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

            if(minecraft.isMultiplayerWorld())
            {
                return false;
            }
            if (minecraft.thePlayer.dimension != 0)
            {
                return true;
            }



    Further testing shows that didn't work. :sad.gif:. Crash when I come back to the normal dimension. I'll keep poking at it.
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from TyberAlyx

    I don't know what is causing this, but I am looking through out.


    Thank you!
    Posted in: WIP Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from felinoel

    Kinn has stated before that he does not see it likely for him to work on compatibility with other mods, as for the Twilight mod it must use the same biomes they use in the Overworld, odd... so it wouldn't be able to be helped anyways



    In file mod_Millenaire.java in method OnTickInGame there is a check like this:

            if(minecraft.isMultiplayerWorld())
            {
                return false;
            }


    change that to

            if(minecraft.isMultiplayerWorld())
            {
                return false;
            }
            if (minecraft.thePlayer.dimension != 0)
            {
                return true;
            }


    and your done.
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from BrooksP

    There was talks about changing the NPC dependency from spawn point to a block. However I know Tyber is trying everything he can to avoid adding in new blocks(due to possible conflicts).


    Why not just save the x, y, z of the castle when you put it in the world?
    Posted in: WIP Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    This mod just gets better and better in surprising ways. Thanks for all your work.

    I have a bug that I will also add to the Bug Report wiki page page. I have Millénaire and Twilight Forest installed. The portal to Twilight Forest is just outside the villages border. When I go to to the Twilight Forest, all the villages spawn there too. Except they spawn up in the trees and fall to their death. Also all the villages chickens spawn as well. And if you leave and come back, the old chickens are there and a new set spawn.

    I think that Millénaire should make sure the user is in the dimension before spawning villages.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Thank you for this Mod! It's awesome. I spend an hour with my 3 year old daughter "looking for the wizard's castle". She loved every second of it.

    The one problem I've had is that when you go to the Twilight Forest and return the spawn point in the regular world is reset to just under the Twilight Forest portal. This interferes with another mod I have installed, Tale of Kingdoms, which depends on the map's spawn point staying the same, and has the result of moving all it's NPCs out of thier castle!

    You have some code that looks like this:

    minecraft.theWorld.setSpawnPoint(chunkcoordinates);

    You probably want to put that inside an conditional that checks if minecraft.theWorld is the twilight forest.
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from Bobbert_The_Frog

    I have a problem. all the people in the guild have disappeared, and yes I re-logged in, and no I haven't changed my spawn point or anything of the sort using MC Edit. so.. yeah. help would be greatly appreciated :3
    edit: the mods I'm using are: mo' creatures, more creeps and weirdos, and the twilight forest, not sure if any of these are conflicting.


    I also have had this problem. It seems like going to the twilight forest and returning changes your spawn point to just under the Twilight Forest portal. While it seems wrong that Twilight Forest changes the spawn point, perhaps Tale of Kingdoms could remove the dependency that the spawn point stay in the same spot.

    Also, it would be really nice if you could have multiple worlds with Tale of Kingdom running. I think all you need to do is save "KingdomModSave.dat" in saves/<World name>/KingdomModSave.dat rather than in the root of the minecraft folder.

    Thanks! this is an awesome mod.
    Posted in: WIP Mods
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    posted a message on Minecraft crashed after few seconds in game.
    Quote from CalvinHong

    java.lang.NullPointerException
    at abc.a(SourceFile:67)
    at MoCEntityAnimal.getIsTamed(MoCEntityAnimal.java:39)


    I get the exact same thing. I know it's from Dr. Zark's Mo'Ceatures. I think it's from a creature that spawned in a previous version and has different code now.
    Posted in: Legacy Support
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Ideas:

    • What about putting the save data in the world folder. That way you can have multiple worlds going on at once?
    • Work with the Millénaire folks to come up with common quest api/ gui. A common quest list would be cool.
    • An NPC dialog system for the villagager and the guild lord. And more dialog. I'll write you some if you want.
    Posted in: WIP Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Any chance for a new source release? I would like to adapt your map code to work with Bukkit's new ability to create custom map generators.
    Posted in: Minecraft Mods
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    posted a message on [Creation] The Earth (Updated - Final)
    Have you considered releasing the script that created this? Or more detail on where you go the maps?
    Posted in: Maps
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    R-T-B could you commit your latest code? I was looking into why can't seem to change my seed, but the binaries you have out are all newer than your last commit.

    thanks,

    myers
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] Appliance Repair Man - Fix Furnaces on SMP
    Thanks for doing this.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Kinniken,

    I've had a lot of fun with your mod so far. I look forward to more updates (like when they all have an real inventory and use real tools.)

    I started to repack your mod for use with TFCs Mod Manager All it seemed to require is adding a file called patch.properites and creating your zip file with the files at the root of the zip rather than all in a folder. But it turned out there were a number of bugs in the Mod Manager (with é in the name, version number and some others), so I reported them to TFC.

    The Mod Manager just makes it easy to install and upgrade mods. I hope they work out their problems soon.

    Also you've been including .svn folders in your zip. You probably don't want to do that.
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] Appliance Repair Man - Fix Furnaces on SMP
    Quote from cegorach »
    Except those of us who don't use mod managers are left out in the cold...


    You are aware that all the mod managers to is take the class files found in the zip and add them to minecraft.jar?
    Posted in: Minecraft Mods
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