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

    Alpha 3 (aka A3) for 1.8.9 is expected in a month or two.

    According to the current developer parts of the old code is 99% impossible to understand so making it open source would not help without Kinnikens support.

    1.8.9 is a total rewrite...

    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Well it is his mod so he can say/think/do whatever he feels like ofc.

    But I think his reason is/was mostly that he was afraid the mod might be changed in a way that deviate a lot from the original theme/mood/idea/...


    If you read the forum at millenaire.org you will notice that some players, like me, love the pve, trade, building, discover and questing part, and there are others that only talk about pvp, raids, fighting. And I think that is exactly what Kinniken wanted to avoid. He wanted a balance.

    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Yes, we all want an 1.10.2 version and later an 1.11.x version etc.

    But rewriting Millenaire 1.7.10 into 1.8.9 is the very important first step. Its a HUGE step where a lot of stuff has to be rewritten and changed.

    Once there is a 1.8.9 version its much easier to port that to 1.10.2 and future versions. It might even be possible to have Millenaire up to date for many different MC versions at the same time. Other mods can.

    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    sorry, cannot tell you exactly what the problem is.


    I remember having this problem years ago and in my very fuzzy memory I think I recall a few things:

    - total CPU-load to high for java and/or MC

    - a problem between the client and the server (regardless if it is a separate server or just the stand alone server)

    - I think they changed something in this area in Forge in some version but you have the latest forge so it cannot be that.

    - it gets a lot worse if you have raids/bandits active (I usually turn those off)

    - I also remember limiting the number a chunks loaded.


    I notice you have a lot of mods installed and it could be some missmatch, there are/was some known incompatibles.


    And Millenaire is a very very old mod and according to the current developer that is helping to port it to 1.8 its miracle that it even runs at all. The integration with MC and Forge is extremely fragile/dated.

    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    What.


    I can't believe this mod is still alive. Hopefully there's a new release soon? Thiswas one of my go-to mods back in Beta


    Kinniken has gotten help from another mod developer and as far as I know they are still working on the update to 1.8.9
    I haven't seen any news the last few weeks but the he said he was going to focus on updating instead of reading forums etc.
    Time will tell.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Well I'm running 1.7.10 with lots of mods including Millenaire (6.0.0) , Buildcraft, TC, magic Crops, etc.

    And I'm using the latest Forge for 1.7.10. (1614).


    But I'm using the Curse Client with the Minecraft module to keep track of the installation and updating most of the mods.

    The mods that are not handled by Curse I'v added manually (no installer). Millenaire is one of the manually added mods.

    I just unzip the files and put the two millenaire folders and the millneaire.jar file into the /mods folder and thats that. Don't use the installer from millenarie.org, its old.


    How I do it manually (without Curse):

    - install a fresh copy of Minecraft

    - start Minecraft and create a world (just to make sure everything is ok so far)

    - download and install Forge 1614

    - start Minecraft again select correct profile and create another world (to test and create /mods folder etc)

    - manually add mods to /mods

    - Sometimes I just add a few at a time; start, test, add more etc. until I have a the mods I want.


    Tip: After starting Minecraft there should be a millenaire.log (or was it a millenaire.txt?) file in the /mods/millenaire/ folder. If you don't see that file the mods hasn'r been installed correctly I think.

    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from felinoel»

    The dev is currently looking for someone to update it for him.


    The dev has found someone to help him update to 1.8.9.
    Its a dev that has finished his own mod for 1.8.9 so lets hope he can do the same magic with Millenaire.
    I'm standing by ready to help alfa/beta-test if/when needed.

    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from HoneyWithers»

    I am not rushing, I am just curious about if there will be any new features that will be on this mod if it comes up for 1.8.9. When I played this on 1.7.10, I find the towns work better on flatlands better so that the villagers can build better. Why doesn't the villagers build all the buildings on the list that is on the building board thing? I am just curious so I know why certain thing act the way they do in the game.


    The author of the mod, Kinniken, has had a very tight schedule the last few years and have had very little time to support Millenaire.
    I think he started the update to 1.8 last April but had no time to finish.
    A few weeks ago Kinniken asked for help and at least one experienced mod creator has gotten in contact with Kinniken and started looking into the code.
    Millenaire is kind of old and huge and trying to update/rewrite for 1.8.x is a huge undertaking even for an experienced mod creator.
    So don't expect any new features in the first few releases for 1.8.9.
    Given time, space and resources all villages will eventually build all buildings on the project panel plan. There are a few bugs that sometimes stop the progress but they are sort of random. I have at least 5 villages in my current world that has built everything and two others are almost finished.
    Important here is "space" - increase useful space by flattening some land (dark on the village map) and fill in lakes and rivers with dirt. One layer with dirt is often enough to make the land useful for new buildings.
    And before I forget there are two bugs that might stop the progress, one is a Hindu village that needs a statue and one Norman that wants a painting.
    These problems can be solved by adding buying price to the item list for each village/culture and the find a village that actually craft and sell these items.
    Posted in: Minecraft Mods
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    posted a message on Animals Plus ★ v1.8 - Kiwis, camels and more! 🐫 🐢 (Updated 5/8/2016)

    config file support? ;)

    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Regarding non vanilla biomes...
    I think there is some kind of registry/list in forge where different biomes can register their base type.
    This makes it a lot easier for mods to know, e.g. when to spawn and not.
    I think Mo'Creatures uses this list to spawn mobs in the right environment as long as they are of base type and registered.

    Why I say this: I want the ZombieFarmers in more biomes ofc :)
    Posted in: Minecraft Mods
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