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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Will we have some new buildings added?
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Oh and Kinikken a / in a _0 file will mean nothing or air?
    Posted in: Minecraft Mods
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    posted a message on [Millénaire] Extra buildings for Millénaire
    Quote from RJB88 »
    i dl this pack and my builders aren't building anything...i am completely shitty with code lol but i just dragged the files to their appropriate places. still nothing. did i have to alter sum code sum where?



    Which pack did you download?
    Posted in: Mods Discussion
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    posted a message on [Millénaire] Extra buildings for Millénaire
    Hmm, that certainly did the trick, but is quite bizarre, as i had exactly the same text (in appearance, at least) to your's... But i did as i said, copied them over, and it worked like a charm! Now to do the same to the upgrades... Thanks! :biggrin.gif:

    Edit: Upgrades are all in, i didn't get an error (finally!), so i'm assuming that means it's all accurate... All that needs to happen now is for them to build it, then i shall upload pictures (Y) Thanks Werzieq!


    Dw...I'm always ready to help you guys on the forums...
    Posted in: Mods Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from infernomage39 »
    can they make a mine? and a blacksmith?


    If you download my building pack, you will have them.

    |
    |
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    \/
    Posted in: Minecraft Mods
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    posted a message on [Millénaire] Extra buildings for Millénaire
    Quote from raoull »
    Hi all,

    I got a little problem. Whenever I try to use mine own building I got a error could someone please help my?


    Error message


    This is how it's typed in extra.txt
    myhouse;1;500;0;;myhouse


    Thanks. If you need more files than say it too my!

    sorry for my bad English because i'm just a seventeen year old Dutch student.


    Add a semicolon after the second myhouse
    Posted in: Mods Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Freeloader1 »
    Regarding someone asking how close villages can be?



    I think this is pretty close.


    I had 2 closer
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from limitless285 »
    Quote from Werzieq »

    It seems you have my old buggy building pack. Download the new one.
    Link: http://www.mediafire.com/?7sk0mf7xkuuyzyy

    Alright, So i downloaded the new one and was looking around. In most of the custom buildings, this is the first line...
    area tc clear;first level relative tc scil
    It's spelled wrong and I didn't know if that would affect it at all.
    Also, is there no mine, cross and blacksmith?

    Cheers


    The cross, blacksmith and mine are not mine, but someone else's and i downloaded them and by mistake added them to extra.txt.

    No, the spelling mistakes to do not matter, and I have also added a new building - a mineshaft

    I'll try to put the jail, gallows and the large farmhouse tomorrow
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from LeetCrafter »
    @Kinikken why do my people not go to church? They don't when it is upgraded! What kind of bug is this?


    You have a tavern? Then they prefer tavern over church
    Posted in: Minecraft Mods
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    posted a message on [Millénaire] Extra buildings for Millénaire
    Quote from joeyjam »
    Quote from Kutzi »


    Also i noticed strange Strings inside the txt files from said package, stuff like : "area /o clear; firs/ level rela/ive /o soil;" ... and so on. Saw the same replacement error with a 'c' instead. more confusing than a problem but just wanted to note that.


    My assumption is that people used "find and replace all" in a faster way to change things to and from c, or deleting wooden stairs :tongue.gif:

    Quote from Kutzi »

    Fishing rods are SOOOOO useful to get your women back to work if they decide to dance in circles again or stopped completely. Oddly this makes you look like a slave driver beating workers with a whip when you switch to 3rd person :biggrin.gif:


    This is actually a remarkably good idea, i'll have to use this...

    Quote from Aranmar »

    As far as i can see in chambre_3 there is one entertoo much after the second layer.

    edit:
    and in chambre_0 after the first layer one enter too much.


    Thanks! Didn't see that! I'll sort that out, and see if it makes a difference....

    EDIT: Forgot to check millenaire.log like an idiot, getting this...
    13-04-2011 12:14:11 Starting new session.
    13-04-2011 12:14:19 ERROR: /Users/halcrorose/Library/Application Support/minecraft/millenaire/buildingplans/extra/extra.txt: Exception when attempting to load extra building at line: chambre;1;300;0;Chambre;House;
    13-04-2011 12:14:19 Exception, printing stack:
    13-04-2011 12:14:19 java.lang.Exception: Not enough parameters in chambre_0: 2 found, needed four.
    	at MLBuildingPlan.<init>(MLBuildingPlan.java:505)
    	at MLBuildingPlan$BuildingPlanSet.loadPlans(MLBuildingPlan.java:208)
    	at MLBuildingPlan.loadPlans(MLBuildingPlan.java:391)
    	at MLBuildingPlan.<clinit>(MLBuildingPlan.java:249)
    	at MLTileEntityBuilding.initialiseBuildingProjects(MLTileEntityBuilding.java:649)
    	at MLTileEntityBuilding.readTownHall(MLTileEntityBuilding.java:830)
    	at MLTileEntityBuilding.a(MLTileEntityBuilding.java:778)
    	at ma.c(SourceFile:63)
    	at pz.a(SourceFile:190)
    	at iy.a(SourceFile:42)
    	at iu.f(iu.java:100)
    	at iu.b(iu.java:68)
    	at eb.c(SourceFile:309)
    	at eb.a(SourceFile:266)
    	at net.minecraft.client.Minecraft.d(SourceFile:1567)
    	at net.minecraft.client.Minecraft.a(SourceFile:1479)
    	at net.minecraft.client.Minecraft.a(SourceFile:1447)
    	at net.minecraft.client.Minecraft.a(SourceFile:1373)
    	at oh.e(SourceFile:158)
    	at oh.a(SourceFile:121)
    	at cf.a(SourceFile:72)
    	at cf.e(SourceFile:120)
    	at cf.d(SourceFile:108)
    	at net.minecraft.client.Minecraft.j(SourceFile:1144)
    	at net.minecraft.client.Minecraft.run(SourceFile:674)
    	at java.lang.Thread.run(Thread.java:680)

    I'm trying to work out what i've messed up here, and i'm probably missing it like a total idiot, but if someone could point it out?



    Quite easy, you are missing some semicolons at chambre.0.txt


    Download my building pack, open a building and copy the first to lines to chambre_0.txt

    Then modify the second line to your needs
    Posted in: Mods Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from virror »
    Ahh, th Gay-bug : p


    lol not all of them.

    One man - five woman is not GAY!!!
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Some very strange happenings (i.e. definitely bugs)


    Posted in: Minecraft Mods
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    posted a message on EPICEST BUG EVER!!!
    Quote from punchin »
    Quote from Werzieq »
    it's a notch bug - you guys who dont use mods start walking in a direction, and very very far you'll find that two worlds will actually merge - he had said it in a blog post -

    Quote from Notch »
    Terrain generation, Part 1

    I read that when he first posted it, and I just read back through it. I don't see anywhere in there where it says that it could merge worlds. Could you pull just that part out for us? I see where he says that a lot of anomalies can occur really far out, but nothing about merging already generated and saved chunks of a world from a different save file.



    He says that very strange things start to occur - awkward generation etc. so i guess it might be something about merging worlds
    Posted in: Survival Mode
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    posted a message on EPICEST BUG EVER!!!
    Quote from lotlat »
    you flew into an invisible temporal time-space rip hole thingy thing something that caused you to collide with TWO WORLDS!!! it only makes sense



    it's a notch bug - you guys who dont use mods start walking in a direction, and very very far you'll find that two worlds will actually merge - he had said it in a blog post -

    Quote from Notch »
    Terrain generation, Part 1
    I’ve been promising to write a technical post on Minecraft for a while, but never really got around to doing so. I’m on a tiny airplane now, though, with nowhere to run, so here we go!

    One of the most complex parts of Minecraft is the terrain generation. When I changed the game over from being just single zones of a map to an infinite map, the terrain generation got a whole lot more complicated, as terrain needs to get generated on the fly as the player explores, and it has to be the same no matter what direction the player approaches it from.

    1) How infinite is it?

    First of all, let me clarify some things about the “infinite” maps: They’re not infinite, but there’s no hard limit either. It’ll just get buggier and buggier the further out you are. Terrain is generated, saved and loaded, and (kind of) rendered in chunks of 16*16*128 blocks. These chunks have an offset value that is a 32 bit integer roughly in the range negative two billion to positive two billion. If you go outside that range (about 25% of the distance from where you are now to the sun), loading and saving chunks will start overwriting old chunks. At a 16/th of that distance, things that use integers for block positions, such as using items and pathfinding, will start overflowing and acting weird.

    Those are the two “hard” limits.

    Most other things, like the terrain generation seeds and entity locations use 64 bit doubles for locations, and they do much subtler things. For example, at extreme distances, the player may move slower than near the center of the world, due to rounding errors (the position has a huge mantissa, the movement delta has a tiny, so it gets cut off faster). The terrain generator can also start generating weird structures, such as huge blocks of solid material, but I haven’t seen this lately nor examined exactly what behavior causes it to happen. One major problem at long distances is that the physics starts bugging out, so the player can randomly fall into ground blocks or get stuck while walking along a wall.

    Many of these problems can be solved by changing the math into a local model centered around the player so the numbers all have vaguely the same magnitude. For rendering, Minecraft already uses local coordinates within the block and offset the block position relative to the player to give the impression of the player moving. This is mostly due to OpengGL using 32 bit floats for positions, but also because the rounding errors are extremely visible when displayed on a screen.

    We’re probably not going to fix these bugs until it becomes common for players to experience them while playing legitimately. My gut feeling is that nobody ever has so far, and nobody will. Walking that far will take a very long time. Besides, the bugs add mystery and charisma to the Far Lands.

    2) Isn’t that terrain shape pretty awesome?

    In the very earliest version of Minecraft, I used a 2D Perlin noise heightmap to set the shape of the world. Or, rather, I used quite a few of them. One for overall elevation, one for terrain roughness, and one for local detail. For each column of blocks, the height was (elevation + (roughness*detail))*64+64. Both elevation and roughness were smooth, large scale noises, and detail was a more intricate one. This method had the great advantage of being very fast as there’s just 16*16*(noiseNum) samples per chunk to generate, but the disadvantage of being rather dull. Specifically, there’s no way for this method to generate any overhangs.

    So I switched the system over into a similar system based off 3D Perlin noise. Instead of sampling the “ground height”, I treated the noise value as the “density”, where anything lower than 0 would be air, and anything higher than or equal to 0 would be ground. To make sure the bottom layer is solid and the top isn’t, I just add the height (offset by the water level) to the sampled result.

    Unfortunately, I immediately ran into both performance issues and playability issues. Performance issues because of the huge amount of sampling needed to be done, and playability issues because there were no flat areas or smooth hills. The solution to both problems turned out to be just sampling at a lower resolution (scaled 8x along the horizontals, 4x along the vertical) and doing a linear interpolation. Suddenly, the game had flat areas, smooth hills, and also most single floating blocks were gone.

    The exact formula I use is a bit involved (and secret!), but it evolved slowly over time as I worked on the game. It still uses the 2D elevation and noisyness maps, though.

    STILL TO COME, ON TERRAIN GENERATION:

    Biomes!
    Caves and Large Features
    Trees, Lakes, and Small Features
    The nether!
    Now I’ll prepare for landing so I can switch flights!
    Posted in: Survival Mode
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    posted a message on EPICEST BUG EVER!!!
    Quote from punchin »
    Quote from Werzieq »
    I'm only using the NPC villages(millenaire) and the planes and a couple of minor mods like the gunpowder reed, hanagble clocks and minecolony. No, minecraft is not fine as it is

    Yes, Minecraft is fine. It won't merge worlds. It's your mods modifying minecraft that could cause that.

    And my bug is more epicester.


    lol whatever, never happened to me before xD
    Posted in: Survival Mode
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