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Post by nirranu on Oct 23, 2011 9:01:44 GMT -7
something new happened last night. made a new world with some extra addons (i'll list them all incase it seems relevant) and it started out normal. I made/placed a townhall, pulled out the other job boxes and such. one male spawned, then 2 females. placed builder box and built his house, then builder went to work on the town hall next. i placed the lumber jack and miner boxes and all the settler home boxes and an extra one...4 homes total. picked build on those and it was night time. following day, i noticed...where's the other workers? Town hall says 8/8 1 worker 7 settlers. checked around town and all the house boxes. Found 2 females, 1 worker/builder. I killed the women to see if they would respawn and they didn't. Then made 5 more home boxes and placed them in an attempt to raise the population max and see what spawns. pop max up to 20 and only the two women spawned again. could this be another mod messing up your populations and the max in town hall?
Installed mods:
buildcraft2.2.1 mineColony0.8rc14 minecraftforge modloader modloadermp toomanyitems zadditionalpipes
So, then i started a brand new world again and I can't place the town hall block. i can make it, but i can't put it on the ground. the miner block was able to be placed, but not townhall.
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Post by nirranu on Oct 23, 2011 16:56:28 GMT -7
Today, did a fresh install of minecraft, put in all the addons and it seems to be working however this time the town hall only had building mats inside. the tools and boxes were missing. I updated a version of buildcraft i think and thats when the boxes dissapeared with the tools. would be great if someone would make a mod manager that i could just checkmark that mods i want to turn on and off before loggin into a world. would make trouble shooting a little easier to narrow down the conflicts
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Post by CoconutCurry on Oct 23, 2011 20:46:30 GMT -7
would be great if someone would make a mod manager that i could just checkmark that mods i want to turn on and off before loggin into a world. would make trouble shooting a little easier to narrow down the conflicts This is why I was all excited for the ModAPI that Mojang was supposed to make... and way bummed when they didn't. I mean, if they had, it'd limit mods a lot more, because they'd only be able to mod certain files, and not others, but having actual support for mods would have been nice.
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Post by JMTyler on Oct 24, 2011 6:57:15 GMT -7
Mojang definitely understands the importance of mods to the Minecraft community, so I feel pretty strongly that they're going to include the ModAPI in the final, official release of the game. Which is November 18th by the way! I'm really hoping they do this, because it'll be a huge step up in the quality of Minecraft as a whole and will really show their commitment to the community.
Sadly, by definition the ModAPI is going to be completely different from how mods are currently made, so it'll take a lot more work to port current mods over to it. I imagine we're going to have to wait a fair bit longer than usual before any of them support Nov18's update.
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Post by CoconutCurry on Oct 24, 2011 19:52:52 GMT -7
They might not actually change much... it'd be hard to make them compatible with the API, but they might keep it so you can mod it without using the API. The downside is that most people would expect mods to be compatible with the API.
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