Make something like a: FishermansHut=If the area is by Sea or Ocean
Mineshaft with miners
Barracks for Knights/Guards, that protect the village from monsters
And at the highest level villagers will build a Mansion for the player, <---NICE!!!
They do have a guard house, where a guard lives, but I agree, they should do something like that. And if you have the reputation one of us, you can request a hotel particular, which you can check out in the link I added to this reply. I love the mineshaft idea the most!I wanted one for a while! I hope this helped, and enjoy millenaire!! http://millenaire.org/wiki/Norman:Hôtel_particulier
How do i make a cutom village? i look all over the main post i want to make one for my mod pack. Can someone do it for me? i can provide skins buildings and more details. You will get credit
I am looking for an idiot proof guide on installing custom buildings. What folders do the files go in? What documents need to be editted? What do the lines in the documents have to read?
I am trying to find a way to have my villagers in my player controlled town build custom buildings but I cannot get the buildings to show up in the new building list.
How do i make a cutom village? i look all over the main post i want to make one for my mod pack. Can someone do it for me? i can provide skins buildings and more details. You will get credit
As soon as my culture is done and I figure everything out, i'd love to help you out. For now you could check out the guides on the Millenaire site, in the guides section. Sorry I don't have a link.
I've asked this in the main millenaire thread but maybe someone here can help a bit more. I'm using FTB Direwolf20 on 1.4.7 by the way.
I installed this mod called "Miscellaneous Lone Buildings (LoreFriendly) Pack" for extra buildings. Here is a link to it on the millenaire site.The extra buildings also come with a few new villagers. I'm having issues with getting the textures to properly show up. The extra buildings were released a long time ago and the instructions are not correct for the current millenaire 1.4.7. Regular villagers from Millenaire are fine though, it's just the location of the .pngs of the newly added buildings/villagers. When I click on a villager without a texture the game crashes and doesn't like it too.
java.lang.NullPointerException
at org.millenaire.common.ContainerTrade$TradeSlot.isProblem(ContainerTrade.java:173)
at org.millenaire.client.gui.GuiTrade.a(GuiTrade.java:208)
at ban.b(EntityRenderer.java:1004)
at net.minecraft.client.Minecraft.J(Minecraft.java:884)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)
edit 2: Another thing I tried was editing the textures path through minecraft\mods\millenaire-custom\custom cultures\Miscellaneous\villagers\aztec_warrior.txt. I looked at millenaires original villagers and saw that they get them from the .zip. So I placed the new miscellaneous folder into it. I thought that it should should solve my problems. I did it like this:
Um i do not have a solid answer, but i do know that the skins go in the mods folder, then you open the zip file of millenaire, and put your skins file in the mod's skin file, and name it something. That is my best guess, and the building file thing is kinda complicated, but I have seem it before! I assume it is because the buildings do not have everything they should have, like a main chest, or standing position, or sleeping position. Sorry if that doesnt help! Using outdated stuff like that isnt recommended though, as problems like that happen all the time!
Um i do not have a solid answer, but i do know that the skins go in the mods folder, then you open the zip file of millenaire, and put your skins file in the mod's skin file, and name it something. That is my best guess, and the building file thing is kinda complicated, but I have seem it before! I assume it is because the buildings do not have everything they should have, like a main chest, or standing position, or sleeping position. Sorry if that doesnt help! Using outdated stuff like that isnt recommended though, as problems like that happen all the time!
The solution I tried within edit 2 seems to be doing the trick. I accidentally left in another old building mod that I mistakenly thought was one of the ones I was testing. I removed it and looked for the new buildings/villagers and compared the names to the names within them. I actually forgot one texture so I have to fix that. The main thing is that it works and any old mod should be able to work with those fixes too.
Does anyone know how to get this to work? "Replacement of the Norman Core Buildings in Millénaire: Unofficial Update" I can't for the life of me get it to ever properly spawn instead of the regular norman buildings. I tried putting it into the mods folder for both client and server yet I still only see the regular buildings. Anyone got any ideas/suggestions?
Does anyone know how to get this to work? "Replacement of the Norman Core Buildings in Millénaire: Unofficial Update" I can't for the life of me get it to ever properly spawn instead of the regular norman buildings. I tried putting it into the mods folder for both client and server yet I still only see the regular buildings. Anyone got any ideas/suggestions?
You could try and figure out what those modded buildings are missing, I do not know when, but at some point Kinniken changed the requirements for core buildings, so maybe those modded buildings are missing standing points or a main chest or a sleeping point. Or you could try and just delete all the un modded buildings and replacing them manually with the modded ones.
You could try and figure out what those modded buildings are missing, I do not know when, but at some point Kinniken changed the requirements for core buildings, so maybe those modded buildings are missing standing points or a main chest or a sleeping point. Or you could try and just delete all the un modded buildings and replacing them manually with the modded ones.
I've tried completely replacing the main ones with the modified ones yet for some reason they're still the old ones. I've given up unless someone else has had any success and could tell me how. I'm currently stuck on 1.4.7 at the time too. I've gotten the miscellaneous and imaginations packs working so I'll have fun adventuring about with those on at least and then the default buildings of millenaire will do. The upgraded norman village just looks so sick though.
If you want to give it a whirl again, you should pull up a norman building, and those modded buildings. And just check out the files and see if there is something missing like a standing position, or maybe the text files are missing a parameter. Sorry if it doesnt work.
If you want to give it a whirl again, you should pull up a norman building, and those modded buildings. And just check out the files and see if there is something missing like a standing position, or maybe the text files are missing a parameter. Sorry if it doesnt work.
There are things different in each one but I'm not sure on the requirements that are now needed that aren't there in the files. I've personally not going to continue messing with it. It's nearly impossible without knowing what needs to be in it unless Kinniken himself would be kind enough to get them working/help.
Main Suggestion:
This building should spawn nearby as soon as you spawn. It acts as a central hub connecting between villages of any type (Byzantines, Norman, etc.). Plus it's Neutral ground, yet raids are still possible by Rogues.
It also acts as a trading port, and a Job center. Jobs will show the locations of any nearby villages that needs help, with (if there it) Materials needed. Example: [thirsty] 135 NW (Cider)
Secondary Suggestion: World creation -> Generated Structures -> (On / Milénaire only / Outpost Only / Off )
This idea is for something as a starter area. With the Outpost only, there will be an extra in the shop, An NPC holding a summoning wand. This NPC will generate a village for a cost. Just outside the boundaries of the Outpost. Unless if there are protection upon the buildings and boundaries of villages, in which if you spawn a villages it won't go over an existing building or boundary, in which that the NPC will simply sell the wand and gold bars.
Rollback Post to RevisionRollBack
I am a problem seeker, so I can solve them. When I see a problem, that I did, I try to fix it. When there are problems I can't fix, I ask for help. But when people wants to make problems, even unknowingly, I try to stop them. Sometimes I get hurt, but will stand up after I fall.
I certainly like the idea of this building, and the pictures look great! Do you need help or advice with the buildings? Make sure to look at other previous lone buildings, as your current .txt file probably wont work. Looks great! Keep up the good work!
I looked at the first link, and basically all you have to do compare the files from those old lonebuildings to the current ones in millenaire. All you have to do is open up the millenaire folder and just take a look at all the files. Some files don't work, and I have no idea why that is. Lonebuildings are trickly because you need two text folders, one is for the building, and the other is for basically creating a village with only that one lone building as its center. If you do some reading into it, and compare different lonebuildings, I'm sure you can figure it out.
I certainly like the idea of this building, and the pictures look great! Do you need help or advice with the buildings? Make sure to look at other previous lone buildings, as your current .txt file probably wont work. Looks great! Keep up the good work!
Thx. The Outpost actually came from a picture (non-minecraft pic) from what I saw while doing research on medieval buildings. And such the outpost is usually a place to start and a way to link up 2 or more villages or kingdoms.
Anyhow, as for the "txt" was from the 1.5.1's version. So I just copied all was inside, and do "[ CODE ]" so it can be shown what was written in my millenaire-custom folder's txt.
Just in case if it failed; I've put enough details on my snapshots so anyone can build it. (lol when I first build it I forgot to remove the silverfish blocks I had at hand and built the whole thing out of it. So I had to build this building twice.)
As an outpost, it can be used by all Cultures. So the material doesn't matter.
But if I would chose an upgrade, I would like something that contains at least 1 block type representing a part of every Culture. Like the Timber Frame from Normans, Byzantine tiles/stone slabs, the Japanese paper Walls, the Mayan's gold ornament, and the hindi's cooked bricks. As long as it still looks good. This can be in a form of Achievements but in building form.
I am a problem seeker, so I can solve them. When I see a problem, that I did, I try to fix it. When there are problems I can't fix, I ask for help. But when people wants to make problems, even unknowingly, I try to stop them. Sometimes I get hurt, but will stand up after I fall.
Thx. The Outpost actually came from a picture (non-minecraft pic) from what I saw while doing research on medieval buildings. And such the outpost is usually a place to start and a way to link up 2 or more villages or kingdoms.
Anyhow, as for the "txt" was from the 1.5.1's version. So I just copied all was inside, and do "[ CODE ]" so it can be shown what was written in my millenaire-custom folder's txt.
Just in case if it failed; I've put enough details on my snapshots so anyone can build it. (lol when I first build it I forgot to remove the silverfish blocks I had at hand and built the whole thing out of it. So I had to build this building twice.)
As an outpost, it can be used by all Cultures. So the material doesn't matter.
But if I would chose an upgrade, I would like something that contains at least 1 block type representing a part of every Culture. Like the Timber Frame from Normans, Byzantine tiles/stone slabs, the Japanese paper Walls, the Mayan's gold ornament, and the hindi's cooked bricks. As long as it still looks good. This can be in a form of Achievements but in building form.
Don't quote me on this, but I don't think it is possible for a lonebuilding to go through an upgrade. Although you could have meant that you would just have one type of this outpost for each culture! If it works all good, you should look into putting it on the library! If you want to, you could even get on the wiki and update the part of the custom culture guide that talks about the lonebuildings!
The Meaning of Life, the Universe, and Everything.
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thunder_nova
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K, well I though although I want the outpost to be a lonebuilding by itself. Just that the idea of multi-cultural upgrades are just some alternative I had in mind. The Outpost itself has no / all cultures, it's neutral grounds where you can chat with each traders from each cultures, etc.
Plus I though of it as a spawn building itself. Meaning that it can be the 1st building you see and can trade as soon as you log in. Since it has no / all cultures, it won't influence any even by trade.
Anyhow, just need a building to act as a hub, and perhaps as a starter option for making our own villages, except for some to spawn. (like I said at the beginning)
Well that is all I can think of atm. Since everything is out-posted (aka I am in a mixup atm trying to fix up some RL issues atm.) So I tend to put out some ideas where it could be of use to let out some steam.
Rollback Post to RevisionRollBack
I am a problem seeker, so I can solve them. When I see a problem, that I did, I try to fix it. When there are problems I can't fix, I ask for help. But when people wants to make problems, even unknowingly, I try to stop them. Sometimes I get hurt, but will stand up after I fall.
I am trying to find a way to have my villagers in my player controlled town build custom buildings but I cannot get the buildings to show up in the new building list.
As soon as my culture is done and I figure everything out, i'd love to help you out. For now you could check out the guides on the Millenaire site, in the guides section. Sorry I don't have a link.
I installed this mod called "Miscellaneous Lone Buildings (LoreFriendly) Pack" for extra buildings. Here is a link to it on the millenaire site.The extra buildings also come with a few new villagers. I'm having issues with getting the textures to properly show up. The extra buildings were released a long time ago and the instructions are not correct for the current millenaire 1.4.7. Regular villagers from Millenaire are fine though, it's just the location of the .pngs of the newly added buildings/villagers. When I click on a villager without a texture the game crashes and doesn't like it too.
edit 2: Another thing I tried was editing the textures path through minecraft\mods\millenaire-custom\custom cultures\Miscellaneous\villagers\aztec_warrior.txt. I looked at millenaires original villagers and saw that they get them from the .zip. So I placed the new miscellaneous folder into it. I thought that it should should solve my problems. I did it like this:
It finally worked.
The solution I tried within edit 2 seems to be doing the trick. I accidentally left in another old building mod that I mistakenly thought was one of the ones I was testing. I removed it and looked for the new buildings/villagers and compared the names to the names within them. I actually forgot one texture so I have to fix that. The main thing is that it works and any old mod should be able to work with those fixes too.
You could try and figure out what those modded buildings are missing, I do not know when, but at some point Kinniken changed the requirements for core buildings, so maybe those modded buildings are missing standing points or a main chest or a sleeping point. Or you could try and just delete all the un modded buildings and replacing them manually with the modded ones.
I've tried completely replacing the main ones with the modified ones yet for some reason they're still the old ones. I've given up unless someone else has had any success and could tell me how. I'm currently stuck on 1.4.7 at the time too. I've gotten the miscellaneous and imaginations packs working so I'll have fun adventuring about with those on at least and then the default buildings of millenaire will do. The upgraded norman village just looks so sick though.
There are things different in each one but I'm not sure on the requirements that are now needed that aren't there in the files. I've personally not going to continue messing with it. It's nearly impossible without knowing what needs to be in it unless Kinniken himself would be kind enough to get them working/help.
So I ask of you if you could possibly tell me what I need to change or even better to fix it and upload it? I'm talking about this mod here.
Relation (Villagers): Any
Download: None atm
(idk how to make one, plus the one I was using had also (Portal Gun Mod) & (Dimensional Door Mod)
But from what I see from the export folder:
Name: Outpost_A0.png
Outpost_A.txt
I certainly like the idea of this building, and the pictures look great! Do you need help or advice with the buildings? Make sure to look at other previous lone buildings, as your current .txt file probably wont work. Looks great! Keep up the good work!
I looked at the first link, and basically all you have to do compare the files from those old lonebuildings to the current ones in millenaire. All you have to do is open up the millenaire folder and just take a look at all the files. Some files don't work, and I have no idea why that is. Lonebuildings are trickly because you need two text folders, one is for the building, and the other is for basically creating a village with only that one lone building as its center. If you do some reading into it, and compare different lonebuildings, I'm sure you can figure it out.
Thx. The Outpost actually came from a picture (non-minecraft pic) from what I saw while doing research on medieval buildings. And such the outpost is usually a place to start and a way to link up 2 or more villages or kingdoms.
Anyhow, as for the "txt" was from the 1.5.1's version. So I just copied all was inside, and do "[ CODE ]" so it can be shown what was written in my millenaire-custom folder's txt.
Just in case if it failed; I've put enough details on my snapshots so anyone can build it. (lol when I first build it I forgot to remove the silverfish blocks I had at hand and built the whole thing out of it. So I had to build this building twice.)
As an outpost, it can be used by all Cultures. So the material doesn't matter.
But if I would chose an upgrade, I would like something that contains at least 1 block type representing a part of every Culture. Like the Timber Frame from Normans, Byzantine tiles/stone slabs, the Japanese paper Walls, the Mayan's gold ornament, and the hindi's cooked bricks. As long as it still looks good. This can be in a form of Achievements but in building form.
Don't quote me on this, but I don't think it is possible for a lonebuilding to go through an upgrade. Although you could have meant that you would just have one type of this outpost for each culture! If it works all good, you should look into putting it on the library! If you want to, you could even get on the wiki and update the part of the custom culture guide that talks about the lonebuildings!
Plus I though of it as a spawn building itself. Meaning that it can be the 1st building you see and can trade as soon as you log in. Since it has no / all cultures, it won't influence any even by trade.
Anyhow, just need a building to act as a hub, and perhaps as a starter option for making our own villages, except for some to spawn. (like I said at the beginning)
Well that is all I can think of atm. Since everything is out-posted (aka I am in a mixup atm trying to fix up some RL issues atm.) So I tend to put out some ideas where it could be of use to let out some steam.