Millénaire 6.2.0 RC 3 - more fixes

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Millénaire 6.2.0 RC 3 - more fixes

Postby Kinniken » Fri Feb 23, 2018 10:27 pm

The first beta of Millénaire 6.2.0 is finally out!

Image

Download here: client & server download


21/04/2018 - RC 3

- Fixed bug where panels would sometime stay blank until reload
- Fixed bug where villagers would swim
- Various fixes to buildings

20/04/2018 - RC 2

- Village paths will now centre on "nodes" buildings like wells, small plazas etc (Norman, Indian and Byzantine cultures for now)
- New "node" buildings for the Byzantines by Ticlon and the Indians
- Leaves will no longer be removed around buildings, to avoid "tree stripping" effects
- Buildings in snowy biomes will now generate covered in snow
- Tags and shops added to buildings in new Millénaire releases will now retroactively apply to old buildings
- Chiselled stones can now be used in buildings; they cost stones, like stone bricks
- Fixed bug where wet bricks could be laid on top of an entity (like the player)
- Fixed bug where wet bricks would dry even at night
- Fixed bug where Indian smiths living in the Fort's forge would not produce swords and armours
- Fixed bug where villagers would replace grass with dirt when building
- Possible fix for bug where market merchants would have "doubles"
- Many building fixes, including by MauveCloud and MoonCutter
- Many language files by Orange1861


14/04/2018 - RC 1

- many bug fixes, optimisations and new small features since beta 1

13/04/2018 - beta 25

- Tweaked version check so that it works with MultiMC
- Greatly improved FPS when viewing the village map (MauveCloud)
- Improved the quality of village paths (they should stop taking weird detours)
- Fixed bug with the listing of items traded (in the inn) and items raided (in the town hall)

12/04/2018 - beta 24

- Added system where villages away from spawn can start with some initial progress (can be configured in settings)
- Re-enabled system that prevented villages from making unreachable buildings, and displayed unreachable zones on the map. This should reduce lag spikes due to villages with unreachable buildings.
- Millénaire will now display a message when it is not running the latest version
- Building plans and villager types can now be placed in arbitrary subdirectories of buildings/ and villagers/
- Fixed bug that would stop paths from being upgraded (MauveCloud)
- Fixed bug that would stop old paths from being cleared (MauveCloud)
- Fixed bug in rendering of path blocks
- Fixed bug where spawn point protection would not apply to lone buildings
- Added warning when the time has been reset to a past value, breaking Millénaire
- Updated support for Biomes of Plenty by MauveCloud
- Removed debug info from population panel
- Various building fixes by MauveCloud and Scojla


05/04/2018 - beta 23

- Village paths are now a little lower than normal blocks, like the grass paths
- Reworked the path textures so they use the dirt texture of the current texture pack
- Fixed a few glitches with path-laying
- Fixed the "village radius too high" warning to account for the radius increase
- Fixed bug where farmers would not plant crops if a tall grass or flower was on the planting spot
- Fixed bug where villagers would clear paths away from their villages, potentially including paths from very nearby other villages

04/04/2018 - beta 22

- Increased the speed at which villagers clear and set ground blocks when building
- Increased the default village radius to 80 and the default active radius to 300
- Red sand, hardened clay and new stone types will no longer be replaced by sand or dirt when generating villages or in new buildings
- Fixed bug that could cause villages from versions before beta 19 to have their population reset on load
- Reduced Gros Bourg spawning frequency

02/04/2018 - beta 21-2

- Emergency fix for bug in beta 21 that caused crashes when setting some Millénaire blocks
- Removed beta Inuit version packaged by mistake

01/04/2018 - beta 21

- Added stairs for timber frame, mud bricks, cooked bricks and thatch
- Added slabs for timber frame, mud bricks, cooked bricks and thatch
- Added support for fence and fence gates in all wood types
- Fixed bug in the village map refresh that could cause errors due to chunk unloading
- Fixed bug that prevented Byzantine villagers from harvesting silk
- Likely fix for a conflict with PrimalCore
- Brand-new 4-bit textures. Just kidding.

31/03/2018 - beta 20

- Villagers will now avoid clearing flowers and tall grass when building
- Villagers now use planks of types corresponding to their wood supplies when tending furnaces (they used to "cheat" and convert any wood to oak planks)
- The village list now also displays your orientation
- New Mayan tools icons by Lokosy
- Fixed a major bug from beta 19 where some villagers would not get properly updated client-side, leading to odd effects like them sleeping standing up or lying down during the day
- Fixed bug from beta 19 where villagers from previous versions could end up invisible
- Fixed bug from beta 19 where villagers' names would not show up in quests
- Fixed bug where leave-clearing could fail for some villagers
- Fixed bug where Summoning Wand could be used in other dimensions with weird results
- Fixed bug where Japanese crafter would make timber frames at the expense of paper walls as long as he had wood
- Indian villages will now spawn in savannah
- Added MauveCloud to the HoF for testing and a generous donation. Thanks!

28/03/2018 - beta 19

- Revised villager tracking system that should be more reliable than the old one
- New handling of millenaire-custom that enables overriding of almost any file
- Some new icons by Lokosy
- Added discovery of Millénaire recipes
- Added name of players keeping a village active to the new active village command
- Fixed bug in building cost calculation regarding Byzantine tiles
- When attacking an entity that is flying (like the player in creative), villagers will now path to the first solid block below it rather than to the entity itself
- Animal farms present when a village or lone building spawn will now have animals generated in them from the beginning.
- Fixed bug where saving and reloading a village would cause groves to revert to oak
- Fixed bug where non-oak saplings could grow into oak trees in groves
- Fixed bug where trees failing to generate in a grove would cause saplings to disappear
- Fixed bug in the display of imported and exported goods in the inn's panels
- Fixed bug where the Indian Creation Quest would crash Minecraft when done in MP
- Fixed bug where villagers would not get updated client-side in some cases
- Likely fix for some crashes reported with Sponge
- Possible fix for issue where buildings would often be built one level too low


All my thanks to the Alpha testers, particularly MoonCutter whose help was most precious.

Happy testing, and please report bugs in the new tracker: https://gitlab.com/Millenaire/Public/issues !
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Re: Millénaire 6.2.0 beta 1!

Postby Mythra13 » Fri Feb 23, 2018 10:56 pm

Thank you so much! I'm excited to finally try this mod out. I've been watching the progress since getting my new laptop last year, one which should be able to run the mod without as much issue as my last one.

God bless!
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Re: Millénaire 6.2.0 beta 1!

Postby FifthArchitect » Sat Feb 24, 2018 9:34 am

So it seems like custom structures don't support mod blocks.
Is there any chance of this changing? Or is that the sort of feature for the other Millénaire project?
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Re: Millénaire 6.2.0 beta 1!

Postby Kinniken » Sat Feb 24, 2018 10:37 am

Currently all blocks used by villagers need to be declared in a blocklist file, either the main one provided by Millénaire or a custom one you can add in millenaire-custom. However that can include blocks from other mods.

Your request is making me think though that I could add a system to auto-declare unknown block types specific to a building. I'll think about it for future releases.
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Re: Millénaire 6.2.0 beta 1!

Postby SupremeLooser » Sat Feb 24, 2018 11:44 am

:D
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Re: Millénaire 6.2.0 beta 1!

Postby mictali » Sat Feb 24, 2018 4:29 pm

Running MP I'm getting crashes

java.lang.Error
at org.millenaire.common.buildingplan.BuildingPlan.getBuildingPoints(BuildingPlan.java:1253)
at org.millenaire.common.buildingplan.BuildingPlan.build(BuildingPlan.java:526)
at org.millenaire.common.buildingplan.BuildingPlanSet.buildLocation(BuildingPlanSet.java:41)
at org.millenaire.common.world.WorldGenVillage.generateVillage(WorldGenVillage.java:403)
at org.millenaire.common.world.WorldGenVillage.generateVillageAtPoint(WorldGenVillage.java:663)
at org.millenaire.common.world.WorldGenVillage.generate(WorldGenVillage.java:176)
at net.minecraftforge.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:167)

When I start back up I'm getting errors related to entities

[11:21:13] [Server thread/WARN]: Tried to add entity millenaire:genericvillager but it was marked as removed already
[11:21:14] [Server thread/WARN]: Wrong location! (14, 70) should be (15, 73), EntityGenericAsymmFemale@: Ucan Colop U Uichkin/2845595087488400694/net.minecra\
ft.world.WorldServer@525f1172
[11:21:15] [Server thread/WARN]: Tried to add entity millenaire:genericvillager but it was marked as removed already
[11:21:15] [Server thread/WARN]: Tried to add entity millenaire:genericvillager but it was marked as removed already
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Re: Millénaire 6.2.0 beta 1!

Postby agon999 » Sat Feb 24, 2018 4:35 pm

This question should be in the suggestions but since this is the beta version "will you please add beds to the Hindus, Mayans, and Japanese playing in hardcore and large biomes" or an addition to allow the player to sleep on the floor like the villagers would be great.
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Re: Millénaire 6.2.0 beta 2!

Postby Kinniken » Sat Feb 24, 2018 10:27 pm

24/02/2018 - beta 2

- After the tragic deaths of too many brave builders, anti-creeper protection has been extended to the entire village (used to be only around finished buildings)
- Fixed a major bug that would stop the purse from properly holding coins in MP
- Fixed paths having the stone sound when breaking
- Fixed hired villagers not following the player around
- Fixed a bug that would cause Byzantine villagers to change clothes whenever they picked up a new item
- Fixed villagers not being able to open and close fence gates
- Fixed Byzantine villagers not harvesting grapes. Note: this implied rework to harvesting and planting goals that breaks the use of fields generated in previous versions of Millénaire.
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Re: Millénaire 6.2.0 beta 2!

Postby Teethdude » Sun Feb 25, 2018 4:43 am

Seems to be a bit of a bug when using it as a server. It just crashes when trying to startup. Beta 1 still works fine however.
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Re: Millénaire 6.2.0 beta 2!

Postby Mayor_Mike » Sun Feb 25, 2018 5:12 am

To add to Teethdude's Beta 2 failure, here's the crash log from the same server.
Attachments
crash-2018-02-24_23.36.13-server.txt
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2018-02-24-6.log
(14.33 KiB) Downloaded 97 times
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Re: Millénaire 6.2.0 beta 3!

Postby Kinniken » Sun Feb 25, 2018 8:08 am

25/02/2018 - beta 3

- Fixed stupid mistake causing server to crash on startup in beta 2
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Re: Millénaire 6.2.0 beta 3!

Postby MoonCutter2B » Sun Feb 25, 2018 8:26 am

This line is added to my config-custom.txt each time I start game (?) I have like 15 of them right now.

//Unique random identifier to count unique players if statistics are enabled
random_uid=6847162756599698432
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Re: Millénaire 6.2.0 beta 3!

Postby Kinniken » Sun Feb 25, 2018 8:52 am

Ok, new bug for the list. Obviously it's supposed to get added only if you don't have one already.
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Re: Millénaire 6.2.0 beta 3!

Postby FifthArchitect » Sun Feb 25, 2018 2:49 pm

This bed in a Norman village forge was built in such a way that it broke a wall.
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2018-02-25_09.46.39.png
2018-02-25_09.46.39.png (703.53 KiB) Viewed 21539 times
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Re: Millénaire 6.2.0 beta 3!

Postby Mayor_Mike » Sun Feb 25, 2018 5:57 pm

Mine's have the issue as well.
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2018-02-25_12.53.35.png
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Re: Millénaire 6.2.0 beta 4

Postby Kinniken » Sun Feb 25, 2018 9:39 pm

25/02/2018 - beta 4

- Integrated the languages fixes gather by the Language Team. Thanks!
- The One Probe will no longer make Millénaire villagers disappear
- Fixed bug where Millénaire slabs (half paths, byzantine tiles) would not display properly if smooth lightening was switched off
- Fixed a bug where the UID used for stats got duplicated in the config files
- More minor fixes
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Re: Millénaire 6.2.0 beta 4

Postby breakshadow » Mon Feb 26, 2018 4:28 am

Thanks for the latest beta. It works fine.
When generating the translation gap, can it generates an en-zh_cn(as sometimes en has more contents than fr) also?
Still working on Chinese translations.

EDIT: Am I getting it right, that the mod will generate translation gap file about my current language and the backup language?
I set my backup language to en and it won't generate en-zh_cn gap, only en-fr, fr-en, and zh_cn-fr. Is this normal?
Last edited by breakshadow on Mon Feb 26, 2018 11:27 am, edited 1 time in total.
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Re: Millénaire 6.2.0 beta 4

Postby Kinniken » Mon Feb 26, 2018 8:40 am

Normally fr and en are supposed to be in sync. If that's not the case that's a mistake on my part.

In any case it should generate the gap files based on your current backup language, if it's set to en it should use that as reference, that's not the case?
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Re: Millénaire 6.2.0 beta 4

Postby breakshadow » Mon Feb 26, 2018 12:55 pm

Crashed after clicking "Plan a raid" button(as the leader of Byzantine Culture).
log here.
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crash-2018-02-26_20.52.24-client.txt
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Re: Millénaire 6.2.0 beta 4

Postby bl0ke » Mon Feb 26, 2018 1:17 pm

I came across this version in Beta 4:
It used to be made from a different material previously - cobblestone maybe?
2018-02-26_13.09.38.png
Building
2018-02-26_13.09.38.png (2.29 MiB) Viewed 21179 times


The chests inside won't open and take a long time to break, they they're empty.
2018-02-26_13.09.46.png
Chests
2018-02-26_13.09.46.png (1.57 MiB) Viewed 21179 times
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Re: Millénaire 6.2.0 beta 4

Postby MoonCutter2B » Mon Feb 26, 2018 2:45 pm

If that is a mill ruin in the desert? Then its always been those Hindu cooked bricks and I'v never found anything in the two or tree chest there is.
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Re: Millénaire 6.2.0 beta 4

Postby Wadid1196 » Mon Feb 26, 2018 3:23 pm

I like this modyfication and I'm glad that this mod comes for MC 1.12.2. But I have one problem, bug or this option is not ready for now. I have blank window when I try talk with village leader. When I change game language to english, effect is the same. 2nd bug is since veriosn for MC 1.7.2. When I do quest xp balls are qlitched. I can't collect them, only follow me and irytate. I must lost them somere every time. From XP Bottles work fine.
I download mod from this site: http://www.9minecraft.net/millenaire-mod/. And screen shot.
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javaw 2018-02-26 16-09-58-723.png
Village leader window
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Re: Millénaire 6.2.0 beta 4

Postby Kinniken » Mon Feb 26, 2018 4:08 pm

Don't download it from third-party sites, do it from here. That bug you're having has already been fixed.
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Re: Millénaire 6.2.0 beta 4

Postby Teethdude » Mon Feb 26, 2018 5:29 pm

What I love most about that site is there's a lot of images taken from millenaire.org and they slapped on their watermark at the bottom.
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Re: Millénaire 6.2.0 beta 4

Postby Kinniken » Mon Feb 26, 2018 5:36 pm

Yeah, and some of their screenshots are not even Millénaire.
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Re: Millénaire 6.2.0 beta 4

Postby SHADOW » Mon Feb 26, 2018 8:21 pm

Bug to list - Impossible to open sign of merchant list in Inn if merchant started working.

Description:
If there is a merchant, that finally got to work and got some stuff in his Inn already, sign should not be possible to open.
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Re: Millénaire 6.2.0 beta 4

Postby skreek » Mon Feb 26, 2018 8:32 pm

I have the bug with the XP bubbles too. Only the bubbles from villager quests do this. Other disappear correctly. Seems the experience is added correctly to my experience, only the bubbles stay.

Another problem I have with your mod: When I start a new world everythings works fine. But when I travel around, discover the world and new villages and buildings, after a time the villagers and every mobs slow down. I can move normal, but every npc moves stuttering. Also when I'm digging the blocks often won't disappear immediately, they need 2-3 seconds. I never saw this before without your mod.

I have tested this today in a new world with beta 4 and it happens again. No other mods are installed except for forge.
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Re: Millénaire 6.2.0 beta 4

Postby Teethdude » Mon Feb 26, 2018 9:03 pm

I've noticed Norman Miners don't seem to cook sand or cobblestone. They'll collect it and store it.
I've tested this with Glass and Stone being required for a construction but they seem to still avoid cooking the materials.
Looks really funny that he has a huge collection of Sand. :lol:


Bit of an even funnier one, but the Pigs in the Norman Pig Farm don't seem to spawn inside the fenced area. There's pigs running wild all over the village now :lol:
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Re: Millénaire 6.2.0 beta 4

Postby Kinniken » Mon Feb 26, 2018 9:31 pm

skreek wrote:I have the bug with the XP bubbles too. Only the bubbles from villager quests do this. Other disappear correctly. Seems the experience is added correctly to my experience, only the bubbles stay.

Another problem I have with your mod: When I start a new world everythings works fine. But when I travel around, discover the world and new villages and buildings, after a time the villagers and every mobs slow down. I can move normal, but every npc moves stuttering. Also when I'm digging the blocks often won't disappear immediately, they need 2-3 seconds. I never saw this before without your mod.

I have tested this today in a new world with beta 4 and it happens again. No other mods are installed except for forge.


Hmmm. How many villages have you discovered? I suspect a bug where Forge keeps all those chunks active.
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Re: Millénaire 6.2.0 beta 4

Postby skreek » Mon Feb 26, 2018 10:05 pm

Kinniken wrote:Hmmm. How many villages have you discovered? I suspect a bug where Forge keeps all those chunks active.


Don't know exactly, I think 2 or 3 dozen. In my new world it may be a dozen or some more, in the last village I discovered I saw the stuttering again. Not as bad as in my other world, but clearly noticeable. Is there a way to list every disvovered village? Should have count them, at least in the beta 4 test... Maybe I start a new world tomorrow and count them.
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Re: Millénaire 6.2.0 beta 4

Postby FifthArchitect » Tue Feb 27, 2018 6:48 am

My log is being spammed with this message: [main/INFO] [FML]: CLIENT ERROR: Culture: norman: Could not find villager type: teenagermale
Just over and over again. The rest of the log is business as usual.
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Re: Millénaire 6.2.0 beta 4

Postby kjdiehl » Tue Feb 27, 2018 3:30 pm

Sorry for late notes- I only just realized how quickly development is proceeding, (and am quite excited!), but here's my notes from beta 1.

Beta 1 bugs:
Akhil Sinha, Pandit, an Indian lone building guy with a Ganesh relief sculpture. His clothing keeps glitching in and out. Like his skin keeps glitching from a fully robed Indian to a half naked one.

Norman guard houses generate beds half in the wall, replacing a block, so you can see them sticking out the outside. Identical to others' posts above.

Raiding bandits got stuck just outside of town. Milling about, never entering. I tried smoothing the land in front of them and they still didn't enter. I tried attacking them, and damage occurred, but mostly they glitched around and couldn't find me. Nor could I consistently hit them. Pretty similar in my experience to how combat went in the original version.

In my experience, unlike the original version, villages spawn nearly within sight of players initial spawn, and often in clusters of 3 or 4 villages. This is definitely cool, as they used to be so far apart as to rarely interact, but not sure if it's intentional or not.


Request:
Make Villagers, bandits, etc, appear on JourneyMap, just like is possible with all other mobs and players.


On the plus side, everything is already running wayyy smoother than it used to, and the newer building models and block types are a fresh and welcome sight. Village building generation seems cleaner as it interacts with the terrain, and the villagers seem to move smoother and make more sense in their activity than before. Great work! I can see this reinvigorating interest in Minecraft for lots of players! Thanks!
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Re: Millénaire 6.2.0 beta 5 - fix for TPS crashes!

Postby Kinniken » Tue Feb 27, 2018 10:13 pm

27/02/2018 - beta 5

- Fixed major bug that caused villages to remain active even when outside the activity radius, causing TPS crashes when too many villages had been generated
- Likely fixed major bug that caused random "ConcurrentAccessException" crashes
- Updated all languages to the 1.12 setup and updated the translation gap calculation to take the new lang files into account
- Fixed builders holding an untextured item when setting the old wooden slab by replacing them with the new ones
- Fixed XP orbs floating around the player when a quest has been completed
- Likely fix for the crashes when exiting the Trade UI when running some other UI-changing mods
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Re: Millénaire 6.2.0 beta 5 - fix for TPS crashes!

Postby JezzDawga » Wed Feb 28, 2018 10:19 am

Small bug, unable to harvest Byzantine crops at all, even after purchasing the skill.

Happens in both survival and creative, new and matured.

Thanks.
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Re: Millénaire 6.2.0 beta 5 - fix for TPS crashes!

Postby Teethdude » Wed Feb 28, 2018 12:59 pm

I've noticed that villagers sometimes change skin when the server is restarted or a singleplayer world is restarted.

I've noticed it so far with Mayan Women, Norman Miners and Norman Merchants. I didn't think this happened before but it might have.
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Re: Millénaire 6.2.0 beta 5 - fix for TPS crashes!

Postby Kinniken » Wed Feb 28, 2018 1:14 pm

Only on reload? Seems like a persistence problem with the skin. I'll check it out.
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Re: Millénaire 6.2.0 beta 5 - fix for TPS crashes!

Postby SHADOW » Wed Feb 28, 2018 3:00 pm

Kinniken wrote:Only on reload? Seems like a persistence problem with the skin. I'll check it out.


Most of the time that happens when villagers get glitched after players disappearance. If you go really far away from village and get back - villagers will start their goal, but after 1 sec teleport to their home and change their skin.
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Re: Millénaire 6.2.0 beta 5 - fix for TPS crashes!

Postby bl0ke » Thu Mar 01, 2018 12:11 pm

Beta 5: Stone path for Très Grand Terrain is generated inside the boundries of the terrain instead of outside the fence.
Also, would it be difficult to have new plots/buildings orientated so that they face the village centre as near as possible? It seems odd that a new plot on the edge of the village would face outwards.
2018-03-01_12.06.22.png
Très Grand Terrain
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Wrong blocks

Postby NikkoMwordlling » Thu Mar 01, 2018 6:02 pm

In the main building of Japan (Nouji Mura) are wrong chests.
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Re: Millénaire 6.2.0 beta 4

Postby skreek » Thu Mar 01, 2018 8:59 pm

skreek wrote:Don't know exactly, I think 2 or 3 dozen. In my new world it may be a dozen or some more, in the last village I discovered I saw the stuttering again. Not as bad as in my other world, but clearly noticeable. Is there a way to list every disvovered village? Should have count them, at least in the beta 4 test... Maybe I start a new world tomorrow and count them.


Was a little short on time the last days. Today I wanted to start, but I saw the new beta 5. So i tried this first. And after same time I can say it works fine. Great work, thank you!
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby Kinniken » Thu Mar 01, 2018 10:51 pm

01/03/2018 - beta 6

- Likely fix for the respawning issue that caused villagers to "loop" their actions
- Fixed bug where villagers' skins would reset on load
- Externalized building blocks' costs to blocklist.txt. This could cause some small changes in the resources needed to build some buildings.
- Added options to "mirror" buildings during importation, instructions will be added to the wiki
- Support for doors in other woods than oak
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby SHADOW » Fri Mar 02, 2018 10:55 am

Villagers doing nothing...

I mean, they can work and other stuff, but they don't want to talk with each other without Inn or tavern in the village.
Village looks dead without social people in them :(

They don't want to talk in most of villages (ex. Japanese Bukkyou Mura) and lone buildings (ex. Alchemist tower).

They are doing their goals (delivering resources or something else) and their next goal is "resting" until they reach their home.
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby SHADOW » Fri Mar 02, 2018 10:57 am

Villagers don't make any sounds on blocks breaking/placement.

Ex. - builders and lumberjack.
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby Kinniken » Fri Mar 02, 2018 11:01 am

Japanese villagers have a specific issue, they don't chat because nobody ever wrote dialogues for them. Other villagers should.

I'll check the sound thing but it worked last time I had tested that. Odd.
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby Ilovewash » Fri Mar 02, 2018 11:18 am

Hi,

I saw on a other topic that Inuit villages has been added but since, I didn't see any refer to it. Are they present in this current beta version ?

Thanks,


Maxime
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby MoonCutter2B » Fri Mar 02, 2018 3:02 pm

Inuits are currently alpha/beta testing in the 6.0.2 (or was it 6.0.1) version for 1.7.10 only.
I'm not sure what Kinniken's plans are for the Inuits in 6.2.0 but I guess he wants to wait until they are less buggy before adding then to 1.12.2.
I.e. my guess is that we will not see them until 6.2.1 or later.
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby Sebbepwnyou » Fri Mar 02, 2018 3:45 pm

Hi, I think I found out a bug with Villagers Quests. The Villagers quests reset sometimes ( not all times ) when you leave the Overworld and comes back. Like entering Nether or another mods world.
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby agon999 » Fri Mar 02, 2018 4:30 pm

Changes i'm constantly having to do is 1.) the orthodox village of the byzantine culture starts with the fishery requesting 216 sandstone. yes that is a good challenge except after its completed no sandstone is anywhere in the completion. the other villages start with the fishery already completed. 2.) the bricks in traded goods of the byzantine culture has no selling price and therefore they wont by any as well as the cider apples in the norman culture traded goods. 3.) the mayan culture villages i forget which one will request the gold ornaments for the market yet the craftshop isnt built yet. plus more please help
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby kjdiehl » Fri Mar 02, 2018 11:55 pm

Beta 5
Japanese wife I'll be right there repeat bug

Beta 6
Ioannis Kraikos, Bosko, lone bldg, bed busted loose and is floating as an entity in the corner, rather than fixed as a block.

Japanese Chief & Wife got stuck on top of each other and to the corner of a wood pillar inside the main bldg. At night, they'd separate and lie down, but in morning, back to being stuck. Breaking the pillar blocks released them.
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Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

Postby ProsperCraft » Sat Mar 03, 2018 1:08 am

Here is the bug reports forum - viewforum.php?f=12

check the posted issues, there are a lot of them already posted there.
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