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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Hm... it LOOKS like you're doing it correctly.
    Do note that copying them into the .minecraft directory no longer works properly; the contents of the millenaire-custom folder in this add-on needs to go into .minecraft/mods/millenaire-custom. Unfortunately I don't know the proper way to install the skins right offhand and I'm unable to test it here at work. :(

    If it's possible to take the server offline for most of your users, could you try running a world with only the vanilla biomes and see if the buildings spawn? If they don't then they're not installed correctly. If they do but continue not spawning on newly-generated land in biomes added to them then there may be a bug to report to Kinniken, I think?
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from HaploVoss

    There is a post in the forums here that someone made a patch / mod to allow ExtraBiomes and other biome / terrain mods to work with Millenaire. I have used it without problems (other than the glitches I am personally working out with a couple of cultures. ExtraBiomes has nothing to do with it according to the several people who have logged in without any trouble anywhere)

    EDIT: Here is the link to one on the WIKI site: http://millenaire.or...iew.php?cid=113
    Looks like that will work great. I don't think it is the one I have. I will look into it more, but that should get you going from the looks of the description.

    This may be the one you have:
    http://millenaire.or...iew.php?cid=123
    It was Ticlon's work that inspired this one; the base game itself has SOME support for more biomes and his work adds more. Mine adds a TON more than even that!
    Now that I'm not rushing here and there I'll add this to the wiki as well

    Edit: Added! Check http://www.millenaire.org/wiki/Help:Compatibility/1.5.1 and feel free to add more mods under the compatibility sections; I just went through and added everything that I have currently installed
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Hm, I'm not too sure; I believe that Kinniken set it so that villagers only spawn in the primary dimension (the overworld) quite a long time ago as they were spawning in the Nether. It was so long ago that I do not know if that was when villages were set to spawn in only specific biomes or if there is specific code that checks to be sure that you're in the correct dimension before villages are spawned. On skimming the Twilight Forest wiki, they have a Highlands biome; if villages spawn there then it may be possible, but if not then it won't be.
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    And here is the end result!
    http://millenaire.org/library/view.php?cid=123
    Just download this file, extract it, and put the "Biome-Support" folder in your %appdata%/.minecraft/mods/millenaire-custom/mods directory and it works!
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    As an addendum to Xeridanus' nice post: The real main reason that the Normans have the most features and everything is that they were the first culture in this mod, and for quite awhile they were the only one. Kinniken added the Hindi culture after a vacation IIRC as he felt he knew enough to make a separate culture in the game representing them.

    Work started on the Japanese culture shortly afterwards, with Kinniken contacting several of the more active posters in his topic asking for help. Response was pretty good and many people submitted research on the Japanese culture, but someone (MineCrack, I believe?) just buckled down and made the buildings instead of sticking in the research stage like the rest of us. They have been improved by Kinniken and Raseru since then.

    The Mayan culture I'm sure started as an add-on by someone. I want to say it was MinerMiah. I do know that it was officially added to the mod just before Kinniken launched the Millénaire library. The Byzantines as stated were made by Ticlon with several fixes by others after they were officially added to the mod.

    Presently felinoel is working on an Inuit culture and I -think- there is another culture someone else is working on but I can't for the life of me remember what it is. Basically if you have an idea for a culture that existed in the 11th century then please make them! The more cultures the better!
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from ashtoin

    this is just stupid,i install it like any other FORGE mod and it won't show in my MODS folder (in-game,by options)

    Good sir, with that attitude I assure you that the stupidity is on your part; there is a README file included that explains how to properly install the mod.
    It has gotten simpler over time and I don't think it can really get any simpler than it is now without breaking functionality
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    It works!
    It is mildly annoying to have to create a new world each time, but I have my "super-massive world" save back!

    Playing around a bit reveals the following:
    Creating a new world, exiting, then loading one of the saves that used to crash on loading loads the save normally
    Starting minecraft, loading the village-less new world, exiting, then loading one of the crash-saves produces a crash
    Starting minecraft and loading one of the crash-saves crashes on load

    It would appear that -something- isn't getting initialized properly, and creating a new world fixes the problem.
    The fact that it's a null pointer exception lends credence to this theory

    Good luck fixing the bug, Kinniken! This information should make it a little easier to track down
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Reinhart

    Thanks! :) I uploaded it to the library, it's just awaiting approval from admins/mods for now. I'll see what I can do about toning it down, since I'm just now starting to play a new big mod that'll probably takes a chunk of time. I also have my village set to 85 (default was not enough for my village, for some reason, even though i cleared most stuff).

    Ah yes, sometimes the default radius is -not quite- enough for a full village; I've had to clear terrain out and expand the village radius slightly in the past to make things work, although one of the 3.0* branch of updates was supposed to have done something about this by making villages more selective about where they spawn.


    I thought the location had changed as well, but I have tried having the Byzantine folder in there too. It came with a "skins" folder for textures and other stuff, can you tell me where you place that? The source of my problems seems to be either the textures or the language file (console threw up error regarding those). I see you have the Misc lone building add-on, which I tried as well, and it also has its own texture folder (in a lower lettered miscellaneous folder - "miscellaneous\mobs\miscellaneous". Can you tell me where you placed those as well? Thanks a lot for taking the time out to make a screenshot and upload it! Much appreciated :)


    Oh, I had forgotten those!
    I'll show you, no problem!
    You have to install them as you would normally install a mod; here is a rough view of what your "Mods" folder should look like:

    Of course, the actual mods you use can and will vary but the main things of note here are the "Miscellaneous" and "skins" folders; the first is from MinerMiah's addon and the "skins" folder comes from Ticlon's culture.
    If that's not enough, I have two images showing the directories of the skins files themselves:
    MinerMiah's Imaginations Pack
    Ticlon's Byzantine Culture Do note that for this one you will not have the Skins.zip that I have; Ticlon forgot some skins during one of his releases so I created a zip file containing all of the skins from a previous release just in case someone needed them and could not get them. This ended up not being the case as Ticlon quickly fixed the problem as soon as he knew about it, but I never got around to deleting the file! ^^;
    If you need any more help then just let me know; it's always a good thing to see someone else enjoying a great mod like this! :D
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    That's really good! I suggest uploading it!
    Don't worry about stepping on any toes; that was in my plans as of June and I haven't worked on anything for this mod since then!
    I do suggest toning the scale down a few notches if you can, though; including the fence that looks like it will require quite a bit of the limited space available in a village, leading to players more often experiencing "Not enough space" errors than getting to enjoy your work!

    I -believe- the locations for modded cultures has changed slightly; I'll download 3.0.0r3 and compare it to my backed up .minecraft folder from Minecraft 1.2.5 and see if I can figure it out for you all

    Edit: Okay, after looking through it would appear that I was wrong; the locations for the modded cultures looks like it's the same!
    In that case, this picture should help:

    Just ignore the "1.2.5" in the path; I dragged everything in my .minecraft folder into that one before upgrading to 1.3.1. The "Miscellaneous" is MinerMiah's "Imaginations" pack. I don't -think- I had to make any changes to make it work, but it's been several months now so I'm not entirely sure!

    If you plan on using any custom content in SMP, make sure you follow similar steps to install the content on the server as well, or it won't show on that server!

    I hope this helps!
    Posted in: Minecraft Mods
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