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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Found a pretty big problem here. My town hall's top floor chests are full now, mostly with wood (that lumberjack sure does his job well), and now when I try to sell stuff, I can sell it, and get the money for it, but it doesn't add to the village's supply. I do have the downstairs storage built, but it looks like the Town Hall isn't using it at all. I don't know if that's because of the fact that the top row of chests are sandwiched between rows of cobblestone and can't be opened by a normal player, of if for whatever reason they're not associating with the Town Hall.

    Also, the storage room has no lighting. D:
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Possible feature suggestion incoming!

    Would it be possible to add some sort of feature to allow us to skip the current project that's shown on the left sign in the town hall, in case A) We can't get the materials very easily and don't want to stall the town, or :cool.gif: There's not enough space for it and we don't want to stall the town?

    Something like that would be absolutely fantastic.



    Oh. And a mine. :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.4_01] World Recorder [SMP] [NEW]
    Well, I tried clearing my .minecraft folder, and starting brand new with everything, and it still crashes frequently. Not only that, but if I connect to the server again, I can see in the Java console that it is loading all those chunks, but pressing M doesn't do anything besides every once in a while flash the "Saving Chunks" screen so fast that you barely even notice it.
    Posted in: Minecraft Mods
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    posted a message on [1.4_01] World Recorder [SMP] [NEW]
    Quote from NewbyModder »
    Quote from betasword »

    Edit: One of the other folks on the server brought up a valid question: Could other people being in those chunks doing stuff be causing the crashes at all?


    Maybe. Try changing your render distances too and see if that helps.

    WorldRecorder only records blockid's so special information contained in blocks are not implemented yet. I'm nearly complete with my 3rd mod (maybe finished by tomorrow) so expect to see this updated after a new XRay.

    Thanks to sparx10 for updating while I'm busy.


    I actually tried on all render distances. Same type of crash, unfortunately. But hey, this has potential to be a very helpful mod, so I'm willing to wait for a possible fix down the line. :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.4_01] World Recorder [SMP] [NEW]
    Quote from Sparx10 »
    Added a config file to it. When you run the game it`ll make a file called worldrecorder.txt in your .minecraft folder, you can change the key to whatever you need. After changing the key you need to restart your game.

    http://adf.ly/1NA7H
    Mirror: http://adf.ly/1NA7h (yes these are different links)


    Welp, it's working for a little while. But then when I'm walking around, it inevitably crashes with a null pointer exception. This was both with and without other mods installed.

    We're getting close, though! So close, I can almost feel it!

    Edit: One of the other folks on the server brought up a valid question: Could other people being in those chunks doing stuff be causing the crashes at all?
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Ok, I seem to have found a bug with this. It'd appear as though lumberjacks no longer feel like doing their jobs, and now just go around clearing leaves off trees, but leaving the actual wood itself. So now I've got a bunch of spindly log towers around my town. Curse you, lumberjacks, for making me do marginally more work!
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from dezzerack15 »
    Error Report

    I think child has some growth defect

    27-04-2011 23:21:13 ERROR: MLEntityChild: Hartmod Gerald: Exception in Villager.onUpdate():
    27-04-2011 23:21:13 Exception, printing stack:
    27-04-2011 23:21:13 java.lang.NullPointerException
    at MLTileEntityBuilding.addAdult(MLTileEntityBuilding.java:143)
    at MLGoalChildBecomeAdult.performAction(MLGoalChildBecomeAdult.java:63)
    at MLEntityVillager.checkGoals(MLEntityVillager.java:217)
    at MLEntityVillager.w_(MLEntityVillager.java:844)
    at et.a(SourceFile:1087)
    at et.f(SourceFile:1063)
    at et.g(SourceFile:1042)
    at net.minecraft.client.Minecraft.j(SourceFile:1334)
    at net.minecraft.client.Minecraft.run(SourceFile:694)
    at java.lang.Thread.run(Unknown Source)


    I get pretty much the same thing, and it constantly prints out that there's an error to the chat box, filling it all the way. Also, mine is with the lumberman, instead of a child. Weird.

    27-04-2011 23:55:28 ERROR: MLEntityLumberman: Frank Lothar: Exception in Villager.onUpdate(): 
    27-04-2011 23:55:28 Exception, printing stack:
    27-04-2011 23:55:28 java.lang.NullPointerException
    	at MLEntityVillager.checkGoals(MLEntityVillager.java:153)
    	at MLEntityVillager.w_(MLEntityVillager.java:836)
    	at et.a(SourceFile:1087)
    	at et.f(SourceFile:1063)
    	at et.g(SourceFile:1042)
    	at net.minecraft.client.Minecraft.j(SourceFile:1334)
    	at net.minecraft.client.Minecraft.run(SourceFile:694)
    	at java.lang.Thread.run(Unknown Source)


    Edit: Hunting down Frank and murdering him (on Peaceful, of course) seems to have fixed the issue. I'm guessing if you hunt down that kid and kill 'em, too, that'll probably do it.
    Posted in: Minecraft Mods
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    posted a message on [1.4_01] World Recorder [SMP] [NEW]
    Why'd I just have to notice this now. There's a large area of the SMP server I'm on that I've been itching to save and have available to me, and this'd probably do the trick very nicely.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Mod works fantastically, man. Great job. This is definitely one of my required single player mods.

    I do have a couple of feature suggestions, though. Most small stuff, so no biggy.

    1. Ability to add names to the name pool. Maybe a text file or something in the millenaire folder with names.
    2. This one might be a bit more difficult. But is there any way a road system could be added? Like, just little paths between houses and stuff, leading to their doors. if it's not possible, again, no biggy. Just a little something I kinda think would add a bit of cohesiveness to the villages.

    That is all. Keep up the excellent work! And I think I'll look into making up some templates!
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from zekeyspaceylizard »
    -snip-


    Welcome to the joys of playing Minecraft on a nVidia card.

    As far as a solution, you've got the first part of it done, with changing the Java memory allocations and such. However, through my own testing, I've found the settings to be pretty iffy in terms of what actually works and not. I've put my own settings anywhere from really tiny to really huge, and the only one I've found to actually work is

    -Xms512M -Xmx512M


    Yeah, I know, it's odd that Minecraft (at least for me) never blackscreens with that amount, but it's the only setting I've found that actually stops blackscreens from happening.

    Will it work for your problem? I'm not sure. But it worked for me. So there's likely no harm in giving it a shot.
    Posted in: Minecraft Mods
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    posted a message on [1.4_01] Ruins (v6 Beta)
    I'm not sure if this would be possible or not, but would it be possible to add some way of making null blocks or something like that to the templates? Basically, a block, that when it comes to generating into the world, would just not change anything? What I'm thinking is using this to actually make entire dungeons and stuff, but they'd need to stretch out wider than whatever would be above ground, and as far as I'm aware at the moment, that'd just delete everything in the big box that'd be its template that isn't the actual dungeon.

    If it's not possible, that's cool. Just a thought, though. I've got some interesting ideas floating around in my head, should that become a possibility.
    Posted in: Minecraft Mods
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    posted a message on [1.18] Dynamic Lights - portable and moving lightsources
    Quote from AtomicStryker »
    Quote from betasword »
    Quote from AtomicStryker »
    Well, looks like I won't be using Daylight Savings for now, then. Considering I mainly play in SMP, I guess that's not too huge of a loss.



    If that was some backdoor bid for a merged class - i did one. Note however the merged dt.class for Daylight Savings is incompatible with the merged one for More Block IDs, and im not going to merge more than 1.


    Woah there. I'm not trying to be passive aggressive about any of this stuff. Or even straight up aggressive. I actually really appreciate this mod, and the fact that you're doing such fast work on it. I mean, until I decide to learn how to do these mods, I'm pretty sure I wouldn't be able to do much better than you at this. At all. So sorry if any of my posts came off as whiny or anything like that.

    Anyways, keep up the good work!
    Posted in: Minecraft Mods
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    posted a message on [1.18] Dynamic Lights - portable and moving lightsources
    Quote from AtomicStryker »
    Quote from betasword »
    Well, I tried redownloading the mod, but it appears as though that bug is still present, so I'm not sure if either it wasn't fixed, or if the mod download itself has yet to be updated.


    If i say "fixed" i mean "i fixed the code, tested it ingame, and uploaded a new version". Quick test with vanilla jar on my server shows your bug is indeed gone. If it isn't for you it has to be something YOU did wrong.


    Ah, ok. Found the problem. Looks like there's a slight incompatibility between this and the Daylight Savings mod. Looks like the both use dt.class. When I use the dt.class from Daylight Savings, I get the light staying bug. If I use the dt.class from this, then Minecraft just crashes when I start it up.

    Well, looks like I won't be using Daylight Savings for now, then. Considering I mainly play in SMP, I guess that's not too huge of a loss.
    Posted in: Minecraft Mods
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    posted a message on [1.18] Dynamic Lights - portable and moving lightsources
    Quote from AtomicStryker »
    Quote from betasword »
    Unfortunately, I have discovered a slight bug. It seems as though, while in SMP, if you drop a torch and pick it up, the light that it was casting on the ground will remain there until either the chunk is unloaded completely from the server, or you close and restart Minecraft. Though on the one hand, this means you can temporarily light up caves without spending any torches, even if the light is technically not there according to the server.


    Fixed


    Well, I tried redownloading the mod, but it appears as though that bug is still present, so I'm not sure if either it wasn't fixed, or if the mod download itself has yet to be updated.
    Posted in: Minecraft Mods
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    posted a message on [1.18] Dynamic Lights - portable and moving lightsources
    Well, I have to say, this is a very nice mod. Works pretty darn well, and it's nice to see that the dropped items still cast light, and even other people carrying torches in SMP casting light as well. Makes spelunking with partners that much more interesting.

    Unfortunately, I have discovered a slight bug. It seems as though, while in SMP, if you drop a torch and pick it up, the light that it was casting on the ground will remain there until either the chunk is unloaded completely from the server, or you close and restart Minecraft. Though on the one hand, this means you can temporarily light up caves without spending any torches, even if the light is technically not there according to the server.
    Posted in: Minecraft Mods
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