Search found 63 matches

by MauveCloud
Wed Jul 11, 2018 7:57 pm
Forum: Millénaire in English
Topic: Quest building generation on pre-generated worlds
Replies: 3
Views: 453

Re: Quest building generation on pre-generated worlds

The Sadhu tree and Alchemist tower can generate before the associated quests, though having the quests started makes them much more likely to spawn. There are a few buildings that (at least by default) only spawn in new chunks after starting certain quest stages - mainly for the Mayan creation quest...
by MauveCloud
Tue Jul 10, 2018 5:15 pm
Forum: Suggestions
Topic: Creation quest anti-frustration idea
Replies: 2
Views: 492

Re: Creation quest anti-frustration idea

A good suggestion but keep in mind that these can spawn before you get the quest and so might already exist for you Umm... I believe I already mentioned that: (that hasn't spawned naturally beforehand - there are some that can) There are also some that have weight 0 by default, and therefore won't ...
by MauveCloud
Tue Jul 10, 2018 1:08 am
Forum: Millénaire in English
Topic: Confusing village/building design choices
Replies: 3
Views: 618

Re: Confusing village/building design choices

2. Indian and Japanese villages need significant amounts of white wool, even though neither culture raises sheep as far as I can tell (at least in the game, I haven't checked whether that's historically accurate). Indian villages use it for upgrading the bazaar, Japanese villages use it for buildin...
by MauveCloud
Thu Jul 05, 2018 7:18 am
Forum: Millénaire in English
Topic: Free Reputation
Replies: 1
Views: 397

Re: Free Reputation

I'm fairly sure it's intentional - looking at the village definition files, the prices for white wool in Norman villages vary from 7 d to 13 d depending on which village type you buy it from. However, the Japanese town hall definition does not include wool as a standard product from them to buy from...
by MauveCloud
Wed Jul 04, 2018 3:52 pm
Forum: Millénaire in English
Topic: Village reports
Replies: 2
Views: 375

Re: Village reports

Yes. Right-click the sign that shows the resources needed for the primary project, and then the right arrow to the second page. That shows counts of all items stored at town hall (sometimes it continues to a third page, depending on how many different types of items are stored; I don't think I've se...
by MauveCloud
Wed Jul 04, 2018 3:41 pm
Forum: Millénaire in English
Topic: Disabling default cultures
Replies: 3
Views: 639

Re: Disabling default cultures

Yes, though it'll be a bit time-consuming. Copy the files from the "lonebuildings" and "villages" subfolders of each culture you want to disable to matching subfolder structures under "millenaire-custom" (you'll probably need to create the subfolders there), and set the "weight" in the copies to 0.
by MauveCloud
Wed Jul 04, 2018 3:36 pm
Forum: Millénaire in English
Topic: Town hall info signs
Replies: 6
Views: 607

Re: Town hall info signs

In the Minecraft 1.12 builds of Millenaire (at least the recent ones, not sure about the earliest alphas for MC 1.12), the signs are fairly persistent - if I break one, it reappears after a second or two, and if I place some other block in its place, the block changes into the sign. The sign won't r...
by MauveCloud
Sat Jun 30, 2018 2:37 am
Forum: Millénaire in English
Topic: baked potato bug?
Replies: 6
Views: 602

Re: baked potato bug?

That's the Minecraft registry name for it. Town hall shops need the name from itemlist.txt, and afaik it isn't in that file by default, so you might need to add it.
by MauveCloud
Wed Jun 27, 2018 7:23 am
Forum: Suggestions
Topic: Update Sadhu Quest
Replies: 1
Views: 415

Update Sadhu Quest

While doing the Sadhu quest, I noticed some things about it that made it painfully clear it was written for a much older version of Minecraft, and one thing that will be confusing if left the same after Minecraft 1.13 releases (and Millenaire is updated to it): 1. The "Hindu Epics" sub-quest involve...
by MauveCloud
Sun Jun 24, 2018 3:18 am
Forum: Suggestions
Topic: Creation quest anti-frustration idea
Replies: 2
Views: 492

Creation quest anti-frustration idea

Several times recently, I have been frustrated when trying to get a key lone building to spawn that I need for one of the creation quests, even after significant exploration through biomes that the building should be able to spawn in. Perhaps this can be mitigated by doing the following: Once a ques...
by MauveCloud
Sat Jun 23, 2018 3:57 am
Forum: Millénaire in English
Topic: Whats next?
Replies: 7
Views: 987

Re: Whats next?

Right now there's a way to do it, but you have to mess with stuff a bit. For mine I wanted to make a world that resembled the show Bleach, so I dragged all of the culture folders except Japan from their original place into a new desktop folder. You have to do this before creating a new map. Then I ...
by MauveCloud
Mon Jun 11, 2018 4:34 pm
Forum: Millénaire in English
Topic: Confusing village/building design choices
Replies: 3
Views: 618

Confusing village/building design choices

Over the past couple of months playing the new 1.12 port of Millenaire, I've noticed some oddities in terms of design choices for villages and buildings, and I wanted to post them together, in case anyone could explain the logic behind them. Pointing out other oddities that I've missed is also welco...
by MauveCloud
Tue Jun 05, 2018 3:30 pm
Forum: Suggestions
Topic: Configuration for what blocks qualify as "ground" etc.
Replies: 9
Views: 1113

Re: Configuration for what blocks qualify as "ground" etc.

Actually, when I was testing this, I tried to make a custom blocktypes.txt that would set water as a ground block and remove it from the "liquid" and "artificial" block types, but it still showed as water on the village map. I never got around to tracking down why that didn't work, but think about w...
by MauveCloud
Tue May 22, 2018 4:47 am
Forum: Suggestions
Topic: Add distance to Slander/Praise dialog
Replies: 1
Views: 409

Re: Add distance to Slander/Praise dialog

(where the praise/slander will actually have some useful effect,) As far as I've been able to tell, any village actually listed will get a useful effect from the praise/slander. I've had worlds with villages far enough from others that only one or two others were listed in their diplomacy dialog, i...
by MauveCloud
Mon May 21, 2018 12:12 am
Forum: Suggestions
Topic: Building Priority Discussion Thread
Replies: 8
Views: 834

Re: Building Priority Discussion Thread

Just so it's clear, this is these are the priorities I ended up using for the merge request (the first on each line is for construction where applicable, though still there even for buildings it doesn't normally apply to, just in case; the others are for upgrades): Town halls: 600, 600, 580, 560, 54...
by MauveCloud
Wed May 16, 2018 6:29 pm
Forum: Suggestions
Topic: Building Priority Discussion Thread
Replies: 8
Views: 834

Re: Building Priority Discussion Thread

Your list seems decent to me, though I would give crafting buildings and "inner" node buildings (those that can't be built too far away) higher priorities. I don't think crafting building should get a higher baseline priority than raw-material or defensive buildings, though with multipliers for cor...
by MauveCloud
Tue May 15, 2018 4:15 pm
Forum: Suggestions
Topic: Building Priority Discussion Thread
Replies: 8
Views: 834

Re: Building Priority Discussion Thread

The core and secondary adjustments would have to be mostly automatic (whether I use an offset or a multiplier), because the building definition files don't know which tier they're at, and it will be different for different village types. However, I could look into making the adjustments configurable...
by MauveCloud
Tue May 15, 2018 3:31 am
Forum: Suggestions
Topic: Building Priority Discussion Thread
Replies: 8
Views: 834

Building Priority Discussion Thread

I've noticed that the priorities set for buildings are all over the place, with no discernible logic to them. For example, here is a mostly-complete list of priorities for the Byzantine buildings: Construction 1000000 Gift House 100000 Player Small House 100000 Player Large House 50000 Fisher 50000 ...
by MauveCloud
Tue Apr 24, 2018 6:31 am
Forum: Millénaire in English
Topic: Controlled village help
Replies: 2
Views: 671

Re: Controlled village help

What build were you on when you started the first controlled village? You might have run into the same problem shown in https://gitlab.com/Millenaire/Public/issues/170

Adding a layer of dirt at the top of your Fort's cellar should fix it.
by MauveCloud
Thu Apr 19, 2018 8:26 pm
Forum: Suggestions
Topic: Quests, we need more!
Replies: 9
Views: 971

Re: Quests, we need more!

Also time limits need to be more rare, quests should only have a time limit when the task is time sensitive imo There's also the problem of short-time-limit quests just before the villagers go "off to sleep". It makes sense for the "husband's lunch" quests to have a short time limit, but if I accep...
by MauveCloud
Thu Apr 19, 2018 2:41 pm
Forum: Millénaire in English
Topic: Help with house as lone building
Replies: 9
Views: 1072

Re: Help with house as lone building

If your building is large make sure the radius is large too. Sorry, no way to set the altitude - the anomalies have a special bedrock tag that changes the generation, but that only works for bedrock level buildings. No idea what's up with the biomes. Wait, what?! Bedrock level building tags exist?!...
by MauveCloud
Thu Apr 19, 2018 5:08 am
Forum: Suggestions
Topic: Quests, we need more!
Replies: 9
Views: 971

Re: Quests, we need more!

*I like how Frustrated Lumberman wants a tool made from another culture, we could do more with that for the other cultures Sure, but it should also check if the lumberman already has the tool, and block the quest in that case. In a multiplayer game, this could happen from another player completing ...
by MauveCloud
Wed Apr 18, 2018 3:58 pm
Forum: Millénaire in English
Topic: Editing Millenaire
Replies: 5
Views: 707

Re: Editing Millenaire

I was hoping someone else would chime in, since I don't play multiplayer. Since nobody has yet, I guess it's up to me to let you know that Millenaire puts its configs in subfolders under the mods folder (though a number of players have suggested to the author that they be moved to the config folder,...
by MauveCloud
Wed Apr 18, 2018 4:31 am
Forum: Suggestions
Topic: Configuration for what blocks qualify as "ground" etc.
Replies: 9
Views: 1113

Re: Configuration for what blocks qualify as "ground" etc.

The 1.8-1.11 versions of Millenaire may be able to be changed but Kinn is keeping most of his coding for 1.12 and onward You might be right in this case. A comment from him in a closed bug hinted that he plans to do something along these lines himself eventually, so he might not accept a merge requ...
by MauveCloud
Mon Apr 16, 2018 3:44 pm
Forum: Millénaire in English
Topic: Editing Millenaire
Replies: 5
Views: 707

Re: Editing Millenaire

The wiki isn't all that up to date, especially for the 1.12.2 version. As far as "rebuilding", I presume you've read the FAQ entry about how the villagers will apply any remaining upgrades but will not otherwise rebuild damaged buildings. I think that one is still accurate. Also, I just tested in cr...
by MauveCloud
Mon Apr 16, 2018 3:45 am
Forum: Millénaire in English
Topic: Editing Millenaire
Replies: 5
Views: 707

Re: Editing Millenaire

The in-game help explains this: Whatever the circumstances, certain principles do not change: villagers are vulnerable only to direct attacks (melee, arrows and potions). They are not affected by fire, fall damage, or cactus. This restriction is intended to prevent the player from killing them witho...
by MauveCloud
Sat Apr 14, 2018 11:23 pm
Forum: Suggestions
Topic: Quests, we need more!
Replies: 9
Views: 971

Re: Quests, we need more!

Ocelots currently have no drops so I don't think a kill the ocelots quest will work... Why would it need drops from the ocelots? I can think of a couple of other ways to detect when enough ocelots have been killed by the player: 1. Forge has a LivingDeathEvent, which Millenaire could probably subsc...
by MauveCloud
Thu Apr 12, 2018 8:34 pm
Forum: Millénaire in English
Topic: Millénaire 6.2.0 RC 3 - more fixes
Replies: 107
Views: 34438

Re: Millénaire 6.2.0 beta 24 - tweaks, new features

Download link still points to beta 23.
by MauveCloud
Thu Apr 12, 2018 7:54 pm
Forum: Suggestions
Topic: Feature Request: keep paths cleared of snow
Replies: 4
Views: 568

Re: Feature Request: keep paths cleared of snow

Technically, it is the value returned by the getBlockFaceShape method for the top face that affects whether snow layers can form on them. I haven't totally confirmed that it won't happen with new snowfall, but clearing snow from paths in a village that had snow fall in an older build will cause a bu...
by MauveCloud
Thu Apr 12, 2018 6:23 pm
Forum: Millénaire custom content
Topic: Dwarves, they diggy diggy hole.
Replies: 16
Views: 3436

Re: Dwarves, they diggy diggy hole.

Any chance of you coming back to this project? Well the thing is not every building has five stages, some have two and some have six. The range is more than that - I've found buildings that only have one stage (and I'm not just talking about player houses/plots - some cultures don't upgrade the grov...
by MauveCloud
Thu Apr 12, 2018 5:35 pm
Forum: Suggestions
Topic: Quests, we need more!
Replies: 9
Views: 971

Re: Quests, we need more!

The "find the eggs" quest seemed strange to me the first time I saw it, because the Mayan village involved was in the jungle, and some ocelots had gotten into the chicken farm and killed the chickens, so how could there be too many chickens? A quest to kill ocelots might make sense if there's a way ...
by MauveCloud
Thu Apr 12, 2018 3:16 pm
Forum: Suggestions
Topic: Configuration for what blocks qualify as "ground" etc.
Replies: 9
Views: 1113

Re: Configuration for what blocks qualify as "ground" etc.

Currently hard coded. I'm not so sure it's impossible to change it to pick up sets of blocks from config. I have a migraine today :( , but perhaps in a few days I can take a stab at setting up a merge request for this.
by MauveCloud
Wed Apr 11, 2018 12:28 am
Forum: Suggestions
Topic: Configuration for what blocks qualify as "ground" etc.
Replies: 9
Views: 1113

Re: Configuration for what blocks qualify as "ground" etc.

Okay, I've found out that there is a separate set of blocks that can be replaced with paths: only dirt/grass, sand, and gravel (and existing path blocks, as long as they're "unstable" - i.e. placed as part of a path rather than while constructing a building). My idea is to change the logic to be som...
by MauveCloud
Thu Apr 05, 2018 10:14 pm
Forum: Millénaire in English
Topic: Cross-mod functionality help
Replies: 0
Views: 318

Cross-mod functionality help

I use a moderately small number of mods alongside Millenaire (38 total according to the debug screen), but there are a couple of minor issues I'd like help with: 1. SEUS shaders makes the text above villagers' heads harder to read, especially if they're behind opaque blocks. I posted (with pictures)...
by MauveCloud
Wed Apr 04, 2018 11:27 pm
Forum: Millénaire in English
Topic: Millénaire 6.2.0 RC 3 - more fixes
Replies: 107
Views: 34438

Re: Millénaire 6.2.0 beta 22 - small fixes & improvements

Kinniken wrote:- Increased the default village radius to 80 and the default active radius to 300
Warning threshold for village radius is apparently still at 70, which means the new default will trigger the warning message.
by MauveCloud
Wed Apr 04, 2018 11:06 pm
Forum: Suggestions
Topic: Configuration for what blocks qualify as "ground" etc.
Replies: 9
Views: 1113

Configuration for what blocks qualify as "ground" etc.

While playing Millenaire with Biomes O Plenty, I discovered that only a very limited set of vanilla blocks are considered "ground" or "ceiling" blocks for purposes of determining what parts of a village map can be built on. This means that caves and ravines that have ceilings composed of sandy dirt/...
by MauveCloud
Sun Apr 01, 2018 9:20 pm
Forum: Millénaire in English
Topic: Millénaire 6.2.0 RC 3 - more fixes
Replies: 107
Views: 34438

Re: Millénaire 6.2.0 beta 21 - stairs & slabs & fixes

The link in the first post is broken at the moment. It tries to get 6.2.1 beta 20 instead of 6.2.0 beta 21. I was able to manually change things in the url bar and get the file, though.

BTW, I'm curious: are the new stairs and slabs added to any of the default building plans yet?
by MauveCloud
Sat Mar 31, 2018 12:19 am
Forum: Millénaire in English
Topic: Feature Request: translate names of things on signs
Replies: 5
Views: 676

Re: Feature Request: translate names of things on signs

I will add my vote to this as well. As of Beta 19, it is possible to use millenaire-custom to change the "native" names of buildings so they'll show in English in the village leader dialog (by the time I have enough reputation to buy one, I've probably also gotten my language status up to "fluent", ...
by MauveCloud
Mon Mar 26, 2018 8:29 pm
Forum: Millénaire in English
Topic: I appear without diplomacy points
Replies: 1
Views: 386

Re: I appear without diplomacy points

In a new world, your reputation in every village will start at Stranger (Незнакомец). You need to trade with them and/or do side quests to bring it up to Regular visitor (Постоянный посетитель) to get diplomacy points, and up to Friend of the village (Друг поселения) to get creation quests. Note: I ...
by MauveCloud
Mon Mar 26, 2018 4:46 pm
Forum: Millénaire in English
Topic: Help with house as lone building
Replies: 9
Views: 1072

Re: Help with house as lone building

Exporting the building (that I'd originally built in a survival world) converted the vanilla chests to either main chests or locked chests (I forget which), and seemed to prevent the building from spawning, so I converted them to "empty". Looking at the player building .pngs, they use 128/32/0, whic...
by MauveCloud
Sat Mar 24, 2018 10:12 pm
Forum: Millénaire in English
Topic: Help with house as lone building
Replies: 9
Views: 1072

Help with house as lone building

With some help from the guides in the Wiki and several tries, I was able to make myself a large starter house that spawns as a lone building: http://i.imgur.com/EkpTQbf.png This is with default textures. When I'm ready to actually start a new world, I will be using Sphax PureBDCraft textures, Optifi...
by MauveCloud
Sun Mar 18, 2018 4:54 pm
Forum: Millénaire in English
Topic: Millénaire 6.2.0 RC 3 - more fixes
Replies: 107
Views: 34438

Re: Millénaire 6.2.0 beta 16 - more fixes

MauveCloud, how much memory is running your Minecraft? I have a theory that the bug is related to memory load. My server has only 768MB of RAM, (previously 512MB,) and gets the bug frequently. However, when only one player is logged on, it seems to occur less. Do you have similar behavior? 6 gigaby...
by MauveCloud
Sun Mar 18, 2018 5:05 am
Forum: Millénaire in English
Topic: Millénaire 6.2.0 RC 3 - more fixes
Replies: 107
Views: 34438

Re: Millénaire 6.2.0 beta 16 - more fixes

- Reworked the villager tracking code to try and solve the sellers not coming bugs I'm not sure how I'd go about proving it, but it seems like this got worse in beta 16 instead of better - instead of occasionally forcing me to relaunch Minecraft to get the seller to show up, now certain villages wo...
by MauveCloud
Sat Mar 17, 2018 10:17 pm
Forum: Suggestions
Topic: Feature Request: keep paths cleared of snow
Replies: 4
Views: 568

Re: Feature Request: keep paths cleared of snow

The Minecraft Wiki page about grass paths doesn't mention this feature, so idk if it's entirely deliberate or just a side effect of them being 15/16 height, and I wasn't sure how useful it would be, since most of the Millenaire villages I'd seen had been in biomes where snow doesn't fall on the vill...
by MauveCloud
Sat Mar 17, 2018 7:54 pm
Forum: Millénaire in English
Topic: Sadhu tree spawned without quest - bug or expected?
Replies: 2
Views: 471

Sadhu tree spawned without quest - bug or expected?

While exploring around for new Millenaire villages (with Millenaire 6.2.0 beta 14 or 15), I got a chat message saying "Sadhu ke Peer" had been found at a certain distance to the southwest, even though I hadn't started the related quest (or even done any trading yet with the one Indian village I've f...
by MauveCloud
Sun Mar 11, 2018 6:15 pm
Forum: Millénaire custom content
Topic: Deep Ocean (islander) culture?
Replies: 1
Views: 757

Deep Ocean (islander) culture?

I'm curious whether it's possible to make a custom culture that will spawn in deep ocean biome - some sort of islander culture, like maybe Polynesians. I admit I don't know much about that culture so I'd need to do a lot of research, but first I want to make sure it would even work, and I'm having t...
by MauveCloud
Mon Nov 24, 2014 3:51 pm
Forum: Bug reports
Topic: Alchemist quest, digging a 5x5 hole to bedrock not working
Replies: 3
Views: 1083

Re: Alchemist quest, digging a 5x5 hole to bedrock not worki

This definitely needs more robust checking if possible. After using an IC2 mining laser in explosive mode to get down to the bedrock (which is flat for me because I use the BedrockLayer mod), it only showed that I had 10 exposed. Expanding the hole didn't initally help, but after a relaunch of Minec...
by MauveCloud
Thu Nov 13, 2014 11:11 pm
Forum: Millénaire in English
Topic: Millenaire! More than 11-century.
Replies: 2
Views: 1225

Re: Millenaire! More than 11-century.

I thought that was what the "Library" section was for. I'm not sure about balkon's weapon mod or ars magicka, but I'm pretty sure I saw at least one Millenaire add-on for Biomes O Plenty compatibility, and there's one for IndustrialCraft compatibility. Admittedly, the ones that were last modified 20...
by MauveCloud
Sun Nov 02, 2014 3:22 am
Forum: Millénaire in English
Topic: Why the extra folders in "mods" when installing?
Replies: 6
Views: 1416

Re: Why the extra folders in "mods" when installing?

What bugs do you mean for b? If the bugs are so easily solvable by editing those files, why haven't the default files that come in the download been updated with the changes?
by MauveCloud
Sat Nov 01, 2014 12:59 am
Forum: Millénaire in English
Topic: Why the extra folders in "mods" when installing?
Replies: 6
Views: 1416

Re: Why the extra folders in "mods" when installing?

That's not quite the same. I only tried it for a short time a few weeks ago, but the Ruins mod created a "resources" folder (with a number of subfolders, though many of them empty) under "mods" when I ran Minecraft with it installed (or possibly when I started a new game). It didn't require me to pu...