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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from felinoel

    What is the issue?


    Japanese villages (at least, haven't tested other villages yet) don't have furnaces and don't advance because they can't smelt their goods. In addition, this gets spammed in the console multiple times per second:

    [23:02:55] [Server thread/INFO] [FML]: SRV ERROR: [email protected]: Egeas Herodias/2502862485823976672/[email protected]: Exception in Villager.onUpdate(): 
    [23:02:55] [Server thread/INFO] [FML]: SRV Exception, printing stack:
    [23:02:55] [Server thread/INFO] [FML]: SRV java.lang.NullPointerException
        at org.millenaire.common.goal.Goal.validateDest(Goal.java:254)
        at org.millenaire.common.goal.generic.GoalGeneric.isDestPossible(GoalGeneric.java:177)
        at org.millenaire.common.goal.generic.GoalGenericCooking.getDestination(GoalGenericCooking.java:34)
        at org.millenaire.common.goal.generic.GoalGenericCooking.isPossibleGenericGoal(GoalGenericCooking.java:64)
        at org.millenaire.common.goal.generic.GoalGeneric.isPossibleSpecific(GoalGeneric.java:155)
        at org.millenaire.common.goal.Goal.isPossible(Goal.java:245)
        at org.millenaire.common.MillVillager.setNextGoal(MillVillager.java:3569)
        at org.millenaire.common.MillVillager.func_70071_h_(MillVillager.java:2846)
        at net.minecraft.world.World.func_72866_a(World.java:2019)
        at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:659)
        at net.minecraft.world.World.func_72870_g(World.java:1983)
        at net.minecraft.world.World.func_72939_s(World.java:1836)
        at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:500)
        at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
        at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:326)
        at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
        at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)


    EDIT: Just tested, occurs with Norman villages as well. Basically no village on my SMP server is advancing at all. I've seen them upgrade to cobblestone buildings, but no further, and they won't cook or smelt anything because no one has apparently ever heard of a furnace.

    Second Edit: Worth noting, this occurs on MC 1.7.2, using Millenaire 5.2. On the 1.6.4 version of MIllenaire, everything works just peachy; no errors in the server log, and we watched a Norman village take over an entire biome...
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from felinoel

    Mod authors will not make their mods compatible with other mods when it comes to block IDs, you can change block IDs yourself.


    I thought the Block ID system was done away with in 1.7.2, replaced by a block name system? Or something to that effect? In any event, I know how to fix a Block ID mismatch; that's not the issue I'm having.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Does the author of this mod have any plans to fix some of it's incompatibilities with mods? The constant console spam and bugging villagers makes it very difficult to enjoy this masterful work of art, and saying "don't use it with other mods" isn't really helping. No other mods I use show such incompatibilities. The problems I'm seeing are odd; the Fishermen in Japanese villages don't have furnaces (matter of fact, there isn't a single furnace anywhere in a Japanese village, and I tested all 4) and are unable to cook fish, despite their trade menu showing they sell cooked fish. In addition, my server console gets constant spam:

    [23:00:11] [Server thread/INFO] [FML]: SRV ERROR: [email protected]: Kana Ochi/2250681575898629768/[email protected]: Exception in Villager.onUpdate(): 
    [23:00:11] [Server thread/INFO] [FML]: SRV Exception, printing stack:
    [23:00:11] [Server thread/INFO] [FML]: SRV java.lang.NullPointerException
    at org.millenaire.common.goal.GoalGetGoodsForHousehold.getDestination(GoalGetGoodsForHousehold.java:38)
    at org.millenaire.common.goal.GoalGetGoodsForHousehold.isPossibleSpecific(GoalGetGoodsForHousehold.java:62)
    at org.millenaire.common.goal.Goal.isPossible(Goal.java:245)
    at org.millenaire.common.MillVillager.setNextGoal(MillVillager.java:3569)
    at org.millenaire.common.MillVillager.func_70071_h_(MillVillager.java:2846)
    at net.minecraft.world.World.func_72866_a(World.java:2019)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:659)
    at net.minecraft.world.World.func_72870_g(World.java:1983)
    at net.minecraft.world.World.func_72939_s(World.java:1836)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:500)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:326)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)

    Can anyone help me fix this, or does anyone know if you can simply delete the Japanese cultures? They're not really needed, in my opinion, even if they do add diversity...
    Posted in: Minecraft Mods
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    posted a message on [1.6.4, 1.7.2] Introducing: OpenEye
    The only thing that would make this cooler is if it somehow supported automated server/client mod synchronization.
    Posted in: Minecraft Mods
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    posted a message on LanteaCraft
    Quote from Gatejumper117

    Afterlife do you think you could try to give stargates a range of effectiveness, I mean, having stargates that can dial everything inside the minecraft world is kinda pointless having stargates that kinda dial across the world without ZPMs Specially if you were to add other stargate types (Pegasus and Destiny stargates would imply that they represent a farther distance and Destiny-like gates themselves have a shorter dialing range, which means that they can't dial farther than a certain distance. my advice would be that if you decide to shorten the distance a gate can dialed, it should be something like this, Milky way & Pegasus Gates should be somewhere 2000 - 2500 game units while Destiny gates somewhere between 250 - 500 units.


    All the Stargates in the shows featured 9 chevrons and could dial 9 chevron addresses. The only limiting factor was how much power the dialing gate had at its disposal. 7 chevron (local cluster) addresses could be powered just off the DHD and naquadah's ambient energy absorption, where as 8 chevron (distant cluster, seperate galaxy) addresses required a ZPM to power them. 9 chevron addresses were exclusive to Destiny, and required even MOAR power to dial. For LanteaCraft's purposes, I'd say 7 Chevron addresses are good for anywhere in Overwold, and 9 chevron for other dimensions, like Nether/End... basically the way it is now. Maybe require a ZPM for Nether/End addresses? And for local 7 chevron addresses the gate will slowly recharge itself after a dial, maybe over a MC day... and adding 3rd party power (or naquadah generator) would speed up the recharge. Or add a dimension later... Atlantis world-gen anyone? Lol.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from seconds2marz

    Your point is very vague, and you're basically telling the mod author to change the direction of the mod on your whim because "it doesn't feel right" to you. If you don't like what a mod adds, don't use the mod (or at least that portion of it). Asking the author to remove something from the mod because you don't like it is just ridiculous.

    If you want a solution to your problem, I'll give it to you: Don't make a windmill.


    The mod author posted a video of his ideas for feedback. I'm not asking or telling the mod author to DO anything, I'm merely providing feedback as he requested. If you think my point is vague, then let me be more clear: a mundane windmill doesn't feel at home in the slightly magical world of Minecraft. It just feels out of place.

    To be clear, I support the mod author in whatever direction he chooses to go. It's his work of art, not mine. However, if asked, I will provide feedback and my thoughts. You might work on making your replies a little less hostile when you don't agree with my opinion.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from mDiyo

    Dreadp1r4te: Redstone is not power, it is signal. Anything that has redstone in it automatically powers itself when given signal.

    We will not be adding complex math calculations just to make something spin. If you want that, go play Rotarycraft.


    You're missing my point. I'm saying I DON'T want RotaryCraft, I want something that uses a power source that FEELS Minecraft. Making a wind turbine does not feel Minecraft.

    If you don't like my feedback, fine, but please do not presume to tell me what mods to go play.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Some feedback on your video up there. I like where you're going, but I don't like the windmills. I'm not Don Quixote, and I don't want to run around putting ungainly, lame windmills everywhere to power a block that chops wood for me. That just doesn't feel Minecraft. One of the things that I try to stick with when I try out mods is that they need to still feel Minecraftish. Minecraft's native power system is redstone, and thusly Thermal Expansion fits in nicely with this, as most of its innovations are bred from advancing redstone as a power source. Conversely, I don't play with IC2, AE, EU, or any of the other power mods for a couple of reasons, but ultimately it comes down to "it doesn't feel right in Minecraft." Granted all those mods are brilliantly done, but I just don't prefer them. Buildcraft is one exception, partly because of the sheer number of awesome things it adds, and partly because it's versatile; you can power it with RF from Thermal Expansion. Thaumcraft is the only magical mod that I feel really fits with Minecraft, even though it adds a lot of new ideas, they still fit in with the theme and work with existing Minecraft ideas; the essence system extracts essence from items the same way you brew a splash potion of healing from similar items. I look at TCon like an enhancement; you take an existing mechanic (crafting tools) and expand, grow, and customize it to make it more fun, involved, and most importantly, worthwhile. I felt a great sense of accomplishment when I built my first pickaxe and started adding enhancements to it, and was giddy when I saw how fast it mined. I feel like Tinkers fits right in in the Minecraft universe, as does some of its expansions, like Steelworks.

    I hope you keep to that pattern. Windmills... just don't fit in in my opinion. You don't add an assault rifle to Skyrim, do you? Getting into torque and RPM, shear strength, etc... that's not really for me. I looked at RotaryCraft a while back, and while I was genuinely impressed with it, I never bothered installing it because it just didn't... fit in, I guess. Minecraft is its own fictional universe, and I prefer mods that keep to that universe, with a few exceptions (like LanteaCraft... humanity found their first stargate, they didn't build it, nor do they have any idea how they work) and such. Now, on the other hand, the EnderWarp idea is fantastic, as it expands on an existing game mechanic. If you really want windmills, you could consider doing a windmill-turns-generator-generates-*insertrandomenergyhere*, hopefully RF or something similar. I also like the idea of a pocket universe, although I hope it's not completely black like that, because again it's an existing game mechanic. I do definitely want to see more in-game interaction, less gui for sure, and with multiblock structures I feel like there will be plenty of ways to go about that. Thaumcraft does this very well with it's essence infusion system. Ars Magica 2 also does it very well with ALOT of its stuff, but I have mixed feelings on AM2 (I feel like I'm cheating by using both it and Thaumcraft, and I find AM2 to be frustrating, grindy [This spell requires ALL the items. Oh, and some reagents, too.], and lacking polish. Some of its effects are very good, but the vast majority are lacking pretty severly.) I'd definitely recommend checking those out for some in-world interaction and multiblock structure inspiration, though.

    Anyways, rants over. Great work on TCon, can't wait to see what you have in store for us!
    Posted in: Minecraft Mods
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    posted a message on LanteaCraft
    Ahhh okay, didn't know I had the Dev build :P Loving the new larger gate though, it feels so much more realistic!
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    Bout the same chances as there being a Thermal Expansion update :P Which sucks because fantastic mod.
    Posted in: WIP Mods
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    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    Quote from YX33A

    Just double checking, what aspect of the axe of the stream? I assume the part where harvested blocks flow to you because there is no benefit of the tree cutting skills of it when we have lumber axes...
    And that flowing bit would be very handy I must admit.


    I think the point was applying that type of effect to other tools, i.e., mining a block of iron and having it mine all the blocks of iron in that vein as well as flowing them to you. I can see it being useful and annoying (accidentally shoveling a block of sand while in a desert biome: POOF full inventory)
    Posted in: WIP Mods
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    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    Quote from TimeToStryke
    • Or instead of a pickaxe with a wand focus you could use an Industrialcraft 2 machine modifier to automatically macerate the ore into crushed ore which uses power from your EU tool modifier. (And maybe to make a thermal expansion pulverizer modifier which automatically makes pulverized ore and uses RF.
    • And maybe a multi-block structure like the crafting one to automatically infuse for you.
    • And maybe a mass fabricator which makes Essentia instead of UU-Matter.


    Actually I'd rather leave infusion up to the player; it's a bit more delicate and things can go wrong. I can just hear the forums posts now:


    Quote from name="Theoretical supermadbro Thaumcraft noobs" »
    ZOMG YOUR MOD TURNED MY BASE INTO TAINNT LAND WTF U JERK FIX THIS NAO PLZ U R BAD MODDER


    And then I'll be like...

    Quote from name="Theoretical Certain p1r4te of Awesomeness" »
    Y'know, there's a thingy that does this other thingy that has the effect of removing taint from your thingy... I'm sure you could find out more if you read a bit.
    Posted in: WIP Mods
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    posted a message on LanteaCraft
    Sad! I loved that feature! I felt it really made the mod that much more awesome and closer to the movie/shows.

    That being said, I'm having another issue where the gate sounds are messed up. When an address is dialed, the first chevron makes no noise, then the following chevrons do, but their sounds are too short. The sound of the "spinning" animation cuts out before the next chevron locks, and the gate opening sound needs to start a tiny bit before the wormhole "splashes" outward, before the actual event horizon is formed. Also, gate shutting sounds seem intermittent at best; I've opened and closed the gate several times and only heard the closing sound once, when my friend closed the gate via the DHD. Any idea what's up with that? I like your gate opening noise, but I prefer the dialing sound effect from SGCraft...
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    You know what would make this even MORE awesome when it comes out? If you added even MOAR cross-mod integration! I'm talking like, add ALL the Thaumcraft toys! Some ideas:
    • Wand Tinkering! Make a wand truly unique and yours, right down to bonus abilities! Make a wand using Tinker's Construct stuff, and add enhancements the same way! I'm thinking like, a wand with a Shock focus, hold shift and right click to call down a LIGHTNING BOLT! Oh man. So much win. Focus of fire? How bout a METEOR! Vis sold seperately.
    • Sword of the Zephyr? Pickaxe of the Core? How about making tools with Tinkers that can interface/be affected by your WAND FOCI! Pickaxe with Fire Focus: Smelt dem blocks! Longsword with Ice focus: Freeze them mobs when you dash!
    • Maybe some Buildcraft Integration! Mystical Quarry! Must be powered by magic-type engines, but instead of mining ze blocks, it consumes the blocks and produces ESSENCE! In small quantities, or maybe breaks down, or limit so no OP, whatever.
    • So we have a centrifuge, why not COMBINE ESSENCE to create compound essence! Or can we do that already? If so, I didn't get the memo. :D Fusion Chamber! Attaches to essence pipes, powered by TI magic engines, fuses essences to create... erm, more essence. Haz chance to create Flux, mitigated by bellows or something? I dunno, you're clever, you figure it out :D
    That's all I got for now. Sorry, I get excited easily.

    Also yes, Spaceballs reference was for fast-forwarding to release date. :P

    EDIT: I just saw Essentia Blender on the feature list. Ignore my last bullet point! Because... bullet point. Pew pew.
    Posted in: WIP Mods
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    posted a message on LanteaCraft
    Quote from AfterLifeLochie

    We don't make any changes to the structure generation system in recent builds. If you're not on a recent build, update. Otherwise, there's not much we can do.


    So does this mean Stargates no longer build under pyramids? Just found a pyramid on my server, with the latest build of this mod, and GenerateStructures is set to true serverside, but no Gate. I was so disappointed. :(
    Posted in: Minecraft Mods
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