0.7.6b - 07/06/11
- Lowered the minimum amount of wood needed in the Town Hall for the miner's wife to bring him wood
- The miner now requests and burns any wood type, not just oak
- Fixed bug where knights and guards would try to target mobs just below the surface
- Fixed bug that could cause crash when a building was right next to the "edge" of the village
- Fixed bug that would cause crash when one of the inn's panel was missing
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.
Otherwise, do you guys all already have SugarSync accounts? It's a great service, but nobody is registering to it using my OP link :tongue.gif:
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.
Do Millenaire change the way Minecraft generates new worlds? After installing Millenaire, the worlds Minecraft generates are very weird, with a lot of exposed magma, very high cliffs, many caves leading to the underground, and what I call "semipools" (small ponds with one half exposed to open air, and the half buried under the ground). Perhaps it's just my imagination, but I found it very strange.
Also, a couple sugestions:
- Could be possible to use the routine that destroy planted wheat to create trails through the most busy areas?
- Could you add a limit to the depth to wich a building can be built? Usually, big buildings like forts and abbeys are built five or six (or more) blocks below the ground level, and the villagers get stuck easily.
Thanks.
Consider yourself lucky. I seem to always get the same boring worlds, with or without Millenaire. Obviously I didn't write the mod, but from what I've seen using it on multiple worlds it doesn't affect the world generation.
Two issues I've seen, no idea which version they started up in. First, the forgeron's wives don't want to get any iron from the town hall, and second, the chapel has a pretty bad bottleneck at the door that results in a dozen villagers getting snagged together and getting no work done.
0.7.6b - 07/06/11
- Lowered the minimum amount of wood needed in the Town Hall for the miner's wife to bring him wood
- The miner now requests and burns any wood type, not just oak
- Fixed bug where knights and guards would try to target mobs just below the surface
- Fixed bug that could cause crash when a building was right next to the "edge" of the village
- Fixed bug that would cause crash when one of the inn's panel was missing
ive been playing this for a while, recently ive had succession in making custom buildings, and ever since 1.6.6 i have been waiting for Mo Creatures to come out, so i finallly got it, ive had it for a day, and i wanted a horse stable, so i wanted the villagers to buidl it (just a huge 100 by 1000 hollow block) i had it finished in no time (the .txt file) and then i was just walking into the town hall, it said it was trying to build a stable, but not enough room, so i started to make some flat grass planes, and all of a sudden miencraft crashed????
maybe that building bug wasnt fixed?
Rollback Post to RevisionRollBack
MILLÉNAIRE + Dr Zhrarks Mo Creatures + More Creepes and Wiedos + SPC + TMI = AWESOMENESS!
I didn't even realize how many different types of pictures could spawn from the paintings the maidens made until just recently. One of the kids grew up and became a blacksmith so I can finally get my Norman tools.
So having had my church town completely finished, all buildings built, all upgrades upgraded, etc., I decided to start a new world. Had a plan, too... having bought a village wand in my last world, I used INVedit to transfer the wand and a diamond block to a new world, with the intentions of setting up a gros bourg. I found a flat spot near spawn, placed the diamond block, and used the wand on it. Nothing happened.
At first I thought it was a "not enough flat land" error, but then I realized I hadn't gotten an error message at all.
So I opened up the log file, and it seems that using the wand threw an exception.
Here is the section from the Millénaire log:
0.7.6 07-06-2011 01:55:45 Starting new session.
0.7.6 07-06-2011 01:56:16 Exception, printing stack:
0.7.6 07-06-2011 01:56:16 java.lang.ArrayIndexOutOfBoundsException: 128
at MLWorldInfo.registerBuildingLocation(MLWorldInfo.java:113)
at MLWorldInfo.update(MLWorldInfo.java:180)
at MLWorldGenVillage.generateVillage(MLWorldGenVillage.java:129)
at MLTradeableGood$ItemVillageWand.a(MLTradeableGood.java:312)
at iw.a(SourceFile:78)
at nx.a(SourceFile:90)
at net.minecraft.client.Minecraft.a(SourceFile:1069)
at net.minecraft.client.Minecraft.k(SourceFile:1257)
at p.k(p.java:35)
at net.minecraft.client.Minecraft.run(SourceFile:720)
at java.lang.Thread.run(Unknown Source)
0.7.6 07-06-2011 01:56:23 Exception, printing stack:
0.7.6 07-06-2011 01:56:23 java.lang.ArrayIndexOutOfBoundsException: 128
at MLWorldInfo.registerBuildingLocation(MLWorldInfo.java:113)
at MLWorldInfo.update(MLWorldInfo.java:180)
at MLWorldGenVillage.generateVillage(MLWorldGenVillage.java:129)
at MLTradeableGood$ItemVillageWand.a(MLTradeableGood.java:312)
at iw.a(SourceFile:78)
at nx.a(SourceFile:90)
at net.minecraft.client.Minecraft.a(SourceFile:1069)
at net.minecraft.client.Minecraft.k(SourceFile:1257)
at p.k(p.java:35)
at net.minecraft.client.Minecraft.run(SourceFile:720)
at java.lang.Thread.run(Unknown Source)
0.7.6 07-06-2011 01:56:45 Exception, printing stack:
0.7.6 07-06-2011 01:56:45 java.lang.ArrayIndexOutOfBoundsException
0.7.6 07-06-2011 01:56:46 Exception, printing stack:
0.7.6 07-06-2011 01:56:46 java.lang.ArrayIndexOutOfBoundsException
0.7.6 07-06-2011 01:56:46 Exception, printing stack:
0.7.6 07-06-2011 01:56:46 java.lang.ArrayIndexOutOfBoundsException
0.7.6 07-06-2011 01:56:46 Exception, printing stack:
0.7.6 07-06-2011 01:56:46 java.lang.ArrayIndexOutOfBoundsException
0.7.6 07-06-2011 01:56:47 Exception, printing stack:
0.7.6 07-06-2011 01:56:47 java.lang.ArrayIndexOutOfBoundsException
It's not a mod conflict; tested it with a fresh .jar.
The only cause I can think of is something to do with using INVedit to move the wand from one inventory to another, but I don't think that's the case...
I'm pretty sure this is due to trying to register a building beyond the "sky" limit, something I don't check for very well. Did you try and place your village at the top of a very high mountain?
I tried to put the village at sea level.
Here's a picture of the location. The village visible in the pic is a military village that spawned after I turned normal village generation back on.
It still throws an exception every time I rightclick on the diamond block with the wand.
as stated the grand fountain wants to be close to the village center. BACK UP YOUR SAVE, then go to config.txt and change the "min distance between buildings" (or something like that) from 5 to 4. make sure you completely close minecraft and load it again. If that doesn't work after a couple minutes try going from 4 to 3, but any smaller and your buildings will be way too cramped. There are some other things to try on the Wiki's FAQ, but make sure to BACK UP YOUR SAVE before trying them. :biggrin.gif:
Rather than trying to squeeze the fountains in between existing buildings (which may work in some cases if they are the last buildings to be created), it is by far and away better to simply permit the villagers to build these structures further out in the periphery of the village.
To accomplish this task, shut down Minecraft and then simply go into the building data files in the "Millenaire" folder and edit the "maxDistance:50" within each of the buildings that are having problems being created to extend that distance, to say 60 or 70 seem to do the trick for me.
An alternative could also be to bump up the priority of the construction of the fountains to say 1000 or so in order to make them some of the the earlier buildings built in your village before everything else shows up there. That would seem like a personal preference for myself.
Pushing the buildings together impacts all of the buildings, not just the fountains.
0.7.6b - 07/06/11
- Lowered the minimum amount of wood needed in the Town Hall for the miner's wife to bring him wood
- The miner now requests and burns any wood type, not just oak
- Fixed bug where knights and guards would try to target mobs just below the surface
- Fixed bug that could cause crash when a building was right next to the "edge" of the village
- Fixed bug that would cause crash when one of the inn's panel was missing
Thank you for fixing my bug :smile.gif:
Rollback Post to RevisionRollBack
Please Don't insult my grammar or Spelling i Have Dyslexia
As always I want to say AWSOME mod! makes teh game 100% more fun. Can't wait for multiplayer.
Now that that is out of the way I am having an issue. I started a new game with the "b" seed and a Gros Berg started as normal with 3 Hamlets. Everything seemed to be going great. I worked on the Gros Berg and took some supplies to the Hamlets as well. After a while I concentrated on my town and did not do much with the hamplets. I just went back and all three hamlets are broke really bad. They are trying to build townhalls again and they are now considering themselves towns and NOT hamlets. The gane is very laggy and studders alot as well.
What coudl have caused this and can it be fixed so I don't have to start all over again!
I love all you have done with this mod and the constant updates. I have run into another bug with merchants. I am running v0.7.6b and I a when I visit the market it states that 1 merchant is present when I look at the market sign. The merchant is no where in sight and if I click the sign it states "Louis le Sorcier MISSING". This is all that is in the log.
0.7.6b 07-06-2011 19:32:21 ERROR: Moving in (81): Couldn't find house entity at dest point.
I have a Gros Bourg I generated a number of versions ago. At the fort, it says they have 1 upgrade on the tavern left, 3 on the market, and 1 on the mairie. It's stuck on the mairie, saying that there are not enough resources. There are enough resources, though (including 13,607 wood!). Is there a way for me to fix this?
Also, the town doesn't seem to have generated any hamlets. Is there a way for me to force their creation? Should I just try clearing more room around the town and waiting?
I love all you have done with this mod and the constant updates. I have run into another bug with merchants. I am running v0.7.6b and I a when I visit the market it states that 1 merchant is present when I look at the market sign. The merchant is no where in sight and if I click the sign it states "Louis le Sorcier MISSING". This is all that is in the log.
0.7.6b 07-06-2011 19:32:21 ERROR: Moving in (81): Couldn't find house entity at dest point.
Please keep up all the awesome work.
*checks log* look I have that too:
0.7.6b 07-06-2011 17:59:13 ERROR: Moving in (81): Couldn't find house entity at dest point.
I think it was for the armory they didn't want to finish building (it was all there but the sign said still under construction.. like they hadn't placed the last few torches / sign / single locked chest).
I solved the problem with an IndustrialCraft Nuke... The woman moved right in... to the non-destroyed building, but the locked chests are still there... :smile.gif: [Though I should remember to back-up saves before attempting to solve problems with nukes... it made a hell of a mess]
You could try removing the floor in the building to make sure there's nothing (like water/ice) underneath; that could be the problem... or that the y-axis is marked slightly wrong so the person is trying to move in underground. [though not sure if it'll work for you, since yours is an already-completed market. And markets are different. *shrugs*]
*checks log* look I have that too:
0.7.6b 07-06-2011 17:59:13 ERROR: Moving in (81): Couldn't find house entity at dest point.
I think it was for the armory they didn't want to finish building (it was all there but the sign said still under construction.. like they hadn't placed the last few torches / sign / single locked chest).
I solved the problem with an IndustrialCraft Nuke... The woman moved right in... to the non-destroyed building, but the locked chests are still there... :smile.gif: [Though I should remember to back-up saves before attempting to solve problems with nukes... it made a hell of a mess]
You could try removing the floor in the building to make sure there's nothing (like water/ice) underneath; that could be the problem... or that the y-axis is marked slightly wrong so the person is trying to move in underground. [though not sure if it'll work for you, since yours is an already-completed market. And markets are different. *shrugs*]
I got this error many game "days" later after all building were upgraded fully. There are no construction projects and all buildings are properly lived in. As I said the market has a merchant that the plaque states as missing. He has been missing over 2 weeks in game days and has never left. Currently the missing merchant is the only merchant in building and merchant count is 1.
- Lowered the minimum amount of wood needed in the Town Hall for the miner's wife to bring him wood
- The miner now requests and burns any wood type, not just oak
- Fixed bug where knights and guards would try to target mobs just below the surface
- Fixed bug that could cause crash when a building was right next to the "edge" of the village
- Fixed bug that would cause crash when one of the inn's panel was missing
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.
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.
Consider yourself lucky. I seem to always get the same boring worlds, with or without Millenaire. Obviously I didn't write the mod, but from what I've seen using it on multiple worlds it doesn't affect the world generation.
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
Very very nice, only gets better :biggrin.gif:
maybe that building bug wasnt fixed?
MILLÉNAIRE + Dr Zhrarks Mo Creatures + More Creepes and Wiedos + SPC + TMI = AWESOMENESS!
This mod gets a
PS This is my first time using this mod.
I tried to put the village at sea level.
Here's a picture of the location. The village visible in the pic is a military village that spawned after I turned normal village generation back on.
It still throws an exception every time I rightclick on the diamond block with the wand.
Rather than trying to squeeze the fountains in between existing buildings (which may work in some cases if they are the last buildings to be created), it is by far and away better to simply permit the villagers to build these structures further out in the periphery of the village.
To accomplish this task, shut down Minecraft and then simply go into the building data files in the "Millenaire" folder and edit the "maxDistance:50" within each of the buildings that are having problems being created to extend that distance, to say 60 or 70 seem to do the trick for me.
An alternative could also be to bump up the priority of the construction of the fountains to say 1000 or so in order to make them some of the the earlier buildings built in your village before everything else shows up there. That would seem like a personal preference for myself.
Pushing the buildings together impacts all of the buildings, not just the fountains.
Version 2.1 now updated for MC 1.6.2
Thank you for fixing my bug :smile.gif:
Now that that is out of the way I am having an issue. I started a new game with the "b" seed and a Gros Berg started as normal with 3 Hamlets. Everything seemed to be going great. I worked on the Gros Berg and took some supplies to the Hamlets as well. After a while I concentrated on my town and did not do much with the hamplets. I just went back and all three hamlets are broke really bad. They are trying to build townhalls again and they are now considering themselves towns and NOT hamlets. The gane is very laggy and studders alot as well.
What coudl have caused this and can it be fixed so I don't have to start all over again!
Cheers.
Perhaps you should try love and compassion, and when that fails use whippings. :)siging this.
0.7.6b 07-06-2011 19:32:21 ERROR: Moving in (81): Couldn't find house entity at dest point.
Please keep up all the awesome work.
Also, the town doesn't seem to have generated any hamlets. Is there a way for me to force their creation? Should I just try clearing more room around the town and waiting?
Thanks in advance.
*checks log* look I have that too:
0.7.6b 07-06-2011 17:59:13 ERROR: Moving in (81): Couldn't find house entity at dest point.
I think it was for the armory they didn't want to finish building (it was all there but the sign said still under construction.. like they hadn't placed the last few torches / sign / single locked chest).
I solved the problem with an IndustrialCraft Nuke... The woman moved right in... to the non-destroyed building, but the locked chests are still there... :smile.gif: [Though I should remember to back-up saves before attempting to solve problems with nukes... it made a hell of a mess]
You could try removing the floor in the building to make sure there's nothing (like water/ice) underneath; that could be the problem... or that the y-axis is marked slightly wrong so the person is trying to move in underground. [though not sure if it'll work for you, since yours is an already-completed market. And markets are different. *shrugs*]
I got this error many game "days" later after all building were upgraded fully. There are no construction projects and all buildings are properly lived in. As I said the market has a merchant that the plaque states as missing. He has been missing over 2 weeks in game days and has never left. Currently the missing merchant is the only merchant in building and merchant count is 1.
No.