If I may be so bold, I would like to ask the developers to please consider a couple of things.
1. Disable vanilla villages or have a config setting to allow us to do so.
I realize in the 1.12 options menu we can disable them, however, if I'm using Biomes O' Plenty or Quark's realistic terrain generation, I cannot do that. It's weird to me to have testificates running around with these amazing NPCs. When using a biome adding mod it is possible to use Geologracraft to disable villages but that adds to my modlist and that mod is sometimes a real pain to set up correctly.
I suppose an alternative would be to bring back the Minecraftia Villages from 1.7.10. Those were alot of fun.
2. Use the schematic format for buildings.
I'm guessing some thought has been given to this idea. It would really be easier for custom content to be added. At least I think so, because I can make structures and then use MC Edit to save them as a schematic. I've tried a couple of times to read on your website the instructions for creating custom content, and I'm not understanding it. But, it appears that I have to draw things out as pixels.
There is a beta for 7.0.0 with a lot of new stuff.
Yes, we have a project looking into the possibility to use schematic files as a base for defining buildings. The challenge here is that we need all the upgrades in the same file including a lot of metadata that are not supported in the schematics format. We are having some progress in that area but the main developer of it has something called school etc to handle so its impossible to say when/if.
But there is an in-game method to create and update buildings that don't include editing png-files. I think there is a video on youtube for that and I hope that someone updates the wiki with a better instruction.
ROFL! I hear you about school. I didn't want to sound like a pest. I only wished to drop an idea.
I didn't know there was an in game method for doing that. That probably would be just fine. It was the .png file thing that looked very odd indeed. I did notice many new developer tools under a new tab. So, I'll have to check that out.
No doubt as things get more and more worked out, the wiki page will be updated.
Millénaire 7.0 open beta! Millénaire 7.0 introduces two great new features: a
reworked Norman culture and the construction of a massive, end-game
marvel: Notre Dame of the New World! Head to the beta page for all the details and the download link.
Hello, for some reason my created worlds with the mod millenaire installed are not appearing so I can enter, even when I go in the folder .minecraft and in the folder saves the world are there, however when I enter the minecraft the worlds are not there , as if they had never existed. Can someone explain to me if this error has already been solved
Hey could someone help me out by any chance? Im running a server with this mod on version 1.7.10. Millenaire 6.0.2, and I am getting this code spammed in my console NON STOP..... does anybody know of a fix, or at the very least how to turn off this constant log spam? Thanks ahead of time!
Is there any way I can prevent millenaire villages from spawning on top of vanilla villages and structures from other mods such as ancient warfare 2, dungeons 2 and ruins? I started a game today and was about to enter a structure and suddenly the Japanese materialized into thin air. Unless the Japanese are meant to be Genies and are going to grant me three wishes I would prefer them to not spawn their cities on top of pre-existing castles and cities. Even if they did grant me three wishes I would prefer their castles to not spawn on pre-existing buildings.
The Meaning of Life, the Universe, and Everything.
I have missed this mod so incredibly much. I have loaded up minecraft for the first time in 3 years after I randomly browsed the forums today and saw this thread around. This time with the "1.12" tag. I could not believe my eyes, and memories flooded back of how I managed to expand an indian (or mayan?) village in a desert. How I created a relation between three separate towns and made myself rich in the process.
Because really, it is so in-depth, and such an insane gameplay enhancement, it can (and should) be seen as a complete expansion of the Minecraft game, and not just a simple "mod".
When using Millenaire and Angel of Vengeance together, I get a NPE and crash when looking at a Milenaire villager after picking an AoV class.
[23:03:31] [Client thread/ERROR] [FML]: Exception caught during firing event [email protected]20c:[23:03:31] [Client thread/ERROR] [FML]: Exception caught during firing event [email protected]20c:net.minecraft.util.ReportedException: Rendering entity in world at net.minecraft.client.renderer.entity.RenderManager.func_188391_a(RenderManager.java:426) ~[bzf.class:?] at net.minecraft.client.gui.inventory.GuiInventory.func_147046_a(SourceFile:128) ~[bmx.class:?] at tamaized.aov.client.gui.AoVOverlay.renderTarget(AoVOverlay.java:443) ~[AoVOverlay.class:?] at tamaized.aov.client.gui.AoVOverlay.renderOverlayPost(AoVOverlay.java:195) ~[AoVOverlay.class:?] at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_1461_AoVOverlay_renderOverlayPost_Post.invoke(.dynamic) ~[?:?] at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?] at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182) [EventBus.class:?] at net.minecraftforge.client.GuiIngameForge.post(GuiIngameForge.java:911) [GuiIngameForge.class:?] at net.minecraftforge.client.GuiIngameForge.renderExperience(GuiIngameForge.java:609) [GuiIngameForge.class:?] at net.minecraftforge.client.GuiIngameForge.func_175180_a(GuiIngameForge.java:169) [GuiIngameForge.class:?] at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1098) [buq.class:?] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1119) [bib.class:?] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:398) [bib.class:?] at net.minecraft.client.main.Main.main(SourceFile:123) [Main.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_171] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_171] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_171] at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_171] at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?] at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]Caused by: java.lang.NullPointerException at org.millenaire.common.entity.MillVillager.getConfig(MillVillager.java:1385) ~[MillVillager.class:?] at org.millenaire.common.entity.MillVillager.func_184582_a(MillVillager.java:1553) ~[MillVillager.class:?] at me.desht.pneumaticcraft.client.ClientEventHandler.setRenderHead(ClientEventHandler.java:167) ~[ClientEventHandler.class:?] at me.desht.pneumaticcraft.client.ClientEventHandler.onLivingRender(ClientEventHandler.java:158) ~[ClientEventHandler.class:?] at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_2275_ClientEventHandler_onLivingRender_Pre.invoke(.dynamic) ~[?:?] at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?] at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182) [EventBus.class:?] at net.minecraft.client.renderer.entity.RenderLivingBase.func_76986_a(RenderLivingBase.java:78) ~[caa.class:?] at net.minecraft.client.renderer.entity.RenderLiving.func_76986_a(SourceFile:41) ~[caf.class:?] at org.millenaire.client.render.RenderMillVillager.doRender(RenderMillVillager.java:199) ~[RenderMillVillager.class:?] at org.millenaire.client.render.RenderMillVillager.func_76986_a(RenderMillVillager.java:48) ~[RenderMillVillager.class:?] at net.minecraft.client.renderer.entity.RenderManager.func_188391_a(RenderManager.java:384) ~[bzf.class:?] ... 19 more
So I've been having a weird bug with chests lately, and removing Millenaire fixes it. Whenever chests are open more than 4 - 7 seconds (it's random) the closing sound will play. The chest UI is still open, I can still move items to and from, reorganize them, etc.. but as soon as I walk away everything is back the way it was when the closing sound played, and the chest is still visually open. AFAIK this was an old SMP bug that was patched years ago, but I'm getting this while playing offline.
It's not a big deal if you're just grabbing something but trying to keep things organized is like pulling teeth. I'm using 7.1.1.
I did see the bug report for basically this same thing, but that's for 19w03b, and fixed in 19w03c, I'm getting this on 1.12.2 and only using Millenaire. I can enable every other mod I've ever downloaded and chests are fine. Just not this one. I dont know if new accounts can post links, but
I'm trying to add mod items to the itemlist.txt file for a modback so the villages can sell mod items. How do I add items that have an NBT tag? For example. I have tried Stonemasonry;ftgumod:parchment_idea;0;FTGU:ftgumod:construction/stonemasonry
This creates a parchment item that I can buy/sell but when I buy the item it looses the nbt data and breaks the item. Just wondering what the syntax is on NBT data