Ok to start I made a new town type called Fort (download link: http://www.mediafire.com/?swkxcc6zcv55zs6) it basically has everything in it that a village needs and about 10 watch towers
I also added a 10th upgrade to the fort (download here: http://www.mediafire.com/?z8wg7q4rdxcrs8q) make it all stone and fixes a few things likes adds funeces and other minor things
finally I'm working on walls, I tried to do it like this: http://www.mediafire.com/?jj2vg14ji7nslr8 as one building but it won't even load the village that way, so can you guys help me out? I am not trying to make them separate buildings and edit the city building plan or have them built off of each other, any help or suggestions would be great, and feel free to play with it yourselves!
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Building it as one plan DEFINITELY won't work, as it would try to build an entire plot the size of a village, and won't allow other buildings inside of it. Buildings cannot be built inside of other buildings. If you're actually going to make town walls, you'll probably have to make it a series of buildings, all forced on the edge of the village (mindistance and maxdistance both 100) that get close to linking together.
I didn't understand that at first so i set it as the last thing to build and made them leave everything in the center alone, still nothing haha, so now I'm working on a series of building connected together, only sometimes they don't place the towers or gate right...
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for some reason its not making them build the pack that i downloaded it just continues saying the building goal has been reached. do i need to make a new town for them to acknowledge the addition? or have i done something wrong the read me in the pack only tells me what the pack is not how to install it... can anyone help?
i put them in the customs folder and the extras when the need arose... perhaps its the fact that i just moved the whole folder rather then the individual files... would it also be relivent to state its the version in the yogbox?
ahh thats the issue, you do need to move just the files, not the folders. like this:
the yogbox version doesn't have any known issues on that side of things, but it can cause massive holes to be dug out, causing floating buildings (fixed in the new version).
also, why would you put things in the extra's folder?
i have no idea how to add in the extra buildings then :/ im trying to use Werzieq's Building Pack but the read me only states what the pack has not how to install it there is a folder in the rar file that is titled extras which originated my thought of the extras folder being the thing to put the files in. can i please get directions on what to do?
the location of the folder you need is in the picture so i'll skip that bit. move all the files into that folder except for the readme and they should work straight off.
i dont think the pic is working properly all its coming up as is posted image
hey guys, been off of minecraft fora a long time, so idk if they already put this in, but is there a building set as to make a wall around the city to protect it from monsters? it would be built last as to encompas the whole village? and if there isn't one, could someone make one? thanks
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i realy hate it when people dont even bother to read i read alot because i have EYE's and im not as crazy to think that the computer talks to me also im loving these building plans and soon im going to try to make one myself it will be a dock that will only be built where theres a village close to a lake or the ocean and it will allow for custom boats so that the villager/s can go out to the middle of the water but not to far away from the village so they can get fish and the dock will sell crew and custom boats :smile.gif: its gona take me ages to make properly but if i do make it i will definitly post it
hey guys, been off of minecraft fora a long time, so idk if they already put this in, but is there a building set as to make a wall around the city to protect it from monsters? it would be built last as to encompas the whole village? and if there isn't one, could someone make one? thanks
No. If you bothered to read even just the last page, you'd know that there isn't one, and that someone is attempting to make one, but it's not something that has gone well due to the coding.
I'm working on it now, I suggested adding a town layout so it could be done easily, but I'm taking the mod a part a little to see if i could possible mod the mod and add this, so far I got a gate with towers, but horrible bugs that ultimately crashed the game and client, anyways if anyone has and suggestion on how to do this or is willing to help/take over let me know, I have to go off to college soon and i won't have much time for this
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I know this is posted somewhere but I just can't find it.LOL. Is it possible to have them build more of a particular core building? If so can you please tell me how or where to find out?
Ive been working on a custom home for myself so that every time I start a new world I can have the Normans build it for me because I restart alot. This is my first custom building but no matter what I try I just cannot get it to work. Ive looked at the log and I cannot figure it out so im coming here for help.
I have tried this before and it seems not to work either. I tried it agian and as usuall it came up with an error and destroyed my village. Luckily I back my world up before I test :smile.gif:.
1.3.2 05-09-2011 20:14:57 ERROR: null: When loading village type agricole could not find core building type well.
1.3.2 05-09-2011 20:15:14 ERROR: manor_7 at 23/69/135/2/0 Longraye-la-forêt: Error when trying to load building of type: manor_7 at 23/69/135/2/0
1.3.2 05-09-2011 20:15:14 Exception, printing stack:
1.3.2 05-09-2011 20:15:14 java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at MLHelper.randomInt(MLHelper.java:543)
at MLHelper.getWeightedChoice(MLHelper.java:714)
at MLCulture.getRandomVillage(MLCulture.java:121)
at MLTileEntityBuilding.readTownHall(MLTileEntityBuilding.java:2244)
at MLTileEntityBuilding.a(MLTileEntityBuilding.java:2203)
at ow.c(SourceFile:66)
at to.a(SourceFile:184)
at ld.a(SourceFile:42)
at ok.d(ok.java:84)
at ok.c(ok.java:41)
at ok.b(ok.java:75)
at fd.c(SourceFile:313)
at fd.a(SourceFile:270)
at net.minecraft.client.Minecraft.d(SourceFile:1772)
at net.minecraft.client.Minecraft.a(SourceFile:1680)
at net.minecraft.client.Minecraft.a(SourceFile:1643)
at net.minecraft.client.Minecraft.a(SourceFile:1555)
at rq.e(GuiSelectWorld.java:136)
at rq.a(GuiSelectWorld.java:101)
at da.a(SourceFile:72)
at da.f(SourceFile:120)
at da.e(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1299)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
This is an updated version of my log, from what I am seeing it is either not noticing that I set the length to 18, or i have a messed up pixel block that changed during saving or something im not sure, I used Photoshop CS4 to make it could that be the problem?
Be cool if someone made a mining city that was under ground
-In theory- this is possible with the current setup, actually!
You'd have to take one of the default village types, find the height of the tallest building (including upgrades!) then add at least two to that for your subHeight variable that I'll be referring to shortly. Keep it written down somewhere when you find it; I've only named it so that I don't have to refer to it with a long description each time.
Anyway, add levels to each first level of every building so that they are all, in total, subHeight layers tall. Make sure that the top layer is whatever material you want the ground above the village to be; personally I'd use grass. If you want a more "cave-y" appearance then another layer to that "subHeight" variable you have written down and add another layer, making sure that the top layer is your ground (grass) and the one just below it is stone. After that, open each building's .txt file and subtract the subHeight number from the "startLevel" value for that particular file. For instance, if the building's old startLevel is -1 (the default for most buildings) and I came up with, say, 10 for subHeight (this is off the top of my head; don't use it unless you do the work and it turns out to be right) then I'd want to change startLevel to -1 minus 10, or -11.
This will take care of -most- of the work, but just to be safe I'd set the "around" value to zero for all of the buildings so that there aren't any walls between individual buildings. Note that this will give you a rather crowded village, though! For best results you can add more empty space, but this requires non-trivial edits to increase the size of every level of every building for every upgrade.
JoshFFuller: Good luck with the walls! The best I'd come up with is incredibly simple: have the villagers build a large number (10?) of "posts" with short "arms" of the wall extending in all four cardinal directions, then leaving the work of connecting them to the player. Unfortunately I never made it past the design phase for the posts as I played with several different wall widths. The SMART thing to do would've been to make a few copies of the tower for each different length, but I did it differently. >_>
I got hung up on how to create the gate as well, as Millenaire lacks any sort of way to guarantee that custom buildings will always face the same direction; if Kinniken would be so kind as to fix the issue regarding buildings always facing towards the town hall (as well as an option to disable said issue on a building-by-building basis) then I'd be rather grateful, but that's more fitting the topic for the mod itself than this one!
Here's the world containing my attempts at the tower design: http://dl.dropbox.com/u/27411570/Tower_edit.zip
As you can see, it's a modified version of the Norman Guard Tower that's already in the game.
This is an add on village for the amazing Millenaire mod for Minecraft.
The Mayans were a grand culture with even grander structures that to this day strike awe into those that witness them.
In the Rise Of The Mayans you are faced with the daunting task of helping the Mayan civilization grow into the glory we see still standing today. The Maya used very large amounts of stone to build giant structures like pyramids, alters and even the great Sun Calendar. Do you have what it takes to help rebuild this amazing civilization in the great world of Minecraft? Be forewarned however, the Mayan structures use a lot of stone. If you truly wish to help the Maya build their grand civilization you will need to be doing a lot of mining. As the Mayan culture grew they started adorning their structure with gold from their mines, so hang on to yours they just may need some.
This is my first attempt at adding something to the modding community. I am new to modding but am very much enjoying learning. I hope someone enjoys this village add on. I spent the last few days learning how to create Millenaire villages, studying Mayan lore and learning their language, and I had a great time doing so. I wanted to create a village that was challenging and had a long and enjoyable progression for myself, and in doing so I decided I may as well learn how to add all of this online incase anyone else out there might enjoy my work.
Features
Some of the features of the Rise of the Mayans include.
-35 unique Mayan structures with upgrades
-Official Proto Mayan language. This was the original 5000 year old ancient dialect of the Maya, and being so ancient there are many words they did not have.
2) Open .zip and drag .minecraft folder into the folder that you keep your .minecraft in and say yes to merge files.
Bugs/Compatibilities
Bugs
The only one I've seen that may be on my side is sometimes when a builder is upgrading the Very Big Pyramid they seem to get stuck around the town center. If this happens a little bit of pushing the builder in the right direction has always helped "unstick" the builder so he can get back to his work.
Compatibility
The only compatibility issue I see is if a future village is made to spawn off of a cobblestone block with the Village Wand.
Well sir, that's a nice job you did there! You should show this to Kinniken, he should add this to the mod, really.
EDIT: Really. Show it.
Thank you very much for your compliment. I have actually been working with Kin to make the Mayans even more complete, like adding mayan NPCs and other aspects. Kin seems to like the idea of adding the Mayans, so if I can add all the missing aspects, and they get his approval, he will probably be adding them to the core game. I am spending a lot of time on this and trying to do as complete a job as possible so with any luck the Mayans will be in.
I also added a 10th upgrade to the fort (download here: http://www.mediafire.com/?z8wg7q4rdxcrs8q) make it all stone and fixes a few things likes adds funeces and other minor things
finally I'm working on walls, I tried to do it like this: http://www.mediafire.com/?jj2vg14ji7nslr8 as one building but it won't even load the village that way, so can you guys help me out? I am not trying to make them separate buildings and edit the city building plan or have them built off of each other, any help or suggestions would be great, and feel free to play with it yourselves!
I didn't understand that at first so i set it as the last thing to build and made them leave everything in the center alone, still nothing haha, so now I'm working on a series of building connected together, only sometimes they don't place the towers or gate right...
i put them in the customs folder and the extras when the need arose... perhaps its the fact that i just moved the whole folder rather then the individual files... would it also be relivent to state its the version in the yogbox?
i have no idea how to add in the extra buildings then :/ im trying to use Werzieq's Building Pack but the read me only states what the pack has not how to install it there is a folder in the rar file that is titled extras which originated my thought of the extras folder being the thing to put the files in. can i please get directions on what to do?
i dont think the pic is working properly all its coming up as is posted image
no worries it seems to be working now... thanks for the help :happy.gif:
I don't know enough about them to come up with a clever design.
(Click the Dragon Pl0x)
I'm working on it now, I suggested adding a town layout so it could be done easily, but I'm taking the mod a part a little to see if i could possible mod the mod and add this, so far I got a gate with towers, but horrible bugs that ultimately crashed the game and client, anyways if anyone has and suggestion on how to do this or is willing to help/take over let me know, I have to go off to college soon and i won't have much time for this
Nevermind.I figured it out.Thanks anyway.
millinairehome.zip
My .png file .txt file and log is in this file.
If anyone can help that would be amazing.
By the way im using YogBox mod pack 1.0d and I try to keep up to date with Millenaire. I realize that the logs are from Millinare 1.7 not 1.7.3
1.3.2 05-09-2011 20:14:55 MAJOR: null: Block ID for building: 126
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan archives_A0: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan archives_A1: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan armyforge_A0: Priority:500
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan brickkiln_A0: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan chiefhouse_A0: Priority:200
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan forge_A0: Priority:100
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A0: Priority:500
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A1: Priority:500
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A2: Priority:500
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A3: Priority:500
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A4: Priority:500
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A5: Priority:500
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A_forge_A0: Priority:100
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A_forge_A1: Priority:10
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A_soldierhouse_A0: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan fort_A_soldierhouse_A1: Priority:10
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan grove_A0: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan grove_A1: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan guesthouse_A0: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan inn_A0: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan largepeasanthouse_A0: Priority:5
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan largepeasanthouse_A1: Priority:10
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan largepeasanthouse_A2: Priority:10
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan largepeasanthouse_A_secondary_A0: Priority:5
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan largepeasanthouse_A_secondary_A1: Priority:10
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan lumbermanhouse_A0: Priority:5
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan lumbermanhouse_A1: Priority:10
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan paddy_A0: Priority:50
1.3.2 05-09-2011 20:14:55 MINOR: MLBuildingPlan palace_A0: Priority:200000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan pandithouse_A0: Priority:5
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan pandithouse_A1: Priority:20
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan peasanthouse_A0: Priority:5
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan peasanthouse_A1: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan peasanthouse_B0: Priority:5
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan peasanthouse_B1: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan peasanthouse_C0: Priority:5
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan peasanthouse_C1: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan playerestate_A0: Priority:100000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan playerhugefield_A0: Priority:100000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan playerlargefield_A0: Priority:100000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan playersmallfield_A0: Priority:100000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan playersmallhouse_A0: Priority:100000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan quarry_A0: Priority:500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan quarry_A1: Priority:50
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan quarry_B0: Priority:500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan quarry_B1: Priority:50
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan scultorhouse_A0: Priority:50
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan soldierhouse_A0: Priority:500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan spicegarden_A0: Priority:50
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan sugarplantation_A0: Priority:500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan villagetemple_A0: Priority:5000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan well_A0: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A0: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A1: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A2: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A3: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A4: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A5: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A6: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A7: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan abbey_A8: Priority:2000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan archives_A0: Priority:50
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan archives_A1: Priority:50
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan armoury_A0: Priority:50
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan armoury_A1: Priority:50
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan armoury_A2: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan bakery_A0: Priority:20000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan bakery_A1: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan carpenterhouse_A0: Priority:50000
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan carpenterhouse_A1: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan cattlefarm_A0: Priority:1500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan cattlefarm_A1: Priority:1500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan cattlefarm_A2: Priority:1500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan cattlefarm_A3: Priority:1500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan cattlefarm_A4: Priority:1500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan cattlefarm_A5: Priority:1500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan cattlefarm_A6: Priority:1500
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan cattlefarm_A7: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan church_A0: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan church_A1: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan church_A2: Priority:10
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan farm_A0: Priority:5
1.3.2 05-09-2011 20:14:56 MINOR: MLBuildingPlan farm_A1: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan farm_B0: Priority:5
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan farm_B1: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan forge_A0: Priority:10000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A0: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A1: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A2: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A3: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A4: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A5: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A6: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A_lefttower_A0: Priority:50
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fort_A_righttower_A0: Priority:50
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan grove_A0: Priority:500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan grove_B0: Priority:500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan grove_C0: Priority:500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guardhouse_A0: Priority:500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guesthouse_A0: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guesthouse_A1: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guesthouse_A2: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guesthouse_A3: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A0: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A1: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A2: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A3: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A4: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A5: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A6: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A7: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan guildhouse_A8: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan inn_A0: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan inn_A1: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan inn_A2: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan inn_A3: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan inn_A4: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan inn_A5: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan inn_A6: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan lumbermanhut_A0: Priority:5
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan lumbermanhut_A1: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan lumbermanhut_B0: Priority:1
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan lumbermanhut_B1: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan manor_A0: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan manor_A1: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan manor_A2: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan manor_A3: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan manor_A4: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan manor_A5: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan manor_A6: Priority:2000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan market_A0: Priority:500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan market_A1: Priority:500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan market_A2: Priority:500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan market_A3: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan pigfarm_A0: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan pigfarm_A1: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan pigfarm_A2: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan pigfarm_A3: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan pigfarm_A4: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan pigfarm_A5: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan playerestate_A0: Priority:100000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan playerhugefield_A0: Priority:100000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan playerlargefield_A0: Priority:100000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan playerlargehouse_A0: Priority:100000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan playersmallfield_A0: Priority:100000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan playersmallhouse_A0: Priority:100000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan presbytery_A0: Priority:500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan quarry_A0: Priority:3000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan sheepchickenfarm_A0: Priority:1500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan sheepchickenfarm_A1: Priority:1500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan sheepchickenfarm_A2: Priority:1500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan sheepchickenfarm_A3: Priority:1500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan sheepchickenfarm_A4: Priority:1500
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan sheepchickenfarm_A5: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan tavern_A0: Priority:5000
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan tavern_A1: Priority:20
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan tavern_A2: Priority:20
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan tavern_A3: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan watchtower_A0: Priority:20
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan watchtower_A1: Priority:20
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan watchtower_A2: Priority:20
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan fountain_A0: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan largefountain_A0: Priority:10
1.3.2 05-09-2011 20:14:57 MINOR: MLBuildingPlan neoshome_A0: Priority:1
1.3.2 05-09-2011 20:14:57 Exception, printing stack:
1.3.2 05-09-2011 20:14:57 MLN$MillenaireException: neoshome_A0: Expected length is 0 but file height is 18
at MLBuildingPlan.<init>(MLBuildingPlan.java:298)
at MLBuildingPlan.<init>(MLBuildingPlan.java:22)
at MLBuildingPlan$BuildingPlanSet.loadPictPlans(MLBuildingPlan.java:2210)
at MLBuildingPlan.loadPlans(MLBuildingPlan.java:1729)
at MLCulture.initialise(MLCulture.java:195)
at MLCulture.loadCultures(MLCulture.java:57)
at mod_Millenaire.<init>(mod_Millenaire.java:433)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromModFolder(ModLoader.java:1169)
at ModLoader.init(ModLoader.java:811)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
1.3.2 05-09-2011 20:14:57 ERROR: null: When loading village type agricole could not find core building type well.
1.3.2 05-09-2011 20:15:14 ERROR: manor_7 at 23/69/135/2/0 Longraye-la-forêt: Error when trying to load building of type: manor_7 at 23/69/135/2/0
1.3.2 05-09-2011 20:15:14 Exception, printing stack:
1.3.2 05-09-2011 20:15:14 java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at MLHelper.randomInt(MLHelper.java:543)
at MLHelper.getWeightedChoice(MLHelper.java:714)
at MLCulture.getRandomVillage(MLCulture.java:121)
at MLTileEntityBuilding.readTownHall(MLTileEntityBuilding.java:2244)
at MLTileEntityBuilding.a(MLTileEntityBuilding.java:2203)
at ow.c(SourceFile:66)
at to.a(SourceFile:184)
at ld.a(SourceFile:42)
at ok.d(ok.java:84)
at ok.c(ok.java:41)
at ok.b(ok.java:75)
at fd.c(SourceFile:313)
at fd.a(SourceFile:270)
at net.minecraft.client.Minecraft.d(SourceFile:1772)
at net.minecraft.client.Minecraft.a(SourceFile:1680)
at net.minecraft.client.Minecraft.a(SourceFile:1643)
at net.minecraft.client.Minecraft.a(SourceFile:1555)
at rq.e(GuiSelectWorld.java:136)
at rq.a(GuiSelectWorld.java:101)
at da.a(SourceFile:72)
at da.f(SourceFile:120)
at da.e(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1299)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
Any more suggestions would be great.
-In theory- this is possible with the current setup, actually!
You'd have to take one of the default village types, find the height of the tallest building (including upgrades!) then add at least two to that for your subHeight variable that I'll be referring to shortly. Keep it written down somewhere when you find it; I've only named it so that I don't have to refer to it with a long description each time.
Anyway, add levels to each first level of every building so that they are all, in total, subHeight layers tall. Make sure that the top layer is whatever material you want the ground above the village to be; personally I'd use grass. If you want a more "cave-y" appearance then another layer to that "subHeight" variable you have written down and add another layer, making sure that the top layer is your ground (grass) and the one just below it is stone. After that, open each building's .txt file and subtract the subHeight number from the "startLevel" value for that particular file. For instance, if the building's old startLevel is -1 (the default for most buildings) and I came up with, say, 10 for subHeight (this is off the top of my head; don't use it unless you do the work and it turns out to be right) then I'd want to change startLevel to -1 minus 10, or -11.
This will take care of -most- of the work, but just to be safe I'd set the "around" value to zero for all of the buildings so that there aren't any walls between individual buildings. Note that this will give you a rather crowded village, though! For best results you can add more empty space, but this requires non-trivial edits to increase the size of every level of every building for every upgrade.
JoshFFuller: Good luck with the walls! The best I'd come up with is incredibly simple: have the villagers build a large number (10?) of "posts" with short "arms" of the wall extending in all four cardinal directions, then leaving the work of connecting them to the player. Unfortunately I never made it past the design phase for the posts as I played with several different wall widths. The SMART thing to do would've been to make a few copies of the tower for each different length, but I did it differently. >_>
I got hung up on how to create the gate as well, as Millenaire lacks any sort of way to guarantee that custom buildings will always face the same direction; if Kinniken would be so kind as to fix the issue regarding buildings always facing towards the town hall (as well as an option to disable said issue on a building-by-building basis) then I'd be rather grateful, but that's more fitting the topic for the mod itself than this one!
Here's the world containing my attempts at the tower design: http://dl.dropbox.com/u/27411570/Tower_edit.zip
As you can see, it's a modified version of the Norman Guard Tower that's already in the game.
This is an add on village for the amazing Millenaire mod for Minecraft.
The Mayans were a grand culture with even grander structures that to this day strike awe into those that witness them.
In the Rise Of The Mayans you are faced with the daunting task of helping the Mayan civilization grow into the glory we see still standing today. The Maya used very large amounts of stone to build giant structures like pyramids, alters and even the great Sun Calendar. Do you have what it takes to help rebuild this amazing civilization in the great world of Minecraft? Be forewarned however, the Mayan structures use a lot of stone. If you truly wish to help the Maya build their grand civilization you will need to be doing a lot of mining. As the Mayan culture grew they started adorning their structure with gold from their mines, so hang on to yours they just may need some.
This is my first attempt at adding something to the modding community. I am new to modding but am very much enjoying learning. I hope someone enjoys this village add on. I spent the last few days learning how to create Millenaire villages, studying Mayan lore and learning their language, and I had a great time doing so. I wanted to create a village that was challenging and had a long and enjoyable progression for myself, and in doing so I decided I may as well learn how to add all of this online incase anyone else out there might enjoy my work.
Features
Some of the features of the Rise of the Mayans include.
-35 unique Mayan structures with upgrades
-Official Proto Mayan language. This was the original 5000 year old ancient dialect of the Maya, and being so ancient there are many words they did not have.
-New large two family homes.
Screenshots
Maya2
maya3
maya4
maya5
maya6
Future Hopes
-Custom Mayan NPCs.
-Custom Mayan Items.
-Custom Mayan art like the Hindi Statues.
-Official Mayan villages for multiple city types.
Download
Versions
-1.0 Release
Millenaire/Minecraft Versions
-Built during Millenaire version 1.3.2
-Built during Minecraft version 1.7.3
Install
-Easiest way.
1) Download Mayan village.
2) Open .zip and drag .minecraft folder into the folder that you keep your .minecraft in and say yes to merge files.
Bugs/Compatibilities
The only one I've seen that may be on my side is sometimes when a builder is upgrading the Very Big Pyramid they seem to get stuck around the town center. If this happens a little bit of pushing the builder in the right direction has always helped "unstick" the builder so he can get back to his work.
Compatibility
The only compatibility issue I see is if a future village is made to spawn off of a cobblestone block with the Village Wand.
Thank you very much for your compliment. I have actually been working with Kin to make the Mayans even more complete, like adding mayan NPCs and other aspects. Kin seems to like the idea of adding the Mayans, so if I can add all the missing aspects, and they get his approval, he will probably be adding them to the core game. I am spending a lot of time on this and trying to do as complete a job as possible so with any luck the Mayans will be in.