6.0 public alpha! Villagers in custom buildings

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Kinniken
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6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sun Oct 05, 2014 10:11 pm

Hi guys,

It's been a long time since I've had real time to work on Millénaire. It was more than time I got a serious new feature going.

And here it is:

Image

Doesn't look like much - but it's a Millénaire villager living in a player-made building. Once you're leader in a culture, you can now chose to have your villagers inhabit buildings you've made yourself instead of having them built their own like usual. This work by either choosing the new "custom" village type (to get a player-made town hall) or by choosing a custom building type when adding a new building to a controlled village with the summoning wand.

This is a very early alpha and of course should not be used on worlds you care about, but if you want to have a go:
http://millenaire.org/dl/Millenaire6.0.0b1.zip
http://millenaire.org/dl/MillenaireServer6.0.0b1.zip

Note that it's only active for the Normans for now (though that's only a question of text files, if you see how I did it for the normans it's not hard to do it for other cultures). It's also pretty raw. I need better ways of detecting the size of buildings, of ordering the signs in the TH, of allowing the player to update an existing building, etc.

6.0 will also include quite a lot of bug fixes. I'll probably release it for 1.7.10, unless Forge gets updated to 1.8 very soon and the transition is easy.

Have fun, report bugs, the usual.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Mon Oct 06, 2014 12:55 pm

Very very cool, thanks mate!
Happy to see you back updating one of the best mods in MC :D

/MoonCutter

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Re: 6.0 public alpha! Villagers in custom buildings

Post by TheAlphaTurkey » Mon Oct 06, 2014 4:43 pm

Looks awesome! Glad to see an update!

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Teethdude » Tue Oct 07, 2014 12:55 am

That is awesome!

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Wed Oct 08, 2014 9:59 pm

Second beta, with a lot of bug fixes. Custom villages work much better, especially if they are in "unusual" locations:

Image

http://millenaire.org/dl/Millenaire6.0.0b1.zip
http://millenaire.org/dl/MillenaireServer6.0.0b1.zip

Some feedback on the new features would be nice ;)

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Thu Oct 09, 2014 5:53 am

Hi!

Any change log?
Console spam?
Is is backward compatible (but risky)?
Testing of existing stuff needed?

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Xour » Thu Oct 09, 2014 6:25 am

I've just had a look at this now and I love what you've done I also looked at the text files and it looks quite easy to replicate I may have a go if I find some spare time.
Two things I would like to mention. Firstly that perhaps there are a few too many chests required to start the build?
And secondly, while I haven't looked for a number yet and I may have missed something, I didn't see a number telling me the area in which I could place the signs and other required stuff into so I ended up with some signs outside the area that I had to move, i'm unsure whether it was the area or just a glitch causing it not to register the signs, so I wonder what the height area is as well.
Great stuff though loving the mod and the new features and keep it coming!

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Thu Oct 09, 2014 7:46 am

MoonCutter2B wrote:Hi!

Any change log?
Console spam?
Is is backward compatible (but risky)?
Testing of existing stuff needed?
I'll do a proper change log with the actual release. Your console spam should be fixed. Otherwise yes, backward compatible, but à vos risques et périls.

Testing of existing things can't hurt, particularly village generation and (normal) controlled villages.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Thu Oct 09, 2014 7:49 am

Xour wrote:I've just had a look at this now and I love what you've done I also looked at the text files and it looks quite easy to replicate I may have a go if I find some spare time.
If you can, that would be nice. Otherwise I'll do it. You won't be able to do everything though as there is a bit of culture-specific code left to do (for things like the indian bricks, the Mayan cocoa plantations...).
Xour wrote:And secondly, while I haven't looked for a number yet and I may have missed something, I didn't see a number telling me the area in which I could place the signs and other required stuff into so I ended up with some signs outside the area that I had to move, i'm unsure whether it was the area or just a glitch causing it not to register the signs, so I wonder what the height area is as well.
You're right, this should be mentioned. I'll add it to the creation sign.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Thu Oct 09, 2014 10:38 am

Installed new version but kept custom folder and updated to latest forge 1224.
Returned to existing world - no problem :)
Added LogisticsPipes - insane Console Spam :(
Removed LogisticsPipes again - spam gone - an improvement I think corresponding to 5.3

"Restoring old paths" - not as good as it sued to be (I think), lot of blocks e.g. dirt, are sometimes not restored when path is moved/updated.

Suggestions:
Add the new types of vanilla wood as "any wood"
Forestry has some nice backpacks - but Millenaire stuff, e.g. food and seeds are not accepted.

More bugs:
- Suddenly I get spam "Ill be right there" from one/all of the shops and the npc start to rubber band. I.e. dong the same thing over and over rather fast.
- Some of the signs are suddenly blank,
- A lot of doors are left open.

Restarting MC helps for a while.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Thu Oct 09, 2014 9:06 pm

Ok, beta 3:

http://millenaire.org/dl/Millenaire6.0.0b3.zip
http://millenaire.org/dl/MillenaireServer6.0.0b3.zip

Main changes:
- fixed nasty bug (from b2) that would cause Millénaire to generate villages thousands of blocks away, destroying FPS
- added custom villages to the Hindi culture

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Fri Oct 10, 2014 1:31 pm

B3
Old SSP world with existing villages:
- Most signs on normal houses, where people live, are blank.
- Sings on main building and on Inn's are ok.
- Some doors are still left open after npc passing - could be b1 or b2 problem.
- Some villagers stops updating, i.e. stands around chatting in the middle of the night, reloading MC "helps".

- consolse spam bug still there

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Fri Oct 10, 2014 7:45 pm

Thanks for the sign issue, I'll have a look. For the doors, I really doubt it's 6.0, I haven't changed anything anywhere close to it.

The villagers stopping to update might be due to a change I made to stop some crashes. If yes, it's a consequence of the village being damaged in some way. Was it working well before?

Can you give an update to the console spam bug? (A new listing?)

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Zigeris » Fri Oct 10, 2014 9:03 pm

Really cool, maybe this way I can really make my own castle in the style I desire. Think the ancient city of Jericho where the walls host housing units. I've said this before, and I will again, Millenaire, and like projects, are top 3 of my most treasured mods to minecraft. 1.) Seasons 2.)Millenaire 3.) Ships Mods (any that work with the combo of my Millenaire modpacks).

Can't wait to see more of this, I give it a try soon. Right now I am trying to fix the server spam that's rendered three worlds unplayble.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Fri Oct 10, 2014 9:09 pm

You mean Millénaire console spam? Can you provide listings?

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Fri Oct 10, 2014 9:15 pm

beta 4:

http://millenaire.org/dl/Millenaire6.0.0b4.zip
http://millenaire.org/dl/MillenaireServer6.0.0b4.zip

Mostly added support for Byzantine villages, plus a few bug fixes.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Fri Oct 10, 2014 9:20 pm

BTW, I'll likely do a release this weekend (a real one I mean). My dev time will soon be limited again, and I'd like to have some time for fix releases after this one is out.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Zigeris » Sat Oct 11, 2014 12:50 am

Listings? Well I tried locating the logs, but for whatever reason I cannot locate them. It is for the reg Millenaire, I was hesitant on updating anything modwise, till the other spam errors are fixed.


I've mutilated my mod pack to a point where it depressed me. This has been a third attempt to create a LAN server world :<. But I did the order incorrectly, I added the desired mods AFTER I installed and created a world with Millenaire Villages. I believe now I must recreate the worlds, sadly, and lose a lot of work (written books, census' and decrees), and add all the other mods, then Millenaire, THEN create the world.

However, this new project of yours is very interesting to what I hope to achieve. So I would love to test this out and report back data and examples of what I create with it.


Mod Pack listings:

Weather & Storms
Carpenters Blocks
Archimedes Boats
Animal's Plus (Broke Millenaire) (Spam)
BackPacks (Broke Millenaire) (Spam)
Food Plus (Broke Millenaire) (Spam) (Replaced vines to caramel blocks)
Electricity Mod
RadixCore
Minecraft Comes Alive
Ropes Plus
Opifine
Fast Minecraft
Lag Fix

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sat Oct 11, 2014 5:31 am

Testing B4

SSP world, only Millenaire installed:
- extreem lag the first few minutes and lots of chunks not loaded. Better after a while.
- found first village, mayan
- house signs still blank, town center signs ok
- some paths went right through a house and doors and floor destroyed.

= first set of logs. https://dl.dropboxusercontent.com/u/587 ... enaire.zip

Staying right in the middle of the villages and adding buildcraft:

- Console spam :(

= sencond set of logs https://dl.dropboxusercontent.com/u/587 ... dcraft.zip

Will try to leave village and return to see what happens then.

- spam stopped once I left the village area.
- found new village
- spam started again

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sat Oct 11, 2014 7:05 am

MoonCutter2B: the log says this:

[07:29:16] [Server thread/INFO]: [CHAT] Pech Hunyg: Error in onUpdate(). Check millenaire.log.

Can you check the millenaire.log? ;) It's the one that will have the actual error.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sat Oct 11, 2014 7:06 am

Zigeris wrote:Listings? Well I tried locating the logs, but for whatever reason I cannot locate them. It is for the reg Millenaire, I was hesitant on updating anything modwise, till the other spam errors are fixed.
You're complaining about server spam, didn't you mean logs? The Millénaire one which is most likely to contain the details is in your server directory, then mods/millenaire . I can't do much without it.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sat Oct 11, 2014 7:08 am

MoonCutter2B wrote: - extreem lag the first few minutes and lots of chunks not loaded. Better after a while.
- found first village, mayan
- house signs still blank, town center signs ok
- some paths went right through a house and doors and floor destroyed.
I'm skeptical of the path one... You're sure it's new? I just don't see what I could have done in 6.0 that would break the paths. Well, I'll have a look.

I have an idea for the lag one however.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sat Oct 11, 2014 8:11 am

Hi again!
Regarding strange path - no idea if it new. I just reported it since I saw it for the first time. The house has two doors so I think the algortihm got confused.

The log are at https://dl.dropboxusercontent.com/u/587 ... enaire.zip

I'm not sure its from the prev test but its full of errors anyway.
I will make another clean test asap, give me 10 minutes or so :)

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sat Oct 11, 2014 8:25 am

New log from new b4 world.
Just found one lonely building with one villager.
Added buildcraft.
https://dl.dropboxusercontent.com/u/587 ... h-spam.zip

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sat Oct 11, 2014 3:26 pm

Hi MoonCutter2B,

Can you redownload b4 and give me the new logs? I've added some extra debug that might help me figure out the issue with your logs.

Thanks

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sat Oct 11, 2014 8:04 pm

Ok something has changed I think.

4 logs in one zip
- one from initial crash, only Millenaire in stalled, Could be when 1:st village is created. More of a MC crash I think
- second is from before I add BuildCraft
- third is after adding BuildCraft, huge log, but no console spam :)
- fourth is after also adding LogisticsPipes, ran around and found a second village, still no spam :)

https://dl.dropboxusercontent.com/u/587 ... ndTest.zip

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sat Oct 11, 2014 8:19 pm

Did another test on another new world same procedure but different mods, same result.
No spam but huge logs.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sat Oct 11, 2014 10:03 pm

Thanks.

I've done an other update (same dl) that should fix the huge logs, though not the underlining issue. Can you try again and give the starting logs?

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sun Oct 12, 2014 6:22 am

Done.
Added a readme with some info and thoughts.
https://dl.dropboxusercontent.com/u/587 ... D-logs.zip

Is it correct that you cannot recreate this on your computer, if so maybe we should have a look on what the difference is?

Edit:

I also did the inversed test,i.e. removing mod (buildcraft again) from new world - same result :(
Norman village this time.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sun Oct 12, 2014 8:09 am

One more update. This one will throw a lot of logs. I'm really wondering what weirdness those mods are doing with the Minecraft items! ;)

I can't run other mods in my dev environment and I no longer have a normal Minecraft 1.7 set. If this goes on I'll put one back rather than depend on you...

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sun Oct 12, 2014 9:09 am

I did some digging on yet another new world.

I found these lines in the forge client log:
[10:56:14] [Client thread/DEBUG] [FML/millenaire]: Skipping automatic mod millenaire entity registration for already registered class org.millenaire.common.MillVillager$MLEntityGenericAsymmFemale
[10:56:14] [Client thread/DEBUG] [FML/millenaire]: Skipping automatic mod millenaire entity registration for already registered class org.millenaire.common.MillVillager$MLEntityGenericSymmFemale
[10:56:14] [Client thread/DEBUG] [FML/millenaire]: Skipping automatic mod millenaire entity registration for already registered class org.millenaire.common.MillVillager$MLEntityGenericMale
[10:56:14] [Client thread/DEBUG] [FML/millenaire]: Skipping automatic mod millenaire entity registration for already registered class org.millenaire.common.EntityMillDecoration
[10:56:14] [Client thread/DEBUG] [FML/millenaire]: Skipping automatic mod millenaire entity registration for already registered class org.millenaire.common.entity.EntityTargetedGhast
[10:56:14] [Client thread/DEBUG] [FML/millenaire]: Skipping automatic mod millenaire entity registration for already registered class org.millenaire.common.entity.EntityTargetedBlaze
[10:56:14] [Client thread/DEBUG] [FML/millenaire]: Skipping automatic mod millenaire entity registration for already registered class org.millenaire.common.entity.EntityTargetedWitherSkeleton

The first of these lines contains the same "thingy" (MLEntityGenericAsymmFemale) that is in the line of the first exception:

6.0.0b4 12-10-2014 10:56:28 Exception in isPossible() for goal: getgoodshousehold and villager: MLEntityGenericAsymmFemale@: Thilda Falko/6088230840952089136/[email protected]
6.0.0b4 12-10-2014 10:56:28 java.lang.NullPointerException
at org.millenaire.common.goal.GoalGetGoodsForHousehold.getDestination(GoalGetGoodsForHousehold.java:37)
at org.millenaire.common.goal.GoalGetGoodsForHousehold.isPossibleSpecific(GoalGetGoodsForHousehold.java:62)
at org.millenaire.common.goal.Goal.isPossible(Goal.java:281)

Could be a clue.

I will text the new version asap.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sun Oct 12, 2014 9:23 am


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Re: 6.0 public alpha! Villagers in custom buildings

Post by felinoel » Sun Oct 12, 2014 10:49 am

Kinniken wrote:Hi MoonCutter2B,

Can you redownload b4 and give me the new logs? I've added some extra debug that might help me figure out the issue with your logs.

Thanks
Is that this issue?
http://millenaire.org/wk/index.php?titl ... ugs_in_5.3

If it is then people have been complaining about it for a couple versions now and I really had to persuade them to even mention it on the above link because they thought that you would have seen it in the MCF thread (which you wouldn't which is why the above website even exists).

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sun Oct 12, 2014 10:58 am

Yes it is the same issue.
Its mentionned in several threads in this forum and also several times on micraftforum.net in different versions.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sun Oct 12, 2014 11:49 am

ok, another test.

I first added a mod that is loaded after Millenaire - no exceptions, no spam, huge log
I then added a mod that is loaded before Millenaire - lots of exceptions, no spam, even bigger log

Hope this helps.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by felinoel » Sun Oct 12, 2014 3:26 pm

MoonCutter2B wrote:Yes it is the same issue.
Its mentionned in several threads in this forum and also several times on micraftforum.net in different versions.
Just making sure Kinn knows that it is the same issue.


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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sun Oct 12, 2014 5:27 pm

MC crashed at loading :(
https://dl.dropboxusercontent.com/u/587 ... A-logs.zip

A Mill problem

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sun Oct 12, 2014 6:47 pm

Stupid bug! Fixed though. Try again please.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Sun Oct 12, 2014 8:08 pm

:D :D :D :D :D :D :D :D :D :D :D :D :D
YES!!
No spam, small logs and no exceptions anywhere that I can see!

Well done ans thanks mate.

Looking forward to the official 6.0

/MoonCutter

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Re: 6.0 public alpha! Villagers in custom buildings

Post by HusamPL » Sun Oct 12, 2014 8:15 pm

In newest version norman's have constructors?
In 5.3 they don't have and this culture can't expand.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sun Oct 12, 2014 9:08 pm

New release again:

http://millenaire.org/dl/Millenaire6.0.0b6.zip
http://millenaire.org/dl/MillenaireServer6.0.0b6.zip

Biggest chance is that all cultures are now available with custom villages. Otherwise mostly minor fixes.

Unless some big new bug comes up I'll do a release in a day or two. I'd be grateful if extensive testing could be done. Including boring stuff like making sure all the different custom buildings work fine.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sun Oct 12, 2014 9:08 pm

MoonCutter2B wrote::D :D :D :D :D :D :D :D :D :D :D :D :D
YES!!
No spam, small logs and no exceptions anywhere that I can see!

Well done ans thanks mate.

Looking forward to the official 6.0

/MoonCutter
Great! Thanks for the confirmation. It was a fairly nasty bug, hence all the back-and-forth it took to fix it...

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Sun Oct 12, 2014 9:10 pm

HusamPL wrote:In newest version norman's have constructors?
In 5.3 they don't have and this culture can't expand.
What village type is it? Do you have other mods installed? I don't know what bug you're having but it's not general, I just tried a Gros Bourg and it's expending fine.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Zigeris » Mon Oct 13, 2014 12:15 am

Testing the PA 6.0 and discovered that the villagers will spam as if they're going to come out and buy/sell things from me.

And I am unable to buy or sell.

Log Reg:

http://paste.ee/p/gn3M3

is all the data I can find. I am trying to find a specific log for Millenaire?
addfrr.png
addfrr.png (167.17 KiB) Viewed 11665 times

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Re: 6.0 public alpha! Villagers in custom buildings

Post by felinoel » Mon Oct 13, 2014 2:27 am

MoonCutter2B wrote::D :D :D :D :D :D :D :D :D :D :D :D :D
YES!!
No spam, small logs and no exceptions anywhere that I can see!

/MoonCutter
Glad to hear that, people have been very upset about it for some time now... /:

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Mon Oct 13, 2014 11:34 am

Zigeris wrote:Testing the PA 6.0 and discovered that the villagers will spam as if they're going to come out and buy/sell things from me.

And I am unable to buy or sell.

Log Reg:

http://paste.ee/p/gn3M3

is all the data I can find. I am trying to find a specific log for Millenaire?
I don't know if it's linked, but your log starts with errors from another mod: org.multimc.onesix.OneSixLauncher

Can you try without this mod which seems broken? Also, is it a general problem with all villages or just with a specific one?

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Mon Oct 13, 2014 2:23 pm

B6:

Signs outside individual houses are still blank on normal villages. SSP
Main house signs are ok.

could be an initial update thingy. will play this village for a while and see what happens later.

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Re: 6.0 public alpha! Villagers in custom buildings

Post by Kinniken » Mon Oct 13, 2014 3:49 pm

MoonCutter2B wrote:B6:

Signs outside individual houses are still blank on normal villages. SSP
Main house signs are ok.

could be an initial update thingy. will play this village for a while and see what happens later.
Is this in new villages or in worlds saved from earlier versions? Or both?

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Re: 6.0 public alpha! Villagers in custom buildings

Post by MoonCutter2B » Mon Oct 13, 2014 4:10 pm

Fresh world and normal village, this time a norman village.
All new houses has blank signs.
Looks like all signs that are frequently updated, e.g. Inn, Market and Main building are ok.

Looks like verything else works so far (but they have build their village on rough terain).

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