I've got a suggestion for the modloader mod.
On adding Keybindings, the controls gui get's a little crowded.
I've built a workaround for myself, making multiple pages and limiting the controls to be displayed on one page to 12.
something like this would be nice to be default in modloader.
If there are any questions on this topic, i will gladly reply to them
We've got a nice little Farm on our Survival Server too.
Right now there's three of four towers ready.
But we're unsure if we will build the fourth tower.
Because of quarrying before building the towers we got 4 levels for each tower.
We don't have a Video of it by now but every day a Google API Map is created of our World.
Ok, that's nice to know. So I can still get my infinite villagers to fill my next layers.
Right now Im using your design of a farm in SMP to build a tower with four levels beginning from bottom layer
At least in 1.2.4 it's working fine (2 levels already completed).
In the first place, thanks for this great mod.
In the second place there seems to be a bug somewhere.
On changing back from Nether to the "real" world the depth map will get turned on. Don't know if its a problem of saving and reloading the "real" world settings or if it is caused by simply having this be the programmer defined default values.
I would be grateful for an answer or better, a fix ^^
Unfortunately I still did not progress with the Quick Heal Mod. But i just released a fix of the Toggle Sneak Mod.
If you are in any gui there will no longer be any changes to your sneak state, regardles if you press the toggle or the normal sneak key.
Hopefully I'll find a solution for the QuickHeal Problem, too.
Not yet, didn't find any time on the weekend, I'll be looking into it tomorrow in the evening. But I can't promise anything. Probably I'll do something about toggle sneak reacting to a press of the shift key inside a menu.
Still if you got any ideas, tell me ^^
Hmm, that would require some extra CPU to find the trees, but it might work with some tweaks...
Maybe you could do it in the beginning, and once there are no more trees, the lumberjack will stop searching for trees outside the groove.
Whoever plants trees afterwards has to live with leaveless trees.
Actually the language packs (English and French currently) are part of the mod download itself. Just get the latest version and you'll see them in the languages/ directory. You can just duplicate one of them, rename it to "german", and translate all the English text in it to German. Thanks!
That explains some things ^^
I'll try doing that next week. Until then have a nice weekend and don't overwork yourself with modding :tongue.gif:
The problem with that is that it would make pathing harder, and more pathing issues means more lag.
For this issue I have another idea. Why not let the Lumberjack harvest all the wood within the villagearea but only let him replant wood within the groove?
Or would that cause too much CPU usage, too?
Same in France, most dialects have sub-variations. There's a general trend toward less pronounced regional dialects though, now it's mostly the accents that remains. A century ago a guy from the south of France would not have understood a word of two Normans speaking :wink.gif:
Speaking of languages BTW, are there no German players interested in translating Millénaire? I've now received proposals for translation to Danish, Polish and Filipino, to name but three, but none for German despite something like 20% of Millénaire download coming for German-speaking countries... odd.
I could probably do a german language file next week. But it would be nice if a link to the currently available language files would be present in the OP or in the wiki. Cause right now when I was looking I dindn't find it. (Maybe it was not flashy enough for me) I'd start doing it then after the weekend and would complete it until the next hopefully.
But as told before, an already existing file would be nice as template. (if there already was a link on those last pages, im too lazy to find it again :rolleyes:)
Did not work, it seems to "pick up" the tool as if you were going to put it in a chest. Sometimes it drops it all together.
Sadly, I can't use it.
-.-
Thats pretty ... bad.
The problem is the lag. To make it usable for SMP I have to send a notification to the server, that I clicked some items, to move them, and that I used the active item.
It seems that the server delivers the packet for "Sword placed in first Slot again" before the message "First Slot empty" that is caused by the previous use of the edible item.
I tried to fix this by waiting for the first slot item to disappear again, click it, wait some time and place it again. I fear depending on the lag this Method seems to fail sometimes too.
If you got any suggestions to solve the problem I would be gratefull. Else I will take some time to figure out a solution.
Like you said, the multiplayer version of "quick heal" is very buggy. Whenever I use it, my weapon seems to "dissapear"
Any bug fixes coming out soon?
Eventually in a few hours. Otherwise after the weekend. If you encounter any other bugs please post it here. (Now the real development starts :tongue.gif:)
Edit: Just released a fix, hopefully it works for you.
(Changelog in Readme.txt)
1
Are there any News about this issue by now?
randomly means every now and then i can acces my mails, although your workaround seems ok.
Is there a possibility to default the link behind the messages icon to the unread tab?
Regards Chrom
0
On adding Keybindings, the controls gui get's a little crowded.
I've built a workaround for myself, making multiple pages and limiting the controls to be displayed on one page to 12.
something like this would be nice to be default in modloader.
If there are any questions on this topic, i will gladly reply to them
By the way, great work, thanks for it.
0
- the farm is working
=> yes it works =]
0
Right now there's three of four towers ready.
But we're unsure if we will build the fourth tower.
Because of quarrying before building the towers we got 4 levels for each tower.
We don't have a Video of it by now but every day a Google API Map is created of our World.
Map: Here
0
Right now Im using your design of a farm in SMP to build a tower with four levels beginning from bottom layer
At least in 1.2.4 it's working fine (2 levels already completed).
0
is the infinite village stil possible?
(using it on smp to farm villagers for a golem farm)
0
In the second place there seems to be a bug somewhere.
On changing back from Nether to the "real" world the depth map will get turned on. Don't know if its a problem of saving and reloading the "real" world settings or if it is caused by simply having this be the programmer defined default values.
I would be grateful for an answer or better, a fix ^^
0
If you are in any gui there will no longer be any changes to your sneak state, regardles if you press the toggle or the normal sneak key.
Hopefully I'll find a solution for the QuickHeal Problem, too.
Greetings
0
Not yet, didn't find any time on the weekend, I'll be looking into it tomorrow in the evening. But I can't promise anything. Probably I'll do something about toggle sneak reacting to a press of the shift key inside a menu.
Still if you got any ideas, tell me ^^
0
Maybe you could do it in the beginning, and once there are no more trees, the lumberjack will stop searching for trees outside the groove.
Whoever plants trees afterwards has to live with leaveless trees.
0
That explains some things ^^
I'll try doing that next week. Until then have a nice weekend and don't overwork yourself with modding :tongue.gif:
0
For this issue I have another idea. Why not let the Lumberjack harvest all the wood within the villagearea but only let him replant wood within the groove?
Or would that cause too much CPU usage, too?
0
I could probably do a german language file next week. But it would be nice if a link to the currently available language files would be present in the OP or in the wiki. Cause right now when I was looking I dindn't find it. (Maybe it was not flashy enough for me) I'd start doing it then after the weekend and would complete it until the next hopefully.
But as told before, an already existing file would be nice as template. (if there already was a link on those last pages, im too lazy to find it again :rolleyes:)
0
-.-
Thats pretty ... bad.
The problem is the lag. To make it usable for SMP I have to send a notification to the server, that I clicked some items, to move them, and that I used the active item.
It seems that the server delivers the packet for "Sword placed in first Slot again" before the message "First Slot empty" that is caused by the previous use of the edible item.
I tried to fix this by waiting for the first slot item to disappear again, click it, wait some time and place it again. I fear depending on the lag this Method seems to fail sometimes too.
If you got any suggestions to solve the problem I would be gratefull. Else I will take some time to figure out a solution.
0
Eventually in a few hours. Otherwise after the weekend. If you encounter any other bugs please post it here. (Now the real development starts :tongue.gif:)
Edit: Just released a fix, hopefully it works for you.
(Changelog in Readme.txt)