I Have a problem every time i get cash and i restart my game i lose all of it. Buy the way this is the best mod I have ever used.Thank you for all the hard work you all put in to this
I'm having this same problem with a customized version of Space Astronomy 2. I'm using the latest version of the pack on the twitch/curse launcher with HWYLA removed and the following added:
Every time I load my save, my voxels are reset to zero. Also, this pack has a mod (Inventory Spam) that shows what you have picked up or removed from your inventory by showing a +/- counter in the bottom right. Sometimes when I pick up voxels, this will show two lines, the first showing that I picked up a voxel and the next line showing that voxel being removed. Without this mod installed, I may have thought it simply wasn't adding the voxels at all because this happens instantly, but it appears that they are being added and then removed right away.
I can also provide logs, config files, or any other information needed to try and track down what is causing this. Just let me know what is needed.
Also, THANK YOU for all the hard work and the great mod!
Good to see there is still some love out there for this one.
Well, no major updates planned, but here's what I was thinking:
- Simplifying the price lookup so it just takes straight from a database (reduces crash issues and lookup times)
- Create an option to make it Coins instead of Voxels, and use Villagers instead (for people who want a normal experience)
- Cross-compatibility with Animania
- Update to 1.12
CreepTech2 is sadly dead. So many tech mods out there now. We are thinking of brining in some of the tech to Animania (e.g., conveyor belts that work with Animals).
I understand why you want to redistribute Creeptech's assets instead of continue it. As someone who kind of haunts CurseForge I can definitely agree that there's a bit of an "industrial tech mod saturation" going on right now. After they broke though the barrier that everyone thought couldn't be broken it seems there's no stopping them either. I may favor magic over industrial, but even I see that as fairly convenient.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
So, I finally found a creeper village, and put out the crates I keep in my inventory so I can carry more stuff, to get the stuff I wanted to trade out of the crates. When I went to take my crates back, after getting out the stuff I wanted, I got blown up! I'm guessing that once I put the crates out, they were considered property of the village, and taking them back was considered stealing?
Playing on 1.7.10.
Edit-Also, I accidentally sold stuff while in creative mode, and received no voxels for it.
So, I finally found a creeper village, and put out the crates I keep in my inventory so I can carry more stuff, to get the stuff I wanted to trade out of the crates. When I went to take my crates back, after getting out the stuff I wanted, I got blown up! wtf? I'm guessing that once I put the crates out, they were considered property of the village, and taking them back was considered stealing?
Playing on 1.7.10.
Edit-Also, I accidentally sold stuff while in creative mode, and received no voxels for it.
Yes, you are correct. You need to make sure you aren't within city limits when you start taking things in or out of inventories. They are very protective.
Also, no voxels are exchanged when in creative mode. However, you can always use commands to get voxels back (
just use /voxels [number] or /voxels [player] [number]
My voxel count resets when I save and quit, but the voxels themselves do not disappear. Is there a way to manually check how many voxels I have?
EDIT: It seems this issue fixes itself when there is a change in reputation. In my case, I gained reputation, and the counter no longer resets when I save and quit.
How far is the transgression detector's reach on the y axis? Cause I wanna build a floating island above one of the villages, (I have a mod that allows me to fly, but that's besides the point) but I don't want to build too close to its range cause I may mess up my build and I will be needing to remove my blocks without setting off the transgression detector.
(I used the /setblock command a good distance outside the transgression detector's range so I can break blocks without persecution, btw. Though I don't know the exact range.)
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
How i do wish this was updated. theres no really good survival ready villager and trade/commerce style mods out there from what I've seen. Atleast not without having to do shenanigans with stuff like custom npcs or quests or something. Always did find the merchant life in games pretty good. Make goods, sell goods, buy cool things with profits go do fun things, make more goods. repeat.
How i do wish this was updated. theres no really good survival ready villager and trade/commerce style mods out there from what I've seen. Atleast not without having to do shenanigans with stuff like custom npcs or quests or something. Always did find the merchant life in games pretty good. Make goods, sell goods, buy cool things with profits go do fun things, make more goods. repeat.
Have you tried Toroquest and/or Millenaire? They both have quest systems but you can also trade with the villagers
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
I have tried both, but milleinaire they only trade select goods, and toroquest I have tried also, but it's related to the normal villages and they don't have more mundane things. I'm looking for more a universal market that can be for buying and selling most things. almost like an npc oriented form of projectE that uses money and trade systems rather than alchemy to make just stuff from an energy currency instead.
I'm having this same problem with a customized version of Space Astronomy 2. I'm using the latest version of the pack on the twitch/curse launcher with HWYLA removed and the following added:
chunkgen-1.10.2-1.5.0
dooglamoocitiesmod-1.10.2-1.2.8
ediblebugs-MC1.10.02_EB1.4.6.2099
infinitefluids-1.10.2-1.2.0
IvToolkit-1.3.3-1.10
LittleLooter-1.0.3
minecolonies-universal-1.10.2-0.8.4279
RealisticItemDrops-1.0.9
RecurrentComplex-1.4.5-1.10
theoneprobe-1.1x-1.4.18
voxels-1.10-1.0.8.3
Every time I load my save, my voxels are reset to zero. Also, this pack has a mod (Inventory Spam) that shows what you have picked up or removed from your inventory by showing a +/- counter in the bottom right. Sometimes when I pick up voxels, this will show two lines, the first showing that I picked up a voxel and the next line showing that voxel being removed. Without this mod installed, I may have thought it simply wasn't adding the voxels at all because this happens instantly, but it appears that they are being added and then removed right away.
I can also provide logs, config files, or any other information needed to try and track down what is causing this. Just let me know what is needed.
Also, THANK YOU for all the hard work and the great mod!
I understand why you want to redistribute Creeptech's assets instead of continue it. As someone who kind of haunts CurseForge I can definitely agree that there's a bit of an "industrial tech mod saturation" going on right now. After they broke though the barrier that everyone thought couldn't be broken it seems there's no stopping them either. I may favor magic over industrial, but even I see that as fairly convenient.
If regular is Vanilla then what flavor is your Minecraft?
So, I finally found a creeper village, and put out the crates I keep in my inventory so I can carry more stuff, to get the stuff I wanted to trade out of the crates. When I went to take my crates back, after getting out the stuff I wanted, I got blown up! I'm guessing that once I put the crates out, they were considered property of the village, and taking them back was considered stealing?
Playing on 1.7.10.
Edit-Also, I accidentally sold stuff while in creative mode, and received no voxels for it.
Yes, you are correct. You need to make sure you aren't within city limits when you start taking things in or out of inventories. They are very protective.
Also, no voxels are exchanged when in creative mode. However, you can always use commands to get voxels back (
just use /voxels [number] or /voxels [player] [number]
My voxel count resets when I save and quit, but the voxels themselves do not disappear. Is there a way to manually check how many voxels I have?
EDIT: It seems this issue fixes itself when there is a change in reputation. In my case, I gained reputation, and the counter no longer resets when I save and quit.
Are you updating this mod?
How far is the transgression detector's reach on the y axis? Cause I wanna build a floating island above one of the villages, (I have a mod that allows me to fly, but that's besides the point) but I don't want to build too close to its range cause I may mess up my build and I will be needing to remove my blocks without setting off the transgression detector.
(I used the /setblock command a good distance outside the transgression detector's range so I can break blocks without persecution, btw. Though I don't know the exact range.)
why do the creepers go crazy when you break a single block or hit a creeper by accident?
Because they have no tolerance for poor behavior.
How i do wish this was updated. theres no really good survival ready villager and trade/commerce style mods out there from what I've seen. Atleast not without having to do shenanigans with stuff like custom npcs or quests or something. Always did find the merchant life in games pretty good. Make goods, sell goods, buy cool things with profits go do fun things, make more goods. repeat.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Have you tried Toroquest and/or Millenaire? They both have quest systems but you can also trade with the villagers
I have tried both, but milleinaire they only trade select goods, and toroquest I have tried also, but it's related to the normal villages and they don't have more mundane things. I'm looking for more a universal market that can be for buying and selling most things. almost like an npc oriented form of projectE that uses money and trade systems rather than alchemy to make just stuff from an energy currency instead.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.