned that you can't cultivate rice with an F-22 Raptor, in real life or minecraft, because then you have to drag it off the paddy afterwords.
First, let me say that I love this mod, it has been one of my favorites since I first started playing Minecraft almost 2 years ago (back in beta 1.4_01)! This mod has come so far and added so much to the game. I hardly have any lag anymore.
That being said, there is one persistent issue I seem to have though.....It has to do with white textures. Up until the recent 4.1.6 version, I was still occasionally seeing the buildings with completely white textures, especially when using a 64x texture pack. Shutting down then restarting (sometimes a couple of times) would fix this issue and I could go on my merry way. I haven't seen that issue since 4.1.6, though, so it might be gone or just waiting till I'm not expecting it
However, with this new 4.1.8 version, it seems that the white textures are with the NPCs. A quick restart resolves the issue, but only until I come up on the next village.
So I see in the blocklist.txt are some special tags that allow spawning of several entities. Presumably these had hard coded meanings in the mod. However, is there any way to have a blocklist id for a custom mob? I would like to add some of the mobs from Atmosmobs as well as a custom Millenaire villager to one very specific spot within a building.
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.
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
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).
That wool is not there for the buildings, it is there because the town is a sheep herding town.
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.
What? I don't have this issue..? Though I do use the world anchors instead...
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.)
This seems to have started when Kinn changing the coding for the pathing to something more efficient and less lag inducing.
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.
I could have sworn I already told Kinn about this on the bug reports page...? Or was it elsewhere..?
What will happen if I try to generate a Millenaire village in the Nether with a Village Wand?
It will not work, which is sad because I planned on designing a pigmen culture for the Nether, but the Nether's ground floor works differently than the Overworld's and Millenaire is coded based on the Overworld's ground floor.
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)
That bug seems to be caused by the new pathing code that was implemented to reduce lag.
The villagers need your help to make roads and defrost plants, they can't do everything for you.
Thanks for the answers guys. Next question, how does one support this with alternate texture packs? It looks like the villagers files have hard coded where their textures are in their individual files.
I don't believe you can alter the villagers' textures.
First, let me say that I love this mod, it has been one of my favorites since I first started playing Minecraft almost 2 years ago (back in beta 1.4_01)! This mod has come so far and added so much to the game. I hardly have any lag anymore.
That being said, there is one persistent issue I seem to have though.....It has to do with white textures. Up until the recent 4.1.6 version, I was still occasionally seeing the buildings with completely white textures, especially when using a 64x texture pack. Shutting down then restarting (sometimes a couple of times) would fix this issue and I could go on my merry way. I haven't seen that issue since 4.1.6, though, so it might be gone or just waiting till I'm not expecting it
However, with this new 4.1.8 version, it seems that the white textures are with the NPCs. A quick restart resolves the issue, but only until I come up on the next village.
What do you want, temporary white textures or lag?
Because it seems that Kinn's recent recoding to remove lag has caused these texture issues, these texture issues are obviously going to be temporary but that removed lag is permanent.
What do you want, temporary white textures or lag?
Because it seems that Kinn's recent recoding to remove lag has caused these texture issues, these texture issues are obviously going to be temporary but that removed lag is permanent.
Pardon me if I've come off as complaining, that was not my intention. I simply thought that perhaps a little information might help, but if all that should be reported here are crashes, then feel free to ignore my bug report.
As for what I want, I am quite happy with things the way they are and will be sure and not try to be helpful in the future. Regards to you.
Myschief, Ive had a similar interaction with felinoel. I think some of his helpfullness is due to the fact that what youve posted has been written about a great deal over the last 5 pages of the thread or so. Maybe have a look back a few pages on something like this ?
However I would say dont not post because of somone being helpful. Kinniken is very helpful and he is reading this post. As im sure you can imagine this mod much take up a great deal of his time and everyone wnats a fix for their problem 5 minutes ago.
Af far as I understand it felinoel is not involved with the development of millenaire. He is sort of the threads enforcer and clearly an enthusiastic millenaire fan!
Thank you for the kind words - and the very tactful, and NON-rude way you conveyed the message; perhaps others can learn from your example of helpfulness
Actually, I did read back but perhaps not far enough or maybe what I thought was being helpful wasn't really. Either way, I'm not complaining, because it's really not that big of a deal to me. I love the mod and am more than grateful that the author is sharing his talents with us.
Hey,
I have a problem with the Norman Creation Quest. My mission is to dig a hole down to the bottom, 5x5 blocks wide, so that 25 bedrock blocks are exposed to sunlight.
So I used the TNT the assistant gave me to reach down to the bedrock layer, and while being down there to clear up everything I got messages like "5/12 blocks are exposed" etc., up to 18/25. Since then nothing happened. I cleared up a bigger space (7x7), but still no progress.
So I closed the old hole and made a new one, 5x5, dug manually, but this time I didnt even get a single message!
What is wrong? Could i be too far away from the Alchemist's tower? The hole is about 40 blocks away.
Help me please!
Does nobody have a clue? I already tried to restart the quests everal times, but the best I can get is 22, although I've dug a perfect 5x5 hole near the alchemist's tower!
Or can someone say what files I have to change to get directly to mission 6? Because I'm getting tired with digging holes the whole time!
Please help me! I'm a little bit frustrated right now...
Pardon me if I've come off as complaining, that was not my intention. I simply thought that perhaps a little information might help, but if all that should be reported here are crashes, then feel free to ignore my bug report.
As for what I want, I am quite happy with things the way they are and will be sure and not try to be helpful in the future. Regards to you.
and pardon me if that came off as rude, the internet does not allow for vocal inflections.
Myschief, Ive had a similar interaction with felinoel. I think some of his helpfullness is due to the fact that what youve posted has been written about a great deal over the last 5 pages of the thread or so. Maybe have a look back a few pages on something like this ?
However I would say dont not post because of somone being helpful. Kinniken is very helpful and he is reading this post. As im sure you can imagine this mod much take up a great deal of his time and everyone wnats a fix for their problem 5 minutes ago.
Af far as I understand it felinoel is not involved with the development of millenaire. He is sort of the threads enforcer and clearly an enthusiastic millenaire fan!
Don't get used to it though, Kinn said he is having some free time lately and him reading the posts is a temporary thing.
Which is why I still tell people to post their suggestions on the Suggestions page and the bugs they find on the Bug Reports page, so people don't become complacent during this short period of time in which Kinn has enough free time to read the thread.
Thank you for the kind words - and the very tactful, and NON-rude way you conveyed the message; perhaps others can learn from your example of helpfulness
Millenaire 4.1.8 is working with Minecraft 1.4.7 so there is no need for downgrading your Minecraft. And if your Millenaire is not working, have you then checked what kind of forge you are using?
That does raise a good question for me, what forge version was 4.1.8 built with? I have removed almost every other mod from my Millenaire installation, pretty much all I have left at the moment are hud/informational mods. I am still having a lot of issues that make the mod pretty unplayable. I was using 524, just upgraded to 527. Not much change.
So I've fixed a ton of Byzantine stuff. Quarry upgrade getting rid of the furnaces. Tags missing from Quarry and Fishery that were not allowing stone or glass to be made or fish to be fished. Cleaned up some of the doors. Bed placement in market. Some modifications to traded goods. Added bows to the soldiers and the forge can make them. Reduced the number of sheep in farm and added some cows (because the Byz use leather for armor and books but dont have a supply, also there is just WAY too much wool produced with 4 sheep).
Right now I'm trying to balance the food but I don't really know what the use should be. Poking through the other cultures, the norman women use cider/calva, hindu rasgula, and the mayan and japanese nothing. The children are the main food consumers otherwise.
Right now I've set them to use fish 5 and bread 3. The women 5 wine, 1 bread, 1 fish. I don't know if it is too much or too little. I'd also like to have them cook steak and use that but I'm not sure if I can just add it to the goals folder or it has to be coded in.
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)
This mod predates emeralds. The same for anvils, carrots, potatoes, and a bunch of other things I can't think of off the top of my head.
It has been Denier since even before Emeralds were introduced...
Alright, I'll try it later.
Thanks for the answers guys. Next question, how does one support this with alternate texture packs? It looks like the villagers files have hard coded where their textures are in their individual files.
I fixed it, thanks to my amazing skill at fixing mods.
Also, I learned that you can't cultivate rice with an F-22 Raptor, in real life or minecraft, because then you have to drag it off the paddy afterwords.
That being said, there is one persistent issue I seem to have though.....It has to do with white textures. Up until the recent 4.1.6 version, I was still occasionally seeing the buildings with completely white textures, especially when using a 64x texture pack. Shutting down then restarting (sometimes a couple of times) would fix this issue and I could go on my merry way. I haven't seen that issue since 4.1.6, though, so it might be gone or just waiting till I'm not expecting it
However, with this new 4.1.8 version, it seems that the white textures are with the NPCs. A quick restart resolves the issue, but only until I come up on the next village.
Update.
I misread your question, there is no way to adjust that, it is supposed to load sooner but must be lagging or something.
That wool is not there for the buildings, it is there because the town is a sheep herding town.
What? I don't have this issue..? Though I do use the world anchors instead...
This seems to have started when Kinn changing the coding for the pathing to something more efficient and less lag inducing.
I could have sworn I already told Kinn about this on the bug reports page...? Or was it elsewhere..?
It will not work, which is sad because I planned on designing a pigmen culture for the Nether, but the Nether's ground floor works differently than the Overworld's and Millenaire is coded based on the Overworld's ground floor.
Always wondered..? But... emeralds are extremely recent... and Millenaire has been around for maybe years... o.O
That bug seems to be caused by the new pathing code that was implemented to reduce lag.
The villagers need your help to make roads and defrost plants, they can't do everything for you.
I don't believe you can alter the villagers' textures.
What do you want, temporary white textures or lag?
Because it seems that Kinn's recent recoding to remove lag has caused these texture issues, these texture issues are obviously going to be temporary but that removed lag is permanent.
player.me/felinoel
Pardon me if I've come off as complaining, that was not my intention. I simply thought that perhaps a little information might help, but if all that should be reported here are crashes, then feel free to ignore my bug report.
As for what I want, I am quite happy with things the way they are and will be sure and not try to be helpful in the future. Regards to you.
Thank you for the kind words - and the very tactful, and NON-rude way you conveyed the message; perhaps others can learn from your example of helpfulness
Actually, I did read back but perhaps not far enough or maybe what I thought was being helpful wasn't really. Either way, I'm not complaining, because it's really not that big of a deal to me. I love the mod and am more than grateful that the author is sharing his talents with us.
Does nobody have a clue? I already tried to restart the quests everal times, but the best I can get is 22, although I've dug a perfect 5x5 hole near the alchemist's tower!
Or can someone say what files I have to change to get directly to mission 6? Because I'm getting tired with digging holes the whole time!
Please help me! I'm a little bit frustrated right now...
I did it.
The website has a typo, or Kinn forgot to update it, but the current version of Millenaire IS compatible with the current version of Minecraft.
and pardon me if that came off as rude, the internet does not allow for vocal inflections.
Don't get used to it though, Kinn said he is having some free time lately and him reading the posts is a temporary thing.
Which is why I still tell people to post their suggestions on the Suggestions page and the bugs they find on the Bug Reports page, so people don't become complacent during this short period of time in which Kinn has enough free time to read the thread.
hint hint, right?
player.me/felinoel
That does raise a good question for me, what forge version was 4.1.8 built with? I have removed almost every other mod from my Millenaire installation, pretty much all I have left at the moment are hud/informational mods. I am still having a lot of issues that make the mod pretty unplayable. I was using 524, just upgraded to 527. Not much change.
So I've fixed a ton of Byzantine stuff. Quarry upgrade getting rid of the furnaces. Tags missing from Quarry and Fishery that were not allowing stone or glass to be made or fish to be fished. Cleaned up some of the doors. Bed placement in market. Some modifications to traded goods. Added bows to the soldiers and the forge can make them. Reduced the number of sheep in farm and added some cows (because the Byz use leather for armor and books but dont have a supply, also there is just WAY too much wool produced with 4 sheep).
Right now I'm trying to balance the food but I don't really know what the use should be. Poking through the other cultures, the norman women use cider/calva, hindu rasgula, and the mayan and japanese nothing. The children are the main food consumers otherwise.
Right now I've set them to use fish 5 and bread 3. The women 5 wine, 1 bread, 1 fish. I don't know if it is too much or too little. I'd also like to have them cook steak and use that but I'm not sure if I can just add it to the goals folder or it has to be coded in.