Quote from noswanson1982»
But wasn't part of the console spam related to the fact that the trader would get stuck trying to get to the trading area? I'd have to constantly reboot the world to reset her position and she would be able to trade with me. That pretty much made Millenaire unusable to me.
Some people have reported using chunkloaders to keep the village running to stop that from happening.
2
I love the Localized Weather and Stormfronts mod. It puts tornadoes and hurricanes into Minecraft.
1
This is actually an old issue. It is an issue that happens whenever your Millenaire village gets unloaded. One solution that worked for me back then was to have a chunk loader present around the village. That way the chunks stay loaded and everything functions correctly. As soon as you unload the chunk, you despawn the people. Loading the chunk back in causes the people to be respawned, and attempting to get them to resume their previous behavior causes them to get stuck.
1
One thing I noticed is that Arcana RPG adds in its own structures. If it alters the way the game renders chunks, it may affect the abilities of other mods (like Ruins Mod) to generate stuctures. Ruins mod works well with a mod like Millenaire, for example, because Millenaire generates the structures post render (like they appear dynamically during game play. With Ruins, they are generated in a manner more akin to how villages are generated, so they are already in the world when you load the chunk. If Arcana RPG does that the same way, there may be a conflict causing Ruins to not function correctly. I wouldn't know of any solutions as I have never played with the Arcana RPG mod myself or done any experimentation with it, but I'm wondering if that is what is going on. If THAT is what is going on, however, there may be no way to make them work well together. If it is something else, then I'm not sure what.
1
Try changing the 0s into a rule for preserveBlock. That way it will leave the blocks that were there alone. See if that helps.
So, if you have a rule1=preserveBlock,100 somewhere, change the 0 into 1 in the layers control. Leave the air blocks specifically for areas that must be open and cleared out.
1
Starting out, I get the basics... wool and wood for a bed. I also make a pickaxe, shovel, axe, mine some stone, bore a hole in a wall, and craft a crafting table and a furnace. I may mine from this spot, or I may relocate. Once I find a place where I want to build a house, then I gather the resources I need and store them in chests at the base until I need them. I will build a house that eventually houses everything I need as my main headquarters. Right now I have a two story, large house, with a very tall smeltery (I use Tinkers Construct) built into it. Usually if I plan on traveling long distances, I'll either bring the bed with me and sleep when it gets dark, or craft another bed from more wool & wood I gather along the way (along with a crafting table to craft it).
1
Phorcis- which version of Minecraft do you have? Customizing loot tables is possible in 1.9 and above. In 1.7.10 at least, there was a mod called Custom Loot Chest that allowed you to do that. Otherwise, you can use the Ruins template Parser and have a chest loaded with stuff you want.
1
{
"weight": 8,
"id": "liquidenchanting:harming_wooden_sword",
"enchant": 1,
"enchant_chance": 1,
"damage": 40,
"min": 1,
"max": 1,
"functions": [
{
"function": "name",
"value": "CUSTOM_NAME_HERE
}
]
}
1
I am having an issue. I am using 1.10.2 and I have a problem with my dispensers not honoring the correct rotation.
# Created by Ruins mod version 15.3 Ingame Parser
# authoring Player: noswanson1982
weight=1
embed_into_distance=23
acceptable_target_blocks=
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava,ice
dimensions=28,13,21
allowable_overhang=0
max_leveling=2
leveling_buffer=-1
preserve_water=0
preserve_lava=0
rule1=0,100,preserveBlock
rule2=0,100,minecraft:wool-11
rule3=0,100,minecraft:stone-0
rule4=0,100,minecraft:ice-0
rule5=0,100,minecraft:planks-2
rule6=0,100,IInventory;minecraft:dispenser;minecraft:flint_and_steel#1#0#0-3
rule7=0,100,minecraft:netherrack-0
rule8=0,100,MobSpawner:Zombie
rule9=0,100,minecraft:tripwire-4
rule10=0,100,minecraft:tripwire_hook-5
rule11=0,100,minecraft:tripwire_hook-7
rule12=2,100,minecraft:torch-1
rule13=2,100,minecraft:torch-3
rule14=2,100,minecraft:torch-4
rule15=0,100,IInventory;minecraft:chest;minecraft:diamond#9#0#0+minecraft:dye#9#4#1+minecraft:ender_pearl#4#0#2+minecraft:potion#{Potion:\"minecraft:water\"}#0#3+minecraft:water_bucket#1#0#4+minecraft:ice#5#0#5-2
rule16=2,100,minecraft:torch-2
rule17=0,100,minecraft:bedrock-0
rule18=0,100,minecraft:lava-0
rule19=0,100,minecraft:stone_brick_stairs-2
rule20=0,100,minecraft:stone_brick_stairs-3
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It is supposed to face the nether rack and shoot a flint and steel onto it triggering a fire trap when the player enters the room. However, it keeps spawning the dispenser facing into the tripwire hook causing nothing to happen. Is this a problem with the way it gets spawned in, or is there a workaround?
1
I came up with an idea or two for Mob Properties (if you take ideas).
I know there was talk of custom effects happening (like increasing things like health when on fire and speed when on fire, and being weak when not), but with a different mod (like a custom AI mod or something). Personally, I think that type of functionality would be cool to add to Mob Properties (since we are changing the properties of the mob, just different properties).
Another cool idea: Mob Skins. Have a Mob Skins directory where people can put in custom skins for their custom mobs. Like having a Fire Zombie (like what I created) actually be more orange in color.
One thing I'll have to figure out is how to ensure that my Fire Zombies do not spawn as Zombie Villagers.
Thanks for these mods, I feel I have more control in how I play the game.
2
So, so far, a few ideas have come up that would be good for further development.
1) Variable destructibility based on storm strength (category 5 storms should cause A LOT more destruction than a category 0 storm). Maybe as a bonus make the storms able to be customized as well. (An individual blacklist/whitelist for each tornado (or a universal for all). But I feel a category 5 storm should be able to completely flatten a house (regardless of whether it is made of cobblestone or not). A category 0 storm should maybe strip the leaves off of the trees, etc.
2) Make the weather sensors variable. For instance, have a setting or a toggle on the weather sensors so they can either A) detect tornados, or detect cyclones. This way people can set up separate alerts for different storms.
3) Hurricanes flood coasts. Same should happen in Minecraft (if doable).
4) Possible incorporation of the seasons mod, api, or your own. But it would be cool to actually have seasons (and storms applicable to each season as well). Tornadoes (at least where I live) are a late spring - summer occurrence and it would be nice to see some of that implemented into this.
5) Models done up for the anemometer and wind vane.
Again, no rush. I'm pretty happy with the mod and it is one of my essentials. Just figured I'd add to the feature development.