Would love it if you could make the mod output a console message whenever a villager is killed along with the location where he was killed and the killer's name. Would help tremendously on SMP servers. Thanks in advance! Btw I looooove your mod.
Great suggestion, be sure to post it on the Suggestions page.
Yeah; I kinda debated myself out of it with my last couple of sentences in my previous post. I think instead I will make a crafting goal that takes in seeds, bonemeal, and something else and outputs a flower, thus allowing me to make it actually take time to "grow". Of course that still means that the villager will get minimum one flower a day which is still a shorter growing time than any of the other plants.
New flower seeds? ehhh...
With village tests for my Inuits I notice again a potential outdated piece of code.
Like the snow slabs having issue importing due to the change in how snow slabs work, signs aren't importing.
Was there a change in Minecraft's code for signs? All of my signs just fall off of the wall when I export them from a building and import them in. Is anyone able to duplicate this issue?
Good thing I wanted to test to be sure -9 was the right height on this building to find all the signs piled on the ground lol
With village tests for my Inuits I notice again a potential outdated piece of code.
Like the snow slabs having issue importing due to the change in how snow slabs work, signs aren't importing.
Was there a change in Minecraft's code for signs? All of my signs just fall off of the wall when I export them from a building and import them in. Is anyone able to duplicate this issue?
Good thing I wanted to test to be sure -9 was the right height on this building to find all the signs piled on the ground lol
Do you mean your signs are destroyed and are able to be picked up? Like they are floating there? That may be because your signs are not onto a wall. Also make sure your signs are SignWall, not SignPost in the .png file.
The Meaning of Life, the Universe, and Everything.
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Member Details
I'm not sure if anyone else has encountered this problem, but if I use Millenaire and Optifine together, textures are all messed up. The only way I can figure to fix this is to switch texture packs, which I find a big inconvenience, considering it takes roughly a minute to switch between texture packs and back. Please, if you can, help.
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I support the Aether mod! (it won't let me put in the banner)
Do you mean your signs are destroyed and are able to be picked up? Like they are floating there? That may be because your signs are not onto a wall. Also make sure your signs are SignWall, not SignPost in the .png file.
But... I imported a building with the signs on the wall correctly and then I exported it moments after to be sure I imported the height right.
I am asking if anyone else is having this importing issue where the import is bugged and doesn't work right.
I'm not sure if anyone else has encountered this problem, but if I use Millenaire and Optifine together, textures are all messed up. The only way I can figure to fix this is to switch texture packs, which I find a big inconvenience, considering it takes roughly a minute to switch between texture packs and back. Please, if you can, help.
Optifine is bugged, it does not work well with Millenaire at the moment.
i wouldnt say 'cave' man, but yes, i was referring to the vanilla npcs
lol sorry I was referencing this video.
Hmm, if the houses are made of cobblestone or planks, they should be fine, I am pretty sure the dev added code to stop building where the top layer is cobblestone or planks.
What exactly is the problem though? Half of the fun of cavemen Squidward villages is building more houses.
The other half is... uhhh... hmmm... I'll get back to you on that.
Hmm, if the houses are made of cobblestone or planks, they should be fine, I am pretty sure the dev added code to stop building where the top layer is cobblestone or planks.
What exactly is the problem though? Half of the fun of cavemen Squidward villages is building more houses.
The other half is... uhhh... hmmm... I'll get back to you on that.
the problem is is that the millenaire villages spawn in the desert vanilla npc villages and destroy most of the buildings!
the problem is is that the millenaire villages spawn in the desert vanilla npc villages and destroy most of the buildings!
Ah I don't think the dev has sandstone as recognized as housing material to not be built on top of. Be sure to suggest that it be added to the tan color on village maps then on the Suggestions page.
@felinoel
After you told me about the suggestion page, I tried to post mine, I pressed save and then publish but nothing happened. What did I do wrong?
I also noticed some of the very basic suggestions haven't been added. Like adding the ability to sell iron ingots to the forge directly. How often do the pages get checked and suggestions get implemented? I don't think it was a priority to implement that villagers to move their arms over new content.
I forgot to add, loved the alchemist quest line, especially the ending. Starting the Sadhu quest now, I hope it's just as good.
I forgot to add, loved the alchemist quest line, especially the ending. Starting the Sadhu quest now, I hope it's just as good.
Eh. Lots of running in circles. I'm on the swamp quest http://millenaire.org/wiki/Creation_Quest:_Marsh_Expert and I'm staring at the occupants of the Adivasi ka Ghar right now and I can't talk to either of them. Alchemist quest is a lot better, so far anyway. I had the same kind of bug there, except I just saved and reloaded and I was able to complete the quest...
Eh. Lots of running in circles. I'm on the swamp quest http://millenaire.or...t:_Marsh_Expert and I'm staring at the occupants of the Adivasi ka Ghar right now and I can't talk to either of them. Alchemist quest is a lot better, so far anyway. I had the same kind of bug there, except I just saved and reloaded and I was able to complete the quest...
Oh well, it's better than nothing.
Anyway, I've read that you can't make or help produce cross timber frames, I haven't got any other norman villages near by so once I could make one, I made a village that I was in control of so that I could add a wood carpenter and choose exactly what I want. That didn't work out for me, I thought the option to upgrade your village would eventually come but all I got was upgrades to a town centre and 2 cider farmers. After upgrading the 3 building I now have a big castle with 2 cider apple producers. All buildings have been completed was the message(or something along those lines).
What gives? I thought I'd be able to choose what I wanted and make a fully self sufficient town with lots of produce. I didn't really choose anything, my options were either upgrade or don't upgrade the current buildings. With other villages you get paid and they produce various buildings.
Does anyone know which village is self sufficent that also has a forge?
My village won't make gold ornaments! The village already has a carvers home, gold ingots, and stone. Is this all that is needed to make them? Or is it something else? Help!
Anyway, I've read that you can't make or help produce cross timber frames, I haven't got any other norman villages near by so once I could make one, I made a village that I was in control of so that I could add a wood carpenter and choose exactly what I want. That didn't work out for me, I thought the option to upgrade your village would eventually come but all I got was upgrades to a town centre and 2 cider farmers. After upgrading the 3 building I now have a big castle with 2 cider apple producers. All buildings have been completed was the message(or something along those lines).
What gives? I thought I'd be able to choose what I wanted and make a fully self sufficient town with lots of produce. I didn't really choose anything, my options were either upgrade or don't upgrade the current buildings. With other villages you get paid and they produce various buildings.
Does anyone know which village is self sufficent that also has a forge?
You need to place new buildings with the wand of creation, it'll place a plot for the building to be constructed by the villagers
@felinoel
After you told me about the suggestion page, I tried to post mine, I pressed save and then publish but nothing happened. What did I do wrong?
I also noticed some of the very basic suggestions haven't been added. Like adding the ability to sell iron ingots to the forge directly. How often do the pages get checked and suggestions get implemented? I don't think it was a priority to implement that villagers to move their arms over new content
Don't use the Publish button, use the Save Page button.
The dev recently found himself with a short burst of a high amount of free time, so he worked on the time consuming additions to Millenaire during that period of time. Iron ingots was a new suggestion. Wars and many other suggestions were implemented.
error...to make sure i installed right i put the zip in the mods folder and millenaire and millenaire custom in the folder with bin. version 1.5.2 and newest build from the site.
---- Minecraft Crash Report ----
// Why is it breaking
Time: 5/14/13 8:01 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@3d3918d8 when adding org.millenaire.common.block.BlockMillChest@6f8e2c4e
at net.minecraft.block.Block.<init>(Block.java:340)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at net.minecraft.block.BlockChest.<init>(BlockChest.java:37)
at org.millenaire.common.block.BlockMillChest.<init>(BlockMillChest.java:59)
at org.millenaire.common.forge.Mill.initBlockItems(Mill.java:344)
at org.millenaire.common.forge.Mill.preInit(Mill.java:734)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
"Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@3d3918d8" This indicates that your problem is a block ID conflict. Fortunately it is quite easy to fix. Find the config files of either mod and change the block IDs that are conflicting. I found it easier to change Millenaire's IDs. If everything appears on one line refer to after my next quote.
I tried editing the config file, but it messed up the game and I had to reinstall the mod. I did this yesterday before I posted here. The donfig file is somewhat different now, I looked through the whole thing and made sure I changed the right thing, but it just messed it up, something about certain IDs not found or something.
This is what I changed in the file. It was already 65 so I changed it to 70 and then I got the problem. It just messed the mod up. I thought that the detault radius was supposed to be 56, but 65 was my default radius.
EDIT: Also, I have another village on another world, If I can't sell bricks to the Byzantines they'll eventually make them themselves right?
The config file got stuffed up because the character that indicates a new line is for a different operating system. Notepad expects CR+NL (leftover from typewriter days when they were separate buttons) But other OS's just use CR or NL not both. So notepad stripped out the ones it didn't recognise. Solution: Just download notepad++ or crimson editor as they are used to dealing with all variations of the newline character.
Anyway, I've read that you can't make or help produce cross timber frames, I haven't got any other norman villages near by so once I could make one, I made a village that I was in control of so that I could add a wood carpenter and choose exactly what I want. That didn't work out for me, I thought the option to upgrade your village would eventually come but all I got was upgrades to a town centre and 2 cider farmers. After upgrading the 3 building I now have a big castle with 2 cider apple producers. All buildings have been completed was the message(or something along those lines).
What gives? I thought I'd be able to choose what I wanted and make a fully self sufficient town with lots of produce. I didn't really choose anything, my options were either upgrade or don't upgrade the current buildings. With other villages you get paid and they produce various buildings.
Does anyone know which village is self sufficent that also has a forge?
As KuroNeko87 said, you need to use the wand of creation within the boundaries of your village. You will get a pop up asking you what kind of building you want to place. Take note when placing a building it will try to centre it on the block you clicked on.
The config file got stuffed up because the character that indicates a new line is for a different operating system. Notepad expects CR+NL (leftover from typewriter days when they were separate buttons) But other OS's just use CR or NL not both. So notepad stripped out the ones it didn't recognise. Solution: Just download notepad++ or crimson editor as they are used to dealing with all variations of the newline character.
With village tests for my Inuits I notice again a potential outdated piece of code.
Like the snow slabs having issue importing due to the change in how snow slabs work, signs aren't importing.
Was there a change in Minecraft's code for signs? All of my signs just fall off of the wall when I export them from a building and import them in. Is anyone able to duplicate this issue?
Good thing I wanted to test to be sure -9 was the right height on this building to find all the signs piled on the ground lol
This is because Optifine is conflicting with Millenaire.
Great suggestion, be sure to post it on the Suggestions page.
New flower seeds? ehhh...
With village tests for my Inuits I notice again a potential outdated piece of code.
Like the snow slabs having issue importing due to the change in how snow slabs work, signs aren't importing.
Was there a change in Minecraft's code for signs? All of my signs just fall off of the wall when I export them from a building and import them in. Is anyone able to duplicate this issue?
Good thing I wanted to test to be sure -9 was the right height on this building to find all the signs piled on the ground lol
player.me/felinoel
Do you mean your signs are destroyed and are able to be picked up? Like they are floating there? That may be because your signs are not onto a wall. Also make sure your signs are SignWall, not SignPost in the .png file.
But... I imported a building with the signs on the wall correctly and then I exported it moments after to be sure I imported the height right.
I am asking if anyone else is having this importing issue where the import is bugged and doesn't work right.
Optifine is bugged, it does not work well with Millenaire at the moment.
Do you mean caveman Squidward NPC villages or Millenaire human NPC villages?
player.me/felinoel
i wouldnt say 'cave' man, but yes, i was referring to the vanilla npcs
Hmm, if the houses are made of cobblestone or planks, they should be fine, I am pretty sure the dev added code to stop building where the top layer is cobblestone or planks.
What exactly is the problem though? Half of the fun of cavemen Squidward villages is building more houses.
The other half is... uhhh... hmmm... I'll get back to you on that.
player.me/felinoel
player.me/felinoel
After you told me about the suggestion page, I tried to post mine, I pressed save and then publish but nothing happened. What did I do wrong?
I also noticed some of the very basic suggestions haven't been added. Like adding the ability to sell iron ingots to the forge directly. How often do the pages get checked and suggestions get implemented? I don't think it was a priority to implement that villagers to move their arms over new content.
I forgot to add, loved the alchemist quest line, especially the ending. Starting the Sadhu quest now, I hope it's just as good.
Eh. Lots of running in circles. I'm on the swamp quest http://millenaire.org/wiki/Creation_Quest:_Marsh_Expert and I'm staring at the occupants of the Adivasi ka Ghar right now and I can't talk to either of them. Alchemist quest is a lot better, so far anyway. I had the same kind of bug there, except I just saved and reloaded and I was able to complete the quest...
Oh well, it's better than nothing.
Anyway, I've read that you can't make or help produce cross timber frames, I haven't got any other norman villages near by so once I could make one, I made a village that I was in control of so that I could add a wood carpenter and choose exactly what I want. That didn't work out for me, I thought the option to upgrade your village would eventually come but all I got was upgrades to a town centre and 2 cider farmers. After upgrading the 3 building I now have a big castle with 2 cider apple producers. All buildings have been completed was the message(or something along those lines).
What gives? I thought I'd be able to choose what I wanted and make a fully self sufficient town with lots of produce. I didn't really choose anything, my options were either upgrade or don't upgrade the current buildings. With other villages you get paid and they produce various buildings.
Does anyone know which village is self sufficent that also has a forge?
You need to place new buildings with the wand of creation, it'll place a plot for the building to be constructed by the villagers
I just did that, same crash.
Don't use the Publish button, use the Save Page button.
The dev recently found himself with a short burst of a high amount of free time, so he worked on the time consuming additions to Millenaire during that period of time. Iron ingots was a new suggestion. Wars and many other suggestions were implemented.
The Norman Town is automatic and I believe has a forge.
What version of Millenaire, Forge, Minecraft, and all of the other mods (if any) are you using?
player.me/felinoel
I've done the sandbox twice, Felinoel.
Whenever I get within a certain distance of the town's capital building, I get that error.
I would LOVE to get this resolved, I can provide world backups that can be used to duplicate the error.
"Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@3d3918d8" This indicates that your problem is a block ID conflict. Fortunately it is quite easy to fix. Find the config files of either mod and change the block IDs that are conflicting. I found it easier to change Millenaire's IDs. If everything appears on one line refer to after my next quote.
The config file got stuffed up because the character that indicates a new line is for a different operating system. Notepad expects CR+NL (leftover from typewriter days when they were separate buttons) But other OS's just use CR or NL not both. So notepad stripped out the ones it didn't recognise. Solution: Just download notepad++ or crimson editor as they are used to dealing with all variations of the newline character.
As KuroNeko87 said, you need to use the wand of creation within the boundaries of your village. You will get a pop up asking you what kind of building you want to place. Take note when placing a building it will try to centre it on the block you clicked on.
What version of Millenaire, Forge, Minecraft, and all of the other mods (if any) are you using?
Or the solution I gave works too.
player.me/felinoel