Open lunadragnstar opened 4 years ago
Having the same issue as #5732 and I may have missed it but I looked for a solution and tried multiple things but the official build position of the medieval spruce cook changes from level 3 to level 4.
@RAldrich The darkoak wall issue should be fixed but I'm verifying all scans and reuploading them, You may want to make sure you are on the newest update, if you are, they will be in a near future update
For the medieval Dark Oak schematics, those are really old and the builder is currently working on them and will be uploaded soon
The birch composter hut (I tested levels 1 and 5)'s construction tape is drastically different from the preview.
Preview:
Construction tape:
This is on the 1.15 patreon server which just got updated today.
Edit: I built it in a different area (the construction tape still got placed wrong), and then when upgrading to level 3, the position shifted again. Maybe a scanning issue?
The dwarven 3 story fancy road is marked as the 3 story fancy intersection and the 3 story fancy intersection is marked as the 3 story fancy road
@jarquafelmu this should be fixed in the newer updates.
In regards to issue #5732 Its seems that the difference in the schematics between 1-3 and 4-5 for the medieval spruce/oak restaurant is due the inclusion of the "stash" block in the structures schematic. when either the stash block or the restaurant block are removed and the structure is rescanned, the schematic will recognize the restaurant block/ stash block. When both are present, it defaults to the center of the structure.
Heres an example of the medieval spruce restaurant lvl 5 with the cook block removed.
trying and failing to build level 4 fortress wall corner, would have been fine with having to upgrade from level 1 if i actually could upgrade it, but the decoration controller doesn't have the path to the schematic or the level, and then when i try to add the right information it doesn't do anything, i'm running the most recent version of the official twitch modpack[as far as i can tell] and i'm not sure i'll be able to update manually should that prove necessary
Heya guys, should the Fortress University and Fortress Alternate University be the same schematic in 0.13.298? had trhe same issue in 0.13.295 also.
the birch rabbit hutch builds well passed the construction outline when upgrading, apologies if intended, simple update to level 1- 2 reserve area if not. (issue happens; from 1-2 it builds out of the back of the zone, from 2-3 it expands out passed the side)
birch barracks builds fine up until you try to build the towers, my server is throwing a "doesn't have a correct primary offset" exception, then the tower builds outside (2,1,3) of the obviously intended building area. the barracks block puts the tower block in the right place, its just that the tower schematics aren't aligning with their root block as intended.
Weird, the birch barracks works for me.
I am using 1.16 version
Weird, the birch barracks works for me.
I amusing 1.16 version if it matters. Mods, but none that should affect villages or schematics at all
Oh, this must be the reworked birch style which 1.15 hasn't gotten yet.
yet
If this is a rework i 100% approve the buildings are very unique to theirset and look amazing. I was able to tweak the barrack towers manually to get them setright, butit was a lot of work. doable though.
on 1.16 library medieval spruce level one missing bottom stairs at side entrance I would think. front end does go down fully.
Which hut is this @Swantsy?
Which hut is this @Swantsy?
My apologies, this would be the library
As Per https://github.com/ldtteam/minecolonies-features/issues/174, reposting. https://imgur.com/a/8MNlFVp
1) Fortress univeristy and alternate have the same scan, however university has the same footprint as the original one. (Image 10-13)
It appears the lanterns should be moved in order of placement within structure files too the same place as torches as stated in issue #5958 and #5883 builders have trouble with lanterns and fail to place them. If incorrect a new test shall be done after behavior is changed to recommended.
the lv5 stone combat atacademy got only 4 beds. a combat trainee has no bed.:(
Upgrading the playerhousing/wooden1 only initiates the builder to REBUILD wooden1 but moved 3 blocks west and 5 blocks south. You can see in the photo the moved construction tape before completing the build and after initiating the upgrade.
JUST BEFORE COMPLETION:
AFTER COMPLETION:
UPGRADE UI:
Notice the decoration "level 0".
AFTER UPGRADE INITIATED:
Notice text stating builder is rebuilding wooden1.
Notice the shifted construction tape. It is shifted 5 blocks to the South (left) and 3 blocks West (away from the camera).
Notice the upgrade UI shows that the decoration is currently in level 0. This might be what is causing the upgrade function to "upgrade" to level 1 even though it is already at level 1. No clue why it is shifting the schematic though.
Guards (or couriers) are putting armor pieces into chests in the Asian guard towers, and then forgetting about them. Looking at the inventory of the guard tower doesn't show any items in these chests. Example: If boots are in the chest to the left, they don't register. If they are in the main inventory for the hut, it's fine.
Guards (or couriers) are putting armor pieces into chests in the Asian guard towers, and then forgetting about them. Looking at the inventory of the guard tower doesn't show any items in these chests. Example: If boots are in the chest to the left, they don't register. If they are in the main inventory for the hut, it's fine.
The chests probably need to be switched to racks for this to work.
Fortress University outlines 32x32, clears and digs basement for 32x32 but builds 16x16 structure in front left corner of cleared area. Minecolonies 0.13.406-BETA Structurize 0.13.92-ALPHA
Fortress University outlines 32x32, clears and digs basement for 32x32 but builds 16x16 structure in front left corner of cleared area. Minecolonies 0.13.406-BETA Structurize 0.13.92-ALPHA
known, for now use the alternate university
Hey,
The Sandstone Smeltery builds in one location for levels 1-2, and then shifts ~10 blocks off that plot when attempting to upgrade to level 3.
Edit: Just confirmed that the wood smeltery does not have this issue.
Sorry if this is a newb question. Since Medieval restaurants are falling victim to a bug /w the hut block and stash block in the same schematic, is there a way for us end users to edit the stash out? I've yet to see where the mod's included, standard schematics are stored, if they are anywhere. Would this instead require an edit and recompile?
you can paste it, remote it, rescan it, test it with it in the right folder and PR it here. The wiki holds the desc on how to do it.
plantation bug #6088 kills workers in fortres style
the plantation plants well only at level 5
I've removed Stash blocks from the schematics for the Medieval Birch, Oak, and Spruce Cook 4s and 5s, and they seem to work from a creative test. There also seemed to be some oddness with the anchor block for these files, as well, so tried to resolve that. Have attached the schema here in case @Chinthor wants to have them directly without needing to update. Will see if I can figure out how to do a PR for the compiled version.
@gattsuru https://github.com/ldtteam/minecolonies/tree/version/1.15/src/main/resources/assets/minecolonies/schematics should help with the PR
The combat academy and archery for Medieval Oak do not have enough beds for their levels. It's causing the colonists to not sleep.
Combat 1 has 0 beds Combat 2 has 0 beds Combat 3 has 1 bed Combat 4 has 4 beds Combat 5 has 4 beds
Archery has no beds at any level.
Sorry, I noticed a problem with hinges, and by the time I was done digging, this behemoth developed. I swear, I thought it was only going to be the House!
Medieval dark oak House double-doors hinge tags aren't 'expected'. For example, on this Level 2 house, the way they're built is with both doors of the set of double doors to have their hinge values set to the same value (e.g. "right") instead of one being "right" and the other being "left".
Current:
Expected:
I did test this ahead of time by pasting in (with placeholder blocks) a House-2 from the design, removing the left door, replacing it (so the hinge was oriented correctly), then saving it. Pasting in my altered version seemed to keep the hinge orientation correct, so it doesn't seem to be a limitation of Structurize, but more a oops in the schematic design.
The following Medieval Dark Oak designs have this hinge issue:
Also, Medieval Dark Oak Archery (all levels), Enchanter (all levels), Florist (all levels), is made from regular oak, not dark. Or some wood that isn't dark. Not 100% sure.
Also, Medieval Dark Oak Crusher (levels 4 and 5) have a mysterious minecart chest in the bottom corner of the entire layout? Or at least they do in the preview? Not sure if this is a concern or not. Maybe the cart gets placed correctly somewhere in the build when it's built?
The 'fisherman' of Medieval Dark Oak level 5's front door is missing the bottom half? Hopefully that's not a serious concern?
Also, I'd like to suggest that places with oak logs instead of campfires in some of the medieval dark oak designs (particularly beneath chimneys) might be able to be replaced with campfires? Possibly with hay bales under them? Smoke rising from these chimneys, even faint wisps without the hay bale, look nice.
The composter and library have fires on netherrack in a couple designs. These might be able to be changed to a campfire, too? The library (level 3) one, especially. It's a fire behind a furnace, under a chimney.
Dark oak chicken pen (all levels) gives chickens an opportunity to escape whenever the fence gate is opened or closed. This is not faulty ai taking too long to open/close the gate, a player would probably have a similar experience using the exact same pen layout.
I'd suggest lowering the height of pen floor so as to not have the chickens at the same level with the fence gate. This is in version 0.13.515-ALPHA.
Medieval spruce sawmill tier 2 building creates a large hole on the side, not sure if intentional
Medieval spruce sawmill tier 2 building creates a large hole on the side, not sure if intentional
Does something get put in the hole at higher levels?
Medieval spruce sawmill tier 2 building creates a large hole on the side, not sure if intentional
Does something get put in the hole at higher levels?
Actually yes. Some bridges and storages. Seems like this building is just overly complicated.
I just tested the latest minecolonies-0.13.528-ALPHA-universal and structurize-0.13.105-ALPHA-universal for mc 1.15.2 by replacing the old mods in the mods folder, and the sandstone house/citizen has not been fixed/changed. Just wanted to give you a heads up. Do I need to restart my minecraft world etc to see the fix/change?
Asian plantation seems to be broken as of minecolonies-0.13.473-ALPHA-universal and this issue was referenced. Bamboo and sugar cane are being planted in the air instead of on sand.
Asian plantation seems to be broken as of minecolonies-0.13.473-ALPHA-universal and this issue was referenced. Bamboo and sugar cane are being planted in the air instead of on sand.
Please update, that version is about 60 versions behind
Minecraft Version: 1.16.4 MineColonies Version: minecolonies-0.13.530-ALPHA Structurize Version: structurize-0.13.104-ALPHA-universal.
Issue: Nordic pier is spawning inside one of the nordic rail schematics. Replicate: Navigate to Decorations/rail/nordic/railgroundstraight
Minecraft Version: 1.16.4 MineColonies Version: minecolonies-0.13.530-ALPHA Structurize Version: structurize-0.13.104-ALPHA
Issue: Concert structure has broken redstone circuitry. Replicate: decorations>decorations/fortress>concert
Asian plantation seems to be broken as of minecolonies-0.13.473-ALPHA-universal and this issue was referenced. Bamboo and sugar cane are being planted in the air instead of on sand.
Please update, that version is about 60 versions behind
Still broken as of minecolonies-0.13.530-ALPHA-universal.
Asia Player Building is not upgrade able on the chalkboard. Minecraft Version: 1.15.2 Version: minecolonies-0.13.522-ALPHA
Dark oak chicken pen (all levels) gives chickens an opportunity to escape whenever the fence gate is opened or closed. This is not faulty ai taking too long to open/close the gate, a player would probably have a similar experience using the exact same pen layout.
I'd suggest lowering the height of pen floor so as to not have the chickens at the same level with the fence gate. This is in version 0.13.515-ALPHA.
Same issue inside Fortress Chicken Pens.
Also the brown carpet does not prevent the chickens from flying out. Suggest changing this to a slab.
Asian wall level 1 decoration can't be upgrade because they're named wallmid_a/b/c instead of wall_a/b/c.
apologies if this is the wrong place, not used to using github..
Using Minecolonies 0.13.437-RELEASE on Minecraft 1.16.4 with Structurize 013.96-Alpha - Mesa Builders hut seems to get no extra storage at Level 2 and 3; and only a single chest at level 4. I have not built it to level 5 yet to see that. In comparison - Warped, Wooden and Birch builders huts (which are what I'm also using currently) have multiple extra storage racks at the same levels.
apologies if this is the wrong place, not used to using github..
Using Minecolonies 0.13.437-RELEASE on Minecraft 1.16.4 with Structurize 013.96-Alpha - Mesa Builders hut seems to get no extra storage at Level 2 and 3; and only a single chest at level 4. I have not built it to level 5 yet to see that. In comparison - Warped, Wooden and Birch builders huts (which are what I'm also using currently) have multiple extra storage racks at the same levels.
We recommend using the alphas instead of the releases FYI, they're much more up to date and are just as stable (I don't think this specific bug has been fixed though)
Nordic Level 1 and 2 rabbit hutch (using 0.13.104-alpha) - the rabbits very easily escape their pen through the one gate. I've yet to have my rabbit herder collect any rabbit drops, as they all escape through the gate as he enters/leaves. Suggest adding additional fencing (such as where the fence extends to with the level 3 version) with a second gate; so the worker has to go through two gates to get there (and the rabbits would have to escape twice)
I dont know if you can suggest things here, but would it be possible to change the scaffolds in the birch medival right next to the builder hut into a double stack of racks? I tried adding them myself but the builder didnt see them :C
Also the beekeeper was having some AI issues when I renovated the t5 build by adding a total of 16 beehives, but it seems to have stoped and nothing showed up in the logs like it said
This is a catchall issue for bugs with the schematics.