|
Post by Victorian Rat on Feb 6, 2012 14:28:13 GMT -7
I have encountered a problem with Rc17v2 where the game crashes when building town Hall 2. I have tried to gather an error report but it doesnt show up when the issue happens unless im doing it wrong.
|
|
|
Post by CoconutCurry on Feb 6, 2012 18:06:44 GMT -7
Have you checked your modloader.txt file? Modloader is supposed to record all errors into that file.
|
|
|
Post by Victorian Rat on Feb 6, 2012 19:08:32 GMT -7
I decided to make start a fresh minecraft and make sure everything is updated, i couldnt find a modloader.txt but there was another modloader txt file the only thing i see out of place in is that it says "WARNING: soundpath is C:\Users\Katherine\AppData\Roaming\.minecraft//mods//minecolony// Feb 06, 2012 9:12:40 PM mod_MineColony load WARNING: End Mine Colony Loading Feb 06, 2012 9:12:40 PM ModLoader init FINE: Mod Loaded: "mod_MineColony MineColony rc17 for Minecraft 1.1.0" Feb 06, 2012 9:12:40 PM ModLoader AddAllRenderers FINE: Initialized"
|
|
|
Post by rscott6666 on Feb 6, 2012 20:27:17 GMT -7
Have you checked your modloader.txt file? Modloader is supposed to record all errors into that file. See above, Ldog has the same problem. I've fixed it here, and managed to complete the townhall2 without incident (other than growing tons of sugar reeds). Any of the people who know the link can download the files again (i've updated it) to see if it fixes their problems.
|
|
|
Post by ldog on Feb 6, 2012 22:45:37 GMT -7
Oh, keep forgetting to mention this. Furnaces still can't be removed by the builder. It seems like everything else is. Nice to see him reusing already manufactured parts now (slabs, stairs chests, etc). Door and bed were still problems (haven't verified with rc17v3 yet)
Is the "silk touch" staying with him or is that for testing purposes?
New buttons are blocking settler needs (I know it doesn't matter right now since they aren't consuming anything, but when y'all get around to adding it)
|
|
|
Post by rscott6666 on Feb 7, 2012 4:04:42 GMT -7
I'm not sure what the 'silk touch' is.
Hmm, furnaces and chests. I've lost quite a few that had lots of things inside of them when i upgrade a house. I don't know if i want to subject people to that.
|
|
|
Post by derdaoben on Feb 7, 2012 9:28:39 GMT -7
I don't know whether i have rc17v1 or 2 or 3, but i have these bugs: - House lvl5 upgrade button is availabl but no floorplan - lvl 2 Townhall causes Crash, can't be finished (3 builders also tried only one) - lvl 3 Warehouse casuses Crashs, can't be finished. Lvl 2 floorplan has an Cooblestone at wrong place (stairs) - NPC's have problems to meet each other at doors and Stairs (i think this is normal) - Miner destroys his own hut
|
|
|
Post by malmiss on Feb 7, 2012 10:24:33 GMT -7
i have found one thing so far and thats the bakery chest (there isnt anyone).
but the bakery is a nice building once its in lvl 3
|
|
|
Post by ldog on Feb 7, 2012 10:58:26 GMT -7
Good point Scott. I didn't think about that with the furnace, but yeah, it would suck just as bad as having a chest ganked.
Silk touch I mean like the enchantment. So builder will dig up coal ore blocks, grass, soil and other things you can't normally pickup. It makes him easily abuseable as a quarry.
Derdaoben, that would be v2. They aren't official versions, I just have been numbering them since they have been released to me. So last night was the 3rd time Scott made changes available to us.
The pathing problems (settlers getting in each others way) isn't new (although it does seem worse lately)
The only time I have seen the miner destroy his hut is when he decides to dig another staircase down. This seems to happen if the miner dies and the new one will decide to make his own path sometimes. I have also been able to fill in his new route and nudge him down the old one and then he seems to work fine after that. It is possible you are seeing a different issue though.
Malmiss, the bakery isn't a "finished" building per se. Like the barracks it is kinda a placeholder or sneak peak at potential buildings to come. It also shows the power of buildsigns as you can have whatever custom structures you can imagine built, whether they have a function or not.
|
|
|
Post by rscott6666 on Feb 7, 2012 11:18:05 GMT -7
Oh, that silk touch. Thats staying for now.
Yes, its abusable, but TMI is alot easier if thats what you really want.
I do want to fix the miner, but he has to wait, i did fix one thing with him, last night he dug up two of the furnaces next to him, i forgot to add them to the do not touch list for the miner.
The Baker is vlads project, i haven't seen it myself, though i am let to believe its finished. Maybe for RC18...
|
|
|
Post by meguel1523 on Feb 7, 2012 19:58:22 GMT -7
hey i have not been following this thread, but i did read the first page and it says u were gonna release it like a week ago, if u can tell me what problems causing the delay and btw i would love to test just msg me
|
|
|
Post by CoconutCurry on Feb 8, 2012 0:35:14 GMT -7
There are some major bugs that need to be worked out still.
|
|
|
Post by rscott6666 on Feb 8, 2012 20:40:35 GMT -7
I've made one last update. Mostly floorplan changes and towers from Vlad. Its still at www.mediafire.com/download.php?keqscefkjxlko1g. I will post it to the minecraft forums tomorrow if nothing goes horribly wrong. Thanks for all the testing, it really helped!
|
|
morak
Junior Member
Posts: 23
|
Post by morak on Feb 9, 2012 11:19:26 GMT -7
I not sure If I found a bug, do not understand process, or if it’s a mod conflict. I have build a town that has over 30 NPCs with at least two of every type (villager to the fourth tear) . I have specifically not crated a farmer or hunter to test the food system. I do have millionaire running but the nearest generated towns are over 300 Kilometers away and do not produce food my people would eat. There is some wild game that the non workers have killed but I have not provided them with any food. All of my villagers are happy or very happy even when doubling their initial taxes. I seen a wide verity of needs food from 296 hours to nothing listed for an occupied dwelling. The food numbers in box do not seem to correlate to what is in the box. I have five houses of the same type all with radically different amounts of food (mainly pork) but no discernable pattern in their needs. I read the Wiki description for food but have a few questions for the developers. 1) If they do not have bread but have a higher source of food is there and exchange rate for the better food. Example 1 pork = 10 bread. 2) Does time indicated in the residence home for food tell you how long before they run out or how much longer you have. 3) Is the food time in game hours or real time? 4) Is the food times for the home or each individual 5) Does the food need to be in individual dwelling boxes to be counted for that dwelling?
Just for clearly all times and numbers (except taxes) I’m speaking of are the food needs that are displayed when you select info on a dwelling. I have the following information but if there is better source about food please point me in the right direction: Villager: Basic inhabitant just after they spawn, or an inhabitant who lives at a citizen chest with no house built. Settler: Basic inhabitant who lives at a Citizen Chest with a Tier 1 House. Settlers living in tier 1 houses need 1 piece of bread every 6 hours to remain happy. When happy, Settlers pay Taxes to the town hall that can be used to pay the wages of your workers. Citizen: An Inhabitant who lives at a Citizen Chest with a Tier 2 House. Citizens living in tier 2 houses need 1 piece of bread every 6 hours, and 1 raw pork chop every 9 hours to remain happy. When happy, Citizens pay an increased level of Taxes to the town hall that can be used to pay the wages of your workers. Noble: An Inhabitant who lives at a Citizen Chest with a Tier 3 House. Nobles living in tier 3 houses need 1 piece of bread every 6 hours, 1 cooked pork chop every 9 hours, and 1 egg every 12 hours to remain happy. When happy, Nobles pay a greatly increased level of Taxes to the town hall that can be used to pay the wages of your workers.
|
|
morak
Junior Member
Posts: 23
|
Post by morak on Feb 9, 2012 11:24:58 GMT -7
Is their an official list of what happens when you upgrade each dwelling or trade building? I notice I have multiple builders and minors, and lumberjacks for some trade building but not all. please let me know so I can test the affects.
On a related not when I have two minors at the same mine they stopped telling me what they were out of and just stood there until I placed the items in their mob.
|
|