Closed teagan75 closed 4 years ago
Now a weird glitch. I went to bonemeal grass and it worked...but a grass block disappeared.
Edit...HA HA...when I went to replace it with dirt...it worked but it immediately turned into grass block.
So Yuliff isn't suppose to sell beds anymore?
Ok lots of differences lol. I didn't look to see if Yulif sold beds. I assumed he did. I will add it. Weird glitch with bonemeal. Wonder what that could be? I assumed the town hall was craftable because the recipe showed up. I will have to add one
Okay on the townhall, is it looking for an anvil too before I can craft it?
no that has a red X meaning you cannot craft it in an anvil not sure why the furnace is green tho lol
I crafted a furnace already. I assume it was looking for those items with the green on the crafting table and furnace since I had crafted them...LOL
ok so instead of two copper coins for completing the first chapter I am gifting 2 HC plum saplings. We need to feed our workers and the apple tree from HF is only plantable in Autumn. So, to not break the system I am using a fruit tree that doesn't have a HF counterpart.
Sounds good.
Just a heads up I am going to disable structure generation. I want to gate Astral sorcery and the roots huts don't fit the theme lol
Okay......I haven't seen the roots huts yet.
on second thought I may just disable the large shrine and keep the small ones that don't have the collector crystal. This way marble will be easier to get. The roots huts aren't a big deal
Okay....they do have loots in them(astral sorcery) . I just checked. Aquamarine, iron, glowstone and the star papers so far.
In regards to the Minecolonies townhall....I gave myself a prefab field to have a level grassy area (had to add dirt blocks for the 17x17....then I crafted a camp. I did find a townhall in the chest in the camp, but I attempted then to craft the townhall and I was able to. So somewhere there must be a setting that checks to see if a camp or supply ship is placed before it allows crafting.
It’s ok. Every time you pop in the HF buildings they come with loot
Another crafting problem. Wooden crates share the same crafting recipe as chests.
ah yes forgot to change that
Also, for grassy plains you can use wasteland dirt for compressed dirt. It's just the grass then that is the issue. Also, a minecraft seed used on dirt will turn it to grass
Oh...I didn't know that. That's wonderful! I have the grass clippings. They've activated storm spotters in our area....just had line develop over us, but it moved east. Kids (my niece and nephews) in the pool now before next line comes in about an hour. Pool too cold for old me.
On Mon, May 25, 2020, 3:20 PM teagan75 notifications@github.com wrote:
Also, for grassy plains you can use wasteland dirt for compressed dirt. It's just the grass then that is the issue.
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It is a hot day today. We have a small storm headed toward us now.
I love that you can see the boundaries of your town when holding the build scepter
Yeah you could in 1.7 but you had to placing a building to see it. If I'm not mistaken I think boundaries are now flexible...if a building is placed inside, but close to a border, the border expands on that side. Don't know if they kept that in 1.12 release, but it was in the beta. I stopped playing when my town loaded...but my people all froze and we couldn't figure out why. My town was big then. Reverting to previous save didn't work then...so I quit playing it. Went on to other packs.
It was 88 here and after the first line passed, it is down to 72. Hopefully that will stabilize the atmosphere and keep the bigger storms from having power.
Your question about tumbleweeds: there is no easy way to turn them off but only 8 can be in an area around a player and since most mobs are turned off it shouldn't be a big deal
Your question about tumbleweeds: there is no easy way to turn them off but only 8 can be in an area around a player and since most mobs are turned off it shouldn't be a big deal
I've noticed that the same two tumbleweeds keep repeating about 32 blocks away. Adds a nice ambience to the pack.
Just realized that in beta we did not start with a backpack but in the Version 1.0 a backpack was starting equipment. Are we not starting with backpacks this time?
Yeah you could in 1.7 but you had to placing a building to see it. If I'm not mistaken I think boundaries are now flexible...if a building is placed inside, but close to a border, the border expands on that side. Don't know if they kept that in 1.12 release, but it was in the beta. I stopped playing when my town loaded...but my people all froze and we couldn't figure out why. My town was big then. Reverting to previous save didn't work then...so I quit playing it. Went on to other packs.
It was 88 here and after the first line passed, it is down to 72. Hopefully that will stabilize the atmosphere and keep the bigger storms from having power.
There is a config option to turn dynamic city growth on. I assume this is what you are talking about. I can change it to true. For the server package I will keep it false cause I think that might cause issues.
Just realized that in beta we did not start with a backpack but in the Version 1.0 a backpack was starting equipment. Are we not starting with backpacks this time?
You are right. I will add that to the list of starting gear. It should have been there since I just moved the config file over from 1.10
Edit: the item ID changed lol
Yeah...sounds good, dynamic for single player and not for server. I like dynamic cause I always had a small sliver of a building that needed that small piece to place.
Thanks for fixing the backpack. I'll wait to next update to play again. Stuck at the storage barrels and apple sapling quests.
Curse is taking its sweet time approving my new project :(
Yeah....they will blame Memorial Day.
Yes they will. So, Minecolonies has changed a bit. Do guards not need housing? I have four houses and cannot assign my two guards to the houses. Do I need to build my town hall now and have housing to get more citizens? I wish their wiki was up :(
Edit: Wait, do I have to recruit now? They just don't come?
Yeah...guard towers and barracks house the guards now. Actually level your builder up to level 2 and upgrade some of the houses to level 2. A child should spawn. I don't know if you can entice a citizen at level 1 in town hall (If there is room in a house, either a child will spawn if a male and female are assigned to the same house and there is an extra bed in town, but you can "bribe" a citizen to come...there is a page in the town hall book for that, but I cannot remember what level of town hall it becomes available.
As to the wiki, he said in a developement stream over the weekend that the wiki server crashed and they are waiting on new equipment.
Yeah I did recruit one and my town hall isn't built but that will get expensive. I will have to make a note in the book that the builder and citizen huts need to be level two so a child can spawn. WOW, progression will be much slower lol
Yeah...i try to get a lumberjack asap. Cobble and glass are the next. For building.. Resource scrolls are better in this version, but occasionally it does crash the client. If a citizen (esp the builder gets stuck make sure they have their requested item, if the do and still don't work...fire them wait till clothes change to regular clothes and rehire them. They retain stats. One reason I turn off automatic hiring. Once you get warehouse and delivery man, you can make stairs etc in bulk, put them in the warehouse and the delivery man will take them as needed to builder
the person i hired for sawmill isn't working. I added recipes too. I fire and rehire a lot hehe. I put what they want in first inventory slot and it seems to fix em.
Yeah...usually it is the builder that gets hung up. Also if they want something I give it to them directly and cancel their request on them.
Yay! Wiki is back up.
I was thinking now that we have a crusher and stone smelters, I was going to try and hook the cobble gen up to a chest in the warehouse
Yay! Equipment hooked up! I was going to try that( the cobble gen in the warehouse, but when you upgrade the warehouse, you'll need to remove the cobblegen to keep the builder from destroying it.
yep! Can't be forgetful lol
Ok. So the new project page has been approved and I put out another release better than the first I hope lol. I am going to close this out because there is a new issue page
As I am almost finished with Metamorphoses 1.10 version, I was thinking about porting it to 1,12. This will allow the pack to be on servers and will hopefully solve the issue of mods disappearing from Curse.
Harvest Festival was ported to 1.12 and I am waiting for the Harvestcraft compat to be released. There are quite a few magic and tech mods that didn't update to 1.12 so I have found replacements that are easy to configure to be a part of the progression and help. I also added TekTopia so I can actually have players make dimension outposts. Even minecolonies can be configured to allow multiple towns and ones in other dimensions. Below is the new list of mods:
Immersive Energy (by CrimsonDragonRider) Better Builder's Wands (by Portablejim) Tree Growing Simulator (by tterrag1098) Obsidian Ore (by Lordepos) Vegan Life (by rademax93) Actually Additions (by Ellpeck) AgriCraft (by InfinityRaider) Ender Hopper (by Lemonszz) More Overlays (by FeldiM245) Grass Seeds (by Serilum) Redstone Flux (by TeamCoFH) Tektopia Harvestcraft Compat (by almightytallestred) Harvest Festival Legacy (by Snownee_) Dynamic Trees - Pam's Harvestcraft Compat (by ferreusveritas) Dirt2Path [FORGE] (by mallrat208) Dynamic Trees Roots (by Dumdidldum) Immersive Tech (by FerroO2000) Avaritia 1.1x (by brandon3055) Immersive Intelligence (by Pabilo8) nether+ (by bmastergamer) The One Probe (by McJty) JAOPCA (by TheLMiffy1111) Custom NPCs (by Noppes) IE Cloche Compat (by senilepenguin) Pam's HarvestCraft (by pamharvestcraft) NetherEx (by LogicTechCorp) FTB Backups (by LatvianModder) Netherending Ores (by ic_trab) Carry On (by Tschipp) Harvest Festival Crop Reader (by Ennek) Refined Storage (by raoulvdberge) [SBM] Wooden Shears (by BuiltBroken) Random Bone Meal Flowers (by Serilum) Wither Skeleton Tweaks (by Shadows_ofFire) Immersive Engineering (by BluSunrize) Barrels, Drums, Storage & More (by Funwayguy) NetherBound (by theishiopian) Nature's Aura (by Ellpeck) ? not sure i am keeping this in CraftingCraft (by BlayTheNinth) Custom Starter Gear (by brandon3055) Runes of Wizardry (by xXilef11) Blood Magic (by WayofTime) Pam's BrewCraft (by pamharvestcraft) Immersive Petroleum (by Flaxbeard) More Furnaces (by cubex2) Iron Backpacks (by gr8pefish) Prefab (by wuestman) Hopper Ducts (by FyberOptic) FTB Utilities (by LatvianModder) Simple Cobblestone Generator (by LuHeGi) Fast Leaf Decay (by olafskiii) ezWastelands (by ezterry) Speedy Hoppers (by al132) Just Enough Items (JEI) (by mezz) Baubles (by Azanor13) Just Another Rotten Flesh to Leather Mod (by alexdaum1) RiteClicker Mod (by OCDiary) Ender-Rift (by gigaherz) MineColonies (by H3lay) Bad Mobs (by DarkhaxDev) FTB Library (by LatvianModder) Varied Commodities (by Noppes) Canny Composter (by Stormwind99) Unique Crops (by BlueNeenja) Better Questing (by Funwayguy) Better Questing - Standard Expansion (by Funwayguy) BetterBedrockGen (by GigaBit101) Craftomancy (by CactusCoffee) Immersive Cables (by SanAndreasP) Bedrock Ores (by Sangar_) Akashic Tome (by Vazkii) Refined Storage Addons (by raoulvdberge) End: Reborn (by elecatron) Edible Bugs (by Eracyhw) Dynamic Trees (by ferreusveritas) TekTopia (by TangoTek) Foamflower (by kamildanak) Tumbleweed (by konwboj) Sparks Hammers (by bright_spark) Default World Generator (port) (by ezterry) Tiny Mob Farm (by davidmaamoaix) JourneyMap (by techbrew) Lore Expansion (by theCyanideX) Schematics (by Dom_Codes) Astral Sorcery (by HellFirePvP) Mystical World (by EpicSquid319) Chest Hoppers (by SimplySimon0) Roots (by EpicSquid319) Runes of Wizardry - Classic Dusts Pack (by xXilef11) Arcane Archives (by AranaiRa) Refined Avaritia (by PricelessKoala)
Would love any feedback and/or suggestions :)