Maybe it's good I called into work this morning cause now I will update the sever tonight! PLEASE IF ANYONE HAS A FIX! Let me know so I can load this mod in smp It's a blast single player and is the only one I have found that works well in 1.5.2 to make better villages and the villagers take care of it!! I tried a number of others but forge just says they are non mods and injects them into my path.
The wife and kids are hoping to play this on our in house server this weekend but I can't find a solution to this Does anyone have any idea or where I could find a solution? 2013-05-23 21:27:31 [INFO] [ForgeModLoader] SRV ERROR: org.millenaire.common.net work.ConnectionHandler@480cd1a2: Could not get profile on log in for user:
Also in multiplayer V does not work and the one village I did find was plain old minecraft's even though I see the mod loaded in my forge log and no errors until a player joins then I get the no profile found error.
i think it would be nice if villagers could add new projects to repair their buildings when they are broken
i have Mo'Creatures installed and the ogres accidentally grief the buildings all the time so it would be nice if they could fix them if the building is not like in the original template....
Ok:
I managed to get Millenaire working, by using a fresh download, for that one world, but when I then deleted the world and generated a new one without restarting the same thing happened: (no starter message, items present but not having secondary functions, and no villages generating.)
I suspected that somehow the millenaire file I had was corrupted.
But I'm not sure what I can do now, perhaps the config settings I have autobug the mod; my config looks like this:
//Touche liste des villages; Touche pour afficher la liste des villages environants. Défaut: V.
//Village List Key; Key to display the list of surrounding villages.
village_list_key=V
//Touche panneau d'information; Touche pour afficher le panneau d'information Millénaire. Défaut: M.
//Info Panel Key; Key to display the Millénaire info pannel.
quest_list_key=M
//Touche mode escortes; Touche pour change le mode des escortes (agressif ou non). Défaut: G.
//Agressive Escorts Key; Key to toggle hired villagers between agressive and defensive stances.
escort_key=G
//Langue de recours; Langue de recours, pour les textes non disponibles dans la principale.
//Fallback Language; Secondary game language, used when the main one is not available.
fallback_language=en
//Textures dynamiques; Utiliser automatiquement les textures 64x si le pack de texture est 64x ou plus. Défaut: vrai.
//Dynamic Textures; Automatically switch to the 64x texture pack if the Minecraft texture pack is 64x or above.
dynamic_textures=true
//Apprentissage des langues; Les langues doivent être "apprises" (les traductions n'apparaissent qu'après assez d'interaction avec une culture).
//Language Learning; Whether languages need to be "learned" (translations will only appear after the player interacts enough with a culture).
language_learning=true
//Charger toutes les langues; Charger toutes les langues, pour fournir des traductions aux clients si nécessaire.
//Load All Languages; Whether to load all available languages, in order to provide translations to clients if needed.
load_all_languages=false
//Afficher le texte au démarrage; Afficher la version de Millénaire et le statut de la Quête de la Création au démarrage.
//Display Starting Text; Display the Millénaire version and Creation Quest status at startup.
display_start=true
//Afficher le nom des villageois; Afficher le nom, le métier et la tâche en cours au dessus des villageois.
//Display Villager Names; Display names, occupations and current task above villagers' heads.
display_names=true
//Distance d'affichage des noms; Distance à laquelle les noms apparaissent. Défaut: 20.
//Name Display Distance; Distance from which names are visible. Default: 20.
villagers_names_distance=20
//Phrases dans le chat (solo); Distance maximale où afficher les phrases des villageois dans le chat en solo. Défaut: 5.
//Sentences In Chat (SP); How far villagers must be to display their sentences in the chat box in single player. Default: 5.
villagers_sentence_in_chat_distance_sp=10
//Phrases dans le chat (MJ); Distance maximale où afficher les phrases des villageois dans le chat en multi-joueur. Défaut: 0.
//Sentences In Chat (MP); How far villagers must be to display their sentences in the chat box in multi player. Default: 0.
villagers_sentence_in_chat_distance_client=0
//--------------------------------------------------------------------------------------------
// Réglages génération - World Generation
//--------------------------------------------------------------------------------------------
//Générer des villages; Générer des villages Millénaire dans les nouveaux tronçons.
//Generate villages; Whether to generate Millénaire villages in new chunks.
generate_villages=true
//Générer des bâtiments; Générer des bâtiments isolés dans les nouveaux tronçons.
//Generate lone buildings; Whether to generate Millénaire lone buildings in new chunks.
generate_lone_buildings=true
//Distance min entre villages; Distance minimale entre deux villages générés. Défaut: 600.
//Min Village Distance; Minimum distance between two generated villages. Default: 600.
min_village_distance=200
//Distance min villages/bâtiments; Distance minimale entre villages et bâtiments isolés générés. Défaut: 300.
//Min Village-Lone Building Distance; Minimum distance between generated villages and lone buildings. Default: 300.
min_village_lonebuilding_distance=100
//Distance min entre bâtiments; Distance minimale entre deux bâtiments isolés générés. Défaut: 600.
//Min Lone Building Distance; Minimum distance between lone buildings. Default: 600.
min_lonebuilding_distance=50
//Rayon de protection spawn; Rayon autour du point d'apparition dans lequel Millénaire ne génère rien. Défaut: 150.
//Spawn Protection Radius; Area around the Spawn Point where Millénaire will not generate buildings. Default: 150.
spawn_protection_radius=80
//--------------------------------------------------------------------------------------------
// Réglages villages - Village Behaviour
//--------------------------------------------------------------------------------------------
//Rayon de chargement des tronçons; Rayon autour du joueur dans lequel Millénaire essayera de garder les tronçons chargés. Défaut: 200.
//Chunk Loaded Radius; Radius around the player in which Millénaire will attempt to keep villages' chunks loaded. Default: 200.
keep_active_radius=250
//Rayon des villages; Rayon des villages normaux (pas des hameaux). Défaut: 65.
//Radius of Villages; Radius of normal villages (not hamlets). Default: 65.
village_radius=75
//Distance min entre bâtiments; Distance minimale entre deux bâtiments d'un village. Défaut: 2.
//Min Distance Between Buildings; Minimal distance between two buildings in a village. Default: 2.
min_distance_between_buildings=1
//Construire des chemins de village; Générer les chemins dans les nouveaux villages et les faire mettre à jour par les villageois.
//Build Village Paths; Generate paths in new villages and have the villagers upgrade them.
village_paths=true
//Nombre max d'enfants; Nombre maximal d'enfants dans un village. Défaut: 10.
//Max Children Number; Maximum number of children a village can have. Default: 10.
max_children_number=10
//Rayon relations des villages; Rayon dans lequel les villages ont des relations (diplomacie, commerce, raids). Défaut: 2000.
//Village Relation Radius; Radius within which villages will have relations with each others (diplomacy, trade, raids). Default: 2000.
background_radius=1250
//Rayon raid de bandits; Rayon dans lequel les bandits attaquent les villages. Défaut: 1500.
//Bandit Raid Radius; Radius within which bandits will raid villages. Default: 1500.
bandit_raid_radius=1000
//Chance de raid en %; Chance sur 100 qu'un village ou bâtiment de bandits tente un raid chaque nuit. Défaut: 20.
//Raiding % Chance; Chance on 100 that a village/bandit building will attempt a raid each night. Default: 20.
raiding_rate=25
//--------------------------------------------------------------------------------------------
// Outils développeurs - Dev Tools
//--------------------------------------------------------------------------------------------
//Générer l'analyse des traductions; Générer pour chaque langue chargée un rapport sur le contenu manquant.
//Generate translation gap; Generate for each loaded languages a report with the list of lacking text.
generate_translation_gap=false
//Générer l'échantillon des couleurs; Générer l'échantillon des couleurs utilisables dans les plans de bâtiments.
//Generate colour chart; Generate the chart of colours usable in building plans.
generate_colour_chart=false
//Générer les resources nécessaires; Générer une liste des resources nécessaires pour chaque bâtiment.
//Generate resource list; Generate the list of resources required for every building.
generate_building_res=false
//Générer la liste des objets; Générer la liste des objets connus par Millénaire.
//Generate goods list; Generate the list of items know to Millénaire.
generate_goods_list=false
//--------------------------------------------------------------------------------------------
// Autres réglages - Other Settings
//--------------------------------------------------------------------------------------------
//Liste séparée par des virgules des IDs de blocs sur lesquels les villageois ne construiront pas, en plus de ceux par défaut (lave, glace...)
//Comma-separated list of block IDs villagers will avoid building upon, on top of "regular" ones like lava or ice
forbidden_blocks=1520 1521
//Langue du jeu, utilisée quand c'est possible. Laisser vide pour que Millénaire utilise la langue de Minecraft (si disponible). La valeur doit être le nom d'un dossier dans languages.
//Main game language, used when available. Leave empty to have Millénaire use Minecraft's language (when possible). Value has to be one of the directory name in languages/
language=
I've changed the block range from 15xx to 16xx because of conflicts with Buildcraft.
After I went down into the Nether for the first time so I could start getting between villages faster, I came back up and my relationship level with all of the villages reset to stranger, my progress in the Alchemist quest reset, and my language fluency was reset to minimal for everything. Is there a way for me to fix this without completely breaking the villages?
Maybe it's good I called into work this morning cause now I will update the sever tonight! PLEASE IF ANYONE HAS A FIX! Let me know so I can load this mod in smp It's a blast single player and is the only one I have found that works well in 1.5.2 to make better villages and the villagers take care of it!! I tried a number of others but forge just says they are non mods and injects them into my path.
The wife and kids are hoping to play this on our in house server this weekend but I can't find a solution to this Does anyone have any idea or where I could find a solution? 2013-05-23 21:27:31 [INFO] [ForgeModLoader] SRV ERROR: org.millenaire.common.net work.ConnectionHandler@480cd1a2: Could not get profile on log in for user:
Also in multiplayer V does not work and the one village I did find was plain old minecraft's even though I see the mod loaded in my forge log and no errors until a player joins then I get the no profile found error.
FIXED error was caused by the fact i failed to see there is a client mod and a server mod!!
A couple of suggestions, which I already posted to the Suggestions page on the wiki but figured I post them here too.
* Change the color of the text over a villager's head when they have a quest for you. The current gray text is the same color as their name and doesn't stand out when many villagers are all standing in one spot chatting, as they like to do. I suggest maybe magenta for Creation Quests and Green for all other quests.
* When there are multiple informational pages from a villager, a village sign, the help screen, etc.; in addition to the arrows on the bottom of the pages, allow the scroll wheel to move from one page to another as well.
* When villagers have multiple topics to speak with you about preface it with a menu to select from instead of having to hit escape to get to the next topic. This most frequently comes up when a villager is available for hire and also has a quest for you.
* Add an Quest Timer HUD. Ideally this would only display when you have an active quest that has a time limit. It's position on screen should be configurable. It should be able to support multiple skins so developers can fit them into their texture packs.
Next, some gripes.
The village paths are great but they clearly need some work. They don't look very aesthetically pleasing. Perhaps instead of trying to find the straightest line to the pathStartPos, it could try to find the nearest block of a path type and connect to that. In addition to this I think it would look much better if village paths tried to be made in 3 block straight line chunks. Obviously in some spots this will not be possible, so the algorithm would drop down to 2 block straight lines and if that's not possible down to the 1 block it clearly seems to be currently.
Finally, some questions.
How do I turn off vanilla villages from spawning? I have tried adding the line 'stop_default_villages=false' into the config file but it does nothing. Hrmm, just had a thought as I'm typing this, ExtraBiomesXL also has some measure of control over vanilla village spawning, maybe I have to turn them both off.
Hello, look would somebody please be kind enough to tell me where im going wrong here? The kelldran custom-colony as well as a few others have problems with the villagers all having white skins. Yes, i installed the downloaded files correctly, and i noticed some of them dont even come with the villager png files. Anybody know why?
Those add-ons are from a time when the texture paths were different. It's an easy fix though. Find the villager text files and modify the paths so that they are the same as the ones that come with the mod.
After I went down into the Nether for the first time so I could start getting between villages faster, I came back up and my relationship level with all of the villages reset to stranger, my progress in the Alchemist quest reset, and my language fluency was reset to minimal for everything. Is there a way for me to fix this without completely breaking the villages?
Go back a page or more, I made a post detailing how to edit your reputation. Assuming nothing has changed in the versions since I tried it you should be all good.
So I have discovered an error on my millinaire install. After installing it it seems that it has not removed items but deleted the textures for them. I have no clue why. Anyone know what might be wrong?
Go back a page or more, I made a post detailing how to edit your reputation. Assuming nothing has changed in the versions since I tried it you should be all good.
I went and relaunched my save, and I discovered that the game is fine up until I go into the Nether. Somehow the changing worlds triggers the reset. But I can fix it by quitting and reloading the world. I'd still like to know a solution for the problem though, since it's annoying to be constantly quitting.
So I have discovered an error on my millinaire install. After installing it it seems that it has not removed items but deleted the textures for them. I have no clue why. Anyone know what might be wrong?
This could be the same problem I have, that all item textures (or at least most) are "invisible" at start of game.
Try reloading textures by hitting F3 + T (together) or if you have more than one texture installed, swap to another and back.
(This post contains spoilers for the Creation Quest)
So, after searching for two days, I finally found an Adivasi farm for the Creation Quest, but I can't get them to share knowledge about the swamp. The only thing they'll do is sell me stuff. Is there a way to fix this without having to go find an entirely new farm?
OK, I have a Byzanite-village, i have the highest reputation with them (Natural leader). That's where my question comes in: How do I make a player-controlled village? I would hope for an early answer.
OK, I have a Byzanite-village, i have the highest reputation with them (Natural leader). That's where my question comes in: How do I make a player-controlled village? I would hope for an early answer.
Use your village wand on a gold block, and it will let you spawn one.
When you use the wand on a gold block you have multiple options, and only one option for each culture is player-controlled. It says "controlled" (or something like that) next to the option you want.
This reminds me, I finally tried using an iron block, which doesn't work. Neither does using an obsidian block, which is what both the wiki and the in-game help message say. Bug!
Edit: New question: Is there a bug where the builder of the byzanite player-controlled "Phaistos limne"? It's his first building to do something with (the fort) but he is only walking back and forth waving his shovel.
From what I understand, the lumberjacks cut down the trees in the grove, give the logs to their wives and the wives bring the wood back to the fort/castle. So I just made my player controlled village, but the only thing the wives do is craft path blocks unless I myself supply them with the resources for the next project, then one of them will go build and come back and start crafting again. I've tried killing all the villagers and waiting for them to respawn but that didn't work, but when I did do it, the lumberjacks dropped their inventory full of wood. Is there anything I can do to fix this?
The wife and kids are hoping to play this on our in house server this weekend but I can't find a solution to this Does anyone have any idea or where I could find a solution?
2013-05-23 21:27:31 [INFO] [ForgeModLoader] SRV ERROR: org.millenaire.common.net
work.ConnectionHandler@480cd1a2: Could not get profile on log in for user:
Also in multiplayer V does not work and the one village I did find was plain old minecraft's even though I see the mod loaded in my forge log and no errors until a player joins then I get the no profile found error.
i have Mo'Creatures installed and the ogres accidentally grief the buildings all the time so it would be nice if they could fix them if the building is not like in the original template....
Edit: one more question: how long will villagers be "temporarily dead"?
I managed to get Millenaire working, by using a fresh download, for that one world, but when I then deleted the world and generated a new one without restarting the same thing happened: (no starter message, items present but not having secondary functions, and no villages generating.)
I suspected that somehow the millenaire file I had was corrupted.
But I'm not sure what I can do now, perhaps the config settings I have autobug the mod; my config looks like this:
//--------------------------------------------------------------------------------------------
// IDs blocs & objets - Block & item IDs
//--------------------------------------------------------------------------------------------
block_building_id=1615
block_panel_id=1616
block_wood_id=1617
block_earth_id=1618
block_stone_id=1619
block_crops_id=1620
block_panes_id=1621
block_byzantine_brick_id=1622
block_byzantine_slab_id=1623
block_byzantine_mixedbrick_id=1624
block_path_id=1625
block_path_slab_id=1626
//ID du premier objet Millénaire (les autres suivent)
//ID of the first Millénaire item (the others are in sequence after it)
item_range_start=25744
//--------------------------------------------------------------------------------------------
// Réglages UI - UI Settings
//--------------------------------------------------------------------------------------------
//Touche liste des villages; Touche pour afficher la liste des villages environants. Défaut: V.
//Village List Key; Key to display the list of surrounding villages.
village_list_key=V
//Touche panneau d'information; Touche pour afficher le panneau d'information Millénaire. Défaut: M.
//Info Panel Key; Key to display the Millénaire info pannel.
quest_list_key=M
//Touche mode escortes; Touche pour change le mode des escortes (agressif ou non). Défaut: G.
//Agressive Escorts Key; Key to toggle hired villagers between agressive and defensive stances.
escort_key=G
//Langue de recours; Langue de recours, pour les textes non disponibles dans la principale.
//Fallback Language; Secondary game language, used when the main one is not available.
fallback_language=en
//Textures dynamiques; Utiliser automatiquement les textures 64x si le pack de texture est 64x ou plus. Défaut: vrai.
//Dynamic Textures; Automatically switch to the 64x texture pack if the Minecraft texture pack is 64x or above.
dynamic_textures=true
//Apprentissage des langues; Les langues doivent être "apprises" (les traductions n'apparaissent qu'après assez d'interaction avec une culture).
//Language Learning; Whether languages need to be "learned" (translations will only appear after the player interacts enough with a culture).
language_learning=true
//Charger toutes les langues; Charger toutes les langues, pour fournir des traductions aux clients si nécessaire.
//Load All Languages; Whether to load all available languages, in order to provide translations to clients if needed.
load_all_languages=false
//Afficher le texte au démarrage; Afficher la version de Millénaire et le statut de la Quête de la Création au démarrage.
//Display Starting Text; Display the Millénaire version and Creation Quest status at startup.
display_start=true
//Afficher le nom des villageois; Afficher le nom, le métier et la tâche en cours au dessus des villageois.
//Display Villager Names; Display names, occupations and current task above villagers' heads.
display_names=true
//Distance d'affichage des noms; Distance à laquelle les noms apparaissent. Défaut: 20.
//Name Display Distance; Distance from which names are visible. Default: 20.
villagers_names_distance=20
//Phrases dans le chat (solo); Distance maximale où afficher les phrases des villageois dans le chat en solo. Défaut: 5.
//Sentences In Chat (SP); How far villagers must be to display their sentences in the chat box in single player. Default: 5.
villagers_sentence_in_chat_distance_sp=10
//Phrases dans le chat (MJ); Distance maximale où afficher les phrases des villageois dans le chat en multi-joueur. Défaut: 0.
//Sentences In Chat (MP); How far villagers must be to display their sentences in the chat box in multi player. Default: 0.
villagers_sentence_in_chat_distance_client=0
//--------------------------------------------------------------------------------------------
// Réglages génération - World Generation
//--------------------------------------------------------------------------------------------
//Générer des villages; Générer des villages Millénaire dans les nouveaux tronçons.
//Generate villages; Whether to generate Millénaire villages in new chunks.
generate_villages=true
//Générer des bâtiments; Générer des bâtiments isolés dans les nouveaux tronçons.
//Generate lone buildings; Whether to generate Millénaire lone buildings in new chunks.
generate_lone_buildings=true
//Distance min entre villages; Distance minimale entre deux villages générés. Défaut: 600.
//Min Village Distance; Minimum distance between two generated villages. Default: 600.
min_village_distance=200
//Distance min villages/bâtiments; Distance minimale entre villages et bâtiments isolés générés. Défaut: 300.
//Min Village-Lone Building Distance; Minimum distance between generated villages and lone buildings. Default: 300.
min_village_lonebuilding_distance=100
//Distance min entre bâtiments; Distance minimale entre deux bâtiments isolés générés. Défaut: 600.
//Min Lone Building Distance; Minimum distance between lone buildings. Default: 600.
min_lonebuilding_distance=50
//Rayon de protection spawn; Rayon autour du point d'apparition dans lequel Millénaire ne génère rien. Défaut: 150.
//Spawn Protection Radius; Area around the Spawn Point where Millénaire will not generate buildings. Default: 150.
spawn_protection_radius=80
//--------------------------------------------------------------------------------------------
// Réglages villages - Village Behaviour
//--------------------------------------------------------------------------------------------
//Rayon de chargement des tronçons; Rayon autour du joueur dans lequel Millénaire essayera de garder les tronçons chargés. Défaut: 200.
//Chunk Loaded Radius; Radius around the player in which Millénaire will attempt to keep villages' chunks loaded. Default: 200.
keep_active_radius=250
//Rayon des villages; Rayon des villages normaux (pas des hameaux). Défaut: 65.
//Radius of Villages; Radius of normal villages (not hamlets). Default: 65.
village_radius=75
//Distance min entre bâtiments; Distance minimale entre deux bâtiments d'un village. Défaut: 2.
//Min Distance Between Buildings; Minimal distance between two buildings in a village. Default: 2.
min_distance_between_buildings=1
//Construire des chemins de village; Générer les chemins dans les nouveaux villages et les faire mettre à jour par les villageois.
//Build Village Paths; Generate paths in new villages and have the villagers upgrade them.
village_paths=true
//Nombre max d'enfants; Nombre maximal d'enfants dans un village. Défaut: 10.
//Max Children Number; Maximum number of children a village can have. Default: 10.
max_children_number=10
//Rayon relations des villages; Rayon dans lequel les villages ont des relations (diplomacie, commerce, raids). Défaut: 2000.
//Village Relation Radius; Radius within which villages will have relations with each others (diplomacy, trade, raids). Default: 2000.
background_radius=1250
//Rayon raid de bandits; Rayon dans lequel les bandits attaquent les villages. Défaut: 1500.
//Bandit Raid Radius; Radius within which bandits will raid villages. Default: 1500.
bandit_raid_radius=1000
//Chance de raid en %; Chance sur 100 qu'un village ou bâtiment de bandits tente un raid chaque nuit. Défaut: 20.
//Raiding % Chance; Chance on 100 that a village/bandit building will attempt a raid each night. Default: 20.
raiding_rate=25
//--------------------------------------------------------------------------------------------
// Outils développeurs - Dev Tools
//--------------------------------------------------------------------------------------------
//Générer l'analyse des traductions; Générer pour chaque langue chargée un rapport sur le contenu manquant.
//Generate translation gap; Generate for each loaded languages a report with the list of lacking text.
generate_translation_gap=false
//Générer l'échantillon des couleurs; Générer l'échantillon des couleurs utilisables dans les plans de bâtiments.
//Generate colour chart; Generate the chart of colours usable in building plans.
generate_colour_chart=false
//Générer les resources nécessaires; Générer une liste des resources nécessaires pour chaque bâtiment.
//Generate resource list; Generate the list of resources required for every building.
generate_building_res=false
//Générer la liste des objets; Générer la liste des objets connus par Millénaire.
//Generate goods list; Generate the list of items know to Millénaire.
generate_goods_list=false
//--------------------------------------------------------------------------------------------
// Autres réglages - Other Settings
//--------------------------------------------------------------------------------------------
//Liste séparée par des virgules des IDs de blocs sur lesquels les villageois ne construiront pas, en plus de ceux par défaut (lave, glace...)
//Comma-separated list of block IDs villagers will avoid building upon, on top of "regular" ones like lava or ice
forbidden_blocks=1520 1521
//Langue du jeu, utilisée quand c'est possible. Laisser vide pour que Millénaire utilise la langue de Minecraft (si disponible). La valeur doit être le nom d'un dossier dans languages.
//Main game language, used when available. Leave empty to have Millénaire use Minecraft's language (when possible). Value has to be one of the directory name in languages/
language=
I've changed the block range from 15xx to 16xx because of conflicts with Buildcraft.
FIXED error was caused by the fact i failed to see there is a client mod and a server mod!!
* Change the color of the text over a villager's head when they have a quest for you. The current gray text is the same color as their name and doesn't stand out when many villagers are all standing in one spot chatting, as they like to do. I suggest maybe magenta for Creation Quests and Green for all other quests.
* When there are multiple informational pages from a villager, a village sign, the help screen, etc.; in addition to the arrows on the bottom of the pages, allow the scroll wheel to move from one page to another as well.
* When villagers have multiple topics to speak with you about preface it with a menu to select from instead of having to hit escape to get to the next topic. This most frequently comes up when a villager is available for hire and also has a quest for you.
* Add an Quest Timer HUD. Ideally this would only display when you have an active quest that has a time limit. It's position on screen should be configurable. It should be able to support multiple skins so developers can fit them into their texture packs.
Next, some gripes.
The village paths are great but they clearly need some work. They don't look very aesthetically pleasing. Perhaps instead of trying to find the straightest line to the pathStartPos, it could try to find the nearest block of a path type and connect to that. In addition to this I think it would look much better if village paths tried to be made in 3 block straight line chunks. Obviously in some spots this will not be possible, so the algorithm would drop down to 2 block straight lines and if that's not possible down to the 1 block it clearly seems to be currently.
Finally, some questions.
How do I turn off vanilla villages from spawning? I have tried adding the line 'stop_default_villages=false' into the config file but it does nothing. Hrmm, just had a thought as I'm typing this, ExtraBiomesXL also has some measure of control over vanilla village spawning, maybe I have to turn them both off.
Those add-ons are from a time when the texture paths were different. It's an easy fix though. Find the villager text files and modify the paths so that they are the same as the ones that come with the mod.
Go back a page or more, I made a post detailing how to edit your reputation. Assuming nothing has changed in the versions since I tried it you should be all good.
I went and relaunched my save, and I discovered that the game is fine up until I go into the Nether. Somehow the changing worlds triggers the reset. But I can fix it by quitting and reloading the world. I'd still like to know a solution for the problem though, since it's annoying to be constantly quitting.
This could be the same problem I have, that all item textures (or at least most) are "invisible" at start of game.
Try reloading textures by hitting F3 + T (together) or if you have more than one texture installed, swap to another and back.
Hope this helps.
So, after searching for two days, I finally found an Adivasi farm for the Creation Quest, but I can't get them to share knowledge about the swamp. The only thing they'll do is sell me stuff. Is there a way to fix this without having to go find an entirely new farm?
Use your village wand on a gold block, and it will let you spawn one.
I did that, but the village i created isn't controlled by me. Anything else?
This reminds me, I finally tried using an iron block, which doesn't work. Neither does using an obsidian block, which is what both the wiki and the in-game help message say. Bug!
Edit: New question: Is there a bug where the builder of the byzanite player-controlled "Phaistos limne"? It's his first building to do something with (the fort) but he is only walking back and forth waving his shovel.
From what I understand, the lumberjacks cut down the trees in the grove, give the logs to their wives and the wives bring the wood back to the fort/castle. So I just made my player controlled village, but the only thing the wives do is craft path blocks unless I myself supply them with the resources for the next project, then one of them will go build and come back and start crafting again. I've tried killing all the villagers and waiting for them to respawn but that didn't work, but when I did do it, the lumberjacks dropped their inventory full of wood. Is there anything I can do to fix this?