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Post by ldog on Jan 29, 2012 17:22:23 GMT -7
Were you using floorplans from the editor (forgot who made it) ? That is where I ran into problems with the beds, chests and doors. He had them wrong in his lexicon.
At any rate, so far with 17 working well. The problems pmardle and I have reported are caused by bad floorplans; that isn't a bug, that is just datafiles that need some quick fixes.
New builder seems to be working quite well. Last map I even dug way down and plopped chests there. Builder dug out around them and built.
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Post by ldog on Jan 29, 2012 22:12:00 GMT -7
So this has nothing to do with testing, except that it was a random seed for a clean install to test Minecolony and it is awesome. -4307820018194274656 It is a good sized island of plains where you spawn, with taiga to the south, swamp to the east. Large continent nearby and also a mushroom island not too far off.
Most of all though it has the most epic cave system I've seen. It is immense. Actually right under the spawn is a huge cavern with water, lave and tons of ores at around 13 (takes a bit of travel to get there unless you dig straight down)
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Post by rscott6666 on Jan 30, 2012 5:01:25 GMT -7
I've gotten 2 or 3 major bugs fixed, i'll put another copy out there tonight.
Someone on reddit mentioned that when they start a new world, they type in the current date. I've found some nice worlds that way. It works good for me because i am forever starting new worlds.
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Post by Peter on Jan 30, 2012 5:46:37 GMT -7
Cool.. Wish there was a half way house between the "Usual" minecraft terrain generation and the flat world. I understand the flat world is for creative mode epic structures .. but a flatter main world would be useful too
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Post by ldog on Jan 30, 2012 10:35:30 GMT -7
I do too. MCTerra will let you generate like that Pmardle. While it is unfinished and half the features in the menu aren't implemented, you can generate a flatworld that has defined layers (i.e. bedrock 1, stone up to 59 , dirt to 63) which will also perform normal ore & other generation. So pretty much just no surface oceans and trees.
It doesn't override the normal generation, so if you go past the area you generated it will be the usual.
I seem to remember the lumberjack planting seedlings after he cut down a tree before. He isn't doing it anymore. He does take them from the chest. I do use nature overhaul though and the new version doesn't seem to work so great, although I may just need to tweak config.
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Post by rscott6666 on Jan 30, 2012 10:55:52 GMT -7
Haven't touched the lumberjack, and he works on my machine. So it might be the nature overhaul (never heard of it).
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Post by Peter on Jan 30, 2012 11:28:59 GMT -7
Yep, lumberjack seems to work fine for me....(testing MC with no other mods..)
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Post by ldog on Jan 30, 2012 11:56:43 GMT -7
So it isn't my imagination and he should be planting? Will remove NO18 and see what happens. What it does is allows plants & trees to spread on their own. They also die on their own. So when saplings fall they will plant themselves, grass and flowers can spread, etc.
My issues may be the biome settings as well (you can turn it on or off, but it allows different rules for different biomes). Previously I have built in forest biomes, this time I am in plains. I may have to move the lumberjack so his workarea is in the nearby tiaga.
With 1.0, NO17 and MC RC16 I thought I was seeing both lumberjack plant his own trees and trees spreading on their own. I am getting old and senile though. I coulda swore I set him out in an empty area once and gave him a stack of saplings and he planted his own forest.
I know some things I am noticing are old, just looking at things more critically since we're actually looking for bugs makes things stand out more I guess.
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Post by Peter on Jan 30, 2012 14:49:28 GMT -7
The lumberjack will and should plant his own trees if you give him saplings..
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Post by ldog on Jan 30, 2012 15:17:20 GMT -7
Thanks, I thought so. Will remove NO and see how it goes. Also after watching the farm a bit more, and doing some running through the fields myself it seems like jumping on farmland is causing it to untill, not merely walking back and forth on it. So I'm guessing that is proper behavior (would help if Jeb was more specific about changes) ?
So anybody else having graphical glitches or is it just me?
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Post by ldog on Jan 30, 2012 18:05:27 GMT -7
Apparantly not NO causing it. Haven't a clue. Lumberjack wont even take saplings, unless maybe he doesn't like NEI created ones *shrugs* I tried all 3 flavors as well.
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Post by Peter on Jan 31, 2012 1:34:16 GMT -7
I assume he has plenty of dirt located in his immediate area, also probably worth checking his working range in the properties file hasn't accidentally been changed to 1 or something silly..
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Post by lilleman on Jan 31, 2012 5:49:01 GMT -7
Tested with Modloader and Single player command: work great, haven't seen any bug yet (builders, miners, lumberjacks and farmers are working perfectly). ldog: About chests and beds, I didn't find any bugs in my custom lexicon or in the official lexicon file, just make sure you leave an empty space next to your bed (it's 2 block long, if you put a "clear" block your builder will cut your bed in half). About doors, I just made some changes in my lexicon file to avoid a small issue ( a door was mirrored) The only change was: |4=64,4,1 'Door |2=64,1,1 |3=64,3,1 |1=64,2,1 I'm currently working on the next version of my editor, and this time it will work with the original lexicon file.
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Post by ldog on Jan 31, 2012 9:49:40 GMT -7
So last night I had no graphical glitches, and I ran for several hours. So I guess rebooting resolved it(since I shut it down on weeknights) Peter: Lumberjack is cutting down the trees fine so not his area. I just have to go plant them for him. Since you guys say it is working fine for you I am going to chalk it up to a conflict with another mod. When the builder removes doors and beds he puts half blocks in his inventory. Also he still doesn't re-use them (he does seem to be using stairs, slabs, & bricks at least). Other than that he seems to be working pretty well and I like the changes. Warehouse2 floorplan was the only problem for the warehouse, 1,3 & 4 are fine. lilleman: There was something with the bed direction though. It was some time ago, you might have corrected it since. The doors for sure were the wrong orientation (but you knew that ). Glad to hear you are still working on it and that you are changing it to the default lexicon. I was going to suggest that but I forget to do things. It is a handy little program. Leaving for Puerto Rico in the morning so probably won't have much internets (or computer time) for the next week.
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Post by chrisbitz on Jan 31, 2012 17:17:05 GMT -7
I've come across a couple of possible builder related problems.
when upgrading a coupld of houses, house 1 seems to work ok, but house 2 ha starts off, and does about 3 rows, and then takes the signpost, and finishes, leaving the house with a diagonal stone stripe! if I do repair house, sometimes he finishes correctly, sometimes he does another row, and then finishes again.
Also, upon upgrading to house 3, he's stopped does to needing 32 cloth. I've given him about 60 wool, and he's not taking it. Is cloth different somehow?
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