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Post by rscott6666 on Jul 18, 2012 17:38:47 GMT -7
Never experienced that. And hard to imagine its minecolonies fault. Except maybe, what O/S are you using?
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Post by Victorian Rat on Jul 18, 2012 17:52:55 GMT -7
Im using windows 7 64. I have had the sound go before but it always came back after restarting Mc. Now since updating its done.
Edit: I have reinstalled it again, time Number 5 so the sound is back but its weird that it would only work after installing it once again. Also i notice my workers keep randomly dieing, my lumber jack died for no reason when i opened my file.
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Post by rscott6666 on Jul 19, 2012 3:44:04 GMT -7
What do you mean, reinstall? Minecraft? MineColony? Are the new files any different than the old ones?
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Post by eddyfredd on Jul 19, 2012 6:04:17 GMT -7
If you really want to reinstall, backup your .minecraft folder, delete the folder and install everything new.
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Post by Victorian Rat on Jul 19, 2012 11:42:56 GMT -7
What do you mean, reinstall? Minecraft? MineColony? Are the new files any different than the old ones? I mean back up my saves and delete everything reinstall. It looks like everything is there sound file wise so i dont know why it keeps cutting out. Right now after the last install it seems to be working. Edit: So i noticed something in my resorces file im missing files, i have the new sound but im missing music,new music,sound and streaming. Im thinking that this is Minecrafts.fault because they arnt being donwloaded when i re-install. Its just a coincidentance that it coincides with the new Minecolony. It seems pressing F3 and S seems to bring the sound back, im going to keep using that if he goes away again. Now the only other issue is when i log into my file the workers die.
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Post by matts1 on Jul 19, 2012 18:25:24 GMT -7
In between my saving chunk crashes.. Some my workers tend to die when I first start up as well.
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Post by Morettale on Jul 19, 2012 23:23:47 GMT -7
Found two: 1. When the guys stationed inside the first/second floor of the towers spot an enemy outside, they shoot the heck out of the inner tower walls between them and the target (not to be confused with walls that the builder makes, but the walls that are part of the tower itself.) I tried spawning zombies behind them to force them to switch targets and they ignored the darn thing. They just kept on trying to shoot the slime outside (I was playing superflat, creative, testing the mod out). 2. I don't really know if this is a bug or not, but why do the guards use bows on zombies that are right in front of them, and swords on skellies that are within attacking range but out of melee range? I did my homework so I know they're supposed to use bows only when the target is atleast a few blocks away, and switches to melee when the target gets close. Overall though, I kind of like it. Keep up the good work! ;D I forked my colony up for the first time! Yay! Accidentally built a wall that passed right through the barracks.
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Post by rscott6666 on Jul 20, 2012 5:25:33 GMT -7
Thanks. I even noticed the guards being a little dumb and i forgot to try to fix it.
There is new code i put in to try to kill citizens that are not associated with the colony. (For example, from an old world that was deleted). Unfortunately it results in some damage to the current workers until they 'check in' with the townhall. I should probably remove that code.
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Post by allklier on Jul 20, 2012 6:29:58 GMT -7
I have a problem with disappearing guards. I donwloaded the latest version installed it properly.
When I build barracks and have towers up, I sometimes see some guards for like 0.5s next to barracks chest after its gone again. I can only hear them talking. They also dont appear at the towers.
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Post by anglewyrm on Jul 20, 2012 21:30:04 GMT -7
Thaumcraft defense seals kill the guards. Not exactly a bug, but a behavior that is kinda quirky.
The magic seal (tested with Air-Fire-Air) does not injure the MineColony villagers, nor does it strike the hunter or his dogs, BUT it does kill guards from the barracks.
It's a bit of a pickle, as I must choose to only have MineColony guards or ThaumCraft seals, and the ThaumCraft seals do a really good job of protecting the village.
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gnome
New Member
Posts: 9
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Post by gnome on Jul 21, 2012 2:12:50 GMT -7
Linux only Sound files named differently in code and in /mods/minecolony Have problem with SoldierSeeEnemy.ogg. Minecraft looks for soldierSeeEnemy.ogg and crashes when failed. Renaming file fix it. But others still can crash the game, cause I don't know, how exactly they named in code.
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Post by rscott6666 on Jul 21, 2012 4:33:55 GMT -7
Hmm. you are right about that. all the soldier sounds are first letter caps, but in code it looks for first letter lowercase. I'll have to review them all.
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Post by rscott6666 on Jul 21, 2012 4:34:50 GMT -7
I have a problem with disappearing guards. I donwloaded the latest version installed it properly. When I build barracks and have towers up, I sometimes see some guards for like 0.5s next to barracks chest after its gone again. I can only hear them talking. They also dont appear at the towers. You can't play on peaceful. Guards are 'hostile' (to everyone else) And thats why thaumcraft probably kills them too.
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Post by Morettale on Jul 21, 2012 9:51:33 GMT -7
I found some more minor ones. This is a repost from another thread: Minor Bugs = Builders - multiple builders have a chance to build blocks on each other, thereby causing suffocation. Building er... buildings becomes a hunger games-esque survival game where the dumb ones die, and the smart ones throw pieces of stone and wood at them. - scanning doesn't work properly. I scanned a candidate for changing the design for townhall, made mostly of wood, glass panes, some glowstones, some water source blocks, 4 blocks of farmed land, and 4 roses, then tested it out on the same world using the same builders. I had my floorplan folder open. I know they name the scanned file according to the last one they scanned (3 in this case.) When they started building, it was one block higher, water was everywhere (not flowing, not updated), some wool here and there and they demanded an ungodly amount of enchanting tables. My other scans (villager apartments for villager infinity breeding) worked though. - why doesn't upgrading work when using edited floorplans? All my houses got stuck in basic, just enough to house the villagers. ---------------------------------------------nada--------------------------------------------- = Villagers - have a tendency to close the door on theselves, i.e. when passing through a door they: (step 1) open it (step 2) they walk through (step 3) accidentally slam the door in their face (step 4) mumble swear words while rubbing nose (step 5) repeat steps 1 and 2. This would sometimes temporarily block workers or other villagers from their own paths, and at one time a builder even lost his pathing. He just stood there screaming bloody murder all day at the other villager for making him forget where he was going. ---------------------------------------------nada--------------------------------------------- = Everyone - constant shaking of heads causes low IQ, brain damage, and severely low likability. Imagine someone coming at you with a block of stone or an axe while twitching. It's not someone you want to see at night. It's a good thing they don't work during that time. - awesome situation: Villager Herp: *opens door* Villager Derp: *attempts to open door, closes instead* *repeat 100 times or until frustrated* Player: *Push, shove, kick, hit* ---------------------------------------------nada--------------------------------------------- Sorry for the slightly-out-of-place humor. Couldn't help it.
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Post by rscott6666 on Jul 21, 2012 13:51:59 GMT -7
Morettale I liked it. Another good list. I'd like to fix the head shaking. Which means just fixing the head. Have it face the final block instead. The door is annoying because it results in 2 extra door noises, and they are loud!
Edited floorplans should work, i guess we'd have to look at exactly what you did.
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