Search found 39 matches

by kjdiehl
Tue Sep 25, 2018 8:47 pm
Forum: Millénaire in English
Topic: Millénaire 7 open beta!
Replies: 2
Views: 759

Re: Millénaire 7 open beta!

Oh MAN! This is stellar looking! I can't wait till I have some time to test it out. I wonder, can we expect to see more epic end-game structures for each culture? (ohpleaseohpleaseohplease!)
by kjdiehl
Tue Jul 24, 2018 9:26 pm
Forum: Millénaire in English
Topic: Lag Removal mod deletes entities. Safe for Millenaire?
Replies: 3
Views: 455

Re: Lag Removal mod deletes entities. Safe for Millenaire?

I went ahead and installed Lag Removal. The config file allows me to blacklist Millenaire villagers. It includes a list of probably near a hundred entities, (I assume it's every one in the game?,) each of which can be blacklisted. This list included Millenaire villagers, so it must populate from oth...
by kjdiehl
Mon Jul 23, 2018 7:48 pm
Forum: Millénaire in English
Topic: Lag Removal mod deletes entities. Safe for Millenaire?
Replies: 3
Views: 455

Lag Removal mod deletes entities. Safe for Millenaire?

Anyone have any experience with this or similar mod? https://minecraft.curseforge.com/projects/lag-removal My server company recommended it to help reduce my server lag. My server world is very large, but sees very little activity; like just one or two players a day, no new chunks generating. The se...
by kjdiehl
Thu Jul 19, 2018 5:23 pm
Forum: Millénaire in English
Topic: Update Millenaire for Aquatic Update 1.13 timetable?
Replies: 3
Views: 1109

Update Millenaire for Aquatic Update 1.13 timetable?

So the elephant has entered the room officially. Just wondering what the plan is for updating Millenaire to run on 1.13. Obviously, adding to the mod to incorporate features of 1.13 would be wild and awesome, but those would be new features. (Polynesians who utilize coral resources, anyone?) I'm jus...
by kjdiehl
Thu Jul 19, 2018 5:13 pm
Forum: Suggestions
Topic: Whoops, I'm sorry!
Replies: 1
Views: 313

Re: Whoops, I'm sorry!

Yeah, something to mitigate this issue would be welcome. It also is frequently a problem when trying to help defend a village from a raid. All the raiders and defenders get all clumped on top of each other and it is extremely difficult to tell which ones are which, especially if of the same culture....
by kjdiehl
Fri Jul 13, 2018 3:11 pm
Forum: Millénaire custom content
Topic: Where's all the custom cultures?
Replies: 1
Views: 577

Where's all the custom cultures?

Dwarves, Romans, Celts, Teutons, Inuits, none of which seem finished. Does anyone know of any complete custom cultures that work with the new version of Millenaire, and where we can locate them? Could this forum collect or host them all somehow? Given how little talk there is about custom cultures h...
by kjdiehl
Fri Jul 13, 2018 3:02 pm
Forum: Millénaire custom content
Topic: Millenaire Total Conversion: 200 BC
Replies: 3
Views: 901

Re: Millenaire Total Conversion: 200 BC

Yes plz gimme moar NOW! Though I'd say provide each culture individually, so players can mix and match as they see fit. I really like the visual look of each of these, especially where they are distinct from the other cultures. Personally, I'd like to see classical Greece instead of Rome, using the ...
by kjdiehl
Sun Jun 17, 2018 6:40 pm
Forum: Millénaire in English
Topic: Merchants not trading
Replies: 2
Views: 446

Re: Merchants not trading

I just re-read the wiki post on Merchants: After 2 days in the village, they will attempt to find another village to go trade with. If they can find a suitable village, they will instantly move to it at night along with their stock. If the other village had a merchant already, he will move to the or...
by kjdiehl
Sun Jun 17, 2018 4:07 pm
Forum: Millénaire in English
Topic: Merchants not trading
Replies: 2
Views: 446

Re: Merchants not trading

I feel like this is generally the case for my games as well. (I can think of observing some merchant trading months ago, in the early betas, but not recently.) Is it a bug or is there something we don't understand about how to encourage merchants to trade? And if it's something we don't understand, ...
by kjdiehl
Sat Jun 09, 2018 4:18 am
Forum: Suggestions
Topic: On New Cultures
Replies: 6
Views: 695

Re: On New Cultures

Hm. I like that idea of unique city types. Kind of like a capital? Maybe not necessarily. But if each culture had a special village that is very rare* and if the player is able to upgrade it enough it builds like a cool monument or something. Like the Statue of Liberty or Eiffel Tower? I know that's...
by kjdiehl
Sat Jun 09, 2018 4:10 am
Forum: Suggestions
Topic: Trade Routes / Roads
Replies: 12
Views: 1269

Re: Trade Routes / Roads

Dovetailing off of this a bit- I always feel my traders are never doing their job. For instance, I have a 4 village Norman hamlet, and they each have many items that the others want, like cobblestone, or timber frames. But the Inns are empty and no goods have ever been traded. And this has been my t...
by kjdiehl
Tue May 22, 2018 3:25 am
Forum: Suggestions
Topic: Add distance to Slander/Praise dialog
Replies: 1
Views: 279

Add distance to Slander/Praise dialog

When you've found lots of villages, the praise/slander dialog can be tens of pages long, and good luck knowing which village is which, especially without translations of village names. Any chance distance to each village can be added, so the villages that are closer, (where the praise/slander will a...
by kjdiehl
Tue May 22, 2018 1:33 am
Forum: Suggestions
Topic: Ancestral Puebloans (Hisatsinom)
Replies: 2
Views: 386

Re: Ancestral Puebloans (Hisatsinom)

Would be especially cool if you could figure out how to make the pueblos spawn more in the sides of the mesas, and also have the many buildings be frequently attached to each other. That definitely sounds like a lot more work, but it was one of the most striking aspects of those homes when I visited...
by kjdiehl
Tue May 22, 2018 1:30 am
Forum: Suggestions
Topic: Incorporate mobs into village life!
Replies: 1
Views: 323

Incorporate mobs into village life!

Spinning off of my Donkeys for Traders idea: What about coding cows to commonly be present in Indian villages, and any hostile player activity towards cows inside of Indian villages be treated the same as hostility towards Indian villagers? (I'm not actually sure if contemporary India's veneration o...
by kjdiehl
Tue May 22, 2018 1:23 am
Forum: Suggestions
Topic: Use Donkeys for Traders, other mobs?
Replies: 2
Views: 339

Re: Use Donkeys for Traders, other mobs?

Though I suspect just piggybacking off the existing vanilla mule/donkey/llama chest system would be easier than coding something new.

Yeah, I think this would be pretty dope.

Oooo! And I just remembered another cool idea I'd had! But that's for another thread...
by kjdiehl
Tue May 22, 2018 1:18 am
Forum: Millénaire in English
Topic: Future updates
Replies: 3
Views: 725

Re: Future updates

felinoel wrote:Millenaire v6.3 is gonna come out with Inuits!
CAN NOT WAIT!!!! :o :o :o :o
by kjdiehl
Tue May 22, 2018 1:17 am
Forum: Suggestions
Topic: Incorporate Suggestions into main Forum?
Replies: 3
Views: 416

Re: Incorporate Suggestions into main Forum?

I agree with you that Custom Content and Bug Reports are definitely more for the specific user who is seeking out specific info. But I feel suggestions are more for everyone. They definitely benefit with having as much people chime in as possible, to help brainstorm and such. I know that on other fo...
by kjdiehl
Sun May 20, 2018 5:41 am
Forum: Suggestions
Topic: Incorporate Suggestions into main Forum?
Replies: 3
Views: 416

Incorporate Suggestions into main Forum?

I feel like the threads on the main Forum page get plenty of attention, but the threads under the three sub-headings: Custom Content, Bug Reports, and Suggestions, get little attention because they are more obfuscated. The first two are esoteric enough that I think they're fine where they are- peopl...
by kjdiehl
Sun May 20, 2018 5:34 am
Forum: Suggestions
Topic: Use Donkeys for Traders, other mobs?
Replies: 2
Views: 339

Use Donkeys for Traders, other mobs?

So for some reason, I'm fascinated by the idea of the various villages interacting with each other. As such, I'd still love to see my other suggestions implemented: the Traders and other Mill-folk slowly building roads when outside their home villages, https://www.millenaire.org/forum/viewtopic.php?...
by kjdiehl
Thu Apr 12, 2018 8:05 pm
Forum: Suggestions
Topic: Quests, we need more!
Replies: 9
Views: 832

Re: Quests, we need more!

I agree with fewer, or at least much longer, time limits. I usually spend most of a quest's time limit just finding out how or where to acquire most of the ingredients needed. Then, time's up before I've hardly begun. (Since I spend more of a Millenaire-modded game helping the villages, rather than ...
by kjdiehl
Thu Apr 12, 2018 7:42 pm
Forum: Suggestions
Topic: Raid Offense/Defense identification
Replies: 2
Views: 402

Re: Raid Offense/Defense identification

I have suggested a village flag in the past, using the vanilla Minecraft flags the village flags are randomly generated from a set of different options dependent on the culture type, but to associate an icon for villagers too could be... interesting... Or maybe just a red name would be easier tbh L...
by kjdiehl
Thu Apr 12, 2018 7:37 pm
Forum: Suggestions
Topic: Feature Request: keep paths cleared of snow
Replies: 4
Views: 507

Re: Feature Request: keep paths cleared of snow

felinoel wrote:I did see a post by Kinn saying he was reducing the height of path blocks to 15/16 so hey is that is what stops the snow from landing that should work!
Fingers crossed that this is the case! I haven't had a chance to test it yet.
by kjdiehl
Thu Apr 12, 2018 7:35 pm
Forum: Suggestions
Topic: Trade Routes / Roads
Replies: 12
Views: 1269

Re: Trade Routes / Roads

I would like to see roads with Minecraft path blocks, just to help find other villages Maybe even have traders randomly spawn on these paths How I understand how Millenaire is coded, this would not work. Villages don't pre-populate the world, they are generated one at a time as you explore and new ...
by kjdiehl
Sun Mar 18, 2018 3:26 pm
Forum: Millénaire in English
Topic: Millénaire 6.2.0 RC 3 - more fixes
Replies: 107
Views: 33088

Re: Millénaire 6.2.0 beta 16 - more fixes

MauveCloud, how much memory is running your Minecraft? I have a theory that the bug is related to memory load. My server has only 768MB of RAM, (previously 512MB,) and gets the bug frequently. However, when only one player is logged on, it seems to occur less. Do you have similar behavior?
by kjdiehl
Fri Mar 16, 2018 9:17 pm
Forum: Millénaire in English
Topic: How much memory for server?
Replies: 3
Views: 556

How much memory for server?

Those of you who run Millenaire in a server, how much memory do you allocate to Minecraft? I just started renting a server and their RAM tiers were 384MB, 512MB, 1024, 1536, 2048, etc. They recommended 512MB for a server with minimal mods. I only have a few players, and Millenaire is the only resour...
by kjdiehl
Tue Mar 13, 2018 9:50 pm
Forum: Suggestions
Topic: Feature Request: keep paths cleared of snow
Replies: 4
Views: 507

Feature Request: keep paths cleared of snow

The new(er than Millenaire's original) grass paths in Minecraft have a great feature where snow doesn't collect on them. Not necessarily realistic, I know, but very welcome. Any chance of implementing this in Millenaire's various dirt, stone, etc path blocks? Maybe even adding the slightly lower top...
by kjdiehl
Sat Mar 10, 2018 2:22 pm
Forum: Suggestions
Topic: Too many villages
Replies: 1
Views: 301

Re: Too many villages

This is a user setting that you can edit in the config file, (it's very self-explanatory,) to tweak this. Keep in mind, if you reduce the frequency of villages, you might need to increase the range in which they'll interact with each other, or else you'll get no trade.
by kjdiehl
Wed Mar 07, 2018 3:25 pm
Forum: Suggestions
Topic: Trade Routes / Roads
Replies: 12
Views: 1269

Re: Trade Routes / Roads

Thinking further on this, I think Waypoints would actually be a clunky implementation. This would require a new block or UI added for controlling them. Simpler I think would be to have the Traders pathfinding AI be tweaked to favor grass paths*. This way, players could build and maintain the roads t...
by kjdiehl
Tue Mar 06, 2018 9:46 pm
Forum: Millénaire in English
Topic: Feature Request: translate names of things on signs
Replies: 5
Views: 617

Re: Feature Request: translate names of things on signs

I think basically translating everything except the proper names of Villages and Villagers, basically, is what I would prefer. Maybe some cultural items, like sake, could stay untranslated if they have a common English understanding. But just calling it Rice Wine would be fine by me too.
by kjdiehl
Tue Mar 06, 2018 7:32 pm
Forum: Suggestions
Topic: Trade Routes / Roads
Replies: 12
Views: 1269

Re: Trade Routes / Roads

Waypoints sounds like a good solution. Because while I agree that I like to build the roads between villages myself, the pathing AI may cause a Trader to not use all or some of the road I built. Maybe an opposite approach would be easier to code? Such as programming the traders to put down occasiona...
by kjdiehl
Tue Mar 06, 2018 7:24 pm
Forum: Millénaire in English
Topic: Feature Request: translate names of things on signs
Replies: 5
Views: 617

Re: Feature Request: translate names of things on signs

i agree this would help and posts such as these belong in the suggestion section of the forum But i would also like to know which village is which. I see it now, thanks! Admins, please feel free to move this post there! Thanks! EDIT: though, I do notice that the Suggestions folder gets much less tr...
by kjdiehl
Tue Mar 06, 2018 6:33 pm
Forum: Millénaire in English
Topic: Feature Request: translate names of things on signs
Replies: 5
Views: 617

Feature Request: translate names of things on signs

I love Millenaire, and its languages and cultures are one of the coolest aspects of the mod. However, I find the translation as it exists to be lacking. Yes, once you "learn" the language you can now trade, hire, and otherwise interact with the villagers. However, the village signs, which are one of...
by kjdiehl
Fri Mar 02, 2018 11:55 pm
Forum: Millénaire in English
Topic: Millénaire 6.2.0 RC 3 - more fixes
Replies: 107
Views: 33088

Re: Millénaire 6.2.0 beta 6 - fix for respawning villagers

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 ni...
by kjdiehl
Fri Mar 02, 2018 11:49 pm
Forum: Millénaire in English
Topic: In defense of Norse and Native American cultures
Replies: 8
Views: 1433

Re: In defense of Norse and Native American cultures

If Inuit culture is added in, it removes the possibility for both Norse and Northern Native cultures as distinct cultures due to its geographical overlap with the Norse and its cultural overlap with the Northern Native American, whereas if Norse and Northern Native are added it's two completely dis...
by kjdiehl
Tue Feb 27, 2018 3:30 pm
Forum: Millénaire in English
Topic: Millénaire 6.2.0 RC 3 - more fixes
Replies: 107
Views: 33088

Re: Millénaire 6.2.0 beta 4

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 glitc...
by kjdiehl
Sun Feb 25, 2018 2:08 am
Forum: Millénaire in English
Topic: Why 1.8.9?
Replies: 6
Views: 1522

Re: Why 1.8.9?

Soooo.... what does this mean looking forward? Will Zoythrus and Kinniken merge your versions somehow? Or will we end up with two different versions of Millenaire? I'm a bit confused.
by kjdiehl
Mon Aug 28, 2017 2:26 pm
Forum: Millénaire in English
Topic: Is this mod still being worked on?
Replies: 37
Views: 13973

Re: Is this mod still being worked on?

Is there a plan for the upgrade to ever include server support? I understand functioning single-player 1.8 is the initial goal, and 1.9>1.10>1.11 etc. after that. But will servers even be possible to one day be supported, or is that even on the dream-goals list?
by kjdiehl
Mon Aug 28, 2017 2:22 pm
Forum: Millénaire in English
Topic: #ReviveModMillenaireIn1.10.2
Replies: 10
Views: 3335

Re: #ReviveModMillenaireIn1.10.2

I have a question. I've understood the PE/Win10/XBox/console edition to be the heir ascendant for MC, and I like that it makes for a cleaner code for MC and hopefully makes for a better game in general. However, it's also my understanding that this edition is much harder to MOD, eliminating one of t...
by kjdiehl
Fri Apr 22, 2016 7:11 pm
Forum: Millénaire in English
Topic: Changes for the next update!
Replies: 89
Views: 18494

Re: Changes for the next update!

As far as the mod itself, I'm thrilled that work is being done and all the many ideas discussed sound fantastic. I have 3 main suggestions: 1. Concentrate on releasing a functioning 1.8.9 version (and then 1.9!) first. I understand some of your deeper modification ideas might need to be included, bu...