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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Does the 1.1 version already include the changes to the look of the shader that were mentioned earlier in the thread as being worked on?
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Hubba44

    If they are all Norman and one of them is a Gros Bourg, then the others are hamlets and it is indeed intentional.


    Nope, I've seen indian too, not sure about the other two cultures. And why is it normal if it's norman? :s

    EDIT: For clarification, the bunch of villages spawned are always all of the same culture as far as I've seen but I've seen that overall culture being norman and indian.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Something rather strange is happening in my game: Multiple villages are generated really close by each other at the same time. What will happen is basically that I walk around and if I get into an area suitably large for villages, up to four are spawned right next to each other in an instant. Also as far as I've seen all of the same culture. I don't think this is intentional.
    Posted in: Minecraft Mods
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    posted a message on PhoenixTerrainMod may be coming back!
    Ooh! Sounds awesome, good to have you back! :smile.gif:

    Khorn has been doing great work on the bukkit plugin. Great to see you're joining forces again! One question. Is there an IRC channel you two frequent? Or maybe there's another place where we can get in touch with you guys? From my experience, there end up being a lot of different threads and other places where comments are placed so that it can be a pain to monitor everything.
    Posted in: Mods Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    @MindTooth
    It certainly isn't a problem with the installer then - I did it manually.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    It seems no mod text is displayed anymore ingame for me - only the variables representing the text. For example when I press "v" I get "command.villagelist" etc.
    I also so no NPCs anywhere, the village I found only has its main building.

    All that when starting a new game with the patch 2.0.1
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    So is the japanese culture in the works? I might be able to help a hand with the naming etc.
    Posted in: Minecraft Mods
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    posted a message on [Millénaire] Extra buildings for Millénaire
    Thanks!

    Ok, so I have a hut and three upgrades ready now. What files other than the pngs do I have to edit / add to get it to work?

    Maybe for starters I'll try and replace the norman lumbermanhut with it. But I'd be interested to know how to add completely new buildings to a completely new culture as well. :smile.gif:

    Is there a documentation about the parameters in the building text files (like lumbermanhut_A.txt) available somewhere? I've checked the wiki but not found much in-depth stuff.
    EDIT: Actually, the one I mentioned does have some parts documented in the wiki, but not all.
    Posted in: Mods Discussion
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    posted a message on [Millénaire] Extra buildings for Millénaire
    Heyho guys,

    I'm currently playing a little with building plans and such and set out do do a simple lumberman hut and get it to work within Millénaire.

    What special blocks do I need to put in the plans? AFAIK, MainChest, standingPos and a sign are important but do I also need stuff such as sellingPos etc.? Or maybe only in an upgrade?

    Also, should I generally make all chests lockedchests so that the player can't steal from them?

    Lastly, I'm not sure on exactly what options I have to set up the "outside" of my buildings. I've seen "preserveground" and "allbuttrees", what other options exist, what do they do and which do you recommend I use?

    Thanks in advance! :smile.gif:
    Posted in: Mods Discussion
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    posted a message on [1.7.4] Strategic OreGen for SP & SMP
    Quote from mossman1223

    Sorry, but from my understanding of bukkit, it is only for plugins that create chat based/GUI related functionalities. Not for actually changing the game's code.


    It's the opposite, actually. With some of the newer plugins for Bukkit, you can actually mod more than with normal SMP code and certainly also the game code, not only things like chat. :wink.gif:

    Check out some of the plugins here: http://forums.bukkit.org/forums/plugin-releases.17/
    You can find documentation of Bukkit here: http://wiki.bukkit.org/
    Also, maybe it would be worth seeking to integrate your mod with the Phoenix Terrain Mod. The SSP version seems to be dead now that R-T-B won't continue working on it but someone else is working on the Bukkit version here: http://forums.bukkit.org/threads/wgen-phoenixterrainmod-v0-6-world-generator-1000.28520/

    I'd love a bukkit plugin version!
    Posted in: Minecraft Mods
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    posted a message on (1.7.3) InfiniteBiomes - Very large biomes!
    Hey, any chance for a bukkit version? I'd love to use the SmallBiomes version on my server. :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on MAtmos - Environmental sound atmosphere simulator
    Quote from Proloe

    So this is incompatible with HD Texture packs?

    Pity, this looks very interesting.


    No, he's talking about another MCPatcher (apparently some sorts of mod installer). I agree that this can be confusing though.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Hm, I've seen that there still seem to be two problems with the terrain generation that have been there for a while now.

    First one is that for some reason with the mod enabled, Minecraft tends to generate weird hill / mountainsides. Especially the top layers tend to have rectangular forms instead of being rounded towards the top. At least for me it really is prominent and kind of sullies the otherwise nice landscapes that are generated. Note that it doesn't much matter what settings I use for the TerrainMod. Currently I'm using values close to the default ones which should generate normal Minecraft landscapes.

    The second thing is that while it got better, there are still very straight biome-borders. It's not nearly as extreme anymore but still prominent IMO.

    I hope that can be fixed soon. :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [Millénaire] Extra buildings for Millénaire
    is there a way to convert .schematics or some other more easily manageable format to the mod's building plans?
    Posted in: Mods Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    is there any way to convert other kind of building plans that are a little easier to set up (like .schematics) to the building plans this mod uses?
    Posted in: Minecraft Mods
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