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.
I'm not entirely sure if this is a glitch or not, but I was walking over towards the fort to sell some supplies and one of the women in the village fell off of the roof, on fire, and then died. Is there any normal circumstance that can cause that to happen? If it helps they were upgrading the fort at the time
They can sometimes glitch to the roof of the building when they enter it and fall off, but being on fire is not something that normally happens.
Fantastic mod! If I had to choose one, this would be it. I only wished it worked on existing maps. Very good instillation instructions - worked the 1st time. The only bug I saw was the lumberjack running in a circle. eventually I just whacked him and he straightened out.
Not sure if it a bug. But I have noticed several 'dig' spots around the middle of the where just one tile is dug up, and then stops, showing a stone tile. Also there's larger id say 6*6*6 holes where some stone has been mined out and just leaving a hole, not getting used more that once (it appears) for mining out a specified qty of stone. I'm thinking this will stop as soon as there's a quarry. these are just kind of a nuisance.
Really a great mod!
It does work on existing maps, you just have to go to an area not already rendered in your exploration to find a new village. You can always buy the Baguette to spawn new villages closer to your hub of construction once you get to a village and buy one. I had to travel (Thankfully with the airship mod) a pretty far distance but I found a few and then started my own.
0.7.6
- Guards and knights will now attack mobs in the village's vicinity (in daytime only)
- Villagers will now only fight back if their health has dropped by more than five hearts (so a single blow of anything except a Normand or diamond sword will no trigger a response)
- Fixed bug with foreign merchants causing exceptions
This mod just gets better and better. Amazing job. My favorite mod for minecraft easily.
I have no blacksmith or miners in my villages, but I do have mines and the smith constructed. The towns only have like 9 people in them, so will one of the kids eventually grow up and become the miner or smithy?
Looks cool ,but it really needs something to make me want to go up there. New mobs/materials to make new items/ new blocks/etc. I don't want it to end up like the Nether where I went down there once or twice to get some glowstone or netherrack and never went back.
Thanks, not everyone realizes how difficult it is to model without a 3d modeler. It is a slow process and requires lots of patience and time. It was even more difficult at the beginning, when nobody had done any custom mobs. The MCP mappings were blank for the models back then.
Not to mentioned you didn't model just a few creatures, but an insane number with their own sounds and I never had a glitch with it so far. Absolutely fantastic work.
Oh and if it makes any difference the merchant glitch stops at night. I think its because they are technically resting and I don't have 2 merchants at the same stall.
Ok, anybody else seeing this? Or conversely, seeing them being planted? I'm a little surprise by that report as I hadn't modified the sapling-planting code, strange.
I can confirm that lumberjacks in my file ARE planting seeds and cutting down trees.
Everything was working fine until one of my towns built a Market, which is supposed to, at this stage, only have 2 merchants, and for a while it worked. Then it had 3 and 4 merchants and the extras give my this error message that fills the left half of the screen like this
0.7.3 05-06-2011 14:48:08 ERROR: MLEntityForeignMerchant: Leo le Borgne: Exception in Villager.onUpdate():
How do I fix this. If worst comes to worst, I don't really need the merchants to begin with and if its possible to set each of their spawn rates at "0" or something would someone mind telling me?
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This mod gets a
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They can sometimes glitch to the roof of the building when they enter it and fall off, but being on fire is not something that normally happens.
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It does work on existing maps, you just have to go to an area not already rendered in your exploration to find a new village. You can always buy the Baguette to spawn new villages closer to your hub of construction once you get to a village and buy one. I had to travel (Thankfully with the airship mod) a pretty far distance but I found a few and then started my own.
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This mod just gets better and better. Amazing job. My favorite mod for minecraft easily.
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Not to mentioned you didn't model just a few creatures, but an insane number with their own sounds and I never had a glitch with it so far. Absolutely fantastic work.
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I can confirm that lumberjacks in my file ARE planting seeds and cutting down trees.
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0.7.3 05-06-2011 12:08:34 ERROR: MLEntityForeignMerchant: Willem ibn Matar: Exception in Villager.onUpdate():
0.7.3 05-06-2011 12:08:34 Exception, printing stack:
0.7.3 05-06-2011 12:08:34 java.lang.ArrayIndexOutOfBoundsException
That is one of the examples, but it happens with any merchants who are technically the extras. Killing them didn't work as they respawn instantly.
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0.7.3 05-06-2011 14:48:08 ERROR: MLEntityForeignMerchant: Leo le Borgne: Exception in Villager.onUpdate():
How do I fix this. If worst comes to worst, I don't really need the merchants to begin with and if its possible to set each of their spawn rates at "0" or something would someone mind telling me?
Thanks for any help. Its still a super cool mod.
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One of, if the THE best, minecraft mod.